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===DW Units=== *'''Deathwatch Veterans (Leader [Sgt. only], Heavy [Gunner only], Combat, Comms, Demolitions, Sniper, Veteran, Zealot):''' Operators operating operationally, now with Specialists & Stratagems. Where other factions need gunners and fighters, [[Your dudes]]' vast wargear options allows them to excel in either melee or ranged combat (or both, but that's expensive). Besides being your cheapest source of special weapons, they're also the only ones who can bring Deathwatch Shotguns or Heavy Thunder Hammers. **'''Deathwatch Veteran Gunners (4):''' Source of Frag cannons, Infernus and the ''Heavy''. It's very easy to go overboard; bringing 4 frag cannons means you can't afford any of the DW's options, only a naked Watch Sergeant. You might want to exercise restraint here. **'''Deathwatch Black Shield (1):''' +1A Veteran that re-rolls failed charges, so he's a good candidate to be the team's Zealot or Combat specialist. Besides a power weapon give him either a Combi-melta to have him do something while closing in (offensive), or a Storm Shield to protect him from mean blades (defensive). **'''Watch Sergeant (1):''' Good leader material, with the highest Imperial Ld9 so your team never breaks. He can wield the Xenophase Blade to put even Harlequins on the run, if you didn't splurge all your points on frag cannons. *'''Intercessors (Leader [Sgt only], Demolitions [Gunner only], Combat, Comms, Medic, Sniper, Veteran):''' Since they cost even more than already expensive SM Intercessors, bring them when you need to use Special Ammo at maximum range/speed, otherwise Vets might serve you better. Still, a Primaris specialist has a better chance of surviving a match. **'''Intercessor Gunnners (2):''' Still a powerful option able to deal with anything at both long, medium and short ranges, but he's paying for 3 guns and he can't use all once. **'''Intercessor Sergeant (1):''' Mighty leader figure with the same "can't do everything at once" issue as the Gunner, although he can swap one of his guns for a melee weapon to keep his cost down. But his melee capabilities are top echelon, so he can keep up pace and actually lead a melee-oriented Kill Team, if by dint of being [https://youtu.be/_DKNLSkD8t8?t=8 the teammate who can withstand the most punches to the face and yet keep on fighting]. *'''Reivers (Leader [Sgt only], Combat, Comms, Demolitions, Scout, Veteran):''' Use them when you absolutely NEED mobility and resilience to small arms. The Carbine works very well with the Grapnel gun and contributes to their speed, but it makes them worryingly expensive. And while their melee loadout is cheaper, for that cost Deathwatch players can bring a melee Vet with actual AP and even a 3++. **'''Reiver Sergeant:''' Actually <u>cheaper than regular ranged Reivers</u> when using the Carbine + Knife loadout, and it makes him cost the same as an Intercessor but with '''+2A''' & +1Ld. If you want someone with a two shot Assault bolter this is your guy, and a ''Veteran'' can reposition himself better than an Intercessor can. *'''Terminators''': Same as the Space Marine version. *'''Vanguard Veterans''': Same as the Space Marine version, though they have to buy the jump pack. ====DW Commanders==== *'''Watch Master (Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> **'''Gaius Acastian:''' Standard Watch Master, but with a unique Specialism. ***'''Watch Master Specialism:''' Gaius's unique skills, focused on being a front-line leader that retains some buffing potential. ****'''Scion of Guilliman (Lvl 1, 125 pts):''' This model can Fall Back and shoot in the same turn, but it takes a -1 to hit for those Shooting attacks. The Smurfs may have their Chapter Tactic back, but yours is more likely to actually hit what you shoot at. Stronger than it seems at first glance, since if your opponent falls back while you were in melee, the only move you can make is a fall back move of your own. Now you don't have to choose between moving to cover or shooting in this situation. Still, try to avoid these situations by ending combats in one round or having another model in position to charge into the fight to prevent an enemy from falling back (Use decisive move if you lose initiative). ****'''Instinctive Strategist (Lvl 2, 145 pts):''' When this model is on the battlefield and not shaken, roll a D6 each time an opponent uses a Tactic. You get a Command Point on every 5+. Ankra the Colossus has to wait until Level 4 to get this power, pathetic xenos scum. Never not useful. ****'''Lead by Example (Lvl 3, 165 pts):''' When Gaius takes an enemy out of action, then the CP cost for Master of Battle decreases by 1, to a minimum of 0. If your Leader has Tactician as a Level 3 ability, it is possible to ''gain'' net CP if your Commander can consistently kill enough dudes each turn. ****'''Artisan Weapon (Lvl 4, 190 pts):''' The Melee profile of your Guardian Spear goes from D3 damage to a flat 3. Can turn Gaius into a one man army, which is good, because outside of some specific missions that make Commanders free, you won't have any points left for other guys. Or too many points for other commander traits, at that matter. *'''Primaris Captain (Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength):''' Identical to Space Marine version but with special issue ammo. *'''Primaris Librarian (Fortitude, Melee, Shooting, Psyker, Strength):''' Identical to Space Marine version but with special issue ammo. *'''Primaris Chaplain (Ferocity, Fortitude, Leadership, Melee, Shooting, Strength):''' Identical to Space Marine version but with special issue ammo. *'''Captain in Terminator Armor (Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength):''' Identical to Space Marine version but with special issue ammo, but weapons compatible with the ability cost several points extra. *'''Librarian in Terminator Armor (Fortitude, Melee, Psyker, Shooting, Strength):''' Identical to Space Marine version but with special issue ammo, but weapons compatible with the ability cost several points extra. *'''Chaplain in Terminator Armor (Ferocity, Fortitude, Leadership, Melee, Shooting, Strength):''' Identical to Space Marine version but with special issue ammo, but weapons compatible with the ability cost several points extra. *'''Inquisitor Eisenhorn (WD2019July) (Strategist):''' The greatest advantage of Eisenhorn for a Deathwatch team is its ability to cost just 70 points, giving you the possibility to add more marines or fancy weapons compared to costly Commander, but at the same time gives an extra CP (a godsend for Deathwatch) and the Psychic Phase. Against xenos (and why should you fight anything else? You're the Deathwatch) is particularly good due to it's re-rolls to hit and wound (the pistol has a short range, but has good strength and damage, being an Artificier Bolt Pistol) that mitigate the numerous penalties to hit (when shooting) and its S3 (when fighting, where he can choose between two force weapons, one at S3 AP-3 Dd3 with a +1 ti hit and a S6 AP-1 Dd3). Also, it's a damn fluffy choice. **Something to note, while Deathwatch Veterans have {{W40kKeyword|ADEPTUS ASTARTES}} as a non-faction keyword, <s>Reivers, Intercessors,</s> Terminators and Vanguard Veterans only have it as a faction keyword, and technically lose it when taken by Deathwatch. This means by RAW they don't benefit from Eisenhorn's "Unquestionable Wisdom". Reivers, Intercessors had this problem fixed by Errata, but not Terminators and Veterans.
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