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==Kasrkin (Shadowvaults)== ===Why Play Kasrkin=== *'''Pros''' **You've always favored the Kasrkin of old Cadia over those Tempestus Usurpers. **Simple rules make this one of the easiest bespoke Kill Teams to pick up and play. **Guns! The Kasrkin seem able to carry around more special weapons than the other Guardsmen teams **Elite dice mitigate the risk of plasma overcharge. *'''Cons''' **Your entire team is, with few exceptions, 4+ saves and 4+ BS despite being the best of the best. **Still no heavy weapons. **There aren't many specialists, you are going to be lugging at least one basic trooper along per game. **Your numbers won't be the expected tides of green like the guardsmen. **Elite dice being limited to changing one dice does not completely remove overcharge risk unless combined with CP rerolls. ===K Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Vital Objective:''' When you reveal this Tac Op, mark one objective that you don't control as a Vital Objective. You score 1 VP for each turn you control this Vital Objective. *'''Secure Zone:''' At the target reveal step of each Turning Point, you can set one temporary marker over 6"/pentagon of your DZ and 2 circles/4" from any enemies. You score 1 VP for each turn where you have an operative within 2 circles/4" of that marker but no enemies. *'''Stand Fast:''' 1 VP for each turn where you control 2+ objectives and have more objectives than the enemy. </tab> <tab name="Spec Ops - Neutralize Threat"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Engage on Sight'': Finish five games where you scored VP from the Secure Zone, Rout, or Execution Tac Ops. #''Cripple Base'': Finish one last game where you win VP through the Secure Ground Tac Op. Completing this Spec Op scores 1 RP and the option of either a piece of rare equipment or improving your asset cap by +1. In addition, you get 5 XP to share among your operatives. </tab> <tab name="Spec Ops - Special Forces"> ''Note - This counts as the Secure District Spec Op for terms of repeating'' #''Advanced Warfare'': Pick one Kill Team archetype. Finish six games and score VP from every Tac Op on that list. Unconventional, but it will require you to focus on a particular task. Unlike other Spec Ops, this is all you need to do. Finishing this Spec Op scores you 2 RP and 5 XP to split across all your operatives. On top of that, any incapacitated operatives auto-pass all casualty and recovery checks. </tab> <tab name="Battle Honors"> #'''War-hardened:''' The first time this operative kills an enemy, you regain an Elite point. #'''Vengeful:''' Whenever this operative shoots or fights a non-{{W40kKeyword|Imperium}} enemy, you can auto-score one hit. Situational due to how many Imperial teams there are out there. #'''Resolute:''' Whenever this operative is carrying an objective or within 2 circles/4" of an objective, you auto-score one defense roll. #'''Kill shot:''' One of this operative's gun gains +1 critical damage. #'''Sharp Instincts:''' Enemies must be over 2 circles/4" away from this operative to be considered in cover. Awesome for foiling close-quarters campers. #'''Independent Equipage:''' When selecting gear for this operative, one piece gets a 1 EP discount. </tab> <tab name="Requisition"> *'''Assess and Optimize (1 RP):''' When you select a Spec Op, you can use both the Asset Acquired and Equipment Drop actions for free. Helpful, but you'd best hope that this will last you for the rest of the Spec Op. *'''Deeds of the Fallen (1 RP):''' Whenever an operative gains a Battle Scar and dies for good, the rest of the team gains 1XP as they mourn their lost comrade. *'''Elite Compatriots (2 RP):''' When you acquire a new operative, you can spend this to kick-start their experience with 6XP right off the bat. </tab> <tab name="Assets"> *'''Field Recovery Unit:''' Each operative can re-roll a recovery check in between battle. However, whenever you fail one check, this item shuts down until the next game. *'''Mission Command:''' Start the game with d3 extra Elite points. Great to offset a bad first turn. *'''Shrine to lost Cadia:''' Your operatives can only gain up to 4XP whenever they pass a casualty check. Your operatives also all count as having one less Battle Scar and consider the Cerebral Affliction result as a passed check. </tab> <tab name="Rare Equipment"> #'''Plasteel Armour Enhancement (1 EP):''' Kasrkin Demo Trooper only. Any crits the bearer suffers deals only normal damage. #'''Tactical Vox-Net (3 EP):''' Kasrkin Vox-Trooper only. Whenever you spend an Elite point during the firefight phase, you can roll a d6 and regain it when you roll a 6. #'''Memento of Cadia (4 EP):''' Once per game, you can trigger this item on the operative and gains the ability to shoot twice on this activation. #'''Diagnosticator (2 EP):''' Kasrkin Combat Medic only. This lets them heal d3+3 wounds instead of 2d3 and lets you re-roll 2 casualty checks when updating datasheets. Both of these are incredibly handy as it gives a major boost to the survivability of your troops. #'''Emperor's Light (3 EP):''' One hot-shot lasgun gains AP1 for the fight, which is flat-out incredible for your workhorse gun. #'''Kasrkin Surveyor (2 EP):''' Kasrkin Recon-Trooper only. Once per turn, the bearer can perform one objective action with a 1 AP discount. </tab> </tabs> ===Elite=== The Kasrkin are among the best of the best of the Cadians, and this here proves it. At the start of each game, you get 10 Elite Points you can spend to influence rolls. In particular, you can spend one point to improve the roll of one of your operatives' attack dice by one. *While you need to be judicious about usage, you aren't completely limited. You get 2 Elite points each turn and so long as your Kasrkin Sergeant is alive, you gain an edditional Elite Points each Strategy phase. ===K Wargear=== *'''Adrenaline Shot''' (1 EP): A single-use item that lets the bearer ignore any APL or movement mods for a turn. Handy for any suicide runs you might need to make. *'''Combat Blade (1 EP):''' The Q4 2022 Dataslate gave you a basic 3/4 damage knife as a consolation prize so your troops can fight back with something more than the butts of their lasguns. *'''Foregrip''' (2 EP) Hot-shot lasgun only. The bearer will never degrade their AP when firing this gun in Overwatch. *'''Long-Range Scope''' (2 EP): Hot-shot lasgun or Hot-shot marksman rifle only. This adds an additional crit effect when hitting an enemy over 6"/pentagon away. Any crits that are made from past that range gain No Cover, letting you flush out any campers that might show up. *'''Frag Grenade (2 EP)''': A basic single-use grenade. Though weak and limited in range, Indirect lets it ignore cover and Blast hits crowds. *'''Krak Grenade (3 EP)''': Stronger than the frag grenade with higher damage and AP1, but still limited by range. *'''Decoy Grenade (2 EP)''': A special grenade with a spread of two circles/4", giving a chance to prevent the target from taking Overwatch. Might see use for a bumrush of Kasrkin smacking things with their guns. *'''Stun Grenade (3 EP)''': Seen elsewhere, this gives a grenade that can sap away AP from nearby enemies if you need to force an enemy to pick between capping or shooting. ===K Units=== This Recon/Security/Seek & Destroy fireteam is composed of the following: *1 Kasrkin Sergeant *0-9 of the following: **0-9 Kasrkin Troopers **0-4 Kasrkin Gunners **0-4 Kasrkin Sharpsooters ***The You can only take up to 4 between Gunners and Sharpshooters **0-1 Kasrkin Combat Medic **0-1 Kasrkin Demo-Trooper **0-1 Kasrkin Recon-Trooper **0-1 Kasrkin Vox-Trooper *'''Kasrkin Sergeant (Combat, Staunch, Marksman):''' While not stronger than the rest of his squad, the sergeant is incredibly vital by dint of his Leadership ability granting Elite points each turn. The other vital detail is that he will most likely be stuck with a melee weapon as, unlike with the Breachers or even the Veterans, this is your only melee operative. **In regards of melee weapons, you have either the power weapon or the chainsword. The chainsword is quite powerful and carries ceaseless, but you are stuck to the plasma pistol, a dangerous gun with AP1 stock, but risking AP2 might cost you. The power weapon has more crits thanks to Lethal 5+, but your pistol choices are limited to the bolt pistol and hot-shot laspistol - a matter of cosmetics before counting on upgrades/ploys. *'''Kasrkin Trooper (Marksman, Scout):''' The Kasrkin are about on level with the Tempestus in regard to stats. A 4+ save means that they won't have to worry so much about going down easily, but not enough to become reckless with them. In addition, each one carries a hot-shot lasgun for the firepower of a bolter, bolstered by a special action letting them spend a free Elite point each turn for an effective 3+ BS on one shot. *'''Kasrkin Combat Medic (Staunch, Scout):''' If you've seen the medic anywhere else, you've seen him here - One action heals 2d3 wounds on an ally, a special action that costs 1 AP for both medic and patient as the patient survives death. Having a 4+ save just means that they're not utterly hosed if they get caught in the middle of a firing line. *'''Kasrkin Demo-Trooper (Staunch):''' Rather than a lasgun, this guy just gets a hot-shot laspistol and insulated armor that lets them re-roll saves against Blast weapons and renders them immune to Splash attacks. Their special weapon is the Melta Mine, a remote mine that goes off the moment someone approaches it. With 4/2 damage with AP2 and MW3, this is a terrifying weapon that you don't want anyone to be near. *'''Kasrkin Gunner (Marksman):''' Your trooper, but now with special guns. Flamers help give wide coverage against crowds, grenade launchers allow for versatility between crowd-covering frags and armor-popping kraks, hot-shot volley guns give you crowd control with Fusillade, the meltagun demolishes anything super-tough, and the plasma gun gives you high-power anti-armor with a risky means to pop more armor. *'''Kasrkin Recon-Trooper (Marksman, Scout):''' While a basic trooper, the Recon-Trooper does provide a second Recon option so you can set up a second opinion. On top of that, they can spend an action on the Warden Auspex, which can mark an enemy and make them count attacks on them as having No Cover, as well as not having cover for the sake of any ploys. *'''Kasrkin Sharpshooter (Marksman):''' This Kasrkin has a Camo-Cloak, allowing them auto-score one cover save. Their weapon of choice is a hot-shot marksman rifle, quite accurate whether used in the basic Sharpshoot mode or the Snipe mode with 3/3 damage but 2+ BS, Sniper and MW3 to blow away leaders. *'''Kasrkin Vox-Trooper (Staunch, Scout):''' Basic trooper with a vox-caster to let them share an AP with any allies. Unlike certain Compendium vox-troopers, this can be spread anywhere on the board without concern for range and can be used twice per activation if you really need to support multiple fronts. ===K ploys=== <tabs> <tab name="Strategic Ploys"> *'''Clearance Sweep (1 CP):''' Place a token on the board. When a friendly operative within 4"/2 circles shoots at an enemy within that range, you can spend a free Elite point on their shooting. This lasts for the rest of the turn before vanishing, meaning that trapping an enemy within prime firing range of a couple operatives can spell their doom. *'''Elimination Pattern (1 CP):''' When your operatives fire their hot-shot weapons (barring the sniper profile of the marksman rifle), any attacks against enemies not in cover gain P1 for some slightly more effective crits. *'''Reposition (1 CP):''' When you have an operative further than 3"/square of any enemies, they and any others within 3"/square that also qualify can make a free Dash action. Very helpful for any backline supports, but it can only work after the first turn. *'''Safeguard (1 CP):''' When your operatives are behind cover, they can re-roll any saves of 1. </tab> <tab name="Tactical Ploys"> *'''Cover Retreat (1 CP):''' Whenever an operative is activated within 6"/pentagon of a fellow operative that isn't engaged, they can fall back with a 1 AP discount, helping the survivability of your troops. *'''For Cadia! (1 CP):''' Your troopers gain a 5+ FNP save, which means a lot to your 4+ save goons. They also add +1 to the damage of any melee weapons they have. Rather pointless for their lasguns, but spending a few equipment points on some combat blades makes this a lot more palatable. *'''Neutralize Target (1 CP):''' When an operative shoots a target that has the Engage order or isn't in cover, you can re-roll all hits. *'''Seize the Initiative (1 CP):''' Lets you re-roll your initiative dice. </tab> </tabs> ===K Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''K Strategies:''' <div class="mw-collapsible-content"> </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Strategies for playing '''against''' this faction go here </div> </div>
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