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====Armies of Renown: Kill Team Strike Force==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Introduced in the first Octarius book, this is akin to Deathwatch Classic, undoing all DW 8th Edition gains (they couldn't use things like Predators before) but doubling down on their Kill Teams. Basically they lose access to most vehicles and anything that isn't core (like Centurions), giving your trademark units even more power and versatility, but forcing you to rely on them: Antitank? You mean Eradicators. <div class="mw-collapsible-content"> =====Special Rules===== '''Restrictions''' #All your army must be Deathwatch, and you can only bring {{W40kKeyword|characters}}, {{W40kKeyword|Kill Teams}} that bought a specialism, as well as Blackstars and Dedicated Transports - i.e. Rhinos, Razorbacks, and Drop Pods (& Termite drills) for firstborn and Impulsors for Primaris. Only Impulsors: you can't use Repulsors, and if you want two Razorbacks, you gotta have two other units first. ''And nothing else.'' #*Do keep in mind that before you can get most models, you have to take the basic 5 models for a Kill Team as tax: Firstborn Veterans, Intercessors, Heavy Intercessors, and Infiltrators. #*No Kill Team has access to ATVs or Bladeguard. Also, because he's a character, you can bring a Bladeguard Ancient, [[Fail|but not the actual Bladeguard]]. It also means you cannot use any of the "attack twice" stratagems, because Fortis Kill Teams do not actually have the {{W40kKeyword|Intercessor}} or {{W40kKeyword|Assault Intercessor}} keywords. '''Benefits''' #Alongside gaining the {{W40kKeyword|Strike Team}} keyword, two different kill teams can take the same specialism, where only one could do so before. #'''Veterans of the Long Vigil:''' ''Aka Free Brotherhood of Veterans, and the real reason to bring this Army of Renown''. Each turn you ''can'' (''optionally'') replace your Xeno Hunters tactic with a Chapter Tactic or Successor Tactic. Note that this doesn't provide any of the doctrine boosts that each of them provides, but you can mix-and-match them to the doctrine you want to use (Salamanders when shooting, BA when charging). Just be aware that '''you can use any chapter tactic only once'''. In addition, using the Brotherhood of Veterans stratagem can let you pick out a different chapter tactic without causing issues for you. #*Do keep in mind that "re-rolling 1s to wound vs battlefield roles" is part of your chapter tactic. '''Swapping that out for another chapter makes you lose the re-roll''', or in the Specialisms' case, be demoted from full re-rolls to wound back down to re-rolls of 1s to wound. ''Except for Aquila''. #*It says you can use any chapter tactic only once, but with the sheer number of chapters, that doesn't really matter: #**There are 3 traits for shooting (IF, CF, DA), 3 for melee (SW, BA, FT, BT kinda), 3 to resist being attacked ([[Drop_Site_Massacre|IH, RG, Sal]]), and 2 to fall back and reengage (UM, WS). You'll run out of turns sooner than of run out of choices. '''Warlord Trait''' *'''Xenos Bane (Aura):''' {{W40kKeyword|Strike Force Kill Team & Characters}} within 6" gain the Xenos Hunters chapter tactic on top of the Codex chapter tactic you chose to replace it, meaning that you get to keep the re-rolls as well as the other fun tricks the other chapters get. '''Relic''' *'''Inquisitorial Cipher:''' Allows you to swap out one secondary objective/agenda with a different one, allowing you to take two Deathwatch-exclusive secondaries/agendas. =====Stratagems===== <tabs> <tab name="Battle Tactics"> *'''Specialism Extremis (3 CP):''' Pick one {{W40kKeyword|Strike Force Kill Team}} that's picked a specialism during the shooting or fight phase. Until the end of the phase, ''any hits this kill team makes against their favored prey will automatically wound'', allowing this to make a massive dent upon the designated foe. It damn well better too, as you can only use this once on each kill team and that CP cost is quite steep. **Unlike other specialisms targetting specific battlefield roles, Aquila Teams can select any target for specialism extremis. ''Even if they don't actually have re-rolls against them''. **Make those attacks count: you want to do the most attacks, with the most Damage and AP. Against targets with only 1W however, you want only lots of hits and AP. Notable mentions are: ***<u>Ranged</u>: '''Plasma Inceptors''', followed by Veteran Combi-plasmas at close range (with a source of +1 to hit). Against something like a Telemon (4++ -1D 6+++ 14W), ''five'' '''Eradicators''' (1 w/Multimelta) can kill it in one go from 12". If the target has -1D (or only 1W) however, then you just want the most shots & AP, so 5 Aggressors w/fragstorm would do. Keep in mind flamers do not roll to hit. ***<u>Melee</u>: The most damage you can get is Veterans with '''heavy thunder hammers''' (glass cannons), then '''normal thunder hammers''' and then '''Aggressor fists''', because 3A @ 3D > 4A @ 2D. Do mind models with -1D and beware wasting dmg. Against targets with only 1W, it's '''paired lightning claws'''...but '''chainswords''' are more cost effective (because they're free). Shouldn't use paired chainswords because the stratagem is single-use; chainsword + combi is okay. </tab> <tab name="Requisition"> *'''Honoured Veteran of the Watch (1 CP)''': Single use. A Sergeant gains +1 wound, as well as their own choice of WT, marking the Deathwatch as the '''''only'' chapter with 3 Warlords''', outside of taking Specialist Detachments (which aren't really a thing anymore). **Even more notably, they are not restricted to taking only a Deathwatch trait, meaning they can get a normal one, or even a Vanguard one, if they are from a Spectrus ({{W40kKeyword|Phobos}}) Kill Team. **Be aware some traits you can take - like Paragon to take Echo of the Ravenspire - aren't well defined on a multi-model unit and may cause a rules explosion. Maybe say that one works on a squad level? </tab> <tab name="Strategic Ploy"> *'''Battlefield Teleportation (1 CP)''': One {{W40kKeyword|Strike Force Kill Team}} or {{W40kKeyword|Character}} can immediately be redeployed during the movement phase. This is always a welcome perk, as the Teleportarium stratagem only throws things into reserves. Since it'll work on any kill team, you can use this to launch any manner of '''surprise assault on a weak spot the moment it shows itself'''. **Can be combined with the Beacon Angelis relic to instantly recall 2 Kill Teams to the bearer, though that one only works if the character didn't arrive from reserves that turn (Phobos Captain, fast character). **Warlord: Paragon of their Chapter - Echo of the Ravenspire, wargear: Deathwatch teleport homer, and stratagem: Guerilla Tactics also allow a redeploy, though after spending the previous turn in ongoing reserves. </tab> <tab name="Wargear"> *'''Black Vault Bolts (1 CP):''' The chosen Kill Team's Bolt weapons become Heavy 1, and until the end of that phase, each natural 6 to wound will deal a mortal wound ''on top of any other damage'', to a maximum of 6 mortal wounds. Which is unattainable, because <u>you'd need 54 shots for 6 MW to happen</u>, unless you targeted something that needs 6s to wound (T8) and reroll all wounds, on top of rerolling 1s at BS2+. ''But shooting at a Land Raider with bolters is stupid''. **The Kill Team's weapons don't actually need Special Issue Ammo to use Black Vault Bolts, meaning Primaris Kill Teams' Bolt Pistols become Heavy 1, and can thus be fired alongside their main bolt rifle. And they already have Heavy 1 versions of their main gun, for up to 20 Black Vault shots...aka 2 MW. </tab> </tabs> </div> </div>
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