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==Imperial Navy Breachers (Into the Dark)== ===Why Play Imperial Navy Breachers?=== *'''Pros''' **Guardsmen with decent armor and chainfists. **Absolutely brutal in close quarters. **Breach and Clear effectively makes your entire army GA2. *'''Cons''' **While excellent in tight spaces, open spaces see their advantages fade. **Those shotguns adhere to vidya logic where their effectiveness fades after a certain range. **the range limitations of Breach and Clear might leave them vulnerable to Blast/Torrent weapons and massed charges. ===INB Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Storm Target:''' Your enemy marks one permanent objective. You gain 1 VP if you control this objective at the end of a turn, with another if you control it by the end of the game. *'''Into the Breach:''' Revealed at the end of turn 4. Score 1 VP if an operative (barring the Gheistskull or C.A.T.) are within 6"/pentagon of the enemy's board edge, and another if you got more operatives there. *'''Breach and Clear:''' Requires use of the Breach and Clear ability. You gain 1 VP for each time you use this and have one operative kill an enemy while another kills a second enemy or scores an objective you didn't already own. </tab> <tab name="Spec Ops - Breach, Clear and Secure"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Rapid Push'': Finish five games where you scored VP from any of the exclusive Tac Ops. All of them require covering a lot of ground quickly. #''Secure Breach'': Finish one last game where you win VP through the Seize Ground Tac Op. This is pretty much the finale after all the territory-snagging you've made. Finishing this Spec Op scores you 1 RP and the option of either a piece of rare equipment or improving your asset cap by +1. You also get 5 XP you can distribute among all your operatives. </tab> <tab name="Spec Ops - Scorched Deck"> ''Note - This counts as the Demolition Spec Op for terms of repeating'' #''Discern and Destroy'': Finish five games where you scored VP from the Execution, Headhunter, Rob & Ransack or Rout Tac Ops. Note that you need to have scored with at least three of these Tac Ops in order to move on. #''Call for Extraction'': Finish one last game where you score VP from the Plant Signal Beacon Tac Op. Finishing this Spec Op scores you 3 RP and all operatives auto-pass any Casualty and Recovery tests. </tab> <tab name="Battle Honors"> #'''Gutsy:''' This operative is always under the benefits of the Close Assault ploy for extra hits. #'''Assured:''' When this operative is shot at while within range of an objective or carrying one, they count one save as an auto-pass for guaranteed protection. #'''Deckhand:''' When operating a hatch, there's a 50% chance that your AP is refunded. #'''Bruiser:''' Melee weapons gain Brutal. Now nobody's laughing when your basic armsman's hatchet is cutting them down as well as any slasher movie. #'''Scrapper:''' This operative improves their WS by +1 to a max of 2+. The most basic of Battle Honors and also one of the most effective. #'''Gallant:''' When this operative fights or shoots within 6"/pentagon of the enemy's DZ or board edge, they can re-roll one hit. </tab> <tab name="Requisition"> *'''Reinforcements (1 RP):''' Two new Navis Armsmen enter your roster. *'''Mission Critical (1 RP):''' This can let your operatives ignore any Battle Scars they suffer for the upcoming game. After the battle, roll a d6 for any operatives that failed a Casualty check, passing on a 4+. Pretty necessary if you had a bad game and really need to catch back up with the enemy. *'''Hero in the Ranks (1 RP):''' Used when a Navis Gunner or Navis Endurant rank up. This operative can select a number of operatives (barring other Gunners and Endurants) equal to twice their rank to distribute 1 XP to. </tab> <tab name="Assets"> *'''Colours:''' Requires an operative of Veteran rank or higher. This allows you to give 1 XP to one operative you fielded and has the least XP, helping you normalize any newcomers on the roster. *'''Extended Supply Bay:''' INFINITE GEAR. Sure, you still have to contend with the relay being 0-1 and your EP limits, but you can now give fucktons of grenades to anyone you want or give everyone slugs and rebreathers. *'''Void Augur:''' Pick one turn after the first. When rolling for initiative on that turn, you can re-roll to seize. </tab> <tab name="Rare Equipment"> #'''Relic Cutlass (1 EP):''' Navis Sergeant-at-Arms with power weapon only. This improves the weapon with Balanced for a re-roll and potentially another crit. #'''Navis Cuirass (2 EP):''' Navis Sergeant-at-Arms only. Any incoming damage is reduced by 1, which makes this redundant with the Brace for Counter-Attack ploy. Still vital for keeping the leader alive. #'''Enhanced Energy Cell (2 EP):''' Navis Gunner with Navis Las-Volley only. The heavy gun gains Rending, so now your crits hurt a little harder. #'''Remote Access Device (2 EP):''' You get a remote. A remote that lets the bearer shut a hatch from 6"/pentagon away. Skip unless you're in a space hulk. #*Does not work with the Deckhand Battle Honour or when using the Hatchcutter action. #'''Auspiciator (3 EP):''' Once per turn, the bearer can perform one objective action at a 1 AP discount, which can help keep them moving when picking up the goods. #'''Auto-Medicae Unit (2 EP):''' Not quite a medic, but it can help just as much. If this operative survives a game, you can re-roll one casualty test. </tab> </tabs> ===INB Wargear=== *'''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. *'''Stun Grenade (2 EP)''': Another grenade, roll a 4+ (-1 if they're behind cover) to rob an AP for any enemy within 2"/circle of the grenade's explosion. *'''Rebreather (1 EP)''': Ignore all APL penalties and Stun, which can be brutal for APL2 armsmen. *'''Slugs (1 EP)''': Operative with Navis Shotgun only. You gain a second set of ammo you can use instead of the standard ammo in a shotgun, spending 1 AP to alternate between the basic shells and slugs. The Slugs only work on the long-range profile of the shotgun, but the shotgun adds +1 to both damage profiles and +1 to BS so it's more effective as a weapon. Thankfully, this cheapness makes this a decent decision for any operatives that are going to be relying on their shotguns. *'''Stimm (1 EP)''': Gives a bonus wound. *'''0-1 System Override Device (2 EP)''': During the Scouting step, you can open one hatchway before the game begins. As expected, this only has use when you have any hatches on the board. ===INB Special Rules=== *'''Breach and Clear:''' The big rule for your guys, letting you effectively give some goons GA2 alongside the basic armsmen. Once per turn, one activated operative has to mark a second one within 3"/square of them to then be activated afterwards. Of course, this comes with the drawback of requiring your force to crowd around each other and that makes them easy prey for any Blast or Torrent weapons. *'''Void Armour:''' Your basic armsman only has a 4+ save, but you can re-roll one save when dealing with Splash or Torrent weapons and they aren't the primary target. It also renders your armsmen immune to Splash crits. **This is your compensation against the obvious weaknesses of Breach and Clear's setup. This won't make you immune to these effects, but it will make them a bit less effective. ===INB Units=== This Security/Seek & Destroy fireteam is composed of the following: *1 Navis Sergeant-At-Arms *11 of the following: **0-11 Navis Armsmen **0-1 Navis Axejack **0-1 Navis Endurant **0-1 Navis Grenadier **0-2 Navis Gunners **0-1 Navis Hatchcutter **0-1 Navis Surveyor ***0-1 Navis C.A.T if you include a Navis Surveyor **0-1 Navis Voidjammer ***0-1 Navis Gheistskull if you include a Navis Voidjammer *'''Navis Sergeant-At-Arms (Combat, Staunch, Marksman):''' Comes with the requisite extra wound and improved BS/WS. While you lack orders, the sergeant can pick between Attack Order and Defense Order ploys and use only one for free each turn. Of course, you can just keep him as an amped-up Voidsman with their navis shotgun to alternate between a high-damage but limited-reach Close Range profile or the infinite-range but puny Long Range profile. You're not utterly defenseless here either, as the Navis Hatchet gives him a decent weapon for fighting back in melee. **If you plan to go more melee, you have options. The heirloom autopistol gives you low damage but reliability in Balanced and Lethal 5+, the bolt pistol offers better damage at shorter range. For melee, the chainsword offers higher damage with Ceaseless for re-rolls while the power weapon gives better crits than the chainsword but only Lethal 5+ for more crits. *'''Navis Armsman (Staunch, Marksman):''' Your most basic trooper is akin to a stormtrooper with a 4+ save and 7 wounds. However, you have two major advantages over the Tempestus: 1. Armsmen are GA2 and Breach and Clear can let you activate other nearby operatives. 2. Your Armsmen come with 3/4 damage hatchets as standard issue, so they can actually put up a fight in combat. They also come with Navis Shotguns, which come with two different profiles: At Close Range (around 6"/pentagon), this gun deals quite a good bit of damage with good accuracy. However, past that they need to rely on an unreliable and ineffective Long Range profile, which will usually lock your forces into close quarters. **Slugs are a very vital item to buy if you can. Especially if you don't grab the Voidjammer/Surveyor and their pets, you'll be needing something more reliable for long-range conflicts. While the Slug's improved profile aren't better than the Close Range profile, it makes them more reliable as marksmen. *'''Navis Axejack (Combat, Staunch):''' While lacking the shotgun, the Axejack comes with a dangerous power axe with Lethal 5+ for more frequent crits. They live off charging into the fray, as they gain a 5+ FNP every turn they charge. On top of that, they gain a special charge action that lets them immediately fight afterwards, adding Reap 2 to the axe for some potential splash damage in a fight. *'''Navis Endurant (Staunch):''' A big bloke carrying a heavy shotgun with Relentless for re-rolls. While his shield can be used as a weapon, it's trash there and better used as a parrying weapon that can block two hits with each parry. Thankfully, he has a special action that lets him immediately fall back. **The Endurant's key role is blocking friendlies from enemy fire. If this operative is under the Engage Order, they can shield one ally that moves next to them. Placed as such, the shielded operative is not considered within enemy LoS unless they have some elevation over that shield. *'''Navis Grenadier (Staunch):''' This armsman not only comes with Frag and Krak Grenades like other grenadiers, but they also get a single-use Demolition Charge, an explosive with short range but a decent Blast radius and AP1 so it can pop through armor. Simply put, this guy will only see uses in cases where they can exploit close quarters. *'''Navis Gunner (Staunch, Marksman):''' An armsman with a unique gun. The meltagun straight-up deletes most things it can go up against with high damage and AP2 with MW4 but is held back by its range. The plasma gun gives decent damage and AP1 with the chance to risk bodily harm for AP2. The Navis Las-Volley is their version of a multi-las, a Heavy gun with rapid-fire bolter strength and the extra coverage of Relentless and Fusillade to guarantee hits no matter who you target. *'''Navis Hatchcutter (Combat, Staunch):''' You've got a fucking chainfist. A stormtrooper with a '''FUCKING CHAINFIST'''. This motherfucker can straight-up DELETE an enemy in melee, because this chainfist has a decent WS, gives no drawbacks and with Rending and Brutal, nobody can even stop you from ripping them to bits. **The real goal of a Hatchcutter is taking care of the many hatches and halls that show up in in a space hulk. They never need to spend more than 1 AP to open hatches, but they can weld a closed hatch shut so enemies need to spend extra AP in order to open it. In addition, they have a second action that lets them place a breach token on a wall that lets friendly operatives march right through that wall as if it weren't there. *'''Navis Surveyor (Scout):''' This operative's not much better than a basic armsman, but they have special actions that require a C.A.T unit to work. One lets the nearby C.A.T unit add +1 to its APL for the turn for extra zoom. The other action slaps a special Surveillance token within 6"/pentagon of the C.A.T unit. Anyone within 3"/square of the token is now spotted, counted as under the Engage order. This makes the Surveyor great at flushing out hiding threats, but this does require... *'''Navis C.A.T Unit:''' A tiny drone that's not very strong. It's super-nimble with 4-circle movement and a pregame Dash, but with a flimsy DF2 and 5+ save and only 5 wounds, any smart enemy that sees an unattended C.A.T will smash it, channeling the frustration of ancient Space Hulk games gone south. It's not really meant to fight either, as it's got no weapons and can't even fight - all it can do is move, dash or fall back (at a 1 AP discount), and unless the owning Surveyor spends an action, you've only got APL1 to contend with. *'''Navis Voidjammer (Scout):''' Another generic armsman with some special tricks. One such trick lets the Voidjammer zap an enemy within 6"/pentagon of the Gheistskull, robbing them of an AP on a 3+ (+1 if the enemy's within the skull's LOS). *'''Navis Gheistskull:''' The Voidjammer's charge is a fancy servo-skull, just as exposed and as zippy as the C.A.T unit. It can only move, dash, fall back (with a 1 AP discount) or use its own unique action, Boost. Boost lets it mark a single spot within LOS and let it immediately zoom on over to anywhere within 1"/triangle of that spot. **Unlike the C.A.T unit, this servo-skull isn't entirely defenseless. The Voidjammer can let the skull self-destruct, hitting anyone within 2"/circle of the skull. While it's not very dangerous, EMP makes it have a Lethal equal to the enemy's armor save - very irritating for MEQ, less so for GEQ. ===INB ploys=== <tabs> <tab name="Strategic Ploys"> *'''Attack Order (1 CP):''' Place an Attack Token on the board. When your operatives attack within 3"/square of this token, you can re-roll all hit rolls of one result. Cannot be used alongside Defense Order. *'''Close Assault (1 CP):''' When an operative fights or shoots an enemy within 3"/square of them and scores two hits, you can make a miss into a hit. Great for guaranteeing that someone dies on that turn without climbing back up. *'''Brace for Counter-Attack (1 CP):''' When an enemy attacks an operative that hasn't moved, charged or fallen back, any damage they take is reduced by 1 to a minimum of 3. *'''Defense Order (1 CP):''' Place an Defense Token on the board. When your operatives roll for saves within 3"/square of this token, you can re-roll all save rolls of one result. Cannot be used alongside Attack Order. </tab> <tab name="Tactical Ploys"> *'''Blitz (1 CP):''' Used when an operative fights or shoots an enemy within 6"/pentagon. If this operative is the first one activated, they can make one attack an insta-crit, but if the operative's just the first one to fight/shoot, they can make one attack an instant hit. **The Q1 2023 Dataslate adds a major provision to this, namely that if you use this, you can't re-roll or adjust any other rolls you make, meaning that you'll need to make sure that you make the other attacks count. *'''Calm Head (1 CP):''' This operative ignores all movement and WS/BS penalties, always handy if you lack rebreathers. *'''Lock It Down (1 CP):''' Mark one objective. Until the end of the game, this operative counts their APL as one higher when capping this particular objective. **This is a very tricky ploy to work with - Not only is this only usable once for each operative, but you also run the risk of spreading your forces too thin just to cap something. *'''Overwhelm Target (1 CP):''' When using Breach and Clear, one of the recipients of the ability gains +1 to their APL to guarantee a capped objective or a kill. </tab> </tabs> ===INB Battle Honours=== ===INB Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''INB 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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