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===CSM Ranged Weapons=== '''Chaos Space Marine''' *'''Boltgun:''' The other classic weapon, this weapon has solid range, and a decent strength and not much else to say. Still will probably see them more in Chaos Space Marine Kill-teams compared to loyalists, due to the lack of other bolt weapon choice, and assuming you are not just filling out on cultists for your fire teams. *'''Flamer:''' The standard flamer with all the auto-hitting goodness you have come to expect. Doesn't care about all your -1 to hit, and can be fired after advancing to help get it into range. Even better in the hands of a Demolition specialist. *'''Meltagun:''' While there are no vehicles in Kill-team to melt with this thing, its short range is less of an issue when it comes to getting into range with it due to the small playing field. Will all but guarantee to take a model out of action (if it hits) with its high amount of damage, though be cautious when using it on Necrons. Can be shot after Advancing to get into short range and a more reliable D6 damage. Works well with a Heavy specialist *'''Plasma Gun:''' The classic plasma weapon with high strength, AP and two firing modes: the 'safe' Str7 1 damage profile, and the 'overcharged' Str8 2 damage profile. Unmodified hit rolls of '1' will take the bearer out of action immediately. Though this actually makes it safer than in regular 40k, as only 'unmodified hit rolls of a 1' will slay the bearer, the -1s to hit that are so common in kill-team are not taken into account. Generally, the 'safe' mode should be enough for most targets, though 'overcharging' does give you the ability to take down Primaris, Sicarians and Ork Nobs with one shot. Works well on a Sniper specialist for the sweet re-roll 1s. *'''Heavy Bolter:''' At 36" range, this used to be the best long range gun we had. -1 AP with 3 shots at a high-ish strength made it a good staple weapon. Unfortunately for it, but fortunately for us, its been completely outmoded by the addition of the Autocannon. *'''Bolt Pistol:''' The classic bolt pistol, something all your Chaos Marines will come equipped with, regardless of load out. Useful to get a shot off during a prolonged close combat you get stuck into. Always remember them, they come in useful quite often. *'''Plasma Pistol:''' All the versatility of a pistol, combined with the firepower to put a hole through anything. Like all plasma weapons, it has two modes: the 'safe' Str7 1 damage profile, and the 'overcharged' Str8 2 damage mode, though an unmodified roll of a '1' will take the bearer out of action immediately. *'''Frag Grenade:''' As a grenade weapon, you ignore the -1 to hit long range penalty. Only one grenade can be thrown per phase. A good option if you need to clear a number of closely clustered low toughness targets, or to give you a greater chance of hitting in Overwatch. Other than that, your probably better off with your bolter if you have one. *'''Krak Grenade:''' As a grenade weapon, you ignore the -1 to hit long range penalty. Only one grenade can be thrown per phase. A good option in a pinch to take down multi-wound models like Ork Nobs, Sicarans, Aberrants, Tyranids Warriors and the odd Primaris Marine. *'''Autocannon:''' At the same price point and both being exclusive to the same gunner, this completely replaces the Heavy Bolter. Stronger, deadlier and further reaching than the Heavy Bolter, the only remaining question is do you take this or the Missile Launcher? *'''Missile Launcher:''' Krak missles trade a shot compared to the autocannon for S8 AP -3 and D D6 meanwhile your frag missile will delete GEQ swarms. This weapon is best for teams with very strong targets and very weak targets (hint, Tyranids) where as the autocannon is better against middle of the road teams. '''Chaos Cultist''' *'''Autogun:''' A lasgun by another name, don't expect these to do much, although be pleasantly surprised when they do. Rapid fire gives them a greater chance of doing something if they get into short range. Plus, no-one wants their 20pt+ model to die to a 4pt cultist, and some may blow their command re-roll to prevent just that. *'''Shotgun:''' Exclusive to the Cultist Champion, the small gaming area of Kill-team makes this a much more realistic option. 12" range coupled with Assault 2 and plus +1 Str at short range can be surprisingly good against certain targets. You just have to get there... *'''Flamer:''' The only upgrade that is not free (to Cultists), this thing is identical to those wielded by your Dark Masters, except on a squishy human. Being able to advance and shoot this thing at full effect can make such a model a good distraction model, forcing your opponent to choose between D6 auto hits on a squishy human, or focus fire on your power armoured models. Though this distraction does cost the same as two regular cultists, so it's up to you which is better. *'''Heavy Stubber:''' Basically a ''Heavy 3'' bolter with longer range. Cheap at 1pt over a basic cultist, so unless you're running flamers on both of your Cultist Gunners, definitely take it - it'll never carry the day, but it can get you surprising kills as part of chaff fire that your opponent might not be looking for. *'''Autopistol:''' A las pistol by another name, don't expect these to do much. In fact, you probably won't use this, as the short range generally means that the choice is usually shoot or charge. And in most cases, Combat is usually the better place to be. Still, if you find yourself locked in combat for more than one round, use them. You never know what might happen. '''Terminator''' *'''Heavy Flamer:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Reaper Autocannon:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Combi-Bolter:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span>
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