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===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.
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