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===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.
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