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==Farstalker Kinband (Into the Dark)== ===Why Play Farstalker Kinband=== *'''Pros''' **Exceptional protection when behind cover. **Unlike with the Compendium Kroot, these birds can actually fight worth a damn. *'''Cons''' **Your defenses are lacking unless you make extensive use of cover. **No Krootox means that you don't have anything for raw strength. **You'll need to be a lot more prudent with your orders without free-reign to swap between Concealed and Engage orders. ===FK Rules=== *'''Rogue:''' Kroot remain experts in hiding, and unlike the Compendium's version that just ups saves, the Kinband get the ability to either gain an additional save or upgrade a save into a critical save. ===FK Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Butcher:''' Revealed the first time an enemy dies. All slain enemies drop a special token that you now need to pick up. Score 1 VP if you kill and collect a quarter of the enemy's roster, with another if you pick up a half of the enemy's roster. *'''Balance the Books:''' Pretty much dependent on your other Tac Ops. You score 1 VP if you score all VP from one Tac Op and a second if you finish the other Tac Op. *'''Bounty Hunters:''' Your enemy marks one operative for you to kill. You score 1 VP for killing this target and a second if you pick up the token that this target drops upon dying. </tab> <tab name="Spec Ops - Kin, First and Foremost"> ''Note - This counts as the Secure District Spec Op for terms of repeating'' #''Fight for Posterity'': Finish five games where you scored VP from the Balance the Books or Butcher Tac Ops. Instead, you could also complete five games where you scored VP from Security Tac Ops. #''Swift Reprisal'': Finish one last game where you win VP through the Execution Tac Op. Completing this Spec Op scores 1 RP and 5 XP for you to spread among your operatives. In addition, all operatives get to automatically pass all Casualty and Recovery checks. </tab> <tab name="Spec Ops - Guns for Hire"> ''Note - This counts as the Elimination Spec Op for terms of repeating'' #''Hit Jobs'': Finish five games where you scored VP from the Bounty Hunters, Execution or Headhunters Tac Ops. All of them require precision kills, so guarantee that your aim is good. #''Discretionary Bonus'': Finish one last game where you score VP from the Retrieval or Rob & Ransack Tac Op. You got your kills, now to get some cash. Completing this Spec Op gives you 3 RP and the option to either grab a piece of rare equipment or increase your asset cap by +1. </tab> <tab name="Battle Honors"> #'''Savage:''' +1 attack to all melee operatives to a max of 4. Easy to set for anyone, but means the Cut-Throats ploy is wasted on them. #'''Eye on the Mark:''' When this operative shoots but doesn't move, the gun gains the No Cover rule. Absolutely lethal on the Long-Sight. #'''Trapper:''' This operative can charge while under the Conceal order. Wasted on the Stalker. #'''Wiry:''' This operative can move past any operatives, circumventing the greatest threat of close-quarters environments like space hulks. #'''Leathery Physiology:''' 6+ FNP save. #'''Clandestine:''' When this operative is behind cover and under the Conceal order, they cannot be targeted, even by enemies on a vantage point. </tab> <tab name="Requisition"> *'''Negotiate (1 RP):''' Whenever you finish a Spec Op, you can replace one of the Spec Op's rewards with a reward from a second Spec Op so long as it's not something you'd already have gotten and doesn't give RP. *'''Honourable Offering (1 RP):''' Cannibalism at work. Whenever an operative of Veteran rank or higher dies, a number of operatives equal to double their rank gains +1 XP. If this operative merely suffered a Critical Impairment Battle Scar, you can only give 1 XP to up to four operatives. **A serious emergency button if there is one, as you can only use this once per operative. In addition, if you did this to a crippled Kroot, they can only recover from this scar on a 6 on the recovery check. *'''Debt Owed (1 RP):''' When an operative fails a casualty check, you gain a blood-debt towards the enemy faction that killed them. Whenever you fight this enemy, the Balanced rule lets them re-roll two hit dice instead of just one. You consider the debt settled after winning a game against this enemy, but you can also prematurely end it, rendering all operatives that didn't fail a casualty check to a Cerebral Affliction Battle Scar. </tab> <tab name="Assets"> *'''Spoils Safe:''' At the game's start, gain +1 CP to use. *'''Weapon Workbench:''' Any core Rare Equipment that works on guns is counted as in your stash, but they can only be applied on your single pistols, rifles and scatterguns. Absolutely wicked with how much you just snagged. *'''Meat Locker:''' If an operative takes a recovery check and wasn't killed during the game, they count as having rested for a second game. </tab> <tab name="Rare Equipment"> #'''Kinblade (3 EP):''' Kroot Kill-Broker only. Replaces the blade with a fancier blade with 4/5 damage and Balanced and Rending, making it more effective for fighting. #'''Knarloc Hide (2 EP):''' Reduces all incoming damage by 1 to a minimum of 2. #'''Kroothawk Totem (3 EP):''' Once per game, you can use this to re-roll for initiative. #'''Ancient Flintlock (1 EP):''' Didn't expect to see an old-timey gun in a Kroot's hands, did you? One Kroot pistol (single or dual), rifle or scattergun gains Lethal 5+. The scattergun, as expected, doesn't benefit at all from this. #'''Kin Totem (2 EP):''' Gains a 3"/square aura that lets friendly operatives ignore the Injured condition. The range sadly will be an issue for you. #'''Windmark (1 EP):''' Add +1"/triangle to movement. </tab> </tabs> ===FK Wargear=== *'''Kroot Pistol (1 EP):''' Slap a pistol on something that doesn't have one. Not much use to it aside from eating up unused EP. *'''Meat (1 EP):''' Why yes, your Kroot can buy lunch, and for reasonably cheap thanks to the Dataslate. This gives them a single-use item to heal d3+1 wounds. *'''Piercing Shot (2 EP):''' Upgrades a Kroot Pistol, Dual Kroot Pistols (where it will be stuck on the limited range of the Pistol) or Kroot Rifle with a single shot that does 3/4 damage and AP1 in case you really want a killing blow against an armored opponent like a space marine. *'''Quill Grenade (2 EP):''' Pretty much a frag grenade. *'''0-1 Ritual Blade:''' Kroot Kill-Broker only. Upgrades their knife to do 4/5 damage if you intend to have them more up-close. *'''Toxin Shot (2 EP):''' Upgrades a Kroot Pistol, Dual Kroot Pistols (where it will be stuck on the limited range of the Pistol) or Kroot Rifle with a single shot that does a flimsy 2/2 damage but Lethal 5+ and Stun allow you to steal an AP so the enemy can't grab that key objective. *'''Trophy (3 EP):''' Gives a once per game use that adds an additional AP for the bearer, but you can only use one each turn if you buy multiples. ===FK Units=== This Seek & Destroy/Recon fireteam is composed of: *1 Kroot Kill-Broker *11 of the following: **0-11 Kroot Warriors **0-1 Kroot Bow-Hunter **0-1 Kroot Cold-Blood **0-1 Kroot Cut-Skin **0-1 Kroot Heavy Gunner **0-2 Kroot Hounds **0-1 Kroot Long-Sight **0-1 Kroot Pistolier **0-1 Kroot Stalker **0-1 Kroot Tracker *'''Kroot Kill-Broker (Combat, Marksman, Scout):''' While the Kill-Broker has the expected 2+ WS on their knife, their BS is actually only decent with all their guns. Alongside Rogue, they also get a photon grenade if they choose the Carbine and the ability to mark out one enemy operative each turn - anyone who attacks this operative scores an instant hit. **Your gun options all exchange between accuracy and effectiveness. Your base Kroot Rifle is your most accurate at 3+ BS but is only as strong as a bolter at 3/4 damage. The Pulse Carbine degrades at 4+ BS but its damage is only 4 damage in exchange for the photon grenade, making it a difficult choice even when compared to the Pulse Rifle's 4/5 damage. *'''Kroot Warrior (Combat, Marksman, Scout):''' The average warrior is surprisingly tanky at 8 wounds but needs that cover and Rogue's benefits with only a 5+ save protecting them. Each warrior has an option between either the bolter-tier Kroot Rifle or the Kroot Scattergun, which trades off crits and infinite range for a 3+ BS. Its blade isn't anything shabby either, as it hits as hard as the rifle and has 3+ WS for accuracy. *'''Kroot Bow-Hunter (Marksman):''' A sniper-like operative that trades in the high damage with versatility in its arrows. That Accelerator Bow comes with three different arrows you can shoot each turn: the high damage AP1 fused arrows, the decently powerful and Silent glide-arrows and the low-damage but Splash 2 voltaic arrows. If you're looking to cash in on more crits, you can spend an action before shooting so the bow can add Lethal 5+ to any arrows it shoots. *'''Kroot Cold-Blood (Staunch, Marksman):''' An angry chicken with a prosthetic leg and a free use of the Piercing Shot and Toxin Shot. He's also pretty tanky at 9 wounds with the ability to degrage the damage of any incoming critical damage to only deal regular damage, though things like Stun and MW will still hurt hard. *'''Kroot Cut-Skin (Combat):''' The melee monster of the Kroot, as their knives get decent damage with Balanced and Lethal 5+. On top of that, they deal 1 MW as chip damage for each hit the enemy parries, all but guaranteeing the death of anyone they fight. On top of that, they have a special action that lets them fight twice if the enemy doesn't die the first time, which is absurdly powerful when facing high-wound enemies. The Q4 2022 Dataslate gave them a defensive edge by making them immune to the No Cover rule, allowing them to weave past a good few annoying tricks. *'''Kroot Heavy Gunner (Marksman):''' This guy won't be going anywhere, as both his gun options have Cumbersome, limiting how far he can go before being unable to shoot. Make preparations to hide behind any cover you find. **The Dvorgite Skinner is essentially your heavy flamer, offsetting its poor damage and limited range by having AP2 and Torrent so it can spread its abuse far and wide without worrying about saves. The Londaxi Tribalest is more for marksmanship, having decent damage with AP1. It also has Rending, which...is very odd to consider since the Tribalest only deals 4/4 damage. *'''Kroot Hound (Combat, Scout):''' Zippy beasts, but it would be a bad idea to consider dedicating them to being anything beyond harassers. While they can pick up objectives through a special action that also lets them move or dash when doing so, they cannot perform any other objective actions and are unable to take any equipment. Fortunately, their fangs are pretty strong with Rending for more crits and have GA2 to let a second hound follow-up to kill the enemy. *'''Kroot Long-Sight (Marksman, Scout):''' The dedicated sniper, this rifle lacks Silent but it does decent damage and MW3 on a crit. If you want something more, you can spend an action to either provide the rifle the more-expected Silent and Lethal 5+ or make it ignore obscuration. This gives the Long-Sight a decent work-around against any cover-spammers that you might come across while also being able to be stealthy like normal snipers. *'''Kroot Pistolier (Marksman, Scout):''' A birdman that knows how to be a gunslinger. The dual pistols might be short ranged, but they have good damage and Balanced with Lethal 5+ makes them more than effective for its job. Not only can this guy spend an action to shoot twice to pin the enemy down, but he can also fire back at an opponent who shoots at him once per turn, making him a bit of a defensive marksman. *'''Kroot Stalker (Combat, Scout):''' More the harasser than the murderer like the Cut-Skin, the Stalker's more able to get things done while hidden. Their loadout sees them better suited to melee, as their Kroot Scattergun does decent damage but has limited range while the Stalker's Blade has Balanced and Rending for extra effectiveness. Their worth hinges around hiding, as they can charge while under the Conceal order. They can also spend 2 AP on a special ability they can use while under the Conceal order and right next to some terrain, letting them immediately charge and fight an unsuspecting foe, letting them auto-confirm a second hit if they score one. **Of course, he needs to hide to be effective. As he lacks a rifle of any sort, he's exposed against any enemy marksmen. *'''Kroot Tracker (Marksman, Scout):''' This particular Kroot comes with their own pet bird, a Pech'ra that can move alongside its owner. This bird thankfully isn't its own unit, but still provides the tracker with a special action. This lets the Tracker mark an enemy within 6"/pentagon of the bird, letting enemies within 6"/pentagon that shoot at this target ignore light cover. On top of that, this operative can also lend out extra AP to nearby allies, so it's all in for support. ===FK Ploy=== <tabs> <tab name="Strategic Ploys"> *'''Cut-Throats (1 CP):''' All operatives gain +1 attack to melee weapons to a max of 5 total attacks. Decent for backing up any shooty Kroot, but won't mean much for the rest. *'''Bound (1 CP):''' For the Turing point, all operatives ignore one circle for climb/drop/traverse and automatically pass any jump checks. Decent for any vertical boards or any obstacle-ridden boards, otherwise it's not worth it. *'''Farstalk (1 CP):''' Thee operatives over square/3" of any enemies can immediately change their order. *'''Prey (1 CP):''' When your operatives are activated, you can modify their guns to gain the Balanced and Heavy rules. The Long-Sight see this as an instant win as their gun already has Heavy, while Heavy Gunners might be a bit skeptical depending on where they are. </tab> <tab name="Tactical Ploys"> *'''Mercenary Contract (1 CP):''' Allows you to replace a Tac Op with one that's outside of your Kill-Team's archetype. *'''Poach (1 CP):''' One operative can perform any mission actions while within range of it rather than being right on top of it, and can do so even while engaged. *'''Slip Away (1 CP):''' One operative can fall back on a 1 AP discount. Great for any marksmen in the team. *'''Vengeance for the Kinband (1 CP):''' When one operative dies, the rest will hold a grudge. Anyone that attacks this operative's killer can re-roll all hits. **This sounds awesome, but it can only be active for one instance only until the marked foe dies. Once he's bird-chow, then you can trigger it again. </tab> </tabs> ===FK Strategies=== '''Basic Strategy''' Play the objective, due to your crap armor and low chance to actually hurt anyone with your guns, playing the objective and choosing your Tac Ops wisely is the way to win as Kroot, they are definitely the high skill floor faction for this game, keep your sniper annoying and poking the enemies so they are forced to take him out, while your houhds and Krootox draw fire away. '''Skinning Knife Spam''' You can always just fit as much skinning knives as you can, concealing your carnivores until its the right time to strike, with good rolls you can gimp a Grey Knight pretty bad in one combat round. '''Counterplay''' Get the objectives before they do and laugh your ass off while you out damage them. ===FK Sample Lists===
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