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===PST Units=== This Recon/Security/Seek & Destroy Fireteam is composed of: *1 Infiltrator Sergeant or Incursor Sergeant or Reiver Sergeant *5 of the following: **0-1 Infiltrator Commsman **0-1 Infiltrator Helix Adept **0-1 Infiltrator Saboteur **0-1 Infiltrator Voxbreaker **0-1 Infiltrator Veteran **0-5 Infiltrator Warriors **0-1 Incursor Marksman **0-1 Incursor Minelayer **0-5 Incursor Warriors **0-5 Reiver Warriors *'''Incursor Sergeant (Marksman, Scout):''' Your elite Incursor, complete with the mandatory bonus wound and a 2+ BS, oddly not giving a 2+ to WS despite having a legitimate weapon. They gain a unique action that lets them generate 1 CP when not around any enemies, which can help free up a re-roll when necessary. *'''Infiltrator Sergeant (Marksman, Scout):''' Your elite Infiltrator, complete with the mandatory bonus wound and a 2+ BS. They gain a unique action that lets them generate 1 CP when not around any enemies, which can help free up a re-roll when necessary. *'''Reiver Sergeant (Combat, Marksman, Scout):''' Your elite Reiver, complete with the mandatory bonus wound and a 2+ WS/BS. They gain a unique action that lets them generate 1 CP when not around any enemies, which can help free up a re-roll when necessary. *'''Incursor Marksman (Marksman, Scout):''' The marksman's bolter is a bit more capable of handling the competition with AP1 and Lethal 5+ but it's ultimately still just a bolter. The reason you take him is because he has a special action that lets him immediately shoot overwatch to interrupt an enemy's action, foiling whatever it is they were doing. Whether that's objective actions or just attempting to charge an exposed operative, this can offer a bit of extra security in wasting turns, especially when using Terror as well. Just beware that your gun lacks No Cover like the other Incursors, so you'll require that vantage point. *'''Incursor Minelayer (Staunch, Scout):''' An Incursor with a mine that you can set up and then explodes when the enemy moves within 3"/square of it. This mine relies on Lethal 5+ to deal serious damage and trigger Interference, not only stopping targets dead in their tracks but also robbing them of 1 AP - even if it has to come out of their next activation. If you're using the Saboteurs tac op, then you might want to consider taking him to at least handle that while also being able to fight. *'''Incursor Warrior (Marksman, Scout):''' Your base Incursor comes with a bolt carbine that can see through any cover. Combine that with the Multi-Spectrum Array and you can pretty much hunt down the enemy from wherever. While their knives are a little better than bare fists, they aren't going to be able to do a lot more when compared to the Compendium. *'''Infiltrator Commsman (Marksman, Scout):''' This Infiltrator comes with a Comms Array to feed other operatives an AP. Unlike most Comms operatives, this can be done anywhere on the board, allowing them to hide wherever they have to while supporting the rest of the squad. *'''Infiltrator Helix Adept (Staunch, Scout):''' The mini-apothecary of the group. Not only does he get the revival ability offered to other medics, he also gets to heal 2d3 wounds to a nearby operative if he didn't resurrect them. Considering the mountain of wounds your operatives are, you'll likely only use it to keep them out of the Injured state and little else. *'''Infiltrator Saboteur (Staunch, Scout):''' This Infiltrator comes with more dangerous explosives, dealing 5 damage with AP1 on a normal hit. Unlike the minelayer, this bomb has to be manually detonated and will hit friendlies, so you'll need to plan out the explosion a little better. *'''Infiltrator Veteran (Marksman, Scout):''' For some reason, this Infiltrator is able to tinker with their gun. Fortunately, this gives you a decent range of mods from which you can pick two of: Balanced, Lethal 5+, No Cover, MW1, P1 and Rending. This allows you to tailor your weapon to the opposition and pick out what matters the most to you. *'''Infiltrator Voxbreaker (Marksman, Scout):''' The debuffer of the Infiltrators with an aura that bars an enemy within 6"/pentagon from re-rolling any hits. Their special ability marks a concealed enemy within 6"/pentagon and lets an ally within 3"/square to shoot them as if the enemy used the Engage order. While this will likely require the voxbreaker to accompany another operative in their goings-on, their debuffs will be vital in flushing out any snipers and other cover-campers. *'''Infiltrator Warrior (Marksman, Scout):''' The Infiltrators are the more efficient in shooting, as their bolters come with Lethal 5+ for extra crits. While not as capable up close, they can still fight and their Omni-Scramblers can help shut down a key enemy from accomplishing anything until it's too late to remedy the situation. *'''Reiver Warrior (Combat, Marksman, Scout):''' While their bolt carbines are little better than mere bolters, their melee loadouts are more deserving of being the dedicated melee warriors. Their knives are not only more dangerous than the Incursors', but they also have AP1 on their pistols to compensate for their limited range. Combined with Terror, they can handily overpower nearby enemies while they try to accomplish objectives.
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