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===IG Units=== You may take two from the following list of fire teams. <tabs> <tab name="Guardsman Fire Team"> This Security fireteam is composed of 7 of the following: *0-1 Guardsman Sergeant (if you don't have another leader) *1-7 Guardsman Troopers *0-1 Guardsman Comms *0-3 Guardsman Gunners *'''Guardsman Sergeant (Warrior, Staunch, Marksman):''' The sergeant is likely going to be your go-to melee guy, as all your other operatives are stuck with mere bayonets while you get chainswords...or power weapons that do everything the chainsword does but better and costs nothing because NO POINTS LOL. **Of course, this fighting style limits you to only pistols, with their limited range. In this regard, don't bother with the laspistol. There's no use when the bolt pistol does its job but better. The plasma pistol does better than the other ones but getting the most out of it might prove dangerous with overcharging. **All this talk, however, discards the real reason you grab him - ORDERS! That's right, this guy is the only one who can issue orders by taking a Strategic Ploy and distributing it to all your friends within pentagon/6" of him. This is critical considering how many guys you'll be taking care of, and a guardsman comms becomes indispensable in that regard. *'''Guardsman Trooper (Marksman, Scout):''' Your average steadfast guardsman, stuck with his ever-trusty lasgun and bayonet. Being one of the few units with GA 2, this means that you'll compensate for their obvious frailty by being able to activate twice for every single space marine or tyranid and compensate for their measly APL 2. Don't be fooled by the 7 wounds you get, those 7 wounds means that this guy can take about 2-3 lasgun shots before going down *'''Guardsman Comms (Staunch, Scout):''' A trooper with the vox-caster, something made very important in the new edition. Not only can this device let the guardsman sacrifice an AP to grant a fellow {{W40kKeyword|Guardsmen}} operative within 6"/pentagon a free AP, but they can also spend an AP to relay any orders a leader issues to all {{W40kKeyword|Guardsmen}} operatives in the field. All of them. For that reason, you should be keeping this guy at least within ordering range of the sergeant. *'''Guardsman Gunner (Marksman):''' The value of this guy is apparent - You can only bring one of each gun for your team, so each choice has to be used to perform a specific goal. **The flamer is held back by its range and poor damage, but Torrent means that it can hit multiple targets and hit multiple times. The grenade launcher essentially gives you infinite grenades, but these fire directly rather than indirectly in a short range - The frag grenade compensates its damage with Blast while the krak grenade deals AP1 with plenty of damage. The meltagun is short-ranged but provides lots of damage with AP2 and crits deal lots of mortal wounds. The plasma gun deals plenty of damage with AP1, with an option for overcharging to get AP2 - and in here, overheating won't kill you outright! The sniper rifle comes with plenty of caveats (Heavy means you can't move and shoot, damage isn't the greatest) but it comes with a better BS than any other gun short of the flamer, has Silent so you can hide and shoot, and deals a mortal wound on a crit. </tab> <tab name="Tempestus Scion Fire Team"> This Security/Seek & Destroy/Infiltration/Recon fireteam is composed of 5 of the following: *0-1 Tempestor (if you don't have another leader) *1-5 Tempestus Scion Troopers *0-1 Tempestus Scion Comms *0-2 Tempestus Scion Gunners *'''Tempestor (Warrior, Staunch, Marksman):''' The Tempestor comes as your most powerful warrior, acting as a slightly stronger guardsman. As with the sergeant, he has an unnecessary chainsword, leaving you an option between the power weapon's easier crits and the stronger but unwieldy power fist. **As with the sergeant, your melee weapon limits you to only pistols, with their limited range. In this regard, don't bother with the laspistol. There's no use when the bolt pistol does its job but better. The plasma pistol does better than both of the other ones, but getting the most out of it might prove dangerous with overcharging. **The standout feature of the tempestor is its ability to be a mini-Rambo. Each turn lets him pull off a Tactical Ploy without wasting a CP. This alone can give you a lot of mileage to make him a big badass. *'''Tempestus Scion Trooper (Marksman, Scout):''' Slightly better than the guardsman, but not by much. Each scion gets a spare wound, a 4+ save and their hotshot lasguns are a step up from the base guardsman's lasgun. In exchange, however, your scions are all GA 1. You're going to need all the advantages you can take if you want to nail a space marine. *'''Tempestus Scion Comms (Staunch, Scout):''' Unlike the guardsman, this vox-caster isn't quite as vital. What this provides is an AP exchange to a friendly {{W40kKeyword|Tempestus Scion}} Operative nearby. This means that they aren't as dependent on hanging around a Tempestor, so their purpose is more to support their fellow not-stormtroopers. *'''Tempestus Scion Gunner (Marksman):''' Your gunners are largely similar in options compared to the guardsman answer, though at a slightly stronger baseline. **The flamer is held back by its range and poor damage, but Torrent means that it can hit multiple targets and hit multiple times. The grenade launcher essentially gives you infinite grenades, but these fire directly rather than indirectly in a short range - The frag grenade compensates its damage with Blast while the krak grenade deals AP1 with plenty of damage. The meltagun is short-ranged but provides lots of damage with AP2 and crits deal lots of lots of mortal wounds. The plasma gun deals plenty of damage with AP1, with an option for overcharging to get AP2 - and in here, overheating won't kill you outright! Your one unique weapon is the hot-shot volley gun, which is your closest answer to a heavy weapon with Fusillade to offer covering fire and some mild armor-punching with P1. </tab> </tabs>
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