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==Wyrmblade (WD 472)== ===Why Play Wyrmblade=== *'''Pros''' ** Retain the broad selection of firearms given to the Neophyte Genestealers ** Make use of a bunch of Characters outside of HQ, something only a few other armies can even consider using ** Can easily swap between Conceal and Engage orders, which only the Kroot can brag about *'''Cons''' ** You remain pretty much guardsmen. You'll need to hide your men ** Your characters and leader are pretty much your only melee operatives ** Wyrmblade is an ''alternative'' to Brood Coven rather than a straight upgrade. It has its strengths, but for some things (like melee) you'd probably be better off sticking with the Compendium. ===WB Wargear=== While you choose your wargear, you should remember that {{W40kKeyword|CULT AGENTS}} (i.e. all the special characters) can't have any of them *'''Cult Knife (2 EP):''' An A4 WS4+ D2/3 melee weapon. Honestly, none of your troops really get anything good from this. *'''Climbing Equipment (3 EP):''' This makes an operative climb up and down scalable terrain without a lot of hassle. You can drop down any height, climbing comes at a drastic movement discount. *'''Cult Talisman (2 EP):''' Once per game, you can make one save into a critical save. Best saved to avoid some sinister crit or power fist to the noggin. *'''Frag Grenade (2 EP):''' The timeless classic, made to wipe out groups of enemies. *'''Blasting Charge (3 EP):''' A +1 damage Frag Grenade, but with a small blast. Probably worth the increased cost, unless you absolutely need that 1 point. *'''Flash Visor (1 EP):''' This operative can ignore any APL modifiers. *'''Spotlight (3 EP):''' Enemy operatives within 6"/pentagon of the bearer can never be obscured, leaving them as sitting ducks for any marksmen. ===WB Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Nowhere Unreachable:''' Revealed during the first turn, allowing your opponent to drop one objective at least 6"/pentagon from their DZ. You score 1 VP for each turn where you control that one objective. *'''Perfect Ambush:''' Revealed on any turn before the fourth. Keep a tally of how many wounds each of your operatives gives and receives; you score 1 VP for each turn where you deal more wounds overall than the enemy. You can an additional VP for every turn where your {{W40kKeyword|Cult Agent}} operatives dealt more wounds than the total number of wounds dealt to your side, which is a pretty sizeable order. *'''Mark for Assassination:''' Your {{W40kKeyword|Neophyte}} operatives gain a new action that lets them mark a visible enemy operative that has GA1 within 3"/square of them, which...doesn't do anything on its own. However, you gain 1 VP for each marked enemy you murder, letting you focus-fire on key players. </tab> <tab name="Spec Ops - Wyrmblade Assassination"> ''Note - This counts as the Elimination Spec Op for terms of repeating'' #''Insidious Invasion'': Finish five games where you scored VP from the Interloper, Capture Hostage & Infiltrate and Behind Enemy Lines Tac Ops. A lot of this requires footwork and making sure the enemy is distracted enough for you to finish your job. #''Eliminate Oppressor'': Finish one last game where you win VP through the Mark for Assassination Tac Op. Completing this Spec Op scores 1 RP and the operative that accomplished the final objective gets 5 XP. 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 - Clandestine Warfare"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Shadow Engagements'': Finish five games where you scored VP from any of your faction-exclusive Tac Ops. #''Return to Cult'': Finish one last game where you have at least one operative within the enemy's DZ and over 2"/square from any enemies by the game's end. This isn't an actual Tac Op, so you can decide how you want to accomplish it. Completing this Spec Op gives you 5 XP you can spread across all of your operatives while all of your operatives can auto-pass any casualty and recovery checks. In Addition, you get the option to either grab a piece of rare equipment or increase your asset cap by +1. </tab> <tab name="Battle Honors"> #'''Scurry:''' While this operative has the Conceal order, they gain +1"/triangle to their movement, a little boost to their speed as they run to their next goal. #'''Elusive:''' When this operative is activated while engaged with a single enemy, they have the ability to fall back for free on a 4+. #*As a kill-team with more bodies, you'll probably be using this against enemies like space marines who can crush a single cultist on their own. #'''Mercurial:''' When an enemy from beyond 6"/pentagon shoots at this operative, they can re-roll a save die. #'''Prowler:''' This operative only needs to be within range of an objective for the sake of performing mission actions rather than actively controlling it. This can allow you to swipe out items from under the enemy's nose. #'''Stalker:''' This operative can use the Slink into Darkness ploy twice per game rather than once. #'''Clandestine:''' Whenever this operative is both using the Conceal order and hidden behind light cover, they cannot be targeted by anyone with a vantage point, offering extra protection from enemy snipers. </tab> <tab name="Requisition"> *'''Honoured by the Cult (2 RP):''' Lets you hire a {{W40kKeyword|Cult Agent}} operative with enough XP to reach the current tier as your leader. Of course you want this in a longer game, you're getting all the battle honours for 1 extra point of requisition! If the game didn't run as long, you might want to wait until you get to another tier. *'''Proficient Planning (1 RP):''' Used once when undergoing a Spec Op. You gain a number of Proficient Planning points equal to the number of ranks for your leader. During any games while still in that Spec Op, you can spend one point for some extra CP. This can only be done once per game and will only last until you either use up your points or you finish the Spec Op, letting your remaining points go to waste. *'''Spiritual Aid (1 RP):''' Used when an operative suffers a battle scar. The operative isn't limited to only earning 3 XP from injury and counts as having one less battle scar when rolling for your new one. In addition, Cerebral Affliction is ignored, giving you one less thing to worry about. </tab> <tab name="Assets"> *'''Alchemical Cryo-Dispensary:''' You can re-roll one casualty test or recovery test each game. Helpful in keeping everyone in fighting shape since you lack a dedicated medic. *'''Insurgent Dead Drop:''' During your Scouting Phase, you can pick two different actions, though initiative will only be determined by your first choice. *'''Wyrmbore Network:''' When the game starts, you can use the Hiding ploy once for free and set up two operatives with it. </tab> <tab name="Rare Equipment"> #'''Splinterwyrm Knife (2 EP):''' A new melee weapon with A4 WS3+ D3/5 and Rending. A pretty nice tool to give an operative that'll likely need the melee edge. #'''Gene-Brew (2 EP):''' Grants +2 wounds and lets them ignore the Heavy trait, giving it a bit of extra use for a heavy gunner. #'''Ichor-Infused Ammunition (1/2 EP):''' One autogun, shotgun or heavy stubber gains Lethal 5+ for a lucky crit. Costs 2 EP for a heavy stubber. #'''Shadowleap Cloak (2 EP):''' Your operative now has {{W40kKeyword|Fly}}, meaning that they can run over any amount of terrain. Enjoy the three-armed acrobatics! #'''Sire-Blessed Icon (3 EP):''' Neophyte Icon Bearer only. The bearer gains +1 to saves and gives you an extra CP. #'''Neural Shroud (3 EP):''' The bearer counts as always being behind cover when over 6"/pentagon away from any enemies. That protection will be very helpful considering how much you'll be shot up. </tab> </tabs> ===WB Special Rules=== *'''Cult Ambush:''' A vast difference compared to the classic version. Here, this lets your activated operatives switch orders from Conceal to Engage on your first turn and re-roll attack dice results of one number (i.e. you 'could' re-roll 1s to hit, but you could also re-roll 2s if that's what you have more of). *'''Preternatural Assassin:''' What makes the {{W40kKeyword|Cult Agent}} operatives the super-badasses. They get a 4++ save but can't take wargear. In addition, they can either take an additional save from cover, or turn a save from cover into a critical save to foil crits. ===WB Units=== The fireteam is composed of 13 of the following: *1 Neophyte Hybrid Leader *12 of the following: **1-12 Neophyte Brood-Adept **0-2 Neophyte Gunner **0-2 Neophyte Heavy Gunner **0-1 Neophyte Icon Bearer **You can only have up to two of the following {{W40kKeyword|Cult Agent}} operatives, but each counts as two selections: ***0-1 Kelermorph ***0-1 Locus ***0-1 Sanctus Sniper ***0-1 Sanctus Talon *'''Neophyte 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. This version of the leader is a bit better because he allows visible {{W40kKeyword|Neophyte}} operatives to trigger either the Slink into Darkness or Coiled Serpent ploys for free, helping you to spring all manner of assaults. **The melee options are pretty stark in their value. The chainsword, power pick, and power maul are all surprisingly good choices with differing rules, with the chainsword giving Ceaseless for re-rolls while the pick has Rending and maul has Stun. The autopistol is a bit better than a short-ranged autogun with Balanced and Lethal 5+, 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. *'''Kelermorph (Marksman, Scout):''' The three-armed slinger comes to the fray, well defended by Preternatural Assassin as well as a 4+ save and 9 wounds. Your liberator autostubs are pretty much bolter-strength with P1 and Rending that you can shoot twice, though you have to choose between infinite range at a meh 4+ BS or a short-range with an excellent 2+ BS. In addition, you get an extra action that lets you changes the short-range profile of the autostubs henever you fire next, sacrificing P1 and Rending but gaining Indirect and No Cover. Whenever you kill someone, the kelermorph becomes an inspiration for nearby friendly {{W40kKeyword|Neophyte}} operatives, letting them score critical hits on a 5+ as they try to emulate their hero. **While the guns are the stars of the show, don't forget that your kelermorph has a knife to defend himself in melee. While not as outstanding, it remains a potent weapon that can take down guardsmen in short order. *'''Locus (Combat):''' Your elite blender, made primarily to close the distance for instant murder. Not only do they come a vicious sword with Lethal 5+, but their tail also acts as a very short-ranged sniper shot with Silent. As the masters of combat, they can fight twice in an activation, and each time they must always make one hit into a successful parry before the opponent can react. You also get a special action that lets them instantly charge anyone that moves next to them, and this can be done even when using the Conceal Order. *'''Neophyte Brood-Adept (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 a better BS and consistent damage regardless of whether or not it crits. *'''Neophyte 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 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 low damage. The high-frequency has short range, but hits at a better BS and has P1 to make crits a bigger deal on top of Stun. *'''Neophyte Icon Bearer (Staunch):''' A trooper carrying an icon, meaning they get the APL boosts to capping points as well as a gun. Rather than planting the icon like others in their place, this icon bearer can let nearby operatives using Cult Ambush for re-rolls to re-roll any hit dice, making for a massive step up. However, this means that their usefulness tapers off after the first turn. *'''Sanctus Sniper (Marksman):''' The long-ranged assassin version of the Sanctus. Their sniper is a pretty simple one, with Silent and MW3 to make it way stronger on crits. On top of that, you've got special actions to improve that rifle. One just makes it Lethal 5+ to more easily trigger those MWs, while the other lets the Sanctus see through cover, Obscured foes, and even smoke grenades. So long as they can focus on shooting down targets, they'll be the most dangerous guns you'll see. *'''Sanctus Talon (Combat, Scout):''' The stabby Sanctus, given only a bio-dagger with a pretty mighty crit with Lethal 4+ and Stun as well as dealing enough damage to almost immediately kill enemy guardsmen. Using its unique action adds on Brutal and Balanced on the dagger, making those hits practically guaranteed. **To compensate its lack of a gun, this Sanctus becomes way more mobile. They can charge despite using the Conceal action and can always Dash away after fighting, letting them be a consistent hit-and-run menace. ===WB Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Crossfire (1 CP):''' The big gift from 9E. If an operative shoots an enemy but doesn't kill them, the enemy gets a Crossfire token. Any other operatives that try to shoot this enemy on the same turn can immediately score one hit without rolling. Want to soften up an enemy before firing the heavy gunner at them? Need to expose a priority target for your Sanctus Sniper? Time to crack this ploy open. *'''Meticulous Plan (1 CP):''' Any time your {{W40kKeyword|Neophyte}} operatives are activated with the Conceal order, they take a 1 AP discount on any objective actions, including Pick Up. If it sounds too good to be true, then the rub is that it can only be used once. Make that use count. *'''One with the Shadows (1 CP):''' When an enemy tries to target any of your operatives while using the Conceal order, any light terrain will count as Obscuring. You'll definitely be making use of this to keep your troops alive because they'll otherwise be folding pretty quick. *'''Writhing Ingress (1 CP):''' Place a marker within 1"/triangle of a piece of terrain 1"/triangle thick. Your operatives can now walk through this piece of terrain as long as they get about 1"/triangle of the marker, providing you a perfect escape route or shortcut to a prime ambush venue. </tab> <tab name="Tactical Ploys"> *'''Coiled Serpent (1 CP):''' When an operative switches from Conceal order or Engage order and attack, one hit can be turned into a crit. This will be the one your leader will be exploiting to save CP, as it allows for your guns to be more effective. *'''Hiding (1 CP):''' When setting up operatives, you can hide up to two of your operatives in reserves. These hidden operatives become GA1 (sorry, no surprise couples of Brood-Adepts for you) and can be activated, letting them suddenly arrive anywhere within 6"/pentagon from your DZ and over 3"/square from any enemy operative. These operatives count as having moved and can now continue their turns as you wish. You can only use this once, and the operatives need to be deployed on the first turn or else be killed, which forces you to make sure that they get in position immediately. *'''Slink Into Darkness (1 CP):''' One operative can switch from Engage order into Conceal order after activating. This is a single-use ploy, so you'll only be able to use this for one surprise ambush like a Sanctus Talon or Locus. *'''Unquestioning Loyalty (1 CP):''' When a {{W40kKeyword|Cult Agent}} or {{W40kKeyword|Leader}} is charged by the enemy, one non-{{W40kKeyword|Leader Neophyte}} operative within 3"/square can immediately charge that enemy, throwing bodies of your (relatively) more disposable Brood-Adepts to your enemies while your important characters can fight another day. </tab> </tabs> ===WB Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''WB 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> ===WB Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> </div> </div>
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