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==Hunter Cadre== ===Why Play Hunter Cadre=== *'''Pros''' **Some seriously powerful guns with markerlights for support **Drones provide bullet shields for your squishy T'au as well for other purposes. **Stealth Suits are really powerful cover campers *'''Cons''' **Tau are even squishier in melee now than they were in the last edition. No kroot for backup, no pulse pistols for giving those ork boyz a surprise shot in the face. Now more than ever, you need to make ''maximum'' use of terrain and fire lanes to keep the enemy far, far away. ===HC Wargear=== *'''Markerlight (2 EP):''' Provides an additional Markerlight. Useful if you're focusing more on fire warriors or stealth suits. **In case you need it: Markerlight spends an AP to mark an enemy operative for the rest of the turn. Whenever any of your operatives (Which might include the one who just marked it) shoot upon this target, they can re-roll one hit die. *'''Photon Grenade (2 EP):''' Target an enemy operative and roll a d6, subtracting 1 if they're beyond pentagon/6" of the bearer or if the enemy's not in LoS. On a 2+, the target gets marked, losing the ability to Dash and suffering a penalty to their movement. While it's not as effective as actually robbing AP, it can help keep enemies within your sights. *'''Target Lock (3 EP):''' {{W40kKeyword|Stealth Battlesuit}} operatives only. The bearer shoots as if their enemy always has a markerlight on, which makes them a good bit more dangerous - especially with a fusion cannon. *'''0-1 Holographic Readout (2 EP):''' The bearer can trigger this, letting a friendly non-{{W40kKeyword|drone}} operative within 3"/square to use mission actions at one less AP, giving them more time to shoot or flee the scene. *'''0-1 Stimulant Injector (3 EP):''' Once per game, the bearer can pop this, gaining a 5+ FNP save, ignoring APL penalties and negating the debuffs that being injured imposes - which can be critical when you need that one T'au to perform at their best for one more turn. ===HC Units=== Consist of 2 fire teams <tabs> <tab name="Fire Warrior Fireteam"> This Security fireteam is composed of 6 of the following: *0-1 Fire Warrior Shas'ui (if you don't have another leader) *5-6 Fire Warrior Shas'la *'''Fire Warrior Shas'ui (Marksman):''' A slightly improved fire warrior. Aside from the extra wound and improved BS, it offers little else. *'''Fire Warrior Shas'la (Marksman):''' Your average fire warrior isn't much different than a guardsman aside from the better save and better guns. The pulse rifle and carbine are effectively identical, meaning that the choice is up to cosmetics on a markedly better gun. The pulse blaster isn't so - it's not so great at range, but it's damage improves up-close and provides AP1. </tab> <tab name="Pathfinder Fireteam"> This Recon fireteam is composed of 5 of the following: *0-1 Pathfinder Shas'ui (if you don't have another leader) *3-6 Pathfinder Shas'la *0-2 Pathfinder Heavy Gunners *'''Pathfinder Shas'ui (Marksman, Scout):''' A slightly better pathfinder, still carrying markerlights. Rules as written you do not replace one Pathfinder model with a leader like the other two Fireteams, but instead add a Pathfinder model to the Fireteam giving you seven models total. Something to keep in mind when selecting a leader. *'''Pathfinder Shas'la (Marksman, Scout):''' The base pathfinder's pulse carbine is more than a match for a lasgun and can even outfire a bolter. That said, you will have another need that might outpace the shooting - markerlights. The base pathfinders (and Shas'ui) are the only operatives that get this action natively without being marker drones. *'''Pathfinder Heavy Gunner (Marksman, Scout):''' While lacking the markerlights that other pathfinders get, the guns this guy get are more than useful enough to compensate. The ion rifle gets P1 on a crit, but you can overcharge it to risk Hot for better damage and AP1. The rail rifle comes with AP1 by default, but Lethal 5+ allows it to easily score mortal wounds on a crit. </tab> <tab name="Stealth Battlesuit Fireteam"> This Infiltration/Recon fireteam is composed of 3 of the following: *0-1 Stealth Battlesuit Shas'vre (if you don't have another leader) *0-3 Stealth Battlesuit Shas'ui *'''Stealth Suit Shas'vre (Marksman, Scout):''' While given the complementary wound and improved BS due to a leader. *'''Stealth Suit Shas'ui (Marksman, Scout):''' Stealth Suits make a lot of use out of the Conceal order, as they will always be considered concealed and behind cover unless someone's practically shooting at them from point-blank or popping Blast weapons. This combined with their tanky statline can make them a serious pain in the ass. **Their options are both fairly potent in their own right. The burst cannon comes with Fusillade for split fire and Relentless lets you re-roll for more hits. The fusion blaster is short-ranged but has AP2 and deals a truckload of mortal wounds on a crit. </tab> <tab name="Drones"> Drones are unique in that they aren't really their own fireteam so much as they are used to supplement what you do have. That said, each one is hyper-focused on their roles, as they cannot perform any objective actions or use any equipment and capping objectives is a lost cause with their APL counting as 1 less. In addition, they're subject to Savior Protocols, which allows a friendly non-{{W40kKeyword|drone}} operative to use them as bullet shields if they're nearby. Your can replace an operative with a drone (Stealth Battlesuit Shas'ui gives two drones). *'''0-1 MV1 Gun Drone (Marksman):''' This drone is little more than a pulse carbine with Relentless, giving you some practically guaranteed hits and little else. While it can be used as a bullet shield, you're going to be sacrificing a gun to do so. *'''0-1 MV4 Shield Drone (Staunch):''' One of the drones better suited to being a bullet sponge, this one comes with a 4++ save as well as a 5+ FNP, which will be a very useful combination in protecting your T'au from bullets. This makes the shield drone better for being a dedicated bodyguard for a certain operative. *'''0-1 MV7 Marker Drone (Staunch, Scout):''' Provides a free source of markerlights if you're unable to afford it on one of your other operatives or didn't bring in the pathfinders. It does nothing else besides that, which can be troubling - especially if you're bringing in the less than numerous stealth suits. *'''0-1 MB3 Recon Drone (Staunch, marksman, Scout):''' Pathfinder only. Counts as two selections. A beefier drone that comes with a burst cannon for serious heavy fire. By itself, this lends pretty well to making it a tank drone if you have nothing else to spend. However, it also has a unique action that marks an enemy and nearby ally, letting the ally re-roll all hit dice when shooting the designated target. *'''0-1 MB31 Pulse Accelerator Drone (Staunch, Scout):''' Pathfinder only. This drone is excellent for supporting any member of your kill-team as it boosts all pulse weapons within square/3" of it. This makes one shot the pulse weapon makes a guaranteed hit (not a crit tho), which is already helpful enough. *'''0-1 MB33 Grav-Inhibitor Drone (Staunch, Scout):''' Pathfinder only. Made to piss off any offensive acts. Anyone who charges or dashes within pentagon/6" of this thing will suffer a loss to their additional movement. In addition, it can spend an AP to set up a grav-wave that makes it easier for friendly operatives to fall back, a very necessary action considering your obvious weaknesses. *'''0-1 MB36 Guardian Drone (Staunch):''' Fire Warrior only. This drone isn't quite as tanky as the shield drone with only a 5++ invuln, but it can spend an AP to spread that save to other operatives - a welcome gift considering how numerous fire warriors are. *'''0-1 DS8 Tactical Support Turret (Staunch, Marksman):''' Fire Warrior only. Despite being called a drone, it's pretty much a static emplacement (which is an oddity since marines and guardsmen can't grab Tarantulas) that can occasionally take bullets for fire warriors. Its missile pod allows it to lay down the hurt pretty easily. The smart missile system isn't much, but its special rule lets it nail any enemy not in cover if you use it...with the serious caveat of reducing its BS to a 6+. </tab> </tabs> ===HC Ploy=== <tabs> <tab name="Strategic Ploys"> *'''Aimed Pulse Volley (1 CP):''' Any time a {{W40kKeyword|Fire Warrior}} operative shoots their pulse rifle without moving, they get to re-roll one hit die. *'''Breach and Clear (1 CP):''' Whenever a {{W40kKeyword|Fire Warrior}} operative shoots their pulse blaster, any targets within 3"/square don't count as hiding behind cover and you can re-roll one hit die. As these guns operate best up-close, this is a good pick for when you want something wiped out immediately. *'''Camouflage Field Engagement (1 CP):''' Grants {{W40kKeyword|Stealth Battlesuits}} a special action that lets them change their orders. As they're the kings of concealment, this can let them shoot and fade, hiding out of sight from any retribution. *'''Recon Sweep (1 CP):''' {{W40kKeyword|Pathfinder}} operatives within 6"/pentagon of a table edge can immediately Dash, but they must end that move within 6"/pentagon of a table edge that isn't your own. </tab> <tab name="Tactical Ploys"> *'''Supporting Fire (1 CP):''' Select an operative. When that operative shoots, they must target an engaged enemy within 6"/pentagon and not blocked by an ally. This will often see a lot of use as your guys will never win a fistfight, so you'll be needing someone else to wipe the enemy out. *'''Stand and Fire (1 CP):''' A non-{{W40kKeyword|drone}} operative can fire their gun in melee, ignoring any rules for it. Really, this should only apply for base pathfinders and fire warriors that don't use the pulse blaster, as the pulse rifle and carbine are the only guns that lack some sort of special rule. </tab> </tabs> ===HC Strategies=== ===TW Strategies===
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