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=== GI Units === This Security/Seek & Destroy Fireteam is composed of the following: *1 Vulgrar Thrice-Cursed *1 Bloatspawn *1 Fleshscreamer *1 Lumberghasts *3 Gellerpox Mutants, two with improvised weapons, one with a heavy axe *4 Glitchlings *'''Vulgrar Thrice-Cursed (Combat, Staunch, Marksman):''' Your leader is a hulking behemoth of a monster, swollen with a monstrous '''NINETEEN WOUNDS''' and some devastating attacks to follow. Their Pyregut gives them a beefed-up flamer while their melee attack can be customized quite a bit to fit the enemy you're going up against. On top of that, Vulgrar can corrupt nearby objectives for more CP. If there's a glaring weakness on this guy, it's that massive bulk - A monster with nineteen wounds sounds keen, but light cover is now useless and they can't hide behind anyone unless they're equally bulky. With only a 5+ save, expect wounds to fly off in short order unless this bastard hides good. *'''Bloatspawn (Combat, Staunch):''' A tentacled monstrosity among the Nightmare Hulks, this gives a very short-ranged shooting attack with Fusillade as well as a bundle of melee attacks they can either use to overwhelm one enemy or split between two. This hulk is especially good at tying down enemies as it can stop them from falling back on a 4+ (+1 if the enemy has less than 8 wounds). *'''Fleshscreamer (Combat, Staunch):''' The executioner of the Nightmare Hulks, with either a set of dangerous attacks or a single blow that can kill anything that isn't a space marine. This gives you some instant kills, but you should know that your enemy will likely fire upon this fatass faster than they will Vulgrar if they see it. **The "Scream" part of "Fleshscreamer" comes from its special trait. Enemies within 2"/square of them must spend an additional AP when performing objective actions and enemies within range count their APL as one less when capping points. As with the other Nightmare Hulks, they're not much good at objective actions themselves, as they must spend an additional AP to do so *'''Gellerpox Mutant (Combat, Staunch):''' Your basic zombies are only as strong as Guardsmen. However, they're not only blessed with a 5+ FNP save, but any crits they suffer will only deal the reduced normal damage rather than the actual crit damage. That said, any extra effects are still very much in play. **Each mutant comes with a frag grenade, giving them a very precious single shot at hitting crowds of enemies. The two mutants with improvised weapons have pretty poor damage, but Relentless at least makes sure that their hits actually make their mark. The heavy axe is the better weapon though, with good damage and Brutal. *'''Glitchling (Scout):''' Evil little techno-Nurglings, these are especially useful for their extended Techno-Curse range. They're not much good for anything else, as they can't take equipment, but they at least get a 5++ Invuln and always count as under the Conceal order so enemies can't shoot them so easily. *'''Lumberghast (Combat, Staunch):''' The basic brute among the Nightmare Hulks. Though they don't have any special tricks or rules, their melee weapons are still plenty dangerous with Brutal swiping aside most parries. Their special action lets them charge and deal d3 MW to any enemies they're engaged with, making them a capable battering ram to throw at the opposition before they can shoot at your other hulks. Like the others, this is where they're best at, since they undertake special penalties for objective actions. ====Mutoid Vermin==== *'''Cursemite:''' The only pests without shooting. However, they have a passable melee attack with Rending. In addition, if attacking an enemy that's already lost wounds, you can give either an extra attack or make your attacks Lethal 5+ so you can make even more crits. In either case, they absolutely need protection in order to avoid getting blasted to bits. *'''Eyestinger Swarm:''' A cloud of flies. These are the least dangerous of the lot with negligible damage and miserable WS/BS, but all of their attacks come stacked with Stun. This can make them better distractions than most. *'''Sludge-Grub:''' Very much nuisances, these are not for scoring. They're for annoying the enemy as you spit AP1 acid on them and bank on Splash going off to annoy others. Don't worry if they die, they can't do much else aside from explode on nearby enemies when they inevitably get smooshed.
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