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===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.
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