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Warhammer 40,000/Tactics/Kill Team(8E) Xenos
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===DE Tactics=== *'''[Core] Fire and Fade (1CP):''' A unit can immediately move up to 7" after they've fired in the Shooting phase. Positioning is key in Kill Team. You can use it as an equivalent to a consolidation move in the shooting phase after killing an enemy, or to redeploy to safety after having exposed yourself for shooting, like when using the short-ranged Shredder. *'''[Core] Cruel Deception (1CP):''' Use this after one of your models fall back so it can still shoot in this battle round. <div class="toccolours mw-collapsible mw-collapsed"> *You have to take you enemy's actions into consideration. Remember falling back doesn't specify a direction - you can fall back forwards, towards the enemy, and get them in your crosshairs from cover, while the rest of your team handles the guy you fell back from. <div class="mw-collapsible-content"> *If you have the initiative... **...and the enemy lacks a gun, you'll shoot them the next phase, ''unless'' they successfully charge back at you and you don't kill them in overwatch (if you are allowed to overwatch, as models that fell back can't react, but this enables your model to "shoot in the battle round", not necessarily just in the shooting phase - it's not yet a 100% clear). So nothing changed and you lost both CP and the initiative. **...and the enemy has a gun, they might ready themselves, so you better ''also'' have a Readied model that can kill this enemy would-be-shooter before it kills the model you just moved. **...and the enemy moves away from your fall back move, it'll be very easy for it to get out of range of a grenade or blast pistol, so this isn't a good way to use those. *If you go second... **...and the enemy both stays and lacks a gun, then you fall back and shoot it with yours. Preferably fall back in a position where the rest of the enemy team can't easily kill you, because you'll shoot second. **...and the enemy both stays and has a gun, then you better ''also'' have a Readied model that can kill this now-open enemy before it kills the model you just retreated. </div> </div> *'''[Core] Torment Grenade (2CP):''' If a unit hits an enemy with a phantasm grenade launcher, roll a 3D6 in addition to the -1Ld. If the result is higher than their Leadership stat, they suffer 1 mortal wound. *'''[Core] Pray they Don't take you Alive (2CP):''' -1 Ld for the enemy team after you kill their leader. Some Kill Teams depend heavily on their Leader, like IG and Tyranids. Twist the knife! Some teams have ways to lessen Nerve tests, so you'll need to supplement it with Phantasm launchers to shaken as many enemies as possible. *'''[Noose] Bloodied Grace (1 CP):''' Use when a Wych is consolidating in the fight phase. She can consolidate up to 6". *'''[Noose] Architect of Pain (1 CP):''' At the start of the round, a selected unit treats the round count as 1 higher for the purposes of determining Power from Pain bonuses. *'''[Noose] Lightning-Fast Reactions (1 CP):''' Use when an enemy targets one of your models in the Shooting or Fight phase. Until the end of the phase, enemies subtract 1 from hit rolls targeting that model. *'''[Noose] Hyperstimm (1 CP):''' At the start of the round, select a unit with the Combat Drugs rule. The bonus received from Combat Drugs is doubled, but at the end of the round, roll a d6- that model takes a mortal wound on a 1. *'''[Noose] Murderous Rivalry (2 CP):''' At the start of the Fight Phase, choose 2 models from your kill-team that ended their charges within 4" of each other. You may resolve their attacks before any other player selects a model to fight with. Wyches are mean in melee as it is, and being able to activate two at once before anyone else gets to fight is a big deal. *'''[Noose] Hunt From the Shadows (1 CP):''' If a model from your Kill-Team is targeted in the shooting phase and that model is obscured, it adds 1 to its saving throws. *'''[Noose] Profane the Ruins (1 CP, Death World Forest Killzone):''' At the start of the round, choose an Eldrich Ruin. Any model from your Kill-Team within 1" of the ruin treats the round as being 1 higher for the purposes of Power From Pain. *'''[Elites] From Out of the Shadows (Reserve) (1CP):''' Use at the end of the movement phase, bring in up to 3 Mandrake models from reserves anywhere more than 5" from an enemy *'''[Annual] The Taste of Pain (1CP):''' Use thisTactic when a model from your kill team suffers a flesh wound. Until the end of that phase, add 1 to the Attacks characteristic of that model, and ignore the penalty to that modelโs hit rolls from any flesh wounds it has suffered
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