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==Kommandos (Octarius)== ===Why Play Kommandos=== *'''Pros''' ** Who doesn't love the fun of sneaking up on your enemies with mob of stupid hulking orks? ** A large host of specialists and equipment options give you plenty of tricks up your sleeves. ** [[Heresy|Your Orks actually practice their shooting, giving them a 4+ BS or better.]] ** The Squig Bomb is hilarious and crazy fun to use. *'''Cons''' ** Your armour is really bad. You'll have to keep in cover as much as you can. ** An absolute maximum three of your ten models can take a weapon with more than Pentagon/6" range. You have no choice but to fight up close and personal. ** You have more options than you can fit into one team, it can be really tricky to choose what to keep and what to leave behind. ** Not exactly a con, but worth mentioning: moreso than the Veteran Guardsmen, the kommando models are tricky to use in both Kill Team and 40k. The cool upgrades and fancy specialists are mostly just a waste of points in 40k compared to just getting more kommando boyz in the squad. ===K Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Blow it Up!:''' Revealed during the first turn. Your operatives gain a special 2 AP action that they can use while within 1"/triangle of an enemy bulwark and over 2"/circle of any enemies to score 2VP. Whenever you do this action, you can only Dash afterwards, so you'd best find some good cover to protect yourself afterwards. *'''Shokk Taktiks:''' Revealed during the first turn. You score 1 VP if you kill an enemy during the first turn, scoring another VP if you manage to control more operatives than the enemy on your second turn. Simply put, you'd best make sure you can score everything you can ASAP or you wasted a Tac Op. *'''Get Stuck In!:''' At the end of any turn except the last, you score 1 VP if you have at least three operatives in the enemy DZ. </tab> <tab name="Spec Ops - Blitz"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Rapid Assaults'': Finish five games where you scored VP from the Shokk Taktiks or Get Stuck In Tac Ops. You're sneaky orks, so you'd best make sure you can cover the ground and cap your points. #''Killing Blow'': Finish one last game where you win VP through the Execution Tac Op. You've had your fun with mucking about, now you get to krump the enemy! Completing this Spec Op scores 1 XP for all operatives who died by enemy hands and 1 RP. In addition, you get the option to either grab a piece of rare equipment or increase your asset cap by +1. </tab> <tab name="Spec Ops - Rampant Destruction"> ''Note - This counts as the Demolition Spec Op for terms of repeating'' #''Light the Fuses'': Finish five games where you scored VP from the Sabotage or Blow It Up Tac Ops. Both require you to mark terrain pieces, so be sure you can get enough breathing room to finish your goals. #''Return to the Clan'': Finish one last game where you score VP from the Behind Enemy Lines Tac Op. You've done your damage by this point, so you can focus more on getting to the other side this time. Completing this Spec Op gives you 1 RP and the ability to use the Equipment Drop requisition twice without spending RP. In Addition, all your operatives automatically pass any casualty and recovery checks. Enjoy your loot! </tab> <tab name="Battle Honors"> #'''Skinna:''' When this operative fights in melee, one roll of 5+ can count as a crit. Melee is where most Kommandos belong, so any chance for more crits helps. #'''Irritable:''' This Operative adds +1 to both damage profiles of their melee weapons whenever they're not at max wounds, which can help offset their lack of sneakiness. #'''Destructive:''' Whenever this operative charges, they gain Relentless on their melee attacks for their next Fight action. Just the thing you need to guarantee those hits. #'''Shifty:''' If this operative is shot at while behind cover and are either Readied or using the Conceal order, you can score two saves as a result of cover rather than the default of one. #'''Thievin' Git:''' When selecting equipment, this operative can pick up one piece of wargear for 1 less EP. Free grenades, a cheaper upgrade, you've got plenty of reasons to save that EP. #'''Ambusher:''' Once per game, this operative can immediately change their order at the start or end of their activation. Need to hide after knocking down an enemy? Need to exploit Conceal before you can bust out and open fire? You'll get one chance with this. </tab> <tab name="Requisition"> *'''Orky Constitution (1 RP):''' An operative can re-roll their casualty test, recovery check, or battle scar roll. Orks aren't meant to be lying down to heal, they're made for fighting and winning! *'''Grab Da Loot (1 RP):''' Whenever you score your max VPs from mission objectives, you can spend use this Requisition for 1d3 more RP. While it won't cost you anything, it's gonna require a lot of effort in order to be able to even use this. *'''Fearsome Reputation (1 RP):''' One operative scores 3 XP whenever they finish a game where they kill 3+ enemies or 2+ enemies if you nailed an enemy Leader as one of them. This doesn't worry about any XP caps set by being downed, so you're not gonna have anything to worry about mortality costing you. </tab> <tab name="Assets"> *'''Territorial Glyphs:''' When setting up your models, you can drop a Glyph on the board within 6"/pentagon of your DZ. Nobody can be set up within 6" of this unless they're in their own DZ. Meanwhile any of your operatives within 6"/pentagon of this glyph can re-roll one hit die in melee. That former part will be more often usable since it can cut off enemies from a possible objective. *'''Loot Hoard:''' All grenades (whether equipment or actions) can be used twice rather than once. This also allows you to equip kommandos with extra shootas and choppas for 1 EP, though not many would ever really need both of these. *'''Explosives Stash:''' All your operatives except the Bomb Squig gain a new 2AP action. This action can be used within 1"/triangle of a Heavy obstacle and over 2"/circle of any enemies, turning that obstacle into Light terrain. While this sounds rather crushing, this also adds this cover-destruction to the Sabotage or Blow it Up Tac Ops as well, making it vital to scoring VP. </tab> <tab name="Rare Equipment"> #'''Shiny Slugz (2/3 EP):''' One slugga, dakka shoota or scoped big shoota gains AP1, an easy upgrade to punch past power armor and anything below. Costs 2 EP for a slugga, otherwise it's 3 EP. #'''Mork's Eyeball (1/3 EP):''' One slugga, dakka shoota, scoped big shoota or rokkit launcher improves their BS by +1 making it more effective as a gun. Costs 1 EP for a slugga and even removes the range limitation, but costs 3 EP for any other gun. #'''Devil's Whispa (2 EP):''' One slugga gains Silent and Lethal 4+, making it better for close-ranged marksmanship. After all, who'd expect your pistol to be a sniper rifle? #'''Skraga's Choppa (2 EP):''' One choppa, big choppa, or twin choppas gain Lethal 5+, giving you a chance for higher pain in combat. #'''Fungal Brew (2 EP):''' Provides you a sorta potion. The bearer loses one battle scar, gains immunity to the injured condition and auto-passes their casualty test. All you need to keep one boy at peak efficiency. #'''Klever Kap (2 EP):''' Gain +1 CP. All for you to blow on ploys. </tab> </tabs> ===K Wargear=== *'''Choppa (2EP):''' It's a choppa. Gives your dedicated gun-orks some melee punch. *'''Slugga (2EP):''' A basic sidearm. Really dang useless as everyone either already has one or has a more useful ranged weapon. *'''Harpoon (3EP):''' Maximum two per team. Gives you another pentagon/6" shooting attack with decent damage and a chance to stun for tying up your enemies. *'''Sledgehammer (3EP):''' Maximum two per team. A blunter choppa that trades the increased critical damage of the normal choppa for the Stun ability. A specialized tool for klever boyz. *'''Smoke Bombs (3EP):''' Just like the Space Marine wargear, this is a single-use grenade to make a bubble with a radius of 2"/circle, allowing your team some protection from enemy fire for the turn. Note that this is for any lines of fire going THROUGH the smoke cloud, not just those inside it. *'''Stun Grenade (3EP):''' Another single-use grenade that allows your Orks to potentially rob AP from an enemy on a 4+ (-1 if the enemy is concealed) if within the blast zone. *'''Skikkbomb (2EP):''' Frag Grenade but with +1 Critical damage. *'''Dynamite (4EP):''' Bigger, heavier Stikkbomb with significantly more damage. Note, however, that it's Unwieldy, making it much harder to use properly, and you can only use it once per game. *'''Climbing Rope (1EP):''' Allows the bearer to climb up and down terrain much easier, allowing for more mobile tactics. ===K Units=== All Kommandos get the unique ability to charge while Concealed, helping compensate for your lackluster long ranged shooting. Note that the bomb squig doesn't have this ability and [[fail|cannot ever be concealed in the first place]]. This Seek & Destroy/Infiltration fireteam consists of 10 the following: *1 Kommando Nob *9 of the following: **0-9 Kommando Boyz **0-1 Kommando Slasha Boy **0-1 Kommando Breacha Boy **0-1 Kommando Snipa Boy **0-1 Kommando Dakka Boy **0-1 Kommando Comms Boy **0-1 Kommando Burna Boy **0-1 Kommando Rokkit Boy **0-1 Kommando Grot **0-1 Bomb Squig *'''Kommando Nob (Combat, Staunch):''' Still the melee machine you'd expect from any ork nob, this guy has the extra kunning ability to grant any operative within 6"/pentagram of his an extra APL for all manner of clever tricks. And it doesn't even cost him an action to do it, so he can boost himself if he really needs to [[get shit done]]. Comes with a slugga and your choice of either the big choppa for accuracy or the power klaw for +1 critical damage and the Brutal ability. *'''Kommando Boy (Combat, Staunch, Scout):''' Your boyz. You've got so many options, you can easily make a team without any of these guys. Even if you really do want them, you can just buy choppas for your other boys with EPs (You can also buy sluggas as well, but everyone already has one or something better). Still, there are only seven other ork options, so if you really hate grots and bomb squigs you'll end up taking one or two. They're also some of the best carriers for some of your gear, especially the harpoon and dynamite, as they aren't sacrificing any serious shooting to use them. *'''Kommando Slasha Boy (Combat, Staunch, Scout):''' An ork even more choppa crazy than others (that's hard to do). He trades his slugga with silenced throwing knives for a bit of ranged potential, but you really want this guy in melee. His twin choppas have the Relentless rule to maximize his [[rip and tear|slice and dice]] action, and he has the special ability to deal 2 mortal wounds to any enemy that hurts him in melee on a 4+. Overall he's an incredible asset that's all but guaranteed to bring some serious pain in melee, provided he can get their first. Almost strictly speaking better than the normal boy in every way, even his throwing knives are [[derp|better than a normal boyz pistol]]. Given that he can throw knives with Silent, he makes a good candidate for Sneaky Git shenanigans. *'''Kommando Breacha Boy (Combat, Staunch):''' A kommando with a big-ass battering ram. He can use his ram to move straight through thin terrain, and it's a decent melee weapon to boot, although keep in mind it only has 3 attacks, which can cause some problems. With 5/5 damage and the Brutal ability, this guys doesn't care one iota about critical strikes unless he charges into combat, in which case his ram gets the Stun keyword for even more power. *'''[[Vindicare|Kommando Snipa Boy]] (Marksman):''' The meme is dead. [[what|Ork Snipers are real.]] His modified version of the Big shoota has the same low damage but high RoF as the normal Boyz one, but trades the fusillade ability for the chance to deal mortal wounds on crits. He has not one but two unique actions, both of which cost 2 AP: **''''Av it!''' lets him do a better fusillade attack, allowing him to unload all 6 shots on one target, and then 4 shots on any subsequent targets (the -2 attacks only applies to the base value of the profile separately for each shot - it doesn't stack based on the previous shots taken). **'''Da Best Spot''' on the other hand, lets him shoot without breaking cover, compensating for his gun's lack of the Silent ability. *'''Kommando [[Dakka]] Boy (Marksman, Scout):''' Another shooting boy. His dakka-shoota is a 5-shot bolter that can re-roll any or all hits when firing at a target within 6"/pentagram of him, and his unique action lets him shoot and dash (or dash and shoot) with it for only 1 AP, making him an expert of run-and-gun. *'''Kommando Comms Boy (Staunch, Scout):''' Your finkin' boy. He's got a plan, which allows him to perform mission actions and Pick Up for 1 less AP, to a minimum of 0. He can also give any other Kommando within 6"/pentagon of him an extra APL, but unlike the Nob his does require an action from him. For weapons, he has the bizarre Shokka pistol, which fires 6 shots that do 1/1 damage each. Seems terrible, until you notice it has Stun and MW2, making it a gun that does serious damage on crits. A great candidate to carry a sledgehammer even if you aren't planning to get into melee, as the extra attack and Stun ability can help him nullify enemy attacks to stay alive. *'''Kommando Burna Boy (Staunch, Marksman):''' A boy with a flamethrower. Unlike normal orks, you can only take one and he can't get a cutting nozzle, so he really has to focus on his shooting or buy a choppa if you expect some melee fighting (and with the extremely short range of his gun, melee is all but unavoidable). *'''Kommando Rokkit Boy (Marksman):''' An ork with a Rokkit Launcha. Not only does he have an un-orkish BS of 4+, but if he stands still before shooting he can re-roll any or all of his attack dice for some serious ranged damage. A good choice for clustered enemies and hard targets. *'''Kommando Grot (Scout):''' Quite different from the standard grots, and extremely useful. He can't take wargear and he's pathetically weak with a mere 5 wounds, but this one has a 5+ save, doubling his survival chances against shooting. Not that the enemy will get much chance to shoot him, he cannot have the Engage order and must remain Concealed, even if an enemy ability would force him to be otherwise. His only weapon is a pathetic little knife with a surprising 1/4 damage, meaning he could [[what|<i>theoretically</i> kill a space marine in a single round of combat]]. But his main selling point is his grappling hook; he can zip around the battlefield with [[awesome|unlimited flying movement]] as long as he ends his move within 2"/triangle of a terrain piece. In short, the grot is the perfect objective guy to do all the tedious stuff while your orks focus on krumping. *'''Bomb Squig:''' The kamakaze squig is exactly what you would expect; a big dumb ball of teeth and explosives that should be thrown directly into the toughest enemy there is before blowing up. His melee attack is surprisingly decent and he has a good chance of blowing up even if he dies, so feel free to send him into melee. He can't take equipment, gain experience, perform actions, or be concealed, but he also automatically passes casualty tests, making him both expendable and easy to replace. You can't ask for a better [[distraction carnifex|distraction]]. ===Kommando Ploys=== <tabs> <tab name="Strategic Ploys"> *'''SSSSHHHH! (1 CP):''' Only usable once per game. Let's every kommando that's hidden from enemies make a free dash action, to help you get your guys into position. *'''Dakka! Dakka! Dakka! (1 CP):''' Until the end of the turning point, when making a shooting attack and retain any crits, make a fail into a retained successful normal hit. *'''WAAAAGH! (1 CP):''' Until end of the turning point, when a greenskin retains two or more normal hits, one becomes a crit. *'''Skulk About (1 CP):''' Until the end of the turning point, Clan Kommando with the Conceal order can Auto retain one successful normal save. protection for Kommandos if the enemy gets line of sight. This can even work against enemies on a Vantage Point. </tab> <tab name="Tactical Ploys"> *'''Just a Scratch (1 CP):''' When resolving a successful hits step from shooting attack or combat, ignore damage inflieced by one attack dice. Space marine transhuman physiology but better, and you'll need it with your low armour saves. *'''Krump 'Em (1 CP):''' One Kommando can do a free fight action at the end of the Firefight phase. This is amazing, and you should use it whenever you can. *'''Sneaky Git (1 CP):''' Lets one Kommando (other than the bomb squig) set up anywhere within 2"/triangle of heavy terrain and more than 6"/pentagram away from enemies. Perfect for getting your Nob into prime rampaging territory, or get your Sniper right where he needs to be. </tab> </tabs> ===K Strategies===
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