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===NEC Units=== *'''Necron Warriors (Leader, Comms, Veteran):''' Basic troops that come with (only) a s4 -1ap bolter. They're nice for filling out your fire team but not much else. *'''Immortals (Leader, Comms, Veteran, Zealot):''' Elite troop that can take either a gauss blaster or tesla carbine. The gauss blaster is better for taking out armor but a few lucky rolls with the tesla will clear out hordes. High Level Zealot Immortals in cover are some of the toughest bastards in kill team, needing to be fleshwounded before even being vulnerable to death **Pariah gave them an extra point of Toughness and an extra attack in exchange for now costing 17pts instead of 16. The full extent to how this changes their value proposition isn't yet known. *'''Deathmarks (Leader, Comms, Scout, Sniper, Veteran):''' Mortal wound sniper plinkers. Synaptic disintegrators don't suffer the range modifiers and do a mortal wound if you roll 6+ to wound. Might have been nice with Demolitions specialist to trigger more often, instead they can take Scout to.... advance faster with their rapid fire sniper weapons. **Pariah bumped their T up to 5 and their BS down to 2+ and their points up to 16 - whether this is enough to make them useful isn't yet known but they couldn't be much worse. *'''Flayed Ones (Leader, Combat, Veteran, Zealot):''' Your only choppy boys, these guys have 3 chainsword equivalent attacks (4 with the Combat or Zealot specializations). Useful for objective holding or missions when you *must* kill something in combat. *'''Lychguard (Leader, Combat, Comms, Veteran, Zealot): '''At a cost of 20 points and with a glorious stat line of WS/BS 3+ S5 T5 W2 A2 Sv 3+ these guys are the true killer robots. Their default weapon costs nothing and gives them S +2 Ap -4 and D2 meaning these guys will rip through power armored units, primaris or otherwise wise, like a knife through butter. Run Zealot on one for that sweet strength 8 on the charge so you can hit Primaris on 3+ wound on 2+ and deny armor saves, ripping through both their wounds, all for 20 points. Grab a second one with combat for fun and have them run around the board threatening charges on anyone standing on an objective. You'll have no ability to shoot so position yourself to charge from cover, preferably without line of sight. They will either have to back off, letting you take the objective, or get stomped in melee. If. If you're only bringing 1 (though honestly 5 warriors and 2 lychguard is a great list, distract with the melee lads, while you're warriors shoot everything to death, run the -1 ap dynasty to deal with power armor targets) consider the strength of your enemy, strength 3 go combat, 4+ go zealot, Sisters will love a combat with 3 attacks wounding on 2+ and dealing D2 a piece. As the cheapest T5 model in the game (as far as I know) and with a solid 3+ and W2 your fairly robust and your opponent is going to throw special weapons at you. If you end up in melee you're probably safe, most stuff is going to be strength 4, wounding on 5+, up against scarier weapons you might see this drop to 4+ or maybe 3+ but by this point you will being tying up enemy units that cost more than you, so job well done as a distraction. By the time anyone is wounding on 2+ they're doubling your model cost and you've ruined their day. With the necessity of big scary models with equally scary weapons to get the needed strength and mulidamage, you're likely to kill your opponent through an aneurysm when they have to roll multiple fleshwound die and end up restoring you to full health (queue Trazyn trollface). Like all full metal skeletons you have one major enemy, plasma. While the overcharged plasma won't be as deadly to you as it is to your S4 warriors or to marines, it will still hurt. Plasma is actually scarier than melta to some degree because it's D2. Some more statistically inclined individuals have found that 2 dice is the optimal amount for killing Necrons when rolling fleshwounds, any more and you increase the risk of Reanimation Protical past the point of benefit. In other words if you want to fight guard with your space Tomb Kings, swap out your 20 point Lychguard for 2 10 point Flayed ones, you D2 attacks are sorta wasted on the puny humans anyway.''' *'''Triarch Praetorian (Leader, Combat, Comms, Veteran, Zealot):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> ====NEC Commanders==== *'''Necron Overlord (Commander):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> **'''Ankra the Colossus:''' An Overlord with a fancy unique specialism and a voidscythe. Still only has 3 attacks, and the voidscythe brings you down to WS 3+, but by the Silent King, what attacks they are! Sx2 means you are wounding ''Plague Marines'' on a 2+, AP-4 means armor saves are basically cancelled, and 3 damage means lots of injury dice to roll. ***'''Overlord Specialism:''' A unique specialty to Ankra, the grab bag of bonuses are focused on making him even more of a terror in melee. Points costs are for the Commander and its wargear, but not Commander Traits: ****'''Impenetrable (Lv1, 86 pts):''' Add 1 to this model's Toughness characteristic. That's T6 for an Overlord. You laughed at boltguns already, now even anti-MEQ weapons will have some trouble scoring wounds. Lasguns and other S3 weapons are now completely beneath your concern. Don't forget you still have Living Metal and Phase Shifter, too. ****'''Bloodthirsty (Lv2, 106 pts):''' Re-roll failed charges for this model. Ankra has no ranged capability and 5" movement, so anything that can get him stuck in faster is a good thing. The combination of two very strong traits from disparate specialism trees will usually make this the ideal level to field Ankra at. ****'''Vengeful (Lv3, 126 pts):''' Add 1 to Ankra's wound rolls for attacks in the Fight phase if he suffered any wounds earlier in the round. It's very fitting for the character, and a great way to punish gutsy pistol users, but with how easily you wound things already, it's overkill against anything with less than toughness 5, and still probably worse than re-rolling 1s to hit and wound a level 2 Melee Specialist would have gotten against those models. ****'''Ancient Strategist (Lv4, 151 pts):''' When you're on the battlefield and not shaken, you can roll a D6 each time an opponent uses a tactic, and get a Command Point on a 5+. Definitively solid, but with only 49 points to protect Ankra with, you'd better spend these extra CP to good effect. *'''Cryptek (Commander):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Royal Warden (Pariah) (Fortitude, Leadership, Logistics, Shooting, Strategist):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Technomancer (Pariah) (Fortitude, Logistics, Melee, Shooting, Strategist, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Plasmancer (Pariah) (Fortitude, Logistics, Melee, Shooting, Strategist, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Psychomancer (Pariah) (Fortitude, Logistics, Melee, Shooting, Strategist, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Chronomancer (Pariah) (Fortitude, Logistics, Melee, Shooting, Strategist, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span>
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