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==Corsair Voidscarred (Nachmund)== ===Why Play Corsair Voidscarred=== *'''Pros''' **Extreme agility, unmatched by even the Harlequins. **No seriously, they're incredibly fast. They move more than double the speed of Necrons or Death Guard every turn, minimum. **Shuriken weapons remain plenty deadly, and your basic shuriken rifles even get Balanced for re-rolls. *'''Cons''' **Your specialists will suffer against anything they aren't built for ===CV Equipment=== *'''Diuturnal Mantle (2 EP):''' Gives a 3+ save against ranged attacks with Torrent or Blast. *'''Plasma Grenade (3 EP):''' Same as the others. MVP. *'''Corsair Blade (1 EP):''' A3 WS3+ D3/4, simple blade to give to models that only have Fists or Gun Butts in melee. *'''0-1 Ocular Scanner (2 EP):''' Gives the bearer a 1AP Ocular Scan action that grants its ranged weapons No Cover for a turn. Kind of expensive considering that it's one per kill team and there are better options. *'''Runes of Protection (2 EP):''' Can reroll defense dice against psychic shooting attacks. Situational, but would be good against Warp Coven, Grey Knights, etc. *'''0-1 Mistfield (3 EP):''' Voidscarred Felarch only. Gives them and any other Corsairs within 2"/circle of them a 5+ invulnerable save. Your operatives should be too mobile for this to be much use. *'''0-1 Lodestar Helm (2 EP):''' Voidscarred Way Seeker only. This renders them immune to the mortal wounds if it rolls a 1 or 2 when manifesting a second psychic power in an activation. *'''0-1 Pathfinder Cloak (2 EP):''' Voidscarred Fate Dealer only. Upgrades their Camo Cloak to make it always have Conceal even if targeted by an enemy on a Vantage Point or similar. Hopefully your Fate Dealer would be up high already, but this could be clutch if you're wanting the ranger rifle to be doing some heavy lifting against a particular problem enemy operative in that game. ===CV Psychic Powers=== *'''Lightning Strike:''' A pretty powerful ranged attack with AP1. A good replacement for an otherwise limited pistol. *'''Warding Shield:''' One friendly operative within 6"/pentagon of the psyker gains a 3+= save to protect them from a sudden sniper or melta shot. *'''Chilling Grasp:''' One visible enemy loses 2"/circle of movement and cannot use Dash, leaving them pretty trapped. Especially crippling on injured foes or on the Death Guard. *'''Warp Fold:''' The psyker and one friendly operative within 6"/pentagon of them immediately switch places. Unfortunately, the many options this has for objective retrieval are not meant to be, as any objectives that either member may carry are immediately dropped before moving. ===CV Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Flawless Raid:''' Score 1 VP at the start of any turn where you scored more VP than the enemy, rewarding you for gaining an early lead over the opponent. *'''Soul Guard:''' Revealed in the first turn. Whenever your operatives died, they drop a Spirit Stone where they dropped. Your operatives can then spend an action to pick up these stones. While you gain 2 VP if you never lose a guy, you gain 1 VP if you are carrying at least half your total spirit stones, and another if you have all of them. *'''Opportunists:''' Revealed in the first turn. Mark three enemy operatives. When any of these enemies die, they drop a token of loot that you can pick up. You score 1 VP if you pick up at least half your loot, and another for picking up all the loot. </tab> <tab name="Spec Ops - Path of the Reaver"> ''Note - This counts as the Recover Archaeotech Spec Op for terms of repeating'' #''On the Rise'': Finish five games where you scored VP from the Boots on the Rob & Ransack, Retrieval and Opportunists Tac Ops. All of these focus on stealing the enemy's shit, so make sure you get in and out fast. #''Now the Target'': Finish one last game where you win VP through the Protect Assets Tac Op. Completing this Spec Op scores 2 RP and two pieces of rare equipment, making it an excellent choice if you're really angling to pick up something particular. </tab> <tab name="Spec Ops - Aggressive Raid"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Strike Hard and Fast'': Finish five games where you scored VP from the Flawless Raid, Rout or Overrun Tac Ops. #''Fighting Withdrawal'': Finish one last game where you score VP from either the Damage Limitation or Hold the Line Tac Op. Seeing as both of these prioritize protecting your side, make sure that you have plenty of cover to work with. Completing this Spec Op scores 1 RP and a choice between one piece of Rare Equipment or expanding your Asset cap by one. In addition, your operatives will immediately pass any recovery and casualty checks they make. </tab> <tab name="Battle Honors"> #'''Important Fate:''' The first time an enemy scores a crit against this model in a turn, you degrade that crit to a normal hit. #'''Pirate Lord:''' This Operative can use the Light Fingers, Deadly Ambush or Opportunistic Fighters tactical ploys without spending CP. #'''Swift Hunter:''' Whenever this operative charges or uses the Deadly Ambush ploy, they add an additional inch/triangle to their movement. #'''Master of Concealment:''' This operative won't count as engaged when under a Conceal order and behind light terrain. #'''Expert Marksman:''' This operative can use the Take Aim action for free, which is only useful for those with a shuriken rifle. #'''Cut-throat:''' Whenever this operative fights in melee against an enemy and you either have support or attack when the enemy is not readied, these attacks gain Rending for a bit of extra crits. </tab> <tab name="Requisition"> *'''The Bounty (1 RP):''' Available whenever you score 2 VP from the Opportunists or Retrieval tac ops. This lets you throw a piece of Rare Equipment into your stash. *'''Soul Memories (1 RP):''' When an operative fails a recovery check hard enough to die, one of your remaining operatives gains d3 XP for each rank the dead guy had above Adept. *'''Corsair Hero (1 RP):''' When an operative gains the Revered rank, they gain an exclusive Battle Honour that grants you an additional CP each turn. </tab> <tab name="Assets"> *'''Hoard of Spoils:''' +1 CP for the first turn. Useful for any first-turn plans that require that additional ploy. *'''Webway Entrance:''' During the Scouting step, you can take the Recon option on top of whatever you normally chose, but your initiative will still be determined by that first choice. *'''Aerial Support:''' Once per game, one of your operatives can fire a missile from a plane, a 3/5 damage Blast with Heavy, No Cover and Unwieldy, so you'll need them to have someone stationary to fire this. </tab> <tab name="Rare Equipment"> #'''Long-Sight Helm (3 EP):''' Any guns this operative uses gain the Ceaseless rule, excellent for gunners, heavy gunners, and dual-wielding riflemen. #'''Flip Belt (2 EP):''' Grants the {{W40kKeyword|Fly}} keyword, letting them fly through a lot of difficult terrain. #'''Spirit Stone (4 EP):''' Voidscarred Soul Weaver only. This allows the Soul Weaver to use their Soul Channel twice per activation, offering more welcome support. #'''Psychoreactive Armour (3 EP):''' Bearer gains a 3+ save. #'''Relic Power Weapon (3 EP):''' One power weapon the bearer has gains the Balanced trait for a re-roll when swinging it. #'''Relic Witch Staff (2 EP):''' Voidscarred Way Seeker only. This allows your Way Seeker to re-roll their channeling check when casting a second spell. </tab> </tabs> ===CV Units=== All Corsair Voidscarred have '''Aeldari Agility''' as a universal rule. Simply put, each operative can perform one Dash action for free during the activation. This gives Corsairs 3 actions per turn consistently, though unfortunately they don't have APL3 in any functional way for ObSec etc. This Seek & Destroy/Recon fireteam is composed of 9 of the following: * 1 Voidscarred Felarch * 8 of the following: **0-8 Voidscarred Warrior **0-1 Voidscarred Gunner **0-1 Voidscarred Heavy Gunner **0-1 Voidscarred Starstorm Duellist **0-1 Voidscarred Kurnite Hunter **0-1 Voidscarred Shade Runner **0-1 Voidscarred Kurnathi **0-1 Voidscarred Fate Dealer **0-1 Voidscarred Way Seeker **0-1 Voidscarred Soul Weaver *'''Voidscarred Felarch (Combat, Marksman, Scout):''' Your Leader. Comes with the flexibility offered to other corsair warriors, but also provides a limited way to give a means to GA2, as they can immediately let another corsair within 3"/square activate immediately afterwards. This means a lot more in the middle of a fight where the assistance would be most handy or if you need an instant pick-me-up from the Soul Weaver, but there are plenty of other ways to utilize this. **Of course, the Felarch can focus on shooting, only relying on a shuriken rifle with the respective action for Balanced. If you go melee, the Felarch gets their power weapon with no questions asked and the option for either a shuriken pistol or a neuro disruptor nabbed from the space clowns, complete with AP1 and Stun to rob AP. *'''Voidscarred Warrior (Combat, Marksman, Scout):''' Your basic trooper behaves like an extra-nimble guardian with two different and dangerous loadouts. The shuriken pistol is limited by range, but still retains rending and gives you a power sword ''on your basic troopers'', which isn't something most teams can brag about. If you want to go ranged, you can instead provide a shuriken rifle with infinite range, which comes with an extra action you can use to provide Balanced on the rifle for a little reliability. *'''Voidscarred Gunner (Marksman, Scout):''' Rather than swords, this guy carries special guns. The blaster provides high-powered AP2 damage made to destroy marines and the Shredder gives shuriken cannon-tier damage but in Blast form to cover crowds of enemies. *'''Voidscarred Heavy Gunner (Marksman, Scout):''' As the heavy gunner, this guy likely won't be moving much if you want to make the most out of their big gun. Both of their guns having Unwieldy also means that they'll need protection or else they'll become sparkly confetti by the next genestealer that bumrushes them. The shuriken cannon provides a blanket of fire with Fusillade while the wraithcannon with high-powered AP2 damage that deals MW4 on a crit for devastation. **Note that you can have a gunner OR a heavy gunner, not both, so think about which is better suited to the mission. *'''Voidscarred Shade Runner (Combat, Scout):''' Your sneaky assassin comes with not just a pistol but also throwing knives with Silent for tossing while hiding and paired knives that compensate for their less-than-mighty damage with Relentless. On top of that, they can spend an AP to walk across and cut up one enemy they walked past, offering the ability to deal damage without even getting into combat. **To those questioning the merits of taking this guy over the Kurnathi, another detail to note is the {{W40kKeyword|Fly}} keyword, allowing this guy unprecedented mobility, whether it's vertical movement or hopping across ravines. While the Kurnathi can stand up better in a fight, they're still just walking rather than using a ghetto Warp Spider backpack. This can mean a lot for Tac Ops that require a lot of movement. *'''Voidscarred Kurnite Hunter (Combat, Scout):''' A sword-wielding warrior with a pet bird. They can spend an action to call their parrot over and roll a d6 on a visible enemy with the Conceal order (+1 if they're within 6"/pentagon, +1 if the enemy isn't readied, +1 if they aren't next to heavy cover); on a 6+ that enemy now counts as having the Engage order, opening them to all sorts of fire. While this sounds helpful, the fact that you need to roll a 6+ and expectations for the modifies will dampen your expectations enough to wonder if it's worth it. *'''Voidscarred Kurnathi (Combat, Scout):''' A corsair with paired power weapons, providing Relentless. Their chief trick is the ability to use one hit in combat to parry an enemy attack before going through the enemy's fight action. This is best saved for enemies with a few devastating attacks like a massive chainaxe or the like, since this counts as just an average parry. *'''Voidscarred Fate Dealer (Marksman, Scout):''' The sniper acts a lot like a Ranger, including the camo cloak offering another save. However, the Fate Dealer's rifle deals a staggering MW3 on a crit, making them a far better choice for nailing enemies. The Fate Dealer also has an action that provides the rifle with Balanced, which can be helpful for crit fishing. *'''Voidscarred Way Seeker (Combat, Marksman, Scout):''' Your Psyker is fortunate in that it can cast twice natively, but it has limitations. While they can auto-cast one power, they do need to roll a d6 for their second power (and unlike the Balefire Adept, you don't need to spend EP for this second casting) with a 1 or 2 causing 3 mortal wounds and nothing else. This also means that their melee prowess pales in comparison to even the base warrior - This staff is no power weapon and is only a bit better than using your fists. Do not leave your Way Seeker anywhere they can easily be targeted or charged. *'''Voidscarred Soul Weaver (Combat, Marksman, Scout):''' The Soul Weaver is an odd fusion of medic and comms officer, giving the options of both a bonus AP and d3 wounds to friendly operatives within 6"/pentagon. While that healing can be used twice a turn rather than once like other medics, do observe that one heal only does ''d3'' wounds rather than the ''2d3'' offered by the Veteran Guardsman or Pathfinder medics. Also very worth observing is the lack of any resurrection options. This means that you have to be more careful with your injured operatives as you can only slightly nudge them out of the danger zone and hope that they can survive long enough to flee. ===CV Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Plunderers (1 CP):''' Up to three operatives can immediately dash, though this dash must bring you closer to any objectives if they're on the field. *'''Rapid Strike (1CP):''' Each time a friendly operative Fights (i.e. you're the Attacker), if the target operative has already had their activation that turn, then you can upgrade a normal hit to a critical hit. *'''Outcasts (1CP):''' Each time a model fights in a combat (doesn't need to be the Attacker) or Shoots, if they're more than 6"/pentagon from any other friendly operatives then, if you get any critical hits, you can upgrade a failed hit to a successful normal hit. *'''Aeldari Agility (1 CP):''' Your operatives add 1"/triangle to any move, fall back, or dash moves. However, they can't fight or shoot whenever they do so, meaning its best uses are for a desperate escape or a mad dash towards an objective. </tab> <tab name="Tactical Ploys"> *'''Opportunistic Fighters (1CP):''' When an enemy model Falls Back, they suffer d3 mortal wounds for each of your Corsairs within engagement range of it. Fantastic way to lock an enemy operative into combat and prevent it from scurrying backwards to go tag an objective or something. *'''Light Fingers (1CP):''' Give the active operative a free mission action or Pick Up, ''even if within engagement range of an enemy operative''. Where Opportunistic Fighters prevents the enemy from leaving combat to score an objective, the enemy can't stop you! *'''Deadly Ambush (1CP):''' After an enemy operative finishes moving with an action, whether it's a Fall Back, Normal Move, Dash, Charge, whatever, select a friendly model that's not within engagement range of any enemies. They can immediately Charge the enemy operative that moved (but only up to 3"/square), but must finish within engagement range of that operative. We Heroically Intervening, now, boys. *'''One Step Ahead (1CP):''' At the end of the Initiative phase of the first Turning Point (not sure how this is a tactical ploy because of that, but fine), you can redeploy 0-2 Corsairs following the normal set up rules. This is good for moving them **and** changing their order. </tab> </tabs> ===CV Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''CV Strategies:''' <div class="mw-collapsible-content"> Strategies for playing as this faction go here </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Strategies for playing against this faction go here </div> </div>
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