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===AdMech Units=== '''Skitarii:''' Your basic troopers. Good dakka, decent armour, akin to Scions with better basic guns, more range, and more rules, for the same price. *'''Skitarii Vanguard (Leader [Alpha only], Heavy [Gunner only], Comms, Scout, Sniper, Zealot):''' Despite being ranged models, their rad-saturation weakens enemies, allowing a counter attack or at the very least serving as a deterrent. You can (read ''should'') have one with either an Omnispex or a Data-tether, so that can be your ''Comms'' guy, and their rate of fire is so high that it's not unthinkable to have one be a ''Scout''. While they do a good job as ''Snipers'' (3 shots to re-roll) or ''Zealots'' (2 S4 punches on a T3 marine), other units can benefit more. **'''Vanguard Gunner (3):''' The ''Heavy'' can dash around with a Carbine or Caliver without penalty, and even increase their already good rates of fire with '''More Bullets''', and the ''Sniper'' can re-roll those plasma 1s so you don't depend entirely on the Canticle. The Transuranic Arquebus is outright nasty, but it does require careful positioning. Keep them around your Omnispex/Data-tether bearer for best results. **'''Vanguard Alpha (1):''' Radioactive Sergeant figure. He's got an actual use for pistols, since he can use them on rad-weakened enemies. If you really want another melee guy and can't afford another Sicarian or Electro-Priest, then this guy will do, just don't expect him to last long. *'''Skitarii Rangers (Leader [Alpha only], Heavy [Gunner only], Comms, Scout, Sniper, Zealot):''' More than non-radioactive Vanguards, but you do pay the same points as for them, ''without'' acquiring the sweet, sweet radiation. Your only source of Galvanic rifles, they get to rapid fire (and ditch the long range penalty) before tactical marines do, so there's that for starters. They're also a good source of a second Omnispex or Data-tether, and their range allows them to act like a spotter for even your Transuranic gunner, so an Omnispex Galvanic ''Comms'' specialist isn't such a crazy idea. Tau Fire warriors wound GEQ on 3+ from 30" away? So do these guys, without having to spend markerlights to hit on 3+. **'''Ranger Gunners (3):''' Extra muscle to supplement your Vanguard gunners - they could wield plasma from 18" while Arc Vanguards close into RF range, things like that. **'''Ranger Alpha (1):''' Sergeant figure. If you want your Leader to keep the most distance possible instead of risking him in melee, this is your guy. Or keep him near a Vanguard model for the same effect. '''Sicarians:''' Basically Mechanicum Primaris. Their 8" move and lots of base Str4 attacks make these guys your dedicated brawlers, akin to lighter, faster Primaris but with dedicated melee weapons. They are expensive, but their 2W makes them a good candidate for Specialisms, better able to survive a battle. If taking two (or more) give the non-Princeps ''Combat'' so they both have 3 attacks, to stop the Princeps being the obvious target. *'''Sicarian Ruststalkers (Leader [Princeps only], Combat, Comms, Scout, Veteran, Zealot):''' Ruststalkers are there to bully the small guys, making confetti out of those Hormagaunts while your Gunners blast appart the bigger models. Their 3 attacks at S5 (Blades) make them a menace for even Harlequins and marines. **'''Ruststalker Princeps (1):''' Besides the usual +1Ld +1A sergeant upgrades, the Princeps also comes with a Chordclaw. While he can't swap it out, that also means he can combine it with the +1Str Transonic Blades, unlike the baseline Ruststalkers who must choose either paired Blades or a Razor + Chordclaw loadout. *'''Sicarian Infiltrators (Leader [Princeps], Combat, Comms, Scout, Veteran, Zealot):''' Mechanicum Reivers, with a -1Ld aura. Despite being oriented to melee, their Stubcarbines gives them plenty of ranged attack. Stubcarbines are paired to power swords, which all but deny armour saves and can be further boosted by Invocation of the Machine Might or Rad-saturation. Or they can switch to a Flechette blaster and taser goad to throw an insane amount of hits and deal with invuln saves, like Harlequins'. Besides being a ''Combat'' specialist, an Infiltrator ''Veteran'' can make good use of '''Adaptive tactics''' with its 8" movement and Stubcarbine. If you don't have enough CP for Conqueror Doctrine but you do have 1pt for the Taser Goad, a ''Zealot'' using '''Killing Frenzy''' will proc an extra attack on top of the extra goad hits on a 6+. **'''Infiltrator Princeps (1):''' +1Ld and +1A to better stab people or proc extra Taser hits with. Durable, fast and competent in both melee and ranged combat, he's a nice choice to be a ''Leader''. '''UR-025 (Annual2019) (Heavy [Specialist Retainer]):''' Abominable Intelligence? In MY Mechanicus?! REEEEEEE - But seriously, while UR-025 is underwhelming in 40k, this motherfucker is the toughest of toughs in Kill Team. He's got T5 and a 3+ save to make him astartes-tier tanky, he heals a wound each round, and he's a Heavy without dipping into your specialist cap. He's also got a power fist and an assault cannon to guarantee he's gonna be in a fight. The one big drawback (aside from his 30 point cost and 5" movement) is that he'll never benefit from your canticles. Note that, even though Robot will never benefit from canticles, he is affected by the Forgeworld dogma, rules as written. This can boost his save up to 2+ vs. Bolt Rifles for example. **Unfortunately Annual 2019 took him from W4 to W3, making his 30pt cost a bit less acceptable. *'''X-101 (WDSept2019) (None):''' Servitor originally from Blackstone Fortress Escalation. Armed with a Grav Gun and Hydraulic Claw, with T4 W2, at first blush seems like a must take at 10pts. But hes let down by 5+ WS/BS and being banned from being a specialist. Still a solid unit, and likely a must take in Commander where he goes to WS/BS 4+ and Ld 9 when within 6" of a TECH-PRIEST model. *'''Fulgurite Electro-Priest:''' The full melee electropriest. With a generic WS of 3+ and two attacks, the key for this unit is its toughness. And on that note, it depends too much on its abilities. 6+ save is awful, but with 5++ thanks to voltaheist field and the extra insurance of ignoring received wounds at 5+ thanks to Fanatical Devotion, there is a decent chance of keeping it alive while it gets close, though you really shouldn't take excessive risks with it. With that said, it's a rather striking force in melee. The stave offers +2S, AP -2 and D3 damage, so if it hits, it can wreck heavy units, more so if you give it the zealot or combat speciality for the extra attack. The fact that it gets a 3++ after killing a unit is a really sweet spot. The problem with this unit is that it has to arrive to combat in one piece to be effective, and without transports to improve its mediocre 6" movement, it will be targeted a lot by the enemy. Once it makes a kill, it's rather brutal, so keep that in mind. Combine it with sicarians to keep front line enemies busy, then give them the ''coup de grace'' with the electric smurf, rinse and repeat. Plus the voltageist ability of a mortal wound after completing a charge is always nice. Rather unreliable, but nice. *'''Corpuscarii Electro-Priest:''' The mixed one of the two electro-priests. It's not particularly good at either shooting or melee, considering the gauntlets, while S5, have no AP and only 1 wound per damage. It ignores obscured units, which is a plus, but othe than that, the fulgurite is better. The voltageist ability of a mortal wound after completing a charge is always nice, I guess. ====AdMech Commanders==== *'''Janus Draik (BSF/Annual 2019) (Logistics):''' <span style='color:red>'''[ADD YOUR AdMech SPECIFIC OPINION HERE]'''</span> *'''Inquisitor Eisenhorn (Strategist):''' At 70p you get a Lv1 strategist (that is, +1CP/turn) with Sv4+, FNP6+, 4 wounds and R3 Eisenhorn is as tough as mortals can be and performs fairly for the points it cost, the main advantages being the Ld10, decent HtH combat that AdMech can lack and gives the team access to psychic powers and denial (just regular bolt and inquisitorial mind scarabs, but if you are lucky, take your shot at disrupting melee guys that charged together, or make that overcharged plasma kill two enemies for the price or one). Remember that his bolt pistol is quite decent at F4 FP-1 D2 and that he repeats everything vs Xenos. If only there were more inquisitors like him in kill team (sniff, sniff) *'''Tech-Priest Enginseer (Fortitude, Leadership, Logistics, Shooting, Strategist, Strength):''' Same stats as his 40k incarnation, definitely more of a leader than a straight fighter with only a laspistol and 2 attacks to split between his axe and servo-arm at a 4+ to hit (5+ with the servo-arm). *'''Tech-Priest Dominus (Fortitude, Leadership, Logistics, Shooting, Strategist, Strength):''' Straight copy/paste of his/her/its/xe's stat line from normal 40k along with the same weapon options. Possibly the tankiest model in killteam with a 2+/5++ and automatically restoring D3 (of 5) wounds per turn. Capable in both melee with a D2 power axe and at range with a variety of heavy weapons. **Possibly best as a Lv.2 Shooting specialist for 10 S4 shots at BS2+ rerolling 1's with a macrostubber. Or strategist for that juicy command point. **Don't discard Fortitude either; the Dominus is already tough and the higher traits can make him borderline unkillable. Want to shrug off an entire KTs' worth of supercharged plasma? If you can afford it, grab 1/2 damage and an extra T - the first gives him more room to regen and the second does a lot to stop him from needing to. If you can only make Level 1 though, pick something else. There's better L1 options. **The only thing to watch out for is victory points - this guy is one of the costliest models in the game, beaten only by the Tyranid Broodlord and GSC Patriarch (and those only by 1 point!). If your opponent decides to play the objective instead of killing him, you may not have the model count to stop them. **'''Magos Dalathrust:''' Unique version of the Tech-Priest Dominus. Kinda meh, but has a good survivability (such as Fortitude Specialism) and some damage potential (not as Fortitude Specialism). Their skills are mainly copy-pasted tactics for free. ***'''Tech-Priest Dominus specialism:''' Magos Dalathrust's unique skill tree, with the following skills. ****'''Level 1:Unblinking (130):''' When this model fires Overwatch, they sucesfully hit with a roll of 5 or 6. Free Auto-Tracking Software, always useful against melee teams. ****'''Level 2:Loyal Adherents (150):''' When you fail a saving throw for this model, if there is another model from your kill team within 2" of it (excluding shaken models) roll a D6, on a 2+ the attack is inflicted on that model instead of this model. Free Look Out, Sir!, could make this tank even tankier. ****'''Level 3:Forbidden Technology (170):''' +1 Damage for this model ranged weapon. PURE GOLD, now you have a Macrostubber with 2D, 5 shots nearly guarantees a kill. ****'''Level 4:All Part of the Plan (195):''' You can add or subtract 1 from any roll (yours or of the other players) to determine wether or not the mission ends. Circumstantial, but useful if you have a slightly advantage at the first roll of this type. *'''Tech-Priest Manipulus (Theta-7 Acquisitus)(Fortitude, Leadership, Logistics, Shooting, Strategist, Strength):''' SOMONE ADD AN OPINION HERE **'''Balphamus Vaulk:''' ***'''Tech-Priest Manipulus(?) specialism:''' Balphamus Vaulk's unique skill tree, with the following skills. ****'''Level 1: Sentient Scopes:''' Reroll 1's on hits in the Shooting phase. ****'''Level 2: System Cleanse:''' Roll a 5+ at the start of the battle round to remove shaken ****'''Level 3: Binharic Wrath:''' +1 Attack in the fight phase in rounds that you charged ****'''Level 4: Data Surge:''' Pick a canticle thats not currently in affect and this model gets the benefits of that IN ADDITION to the general one. *'''Daedalosus (Logistics):''' Tech Priest originally from Blackstone Fortress Escalation. Armed with an Eradication Pistol and Servo Arc Claw. <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Neyam Shai Murad (WDSept2019/Annual2019) (Shooting):''' Rogue Trader originally from Blackstone Fortress Escalation. Armed with 2 Negotiator pistols but weirdly not her own sword-leg. <span style='color:red>'''[ADD YOUR AdMech SPECIFIC OPINION HERE]'''</span>
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