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==Intercession Squad (PDF)== ===Why Play Intercession Squad=== *'''Pros''' **Each model is a massive mountain of wounds. They can reliably tank lasguns and things like that fairly easily, and their armour can mitigate quite a bit beyond that. **All of your marines have at the very least a 3+ WS/BS with their weapons and their sergeants are usually at a 2+. They'll usually hit their marks. **Your average marine has 3 APL, allowing them to handle objectives while gunning down the opposition. **Low model count typical to marines makes teams relatively quick and easy to build and play. Doubling this is the rather cut-and-dry roles available to them. **Doubling onto this, Shock Assault and Bolter Discipline mean that you're literally fighting at twice the combat output. **Your entire ruleset comes as [https://www.warhammer-community.com/wp-content/uploads/2022/08/5a7RlS5vbFWvaWZD.pdf a single PDF], you don't need to buy either a full boxset, the Compendium or a limited-release White Dwarf just to access them. **Being able to mix and match regular and assault intercessors gives you a healthy choice of shooting and melee options. Not overly ''strong'' ones, mind, but good as far as Primaris goes. **You get chapter tactics. Of a sort. **Free grenades and grenade launcher on the grenadier and gunner, respectively. And this grenade launcher is ''miles'' better than what the Compendium has. *'''Cons''' **Low model count typical to marines means any casualties will ''hurt.'' Your fire team will max out at just six models. **A lot of your primaris models are locked in their loadouts. While you can swap out the guns for the Intercessors, they won't do much beyond their basic roles. All of them are stuck to their specific roles. ***Unlike most bespoke Kill Teams from the boxes or WD, this team is a very distilled list that lacks any of the fun stuff like Comms-fuckery or medics. **Being one of the most popular and common armies means everyone is going to be familiar with what you can bring and what you can do, and they will build their teams with killing Marines as a baseline requirement. **The Intercession Squad is a true jack of all trades, master of none. They can be decent at anything, but ''excel'' in nothing in particular, beyond just being ded 'ard. ===IS Wargear=== *'''0-1 Auspex (2 EP):''' Provides a unique action. One enemy within 6"/pentagon is no longer obscured and can't rely on cover for automatic saves. *'''Combat Blade (1 EP):''' A slight step up from bare hands with 3/5 damage, this only has some use on the shooty Intercessors. *'''Frag Grenade (2 EP):''' Frag grenades have limited damage, but Blast lets them hit multiple people at once. As a grenade, this also carries a range cap and Indirect to go through cover. *'''Krak Grenade (3 EP):''' Krak grenades are more dangerous than the frag grenade and use AP1 to punch past armor. *'''Purity Seal (3 EP):''' Allows the bearer to trigger the Command Re-Roll tactical ploy once for free when using it on a fight, shoot or save roll. This is pretty important and will likely be used to preserve a vital part of your team. *'''0-1 Reclusiam-Blessed Bolts (3 EP):''' Improves one bolt weapon by adding +1 to their damage profiles. *'''Tilting Shield (3 EP):''' Prevents enemies from scoring a crit on the bearer on anything less than a 6, negating Lethal and anything like it. Vital against snipers and anything else twith mean crit effects. *'''Vengeance-Class Scope (3 EP):''' One bolt rifle or stalker bolt rifle gains Lethal 5+ for a little edge in its lethality. ===IS Special Rules=== *'''Bolter Discipline:''' Your Intercessors can shoot twice in a turn, but only if they shoot with a bolt weapon at least once. Thie will only matter if you grab a plasma pistol on your Intercessor Sergeant. *'''Shock Assault:''' Your Assault Intercessors can fight twice in a turn without restrictions. ====Chapter Tactics==== Contrary to what one may think, this gives you more mutable rules to customize your Intercessor's traits to better emulate a specific chapter. Each Kill Team can only pick two special rules from these lists, though some ploys let you swap off. This doesn't require you to pick from two different lists, but it might be recommended due to how the Adaptive Tactics ploy works. <tabs> <tab name="Discipline of Iron"> *'''Accurate:''' When an operative shoots and scores any crits, the rest of the attacks gain No Cover. A great way to capitalize on a crit, as cover is something your enemy will desperately want to avoid you. Pairs well with the Vengeance-Pattern Scope. *'''Methodical:''' Your operatives ignore any modifiers to their WS and BS. Useful if you expect to deal with something like the Death Guard, who inflict something similar to Injured just by being next to them. *'''Deadly Sharpshooter:''' All bolt weapons reduce their critical damage by 1 but gain the MW1 crit effect. Pointless on anything with already poor saves, but it can punch through anything with Invulnurables (Daemons, Wyches) or good saves (Marines, Custodes). </tab> <tab name="Gene-Wrought Resilience"> *'''Durable:''' Critical hits reduce their damage by 1. Very helpful against anything with MW. *'''Hardy:''' When rolling for defense, you score a critical save on a 5+ instead of a 6. Can be helpful in blocking out a lot more than just crits. *'''Unyielding:''' +1 Wound to all operatives. </tab> <tab name="Martial Zealotry"> *'''Aggressive:''' Your operatives' melee weapons gain Rending when they charge. *'''Dueller:''' When this operative fights and scores a critical parry, it can now discard an additional hit (so either three normal hits or a crit and a normal hit). *'''Rapid:''' +1"/Triangle Movement to all operatives. </tab> <tab name="Tactical Evasion"> *'''Mobile:''' The Fall Back action costs 1 AP less for your operatives. More useful for your shooty Intercessors, but equally valuable to all. *'''Raider:''' Your operatives can charge while engaged with an enemy. They can also move within an enemy's threat range without provoking any attacks, preventing things like the Legionary Butcher from barring their path. *'''Stealthy:''' When an enemy shoots at one of your operatives from over 6"/pentagon away and your operative is behind cover, you can have them either score an additional cover save or upgrade one save into a crit save. </tab> </tabs> ===IS Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Champions of Mankind:''' Revealed whenever you kill an enemy. You gain 1 VP if the operative that triggered this Tac Op kills more than any friendly operative and another if this operative has killed more than any enemy operative. *'''Indomitable Superiority:''' Revealed at the end of the game. You score 1 VP if you control objectives while the enemy doesn't and 1 VP if there are more friendly operatives than there are enemy operatives. **This one is incompatible with Tac Ops that require an operative to flee the field for reasons other than death, such as Interloper. *'''Shock and Awe:''' Score 1 VP for each turn where you wrest objectives from enemy control. </tab> <tab name="Spec Ops - Defenders of Humanity"> ''Note - This counts as the Secure District Spec Op for terms of repeating'' #''Establish Superiority'': Finish five games where you scored VP from the Protect Assets, Indomitable Superiority, or Hold the Line Tac Ops. Lots of tanking and survival necessary, but you've got tough guys. #''Shock Elimination'': Finish one last game where you win VP through any Security Tac Op. Completing this Spec Op scores 2 RP and you also get either one piece of Rare Equipment or improve your Asset cap by +1. </tab> <tab name="Spec Ops - Mankind's Vengeance"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Strategic Dominance'': Finish five games where you scored VP from any of your unique Tac Ops. #''Targeted Destruction'': Finish one last game where you score at least 2 VP from any Seek & Destroy Tac Op. Completing this Spec Op lets you get either one piece of Rare Equipment or improve your Asset cap by +1. You also score 10 XP that you can distribute among all your operatives, with a cap of 3 XP for each one. </tab> <tab name="Battle Honors"> #'''Marksman's Honour:''' Improve the BS of one of this operative's guns by 1, to a max of 2+. #'''Bladesman's Honour:''' Improve the WS of one of this operative's weapons by 1, to a max of 2+. Not worth it for a fist, maybe for a combat blade. #'''Chapter Exemplar:''' This operative can select an additional Chapter Tactic, but it must be from one of the lists where it had already chosen one. #'''Spiritual Resolve:''' This operative can re-roll Recovery checks and roll twice when determining battle scars, picking which one fucks you over the least. #'''Specialised:''' This operative can take a Battle Honour from one of the CRB specialisms. Note that this doesn't have to be one the operative can already select, which can be very handy. #'''Honoured by the Armoury:''' This operative can take one piece of equipment for 1 EP less, meaning a grenade or combat blade can be free. </tab> <tab name="Requisition"> *'''Artificer-Wrought Weapon (1 RP):''' After any game where an operative of Ace rank or higher gains XP, you can pull this to give your operative a unique piece of Rare Equipment that is exclusive to them. Nobody else can take this equipment and if the operative dies or is otherwise removed from the roster, so is his gear. *'''Solemn Oath (1 RP):''' An operative takes an Oath of Moment, giving a special objective to either score the most kills, score the most VPs, or move into the enemy's DZ. They score 2 XP for fulfilling this Oath but failing it auto-inflicts the Cerebral Affliction Battle Scar. In any case, you can only have one operative take one Oath at a time, with each operative only able to take each oath once. **Some of these tasks are a bit of a gamble depending on the game's setup, but the XP boost is a worthwhile reward to consider, especially for those behind the curve. *'''Tribute to Noble Duty (1 RP):''' When you win a game with 16+ VP, you can spend 1 RP to gain a piece of Rare Equipment, a nice trophy for your victory. </tab> <tab name="Assets"> *'''Arsenal Sub-Vault:''' Lets you re-equip your operatives when setting up your team, allowing you to save Requisition that would've been spent on hiring new troops. *'''Hypnoindoctrination Shrine:''' Only usable if you have an operative of Veteran rank or higher. At the end of a game, one operative that didn't fail a Casualty check and has the lowest XP of the lot gains 1 free XP to keep up. *'''Intel-Cache Uplink:''' Your operatives can now be set up within 1"/triangle of your DZ instead of having to be deployed in it. </tab> <tab name="Rare Equipment"> #'''Bastion Field Generator (2 EP):''' Grants a 4++ Invuln. Not many high-AP guns are out there, but you'll be thankful for this the moment you run into one. #'''Adamantine Mantle (2 EP):''' Once per turn, the bearer can degrade one incoming critical hit to dealing normal damage. This doesn't say anything about any other effects like Stun or MW. #'''Targeting Ocular (2 EP):''' When the bearer shoots, they can easily disregard the Obscured condition. Not quite the power of the Auspex or anything with No Cover, but an equally vital edge. #'''Servo-Cherub (3 EP):''' Once per turn, the operative can perform an objective action at a 1 AP discount, which can be helpful if you intend to flee afterwards. #'''Artificer Armour (3 EP):''' Improves the bearer to a 2+ save. Breathe it in because not much else can ever reach this power. #'''Chapter Artefact (1 EP):''' Essentially a standard for other armies, this makes the bearer's APL count as one higher for the sake of capping objectives. </tab> </tabs> ===IS Units=== This Security/Seek & Destroy Fireteam is composed of the following: *1 Assault Intercessor Sergeant or Intercessor Sergeant *5 of the following: **0-5 Assault Intercessor Warriors **0-1 Assault Intercessor Grenadier **0-5 Intercessor Warriors **0-1 Intercessor Gunner *'''Intercessor Sergeant (Staunch, Marksman):''' The sarge gets to utilize a bunch of other weapons - something the rest of the lot is incapable of doing. In particular, this sergeant is actually capable of fighting in melee with something besides their hands, thus making them a decent backup combatant. ** No pistols for you, only rifles. ** Aside from the chainsword, you've got several melee options. Power weapons are all mothballed into one generalized "power weapon", which deals a bit more damage on a crit, which is triggered on a 5+ thanks to Lethal. The thunder hammer does more damage at the cost of WS, though crits let you overpower an enemy's defenses and rob an enemy of precious AP with each successive crit. The power fist also provides major pain at the cost of WS, with the addition of Brutal in case you really just want to murder the enemy - crits are the only way to parry it. *'''Assault Intercessor Sergeant (Combat, Staunch):''' The sarge gets to utilize a bunch of other weapons - something the rest of the lot is incapable of doing. ** All of your pistols remain confined by the 6"/pentagon range for shooting. Aside from the base bolt pistol, you also have the hand flamer, which has Torrent to handle multiple foes but deals pitiful damage. The potent plasma pistol grants the more reliable AP1 that punches armor on any hit, as well as the ability to overcharge for more AP but the risk of overheating and eating three mortal wounds. ** Aside from the chainsword, you've got more melee options as well so long as you don't pick up the plasma pistol. Power weapons are all mothballed into one generalized "power weapon", which deals a bit more damage on a crit, which is triggered on a 5+ thanks to Lethal. The thunder hammer does more damage at the cost of WS, though crits let you overpower an enemy's defenses and rob an enemy of precious AP with each successive crit. The power fist also provides major pain at the cost of WS, with the addition of Brutal in case you really just want to murder the enemy - crits are the only way to parry it. **You ''can'' be gunslinger and take two pistols if you want, but keep in mind that pistols have no special rules in 9th. You don't get any special benefits or extra attacks for having two, and you can't shoot them in close combat like in last edition, so [[fail|your space marine can't fight in melee ''at all'' if you don't take some kind of melee weapon]]. *'''Assault Intercessor Warrior (Combat, Staunch):''' Assault Intercessors are specially geared for fighting up-close. Their chainswords are a good deal more effective than the base intercessor's fists and you get one attack over even the intercessor sarge who grabs one. Their ranged game suffers though, as their bolt pistol has range limits despite P1 making crits breach defenses. **Shock Assault is an incredibly powerful ability to consider, as your Assault Intercessors are the only things that should be fighting. Being able to fight twice means that even if you have one bad turn, you can immediately follow up with an additional round of attacks and guarantee that you rip the enemy to pieces. *'''Assault Intercessor Grenadier (Combat, Staunch):''' Identical to the Warrior in every way, except he gets free frag and krak grenades. *'''Intercessor Warrior (Staunch, Marksman):''' Your base bolt rifle has P1, allowing crits to puncture armor. The auto bolt bolt rifle has Ceaseless, re-rolling all 1s to hit - a decent insurance policy. The stalker bolt rifle hobbles your guy with Heavy, but AP1 lets them punch through armor on any hit. Whichever one you pick, you can guarantee plenty of hits thanks to Bolter Discipline letting them shoot twice. Whether this means taking down two targets at once or nailing something that didn't die the first time, you're making more than plenty of firepower. **While we do insist that these guys shouldn't be in melee, it's not like they're absolutely garbage at it. With 3/4 damage, it's about as effective as a bolter. However, you have absolutely no benefits for doing it, especially when you have Assault Intercessors ready to do the dirty work instead. *'''Intercessor Gunner (Staunch, Marksman):''' Identical to the Warrior in every way, except he gets an auxiliary grenade launcher. Unlike with the Compendium Intercessors, this is an infinite-use infinite-range gun so you can always cover crowds with frag grenades or smash armor with krak. The one holdup with this launcher is that it can't be used for overwatch, but that's what the main gun's for. **Bolter Discipline will absolutely be useful for the Gunner, as it lets them shoot twice so long as one of those times is with a bolt weapon. This means that you can pop a grenade to clear up a crowd or soften up an enemy enough for the bolt rifle to finish the job or vice versa. ===IS Ploys=== <tabs> <tab name="Strategic Ploys"> Warning: You can only use one Doctrine ploy each turn. All of them also let you re-roll one hit die in case you scored a nat 1. *'''Assault Doctrine (1 CP):''' When your operatives charge, you can re-roll one hit. *'''Devastator Doctrine (1 CP):''' When your operatives shoot at an enemy over 6"/pentagon away, you can re-roll one hit. *'''Tactical Doctrine (1 CP):''' When your operatives shoot at an enemy within 6"/pentagon, you can re-roll one hit. *'''And They Shall Know No Fear (1 CP):''' Your operatives ignores all penalties to APL and won't count as injured for their activation. Helpful if you need to shut off a battle scar for a critical moment. </tab> <tab name="Tactical Ploys"> *'''Adaptive Tactics (1 CP):''' When the game begins, you can swap one of your two chapter tactics for another one in the same list as the one you're replacing. *'''Angel of Death (1 CP):''' At the end of the Firefight phase, one of your operatives can fight again. Very important for your Assault Intercessors since they're your only fighty boys. *'''Transhuman Physiology (1 CP):''' One of your operatives can reduce one critical hit to a basic hit after rolling for saves. This can be useful considering how you'll run into guns that fire enough times to overwhelm your defenses. *'''Wrath of Vengeance (1 CP):''' When one of your operatives dies, you can have them shoot before going down. </tab> </tabs> ===IS Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''SM Killteams:''' <div class="mw-collapsible-content"> </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> The best way to deal with SM is experience. Really, once you see the opponent's list, you may know what he can do, but SM are the ultimate jack of all trades in KT, and can adapt well enough to most situations. Generalist lists only get you so far, though, and will leave the player using them rather exposed to the strategy of his opponent. Weapon-wise, marines are strong against basic weapons, particularly when wielded by BS4+ models since they can reliably save most hits and have the wounds to soak a bolter shot before feeling the effects. A single shot from something like a meltagun or overcharged plasma gun however has a high likelihood of causing critical existence failure, and those weapons are often powerful enough that any cover a marine uses to protect his ass ends up mostly irrelevant. Any team that can get plenty of AP should also enjoy good success against marines, as those guns will very reliably whittle the marines down in just a few shots. The main weakness off a marine team is the low number of activations. With the exception of scouts, which are a whole nother deal to the rest of their brothers, marines cap out at 6 operatives. This means that for every additional model you have on the table above that, you can keep a hard-hitting gunner concealed and ready to strike until after each marine has moved. Marines can use their 3APL to do some cool tricks, but if you conceal your operatives - especially behind heavy cover if there is a high ground for the marines to abuse - they will be forced to engage to clear out your operatives from objectives eventually. Once they do, they will be exposed to whatever horrors you have in store for them. Wait until your last activation possible to ensure you do not eat any overwatch on the return. Even if your gunner dies on return fire, this is a positive trade for most teams; once a marine team loses two or three operatives this way, they'll no longer have the presence on the board required to contest objectives effectively against even your basic models. There are three big tricks that marines can use against you if you don't stay aware of them. First, always remember that 3APL lets a model move up, shoot, and dash away. In combination with either the right kind of heavy terrain or a vantage point, this lets a marine stay invulnerable while still going on the attack. If at all possible, do not let a marine player do this. Another trick of the increased actions of a marine is the ability to pop the heads of two enemies in one turn. This is where bolter discipline becomes a problem, especially when those bolters are more than just your standard D3/4 basic gun. Furthermore, this sort of 2 kills in one activation can be done even without the strategic ploy by charging, fighting, and then shooting from the new position. Be careful if you have a model weak on wounds within charging distance of a marine. Fortunately, any marine that goes on the offensive only has one more action for movement for that turn. If it has to move out of concealment for this, then you can earn compensation by taking the marine out later in the turn. However, just about the biggest loss you can take is to expose two models to a marine waiting with a conceal order. This lets them kill or injure both and then move away back into cover. Finally, Only In Death Does Duty End can be a serious tool for vengeance in their hands. You cannot easily avoid this, but it is good to keep it in mind so you don't get taken by surprise. It allows the marine to potentially go out guns blazing for one or even two kills, or to run up and press an objective to deny VPs. tl;dr use plenty of conceal early in the game, use higher number of models to force the marine player to engage first, don't let them cheese you, and then start trading your gunners one-for-one for marine lives. </div> </div> ===IS Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> </div> <div class="mw-collapsible-content"> </div> </div>
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