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===HotA Units=== The Recon/Security/Seek & Destroy Kill Team is composed of 9 of the following: *1 Kabalite Archsybarite **8 models of the following: **0-8 Kabalite Agents **0-1 Kabalite Crimson Duelist **0-1 Kabalite Disciple of Yaelindra **0-1 Kabalite Elixicant **0-1 Kabalite Flayer **0-1 Kabalite Gunner **0-1 Kabalite Heavy Gunner **0-1 Kabalite Skysplinter Assassin ***You can take only two darklight weapons (Blast Pistol, Blaster, Darklance) in the entire Kill Team. *'''Kabalite Archsybarite (Combat, Marksman, Scout):''' The big boss of the group. While not much different than their agents, they do come with a rather vast array of weapons to consider for whatever build you want. They come with a unique action that lets them gain 1 CP each turn if they decide not to take the first chance they can to use a ploy, which helps encourage you to consider more long-term planning and working around your enemy's schemes without throwing the first punch. **If you're planning on more firing lines, you can be boring and stick with the Splinter Rifle and Array of Blades given to any other agent. Fortunately, you do have the corsair's aim action, helping add Balanced to the rifle. **Going further to melee gives you more interesting options. The Power Weapon gives you a reliable weapon with impressive crits thanks to Lethal 5+, the Venom Blade's damage is fixed to 4 damage either way but has Lethal 4+ to overwhelm enemy defenses, and the Agonizer provides an interesting option with Brutal to negate defenses and Lethal 5+ for more crits, letting it trigger Reap 1 more often on top of the high damage. ***Your sidearms in melee are stuck to either the basic Splinter Pistol and the Blast Pistol. The Blast Pistol is a bit of a dodgy option not only because of the weapon restrictions for the army, but also the fact that you're firing it at a 3+ BS instead of the Splinter Pistol's 2+. *'''Kabalite Agent (Marksman, Scout):''' Your workaday grunts for the kabals are about the same as their Compendium equivalents with the added bonus of having stronger melee weapons (3/4 damage over the Compendium's 2/3 with Rending) and the Corsair's ability to spend an action to aim their Splinter Rifles for Balanced on top of the Lethal 5+. While the rifle's basic damage output is underwhelming, Lethal helps out by letting you score more crits. *'''Kabalite Crimson Duelist:''' Comes with a splinter pistol and razorflail, a surprisingly powerful weapon with both Brutal to overcome parries but also Flail, which makes it super-defensive by making each parry block two hits. What makes this all even more terrifying is the unique action they have that lets them fight an enemy twice so they can make short work of any foe. This then leads to their Brutal Display ability, which triggers when they kill an enemy to scare someone within 6"/pentagon, blocking them from performing objective actions. *'''Kabalite Disciple of Yaelindra:''' Comes with some some special Torment Grenades, which forces enemies within 2"/circle of the blast zone to roll a d6 (+1 if the enemy has a 4+ save or worse, -1 if they're not visible) with a 3+ poisoning them, not only dealing them 2 mortal wounds but also treating them as Injured for all the penalties that provides. Also comes with a Needle Pistol, which is unconventional in that its BS is determined by the target's save, dealing a MW if you roll below the enemy's save and 3MW if you roll a 1, meaning that this will fuck over daemons like no tomorrow and seriously trouble genestealers. If the pistol manages to kill someone, it deals splash damage that deals d3 MW to anyone within 2"/circle of them, which can make for some decent payoff - especially if you can chain up some kills. *'''Kabalite Elixicant:''' The closest you'll get to a medic, stocked with all sorts of drugs but won't get the {{W40kKeyword|Medic}} keyword for better recoveries. Aside from their Splinter Rifle, they also have a super short-range Stim-Needler that's harmless but has Lethal 3+ to trigger Stun to rob enemies of attacks. **Taking the Elixicant gives your entire army the option between hooking them up with Hypex (for +1"/triangle of movement for zooming) or Painbringer (for a 6+++ save), both of which can be quite helpful for the army and last for the entire game. That's not all, as they can use their syringes to give an ally within 3"/square dither a dose of a different drug or heal them for 1d3+1 wounds. *'''Kabalite Flayer:''' Dual-wielding melee butcher. The fact that they reduce any damage they suffer by 1 makes them a bit tankier, but they're still Eldar at the end of the day. Their Pain Sculptors are quite decent as melee weapons with Relentless, but their big draw is the ability to capitalize on one crit, turning it into a pain token they can then feed to a friendly operative within 6"/pentagon. **If you're wondering which to pick between the Crimson Duelist and the Flayer, consider what you're up against. If you're not worrying about anything with high defenses like shields or deadly weapons like power fists, you might be better suited to use a Flayer to help feed pain tokens for your teams. Take the Crimson Duelist if you need to overwhelm enemies quickly. *'''Kabalite Gunner (Marksman, Scout):''' Come with two options for guns, but GW made the stupid decision to lock you to only one gunner. The Blaster is limited by the limited by the army's limitations, is a very powerful gun with AP2 to rip through high defenses. The Shredder isn't as potent, but it has Blast to cover crowds and has Rending to guarantee more crits. *'''Kabalite Heavy Gunner (Marksman, Scout):''' Has two options for guns, both with Heavy so they aren't able to move around while shooting. The Dark Lance is the deadliest of your guns with its incredible damage and AP2, but taking it means you can't take either the Archsybarite's Blast Pistol or the gunner's Blaster and Unwieldy means it can't be used for Overwatch. The Splinter Cannon has Fusillade to split its fire across multiple foes. *'''Kabalite Skysplinter Assassin (Marksman, Scout):''' A basic goon equipped with a razorwing to point out key targets and peck them to death. Like the Corsair's bird-tamer, they can spend an action to mark a foe, but this is far simpler - all you need is to find an enemy that's visible and less than 2"/circle higher than them. The effect's the same though, treating an enemy that isn't behind heavy cover as having the Engage order. If you don't mark an enemy, you can use it as a rather flimsy ranged weapon that fortunately comes with Silent, Indirect and No Cover so you can shoot while hiding behind cover. The agent comes with a Shardcarbine, a variant of the Splinter Rifle that trades the extra damage on a crit for Ceaseless and MW2.
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