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Warhammer 40,000: Kill Team (HoR)/Tactics/Rogue Traders(8E)
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==Equipment== ''Xeno-Tech Gear'': As is wont for the exotic rogue trader, several of your models can opt for some unique weapons from across the many codices for xenos weaponry: :''Xeno-Tech Rifles'': Pulse Blaster, Pulse Rifle, Splinter Rifle, Shuriken Catapult, Pulse Carbine :''Xeno-Tech Weapons'': Agonizer, Shuriken Pistol, Pulse Pistol, Splinter Pistol, Blaster Pistol *'''Boarding Shields''': These grant your model a +2 to their armor, but they can no longer advance or benefit from cover. In short, rely more for a bulwark of CQC. *'''Naval Shotguns''': The classic troop armament. 12" Assault 2 S4 AP- D1 makes it about as good as a bolter, but adding +1 on overwatch makes it a better fit for intercepting oncoming mobs. ===Wargear=== *'''Bionics''': A 6+ save-after save for 3 points? Nice. *'''Void-Hardened Armor''': Know how Houseguards get force re-rolls on randomized hits? While they get it as part of their base loadout, other officers can also grab this for protection at only 2 points. *'''Digital Weapon''': An extra attack is something to never ignore. *'''Grapple-Whip''': Terrain no longer impedes movement, as you can move through difficult terrain and vertical movement is for free. *'''Refractor Field''': Enjoy your 5++ save, as all Imperials can! *'''Targeting Cherub''': Explorator only. Allows one servitor within 6" to use his BS, which can be really fun with a BS-centric techie. *'''Power Armor''': 3+ save for not-marines. ===Captain's Reserve=== *'''Beloved Mascot''': Unlike the Guard Opus, your pet isn't an actual model. Instead, yours acts as an ablative wound. You need to be careful with this in campaigns, as you can risk permanently losing that pet. *'''Treasure Map''': How totally stereotypical. This map won't fix objectives, but it will make your officer count as five when capping, freeing your men to go take other ones. *'''The Carnodon''': While being Heavy 1 makes this unwieldy to shoot, 36" S6 AP-3 S3 is an incredibly potent combination capable of wiping off even marines with a clean hit. *'''Wogdan Dueling Pistols''': A pair of beefed up pistols at S5 AP-1, these things rely on you dancing around as you shoot at anything. *'''Gellar Scope''': a bit of a utility tool, though needing to trigger on a 3+ makes it a bit dicey. Upon activation, you can either expose an enemy within 24", re-roll a random objective/setpiece, or let one model within 18" ignore all terrain. The fact that this doesn't take an action on any phase makes this more useful than you think. *'''Navigator's Eye''': If you wanna be gross, you can throw a mummified Navigator's eye at someone. It acts as a grenade dealing d3 hits, each one dealing d3 mortal wounds. *'''Linteum's Tricorne''': Lets the user auto-pass the first Leadership check in the game. *'''Aguilaron Nimbus''': You get a jetbike! YES! 16" movement while ignoring difficult terrain makes you really fast, and you get a double bolter as a bonus. IF there's a drawback, it's that you lack any turbo-boosting gimmick like any skilled bikers. *'''Aguilar Lone Eagle''': A heavy pistol, but a damn good one. S5 AP-2 D1 would be enough for most, but when you then add on the ability to ignore any model-based penalties to hit (e.g. Venomthropes, Raven Guard), you have something truly remarkable for removing enemies. *'''Vicentio's Rapier''': The sword itself's basically an S+1 power sword, but if you pack a second melee weapon or a pistol, you can add +1 to your save against any attacks that don't auto hit, which is a neat way to avoid power armor. *'''Fusion Blade''': A true fucking behemoth. S8 and AP-4 pretty much ''DELETES'' anything from existence, and rolling 2d3 damage and taking the highest is just a cherry on top of a rape sundae. The only drawback you have is that a 1 to hit is a mortal wound. *'''Void Cloak''': You get a bat-cape! No, seriously, it's pretty much Batman's cape. Your guy get a 10" flying speed and acts like they're in cover at all times. ===Weapon Upgrades=== Since your entire basis is being the army of a rich fop with a ship, it comes as no surprise that you can slap on some upgrades to certain weapons (Nothing on the reserve, no combis, and no drone-bombs). *'''Master-Crafted Weapon''': No Heavy Weapons. Adds +1 to a weapon's damage, which is a simple but effective boost. *'''Overcharged''': Incompatible with Plasma, if only because this does what plasma guns can already do. *'''Collimated''': Adds +6" to a gun, which can go a ways into making an impromptu sniper. *'''Powered Feed''': Assault or Rapid Fire weapons without random hits only. This adds an extra shot on a weapon, which can be useful for guns that you're really counting on. *'''Vengeful''': Adds +! to hit on overwatch, which can make the shotgun the alpha on intercepting. *'''Enlarged Frame''': Adds +1 to the weapon's strength or strength mod. Now, I don't know how may times you'll really need a Power Fist with Sx3, but a Chainsword with S+1 is something to get behind. *'''Seeking''': Negates cover against guns, which is incredibly helpful if you plan on wiping things without concern. You are still subject to the closest target however. ===Augmetics=== Same as the Mechanicus, Marines, and Inquisition, you have the means to improve your guys by sticking machinery in them. *'''Mobility''': +1 Movement and ignoring difficult terrain is all well and good, but you still have to sacrifice movement to climb, something the Grapple-Whip ignores. *'''Strength''': Fire heavy weapons and swing Power Fists without penalty. Definitely good for your artillery and beatsticks, especially that marine there. *'''Dermal Armour''': Grants a 4+ save against mortal wounds, which you'll absolutely need against snipers. *'''Combat''': Adds two CCW attacks, which...well, it's iffy unless you're already doing quantity over quality with attacking. *'''Repair''': Allows a model to recover wounds, which is wicked.
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