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Warhammer 40,000: Kill Team (HoR)/Tactics/Deathwatch(8E)
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==Armoury== *'''Purity Seals''': Your model can re-roll a single hit, wound, or save roll, which has pretty big value for how expensive your guys are. *'''Auspex''': If you find reinforcements, you bring one of these and make the team shoot the crap outta them. *'''Master-Crafted Weapon''': Ups one melee weapon's damage by 1. Not available for guns for some stupid reason. *'''Auxiliary Grenade Launcher''': Provides a major range boost for grenades if you use them. *'''Preysense Augur''': Pretty evil on scouts and reivers, this lets any model re-deploy to any table edge, though you'll end up pretty far. *'''Hellfire Honours''': Codiciers only. This lets you smite instead of overwatching, though the test to cast it is at a -2 penalty. *'''Locator Beacon''': This is pretty important for any drop-heavy armies, as it lets you immediately bring them in within 8" of the bearer. *'''Bionics''': Ability to ignore wounds, check. *'''Suspensors''': Your heavy weapon ignores the penalty for shooting on the move, but your weapon's range is halved. *'''Refractor Field''': A 5++ Invuln, same as always. *'''Expanded Ammo Stores''': Thought that your Deathwatch Standard Issue Ammo was all you can get? Well no, you can get two more! And only for five points! **''Grav'': Adds +1 to hit units with {{W40kKeyword|Fly}}. Goodbye, Raptors. **''Tempest'': On a 5+ to hit, you shove the target back d3", which is pretty nifty. Especially if you kick them off a cliff. **''Stormshard'': Useless on pistols and bolters, but not so much on heavy bolters and stalker rifles. **''Metal Storm''': Your gun's weaker, but you get double the hits on a 5+ to hit. Pretty much spells death to anything GEQ. **''Psybolt''': +1 to Strength, which is more useful. **''Kinetic'': +1 to Damage, which makes it more reliable than Metal Storm. **''Synapse'': Robs any auras if you hit the leader, which makes this awesome for any marksmen on the team. **''Disruptor'': Robs any save-after-saves like Disgustingly Resilient. Nice. **''Hypersonic'': Drops the target's invuln save by 1 for any hits by this gun, which won't matter much for a super-armored terminator, but it will help you gib daemons and assassins. ===Augmetics=== Your Leaders and several Specials can all pick up a cybernetic upgrade to improve themselves, some bolstering the lack of a particular aura. The other pack of upgrades, given to all without reckon since it's not heresy. *'''Mobility''': While it mentions the movement bonus, the real star is the ability to climb and jump without rolling and the ability to ignore any terrain like a boss. *'''Strength''': What a nightmarish thing to add. Assault weapons lose their penalty for shooting after advancing, Rapid Fire weapons can be fired like Assault weapons on the charge, and you can hit with Hammers and Fists without penalty! *'''Dermal Armour''': Cheap 4+ against mortal wounds. Not bad at all. *'''Sensory''': 2+ BS? Welcome to the HQ leagues and a premium pricetag. *'''Reaction Enhancer''': Not the same as above, but an extra attack shouldn't be ignored either. *'''Metabolic Velocity''': Gives you an extra round of attacks once per game, which can be critical for taking down the heavies and leaders. *'''Metabolic Regeneration''': A regenerated wound on a 5+ for 5 points is pretty great. *'''Darksight Enhancement''': Oh hell yes. You want this. You want to fuck over anything relying on penalties to hit. You also want to fight at night without issue. *'''Tactical Processor''': This is your means of recovering TPs, but only if that point was spent on this model. It also gives an extra 2" to consolidate, which is neat. ===Fortress Armoury=== *'''Brennart's Clavis''': This is made for a surprise assault. It's another orbital assault, only this time coming from below. *'''Vivisection Gauntlet''': Artifex or Apothecary only. While it's a melee weapon that's AP-1 and wounds anything non-vehicular on a 2+, it's also got a tactical use. At the start of the game, you can roll a d6: on a 1, a wound is permanently lost, otherwise you gain d3+1 TP. *'''Espenæs Pattern Meaconing Comm Jammer''': No idea what the hell any of this means, but it's here to foil TP usage. That said, it can only be used on a model within 18". *'''The Collector''': A Power Maul with AP-2. The cooler bit is that it'll deal d3 damage to any models with a save of 3+ or better, meaning that other marines and battlesuits will need to beware you. *'''Overkill''': Instead of a combi-gun with a bolter and something else, you get a combi-plasma-melta. That's just SINISTER. *'''Hazred's Mantle''': You gave someone a 3++ Invuln. At 17 points, you're already making them as costly as a terminator but with better protection and faster. *'''The Black Shield''': Blackshield only. You are going to force enemies to hit your suicidal marine, as he's now penalizing anyone who refuses to attack him and instead attacks someone nearby. Fortunately, you also get a 5++ save. *'''Charosian's Hood''': Gives your model an extra shot to deny a power. It doesn't even have to go on your Codicier, so that's pretty good.
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