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==Tomb World== ===Why Play Tomb World=== *'''Pros''' ** Strongest ranged weapons in game. ** Near Astartes-level endurance and firepower, and more so under the right circumstances. ** Some impressive WS and BS scores. Even your lowest warriors got a 3+ WS/BS to blast away foes. *'''Cons''' ** Another slow kill team, cover can be a bitch. ** Your wargear is expensive as hell. ===TW Wargear=== *'''Devouring Nonoscarabs (3 EP):''' Limited grenade, indirect bolter with Lethal 5+. *'''0-1 Sempiternal Weave (3 EP):''' {{W40kKeyword|Immortal Leader}} or {{W40kKeyword|Deathmark Leader}} only. Gains +2 Save. *'''Starfire Core (2 EP):''' Pick a gauss flayer, reaper, or blaster the bearer has. Whenever this gun scores a crit while shooting, it can convert a missed shot into a hit. *'''Tesla Weave (2 EP):''' When an enemy charges into engagement range with the bearer, you inflict a MW for each 5+ on 3 dice. *'''0-1 Mindshackle Scarabs (3 EP):''' Grants a special 1 AP action to make a visible enemy operative within Square/2" roll against APL; if the die beats the APL, that operative suffers -1 APL, but if you roll more then double the APL you get get a free Shoot or fight action against a friendly operative. *'''Hyperphase Blade (2 EP):''' Upgrades the bearer's bayonet to gain Lethal 5+, making this only useful for warriors and immortals.. ===TW Units=== A common rule shared by your entire army is the Living Metal ability. This allows your operatives to recover 2 wounds on the Ready Operatives step of each turn, giving the Necrons exceptional durability. The Tomb World Kill Team consists of 2 fireteams <tabs> <tab name="Necron Warrior Fire team (Max 1)"> This Security fireteam is composed of 5 Necron Warriors. *'''Necron Warrior (Staunch, Marksman):''' They're tankier than most non-marine operatives, but that's without counting some of the tricks they have in store. They come with APL2, a 4+ save, and 9 wounds instead of 11 but each model can recover 2 wounds each turning point so it's a lot more as long the enemy doesn't focus them down. Hopefully you'll have a plan to avoid such a thing happening. Pick between Gauss Flayers which are as effective as Bolters or the Gauss Reaper that is short-ranged but deals +1 damage and P1. </tab> <tab name="Immortal Fire team"> This Seek & Destroy/Security fireteam is composed of 4 of the following: *0-1 Immortal Leader (if you don't have another leader) *3-4 Immortal Warrior *'''Immortal Leader (Staunch, Marksman):''' Pretty much the same as the base immortal but with an extra wound and improved BS. *'''Immortal Warrior (Staunch, Marksman):''' An upgrade on the Necron Warrior with +1 W and 3+ save. Choose between a Gauss Blaster equivalent of a heavy bolt rifle, or the Tesla Carbine that swaps AP1 with Splash 1 as a deterrent for melee operatives from moving up. </tab> <tab name="Flayed One team"> This Seek & Destroy/Infiltration fireteam is composed of 5 of the following: *0-1 Flayed One Leader (if you don't have another leader) *4-5 Flayed One Warrior *'''Flayed One Leader (Combat, Scout):''' A basic Flayed One +1 wound and WS 2+. *'''Flayed One Warrior (Combat, Scout):''' Your only melee-focused operative. You're essentially working with a necron warrior who gets five attacks with their claws, and all of them have Rending to maximize on any crits you get. **The Q1 2022 Dataslate gave a rather decent perk by upping the Flayed Ones' claws from 3/4 to 4/5, making them way more dangerous - on par with your Immortals' weapons. </tab> <tab name="Deathmark Fire team"> This Seek & Destroy/Recon fireteam is composed of 5 of the following: *0-1 Deathmark Leader (if you don't have another leader) *3-4 Deathmark Warrior *'''Deathmark Leader (Marksman, Scout):''' Standard Deathmark +1 wound and Balanced on their rifle to offset the 2+ BS they'd normally have. While they do have 2+ WS on their fists, there's no reason for them to even get that close. Leave it to other operatives to punch goons. *'''Deathmark Warrior (Marksman, Scout):''' Your team of snipers come with with a Heavy AP1 sniper rifle. Fortunately, they have 3+ save and 10 wounds, so they're about as durable as an immortal if they need to take some abuse. </tab> </tabs> ===TW Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Relentless Onslaught (1 CP):''' Until the end of the turning point, your operatives can re-roll an attack dice when shooting at an enemy within 6"/pentagon *'''Dimensional Concealment (1 CP):''' Until the end of Turning point, {{W40kKeyword|Deathmark}} operatives can take an action to change their own orders. Letting them jump from hidden to shoot then return to hidden again at the end of their activation. *'''Implacable March (1 CP):''' Until the end of turning point, whenever an operative is given the engage order, a operative can make a Implacable March, adding that missing 2"/circle to move but they can only perform Normal Move (so practically moving 6" instead of 5" when dashing), charge, shoot or fight actions. Expect to use this the moment your operatives have gotten within charging distance or when your gauss reapers can finally fire upon your foes. *'''Skulking Killer (1 CP):''' Until end of the turning point, {{W40kKeyword|Flayed One}} operatives can perform a charge action while in Conceal order. </tab> <tab name="Tactical Ploys"> *'''Reanimation Protocols (0 CP):''' When an operative dies, you can place a marker over where they died as well as their order token. During the Ready Operatives step of each turning point, you can roll a d6 and on a 3+ (2+ for Necron Warriors) you can resurrect your operative with d3 wounds right where they fell. **The Q1 2022 dataslate knocked the cost of this ploy to 0 - That's right, you can use this any phase where you're losing an operative! *'''Living Lighting (1 CP):''' Whenever an {{W40kKeyword|Immortal}} operative with a tesla carbine scores one or more crits, they can choose to either make it deal Splash 2 damage or extend the range of its splash damage to models within square/3" instead of the standard circle/2". </tab> </tabs>
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