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==Heirotek Circle (Shadowvaults)== ===Why Play Heirotek Circle=== *'''Pros''' ** The Cryptek and Apprentek (understudy) provide all sorts of unusual powers. ** Strongest ranged weapons in game thanks to the Immortals and Deathmarks. ** 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 melee is lacking. Immortals might be able to hold their ground, but nothing more than that. ** Your Cryptek is a very visible and very high-priority target. *** Expect people to also target your mostly-defenseless Plasmacytes. ** On paper the team looks good; in practice you're a bottom performer because of your many glaring weak spots. ===HCircle Special Rules=== *'''Living Metal:''' Same as ever, this is what makes the Necrons as tanky as marines if not more so. Each turn lets all operatives regenerate two wounds, or 1 wound for plasmacytes. *'''Reanimation Protocols:''' Necron reanimation ability triggered in various ways (either by a Tactical Ploy, plasmacyte action, or technomancer action). At the end of every Ready Operatives step, notably before Living Metal, roll a d6 for all reanimation tokens placed. On a 3+, that operative is returned to the killzone around 3"/square of where they died with 3+d3 wounds remaining and an order of your choosing. ===Cryptek Actions=== While the Crypteks aren't psykers, each does gain two out of three special abilities that effectively make them like one, and the Apprentek can use these actions on their own. As with psykers, you can only cast each power once per turn. <tabs> <tab name="Chronomancer"> *'''Chronometron:''' Pick one friendly operative within 6"/pentagon of the Cryptek. They boost their movement by square/+3" and gain a 5+ FNP save, both very handy buffs. *'''Countertemporal Nanoine:''' Drop a mine within 6"/pentagon. Anyone who moves within 6"/pentagon of this mine subtracts circle/2" from their movement, which can hinder any charges or objective caps for the turn. *'''Timesplinter:''' Pick one friendly operative within 6"/pentagon of the Cryptek. Their save now becomes an Invulnerable save, making for an incredible save to ignore overwatch or any such firing lines. </tab> <tab name="Psychomancer"> *'''Conjure Trauma:''' One enemy the Cryptek can see is now counted as Injured, actual wounds be damned and special rules be damned. Custodes are now giant walking shiny targets and lesser foes will be hosed. *'''Harbinger of Despair:''' Place a marker anywhere on the board that lasts for the turn. Whenever an enemy performs an objective action within 2"/circle of that marker, they must spen an additional AP to accomplish it. Similarly, anyone near the marker also counts their APL as one lower for the sake of capping points. *'''Nightmare Shroud:''' Enemies that attack within 6"/pentagon of the Cryptek cannot re-roll to hit and cannot score crits, which is an EXTREME debuff, especially for those enemies that rely on those re-rolls (Ceaseless, Balanced) or rely on the crits (Lethal). </tab> <tab name="Technomancer"> *'''Canoptek Reanimation:''' The medic power. One operative with 3"/square recovers 2d3 wounds, or 1d3 if the operative had resurrected on this turn. *'''Nanoscarab Repair Swarm:''' No operatives are considered Injured. In addition, Living Metal recovers one additional wound and Reanimation Protocols raises operatives with one extra wound. *'''Rites of Reanimation:''' Operatives that die for the first time within 6"/pentagon of the Cryptek can attempt Reanimation Protocols. </tab> </tabs> ===HCircle Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Unearth Artifice:''' Revealed during the first turn. You can drop a special token anywhere over 6"/pentagon from your DZ and not on any terrain. Your operatives gain a special action they can use near this token to unearth it and mark it as theirs for 1 VP if you do it before turn 4, plus another VP if you end the game with it in your control. *'''Unyielding Ancients:''' Revealed during the first turn. You score 1 VP if you have 3+ operatives aside from the Plasmacytes within 6"/pentagon of the center of the board or your opponent's DZ, and another VP if one of those operatives is either the Cryptek or Apprentek. *'''Worthy of Study:''' Revealed during turn 1 or 2. Mark two enemy operatives, leaving your opponent to designate one of them as the test subject. When this operative dies, they leave behind a special marker for your Cryptek or Apprentek to claim, scoring 1 VP for each turn where you control this marker and your Cryptek or Apprentek is within 6" of that marker. </tab> <tab name="Spec Ops - Excavate Nexus"> ''Note - This counts as the Perform Ritual Spec Op for terms of repeating'' #''Uncover Structures'': Finish five games where you scored VP from the Unearth Artifice, Triangulate, or Central Control Tac Ops. All of these require controlling special spots, so you'll need to make sure that your scorers are well protected. #''Reactivate Nexus'': Finish one last game where you score VP from the Plant Banner Tac Op. One last point to score. Completing this Spec Op gives you 2 RP and one {{W40kKeyword|Cryptek}} operative or Apprentek gains 5XP to themselves. In Addition, all your operatives automatically pass any casualty and recovery checks. </tab> <tab name="Spec Ops - Field Study"> ''Note - This counts as the Recover Archeotech Spec Op for terms of repeating'' #''Collect Data'': Finish five games where you scored VP from the Worthy of Study, Retrieval or Mark Target Tac Ops. #''Activate Dimensional Translocation'': Finish one last game where you win VP through the Triangulate Tac Op. Completing this Spec Op scores 5 XP to spread across your operatives and 1 RP. In addition, you get the option to either grab a piece of rare equipment or increase your asset cap by +1. </tab> <tab name="Battle Honors"> {{W40kKeyword|Cryptek}} operative only #'''Controlling:'''This operative can use the Command action on any Deathmark or {{W40kKeyword|Immortal}} operative that they can see, which is much handier for backliners. #'''Ingenious:''' This operative gains all three Cryptek actions. Awesome. #'''Collector:''' One item this operative grabs costs no EP. Awesome! For everyone else #'''Enduring:''' If this operative didn't reanimate during this turn, they can restore an additional d3 wounds via Living Metal. However, this will block you from any other repair actions. #'''Revenant:''' Add +1 to this operative's reanimation rolls. When they do resurrect, they gain a flat 3 wounds. #'''Unrelenting:''' This operative can ignore all APL and movement modifiers, which can also include weapons with Stun. </tab> <tab name="Requisition"> *'''Amend Protocol (1 RP):''' You can pick any one operative that isn't your {{W40kKeyword|Cryptek}} operative or Apprentek and doesn't have the Proficient Operative requisition and re-determine any or all Battle Honours they have. If you remove all of them, of course, you can also choose to re-spec them to a different specialism. *'''Arcane Treatment (1 RP):''' Lets you remove a Battle Scar from your {{W40kKeyword|Cryptek}} operative. *'''Fearsome Reputation (1 RP):''' One {{W40kKeyword|Cryptek}} operative or Apprentek gains 2XP whenever you gain a piece of Rare Equipment or expand the asset capacity. </tab> <tab name="Assets"> *'''Dimensional Gateway:''' Lets you use the Dimensional Translocation ploy for free on any operatives of your choosing. *'''Repair Scarabs:''' Once after each battle, a rested operative will auto-pass their Recovery check. Great for getting your troops back on the field at peak efficiency. *'''Tesseract Core:''' Any time you finish a Spec Op mission or expedition stage if you use the Gallowdark Exploration rules, you gain 1 RP. </tab> <tab name="Rare Equipment"> #'''Plasma Crystal (2 EP):''' One ranged weapon gains MW1 or improves its MW score by 1. #'''Resurrection Beam (3 EP):''' {{W40kKeyword|Cryptek}} operative or Apprentek only. This grants them the Plasmacyte Reanimator's resurrection beam ability to help raise your troops. Especially handy if you didn't take the Technomancer. #'''Tech-Tendrils (3 EP):''' {{W40kKeyword|Cryptek}} operative only. An enemy within 2 circles/4" of the bearer loses an attack from any melee weapons they have. It also lets them perform an objective action at a 1AP discount. #'''Rapid Reanimatrix (1 EP):''' The bearer auto-passes Casualty checks and re-rolls Recovery checks. Throw it on your Cryptek, don't regret it cuz that's your lynchpin for the entire team. #'''Temporic Orb (1 EP):''' {{W40kKeyword|Cryptek}} operative only. Once per game, you can opt to either re-roll to seize the initiative or add +1 to your existing roll. #'''Hunter Scarab (1 EP):''' Grants a single-use ranged attack that does pitiful damage but has Indirect and No Cover as well as MW1 if you get lucky with a crit. </tab> </tabs> ===HCircle Wargear=== *'''Phase Oculars (2 EP):''' {{W40kKeyword|Deathmark}} operative only. Gives them a special free action to pick one enemy operative and change one successful hit against that operative into a critical hit (resolving MWx critical hit rule accordingly). *'''Hyperphase Blade (2 EP):''' {{W40kKeyword|Immortal}} operative only. Upgrades the bearer's bayonet to gain Lethal 5+. *'''Tesla Weave (2 EP):''' When an enemy operative charges into engagement range of the bearer, roll three d6. For each result of 5+, that enemy operative suffers 1 mortal wound. *'''Arcshock Projector (1 EP):''' {{W40kKeyword|Immortal}} operative equipped with a tesla carbine only. Each time the bearer makes a shooting attack with a tesla carbine, for that attack, for the purposes of the Splash X critical hit rule, inflict mortal wounds on each other operative Visible to and within 3"/square of it (instead of 2"/circle). *'''0-1 Phase Shifter (3 EP):''' {{W40kKeyword|Cryptek}} operative only. This operative gets a 4+ invulnerable save. *'''Devourer Nanoscarabs (3 EP):''' Limited grenade, indirect bolter with lethal 5+. *'''0-1 Quantum Reanimytes (3 EP):''' When friendly {{W40kKeyword|Hierotek Circle}} operatives are within 3"/square of the bearer, each time that operative would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost. ===HCircle Units=== This Recon/Security Kill Team is composed of the following: *1 Chronomancer or Psychomancer or Technomancer *1 Plasmacyte Accelerator *1 Plasmacyte Reanimator *0-5 of the following: **0-5 Deathmarks **0-5 Immortal Guardians **0-1 Apprentek **0-1 Immortal Despotek *'''Cryptek (Staunch, Marksman, Scout):''' While technically three different profiles, all three Cryptek variants carry a lot of similarities. All of them get 11 wounds on a 3+ save, all of them get a special free command to let one Immortal or Deathmark within 6"/pentagon of themselves or the Despotek perform a free fight/overwatch or perform an objective action, and all of them can shoot through the Apprentek, measuring all ranges from them and also being able to re-roll any hit rolls of one number. The Q4 2022 Balance Dataslate did them quite a favor by not only buffing their BS, but also improving their wounds to a surprisingly monstrous 13 wounds, on tier with marines. **'''Chronomancer:''' The only Cryptek with a choice in weapons between the weaker aeonstave that has Blast on its ranged profile as well as Lethal 5+ and Stun or the entropic lance with high damage at range (with AP1 and MW3) and a weaker melee profile with frightening crits. Their powers focus a lot on buffing your other operatives, allowing them to ignore more of the enemy's distractions while performing objectives. **'''Psychomancer:''' The Psychomancer is a debuff machine to the extreme. This sadly comes at the cost of some really dismal combat, with the abyssal lance dealing abysmal damage* but relies on covering enemies with a ranged blast with Splash 1 and a melee attack with Reap 3. If you field this Cryptek, they will absolutely need bodyguards to keep some distance between themselves and the targets. ***The lance does get notable better if your in "Close Quarters" space hulk style board. With lethal 5+ on splash and blast you could do a lot of damage if you get crits/mortal wounds to bounce around between a small group. **'''Technomancer:''' The medic of the Crypteks and the one you need if you want to make the most out of Reanimation Protocols. However, their combat power is less than stellar, with the staff of light only being decent with AP1 at range and having decent crits in melee with Lethal 5+. While not exactly terrible, they have no reason to be in combat, as they need the space in order to perform their special actions. *'''Apprentek (Staunch, Marksman):''' Your lesser Cryptek is as powerful as your Technomancer in combat, with their arcane conduit being a staff of light without the Lethal. Their big value is their ability to use one Cryptek Power that you didn't use this turn as well as being a proxy for your Cryptek to fire from. Inversely, you can also have your Apprentek fire their weapons through the Cryptek for all the same benefits, which might help for the much weaker Crypteks. *'''Immortal Despotek (Staunch, Marksman):''' An Immortal with an Ego, these aren't any better than the base Immortals aside from, though they do have values with the Cryptek's non-unique action as well as a better WS/BS. In addition, the Despotek has a special action that lets them grant a free Command Re-roll ploy on one Immortal that fights or shoots within 6"/pentagon of them. *'''Immortal Guardian (Staunch, Marksman):''' Your mobile gunline Immortals are no slouches, likely to compensate how the rest of the army isn't very cut out for firepower. Your weapon choices are stuck between the high-power AP1 gauss blaster if you need to wipe out marines quickly and the weaker but more rapid-fire tesla carbine with Splash 3 to catch unlucky nearby enemies. *'''Deathmark (Marksman):''' Despite having been billed as the elite snipers for the Necrons for as long as they have existed, this entry doesn't make them anywhere near sniper-worthy. That isn't to say that their synaptic disintegrators aren't bad, as they're actually about as powerful as any rifle, but Deathmarks can't fire these while camping behind cover and have no way to perform their surprise-attack shenanigans. *'''Plasmacyte Accelerator (Scout):''' These are not mandatory for their combat prowess. With pathetic weapons, a 5+ save and 5 wounds, they can't even stand up to a fight with even a guardsman. Their value comes from the fact that they have a special ability to give a free AP with a friendly Immortal or Deathmark within 6"/pentagon of them, which will be super necessary considering their plodding speed. Fortunately, the Conceal order is very potent for them as they ignore anything that would normally nullify it and can fall back more easily than other necrons. *'''Plasmacyte Reanimator (Scout):''' Another disappointing combatant, but the Reanimator's value comes in their Reanimation Beam, which lets any friendly operative within 6"/pentagon attempt to reanimate. The fact that this is mandatory is the reason why you have a chance to switch around your Crypteks. ===HCircle Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Relentless Onslaught (1 CP):''' Until the end of the turning point, each time a friendly {{W40kKeyword|Hierotek Circle}} operative makes a shooting attack against a target within 6"/pentagon of it, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice. This Strategic Ploy has no effect on shooting attacks made using the Magnification Conduit ability. *'''Intractable March (1 CP):''' Until the end of Turning point, while a friendly {{W40kKeyword|Deathmark}} or {{W40kKeyword|Immortal}} operative has an Engage order, add 2"/circle to its Movement characteristic. *'''Undying Androids (1 CP):''' Until the end of the Turning Point, each time a shooting attack is made against a friendly {{W40kKeyword|Hierotek Circle}} operative that is not in Cover, in the Roll Defense Dice step of that shooting attack, before rolling your defense dice, you can retain one as a successful normal save without rolling it. *'''Dimensional Concealment (1 CP):''' Until the end of Turning point, friendly {{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. this Strategic Ploy can only be used once per game. </tab> <tab name="Tactical Ploys"> *'''Dimensional Translocation (1 CP):''' Use this Tactical Ploy in the Set Up Operatives step, when you would set up operatives. Select one friendly {{W40kKeyword|Deathmark}} operative to be set up in a hyperspace dimension instead. In the Firefight phase of the first Turning Point, that operative is considered to be within the killzone for activation purposes and must be activated as normal. When it is, set it up with an order of your choice anywhere in the killzone that is more than 6"/pentagon from the enemy drop zone and any enemy operatives. That operative is treated as having performed a {{W40kKeyword|Normal Move}} action (subtract action points accordingly), then continue its activation as normal. You can only use this Tactical Ploy once. *'''Leech Power (1 CP):''' Use this Tactical Ploy when a friendly {{W40kKeyword|Cryptek}} operative is activated. Select one other friendly {{W40kKeyword|Hierotek Circle}} operative within 2"/circle of that {{W40kKeyword|Cryptek}} operative. If that other friendly operative's APL is not negatively modified (in total after applying all modifiers), subtract 1 from its APL and add 1 to that {{W40kKeyword|Cryptek}} operative's APL. *'''Cortical Subjugation (1 CP):''' Use this Tactical Ploy when a friendly {{W40kKeyword|Cryptek}} operative is selected as the target of a shooting attack. Select one other friendly {{W40kKeyword|Hierotek Circle}} operative that is Visible to and within 2"/circle of that friendly {{W40kKeyword|Cryptek}} operative and is not within Engagement Range of an enemy operative. Resolve that shooting attack against that other friendly operative instead (it is treated as a valid target). *'''Commence Reanimation (0 CP):''' Use this Tactical Ploy when a friendly {{W40kKeyword|Hierotek Circle}} operative is incapacitated for the first time during the battle. That operative can attempt reanimation. </tab> </tabs>
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