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===VG Units=== This Security fireteam is composed of the following: *1 Sergeant Veteran *9 of the following: **0-9 Trooper Veterans **0-1 Confidant Veteran **0-1 Zealot Veteran **0-1 Medic Veteran **0-1 Comms Veteran **0-1 Demolition Veteran **0-1 Bruiser Veteran **0-1 Hardened Veteran **0-1 Sniper Veteran **0-1 Spotter Veteran **0-4 Gunner Veterans (Each weapon can be selected only once) *'''Sergeant Veteran (Combat, Staunch, Marksman):''' Comes with an extra wound and the vastest selection of loadouts short of the gunner. As your sole means of issuing Orders, the sarge's survival is paramount to ensuring your team's survival. **Unlike your guardsmen, your sergeant can go fully ranged by grabbing a bolter. While you can't overcharge it like your lasguns, it offers a bit of extra damage. **If you plan to go more melee, you have options. The laspistol is a shorter-ranged lasgun (and thus can't be overcharged), the bolt pistol offers bolter-tier damage at shorter range, and the plasma pistol does the most damage and comes with AP1 (as well as an option for AP2 at the risk of triggering Hot). For melee, your chainsword offers bolter-tier damage and Balanced for a re-roll to hit while the power sword does big damage with Lethal 5+ to guarantee crits. *'''Trooper Veteran (Marksman, Scout):''' Each of your guardsmen remain modestly durable, with 7 wounds allowing them to take about 2-3 bolter rounds before exploding. However you can grab a bunch of them and they have GA2 to let them swarm around the enemy, especially if you grabbed extra troopers from the Ancillary Support. *'''Sniper Veteran (Marksman):''' Comes with a long-las, a special lasgun that does 3/3 damage on a 2+ BS. While this looks like the damage remains constant regardless of whether or not you crit, it also has MW3 so you can score some lasting damage on a lucky shot. Also interesting is that this doesn't come with Heavy, meaning that you have some very mobile snipers. Also helping is that if they remain stationary, their gun also gets Silent so they can fire while using the Conceal order. *'''Gunner Veteran (Marksman):''' The gunner is your only means to get guns that aren't that flashlight, so be sure to pick your weapon choices with care. The flamer is short-ranged, but Torrent allows it to cover crowds of enemies fairly easily. The grenade launcher doesn't have any way of circumventing cover, but has the option between frag's Blast to pop mobs or krak's high damage and AP1 for tough targets. The plasma gun deals a lot of damage with AP1, but you can risk Hot in order to make it AP2 and nail high-save units like space marines with ease and use the Take Aim! order to mitigated that risk. The melta gun is your extreme measures gun, dealing insane amounts of damage with AP2 as well as dealing MW4 on critical hits, but at very short range. *'''Confidant Veteran (Combat, Staunch, Marksman):''' As the second in command of the detachment, your options for the confidant almost mirror the options available to the sergeant. Indeed, if your {{W40kKeyword|Leader}} operative ever dies, you can make this guy take their place and gain the ability to issue orders. If they aren't made the {{W40kKeyword|Leader}} operative though, they can mark a friendly operative within 6"/pentagon of them to immediately activate after them (though they act as if their GA is 1 so you can't nominate a base trooper and have two of them immediately move), giving you a means to further assert your numbers superiority. **Going full ranged gives them two options: the basic guardsman's lasgun (enabling them to use the overcharge ploy) or the sergeant's stronger bolter. **For melee, your only melee option is the chainsword, a decent tool with Balanced for a re-roll. Shooting gives you either the laspistol or the bolt pistol, without the sergeant's option for a plasma pistol. *'''Demolition Veteran (Staunch, Scout):''' This guardsman's special tool is the remote mine. Using 1 AP, they can plant the mine anywhere within 1"/triangle of them and then immediately make a Dash move out of the way. At any point afterwards, the operative can detonate the mine, attacking any operatives within 3"/square of the mine for incredible damage and AP1. As this is an indirect attack, this has Silent so you can trigger it while using the Conceal order. *'''Zealot Veteran (Staunch):''' The ballsiest of all guardsmen, gaining the ability to re-roll all their saves thanks to their faith in the Emperor. In addition, they can spend 1 AP to inspire a friendly operative within 3"/square, letting them score crits on a 5+ regardless of whether they fight or shoot. This makes for especially good times for weapons with high crit damage like the gunner's or special crit effects like the bruiser's. *'''Medic Veteran (Staunch, Scout):''' A guardsman whose duty is to save lives. Once per turn they can immediately save a friendly operative within 3"/square who just went down, putting that operative at 1 wound and then sending them scurrying away for the cost of 1 AP for both the medic and the patient. Unfortunately, this ability can't be used while in engagement range with the enemy, which limits their uses. In addition, on a turn where they didn't already resurrect an ally, they could also spend 1 AP to heal a friendly operative by 2d3 wounds, which is handy for those who are on death's door or to counter the injured status. *'''Comms Veteran (Staunch, Scout):''' This guy is likely to be an auto-take just because of their effects on orders. If this operative is issued an order, they can spend 1 AP to broadcast it, making it spread to ALL operatives on the board. On top of this, they can transfer 1 AP to a friendly operative within 6"/pentagon to give a means of compensating the limitations of APL2. *'''Bruiser Veteran (Combat, Staunch):''' A trooper with a trench club, a slightly stronger weapon compared to the bayonet with Stun to knock aside one attack. Interestingly, this operative has the ability to ignore the damage dealt by one normal hit made against them in combat. This might just amount to surviving a random swing, but it's one more turn you can have this guy make their worth. *'''Hardened Veteran (Combat, Staunch):''' A guardsman with a bionic arm, making for a powerful melee weapon AND a badass fashion statement! Even better is that this guy has a 5+++ FNP on any wounds lost and ignores APL modifiers, allowing them to keep on fighting as long as possible. *'''Spotter Veteran (Scout):''' This guardsman gets both a mortar and a pair of magnoculars to spot for his comrades. The mortar's not much more dangerous than a lasgun and Unwieldy makes it impossible to use on overwatch, but it's got Barrage to ignore most cover and Blast to hit crowds of foes. Silent also helps the spotter by letting them hide while shooting. The magnoculars are used for a special action costing 2 AP, letting you mark an enemy operative and a friendly operative with GA1 within 2"/circle. Your friend can now treat that target as if they have the Engage order on their next activation, ignoring any attempts to be sneaky. ====Ancillary Support==== Alongside your troopers, you can also choose one of the following options based on what you think you'll need for the fight.. *'''Trooper Veterans:''' Four spare {{W40kKeyword|Trooper Veteran}} operatives, all ready to go and open fire in His name. *'''Veteran Guardsmen Tactical Assets:''' Rather than any manner of troops, you gain two artillery/bombardment options you can trigger once per battle each. You activate one of these assets in place of one of your operatives, which also means that your enemy can immediately fire back after you go and use it. **''Artillery Barrage:'' You open fire with something like a mortar, using one of your operatives to draw line of sight. While the damage isn't spectacular, Barrage and Indirect let it ignore most forms of cover while Blast lets it hit groups of foes. **''Marked Air Strike:'' A friendly bomber blasts a location, using one of your operatives to draw line of sight. The attack is slightly better with a 4+ BS and better damage, but sacrifices Indirect. Aside from that, it remains a good way to flush out creeps hiding behind a wall with Blast and Barrage. **''Guided Missile:'' Guessing one of your guys got a single-use rocket launcher. This is another shooting attack using one of your operatives to draw line of sight. This option deals the most damage out of all your assets and AP1 lets it demolish enemy armor. However, cover is an issue for them and you're only targeting one enemy. **''Strafing Run:'' Your operative first has to mark an enemy to target. Then they have to place a strafing run token anywhere on the map, so long as it's not closer to the table edge than the mark is. Then draw a line from this token to the target, firing upon them and any other operatives in light cover (Drawing LoS from the token). While this isn't more powerful than the artillery barrage, it can hit a very wide swathe of foes with the right positioning.
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