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==Brood Coven== ===Why Play Brood Coven=== *'''Pros''' ** Your melee weapons are some incredibly dangerous and ubiquitous fare for Kill Team ** Some good ways to sneak around the enemy while using the Conceal order. *'''Cons''' ** Your units remain as flimsy as guardsmen. ** No Aberrants or Genestealers for you in this edition for some strange reason, robbing you of some of GSC's hardest hitting melee units. ===BC Wargear=== *'''Blasting Charge (2 EP):''' Essentially a much weaker frag grenade. *'''Demolition Charge (4 EP):''' A hybrid of a frag and krak grenade, combining Blast of a frag with the high damage and AP1 of the krak grenade. However, it has Unwieldy, making it a poor choice for overwatch...if you ever wanted to use it there anyways. *'''Heavy Weapon Bipod Censer (3 EP):''' {{W40kKeyword|Neophyte Hybrid Heavy Gunner}} operative only. This allows the bearer to re-roll one hit die if they did not move on their activation. Sadly, they remain hampered by Heavy. *'''Flash Visor (1 EP):''' This operative can ignore any APL modifiers. *'''Mining Tool Rig (2 EP):''' {{W40kKeyword|Acolyte Hybrid Fighter}} only. This adds relentless to their selected heavy weapon, making it considerably more dangerous as those hits are now guaranteed. *'''0-1 Structural Surveyor (3 EP):''' Provides the bearer a special action for 1 AP. You can mark one piece of terrain within 6"/pentagon from them and a friendly operative within 3"/square of them. This operative no longer counts the terrain as an obstruction and forces any targets to roll for all their saves rather than auto-making a save. ===BC Units=== The kill team is composed of two Fire teams <tabs> <tab name="Neophyte Hybrid Fire team"> The fireteam is composed of 7 of the following: *0-1 Neophyte Hybrid Leader (if you don't have another leader) *1-7 Neophyte Hybrid Troopers *0-2 Neophyte Hybrid Gunner *0-1 Neophyte Hybrid Heavy Gunner *0-1 Neophyte Hybrid Icon Bearer *'''Neophyte Hybrid Leader (Combat, Marksman, Scout):''' While this guy can stay as a basic Trooper+1 with a shotgun or autogun, he has plenty of options for melee, making him a good bit more dangerous. **The melee options are pretty stark in their value. The chainsword offers practically nothing compared to the power maul's Stun or the power pick's Rending, especially when the chainsword's damage pales in comparison to the other two. The autopistol is pretty much a short-ranged autogun, while the bolt pistol is only a step above in terms of damage. The web pistol does worse damage-wise, but it offers Stun to rob nearby enemies of AP. *'''Neophyte Hybrid Trooper (Marksman, Scout):''' Your basic neophyte isn't far removed from the basic guardsman, even possessing GA2 to let them move more quickly than most forces. Your only weapon choices are the autogun for a lasgun-alike and the short-ranged shotgun with consistent damage regardless of whether or not it crits. *'''Neophyte Hybrid Gunner (Marksman, Scout):''' Your neophyte has three rather different options for whatever situation you need. The flamer is short-ranged but provides coverage with Torrent to spread the flames. The webber is also short-ranged but it has Stun to rob the enemy of AP and Lethal 5+ to maximize how often you trigger it. The grenade launcher is your only infinite-range option and has plenty of versatility, with frag grenades covering crowds with Blast while the krak grenades deal high AP1 damage. *'''Neophyte Hybrid Heavy Gunner (Staunch, Marksman):''' The only source for heavy weapons to the entire kill-team, and to this end you provide plenty of fire, though Heavy keeps this guy rooted to where he is. The heavy stubber provides Ceaseless and Fusillade, offering a literal wall of fire to cover enemies. The mining laser offers high damage with AP1 and no other frills. The seismic cannon comes with two modes: low-frequency has infinite range and Blast to spread the Stun chances, but has low damage. The high-frequency has short range, but hits at a better BS and has P1 to make crits a bigger deal. *'''Neophyte Hybrid Icon Bearer (Staunch):''' A trooper carrying an icon, meaning they get the APL boosts to capping points as well as a gun. For 1 AP they can plant the Cult Icon, inspiring fellow operatives within square/3" to re-roll one hit die when fighting or shooting. </tab> <tab name="Acolyte Hybrid Fireteam"> The fireteam is composed of 5 of the following: *0-1 Acolyte Hybrid Leader (if you don't have another leader) *1-5 Acolyte Hybrid Troopers *0-2 Acolyte Hybrid Gunner and/or Fighter *0-1 Acolyte Hybrid Icon Bearer *'''Acolyte Hybrid Leader (Combat, Scout):''' Sports some really odd weapons choices. For shooting, you could get an autopistol or hand flamer, but you could also get a lash-whip, dealing -1 Attack to enemies engaged with them in exchange for a very short range. Melee gives you either the blade+claw for Balanced and Rending for deadlier crits or the bonesword+claw for Balanced and Deadly 5+ for more crits. *'''Acolyte Hybrid Trooper (Combat, Scout):''' Now we're starting to get a little freaky with the mutations, resulting in a standard 8 wounds. While this guy gets a basic autopistol for shooting, their weapons make up for that with Balanced for one re-roll to hit and Rending to make crits really leave a mark. *'''Acolyte Hybrid Gunner (Combat, Marksman, Scout):''' Despite being called a gunner, they only really have one choice of gun: a hand flamer. This provides plenty of coverage with Torrent, but the short range of this spread will limit its value, as will the pistol's short range. *'''Acolyte Hybrid Fighter (Combat, Scout):''' The most dangerous of the lot, carrying some real nasty things. The heavy rock drill deals the least damage on a base hit, but Brutal makes any hits overpower enemy defenses. The heavy rock saw does more pain without any frills. The heavy rock cutter deals the most damage out of all the options and has Lethal 5+ to emphasize its damage, but it forces the hybrid to use a 4+ WS to work with. *'''Acolyte Hybrid Icon Bearer (Stanch):''' A trooper carrying an icon, meaning they get the APL boosts to capping points as well as a decent melee weapon. For 1 AP they can plant the Cult Icon, inspiring fellow operatives within square/3" to re-roll one hit die when fighting or shooting. This means more for this lot since your basic melee weapon has Balanced so you have two re-rolls now. </tab> <tab name="Hybrid Metamorph Fireteam"> The fireteam is composed of 5 of the following: *0-1 Hybrid Metamorph Leader (if you don't have another leader) *1-5 Hybrid Metamorph Fighters *0-2 Hybrid Metamorph Gunners *0-1 Hybrid Metamorph Icon Bearer *'''Hybrid Metamorph Leader (Combat, Scout):''' Another melee master of a leader. While their guns remain either the meager autopistol or the limited hand flamer, your melee implements excel. The basic metamorph mutations are for brute-forcing your way to victory while the bonesword+mutatiosn replaces Brutal with Lethal 5+, letting you guarantee crits at the cost of the letting the enemy more easily parry them. *'''Hybrid Metamorph Fighter (Combat, Scout ):''' As durable as an acolyte hybrid, but your melee weapons are far deadlier. Not only do they Balanced for a re-roll and Rending for maximizing crit damage, they also get Brutal to literally break through parrying. *'''Hybrid Metamorph Gunner (Combat, Marksman, Scout):''' Despite being called a gunner, they only really have one choice of gun: a hand flamer. This provides plenty of coverage with Torrent, but the short range of this spread will limit its value, as will the pistol's short range. *'''Hybrid Metamorph Icon Bearer (Staunch):''' A fighter carrying an icon, meaning they get the APL boosts to capping points as well as a decent melee weapon. For 1 AP they can plant the Cult Icon, inspiring fellow operatives within square/3" to re-roll one hit die when fighting or shooting. This means more for this lot since your basic melee weapon has Balanced so you have two re-rolls now and Brutal means that you really want those hits to make it. </tab> </tabs> ===BC Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Cult Ambush (1 CP):''' Use during the first turning point. Your operatives can switch their orders during their activation. This is about as sneaky as you get, and is especially handy for your acolytes and metamorphs with their melee skills. *'''Lurk in the Shadows (1 CP):''' Whenever the enemy shoots upon an operative in cover and either has the Conceal order or is readied, they can either take one extra save as a result of cover or make a successful save into a critical save. Considering the weak saves of your genestealers, you'll probably be needing that extra save. </tab> <tab name="Tactical Ploys"> *'''Underground (1 CP):''' One operative can deployed anywhere within 1"/triangle of some heavy cover and more than 6"/pentagon of any enemy operatives or their DZ at the game's start. *'''Into the Shadows (1 CP):''' After one operative activates, you can immediately swap their order to the Conceal order. *'''Crossfire (1 CP):''' After one operative shoots at an enemy, another operative who shoots that same enemy can re-roll one hit die. It's not much, but this can give you something for your neophytes. *'''Lying in Wait (1 CP):''' When activating an operative with the Conceal order and over 3"/square of an operative, you can activate another operative within 3"/square of them and satisfying those same conditions immediately afterwards. This is some incredibly good sneaky stuff, letting you treat more units as if they're GA2 and making more use of the Conceal order. </tab> </tabs> ===BC Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''BC Strategies:''' <div class="mw-collapsible-content"> Strategies for playing as this faction go here </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> ===BC Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> </div> </div>
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