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==Hunter Clade (WD 468)== ===Why Play Hunter Clade=== *'''Pros''' **The combination of Skitarii and Sicarians in combinations otherwise impossible for base kill-teams. **Special units that offer new strategies otherwise impossible for the base AdMech kill-team. **Your Doctrina Imperatives last for the entire game rather than one turn. *'''Cons''' **The units remain as vulnerable as ever, with Rangers stuck in the backline. **You can't have a kill-team entirely made of Sicarians, as you NEED to take more Skitarii than Sicarians. ===Doctrina Imperatives=== Unlike the base Mechanicus, you can use the Doctrina Imperatives for the entire battle rather than just one turn, being able to swap them off once per turn instead of once per game thanks to the Q2 2022 balance dataslate. While each of them has a drawback, they don't take effect unless they're active for more than 1 turn This can also be used on top of any other ploys you utilize. *'''Aggressor Imperative:''' Your operatives add 1"/triangle when moving or charging but you can't retain any saves due to cover. For the most part, this is keyed towards the Sicarians, who are primarily focused on getting up-close and personal. *'''Bulwark Imperative:''' Your operatives can re-roll one failed save roll if you failed at least two saves but sacrifice 2"/circle in movement. This won't mean much if your team's already in place, but this will hurt for your melee-focused operatives. *'''Conqueror Imperative:''' You can let your operatives re-roll one hit roll when fighting without regard of hit or miss if you need a crit. However, your operatives need to re-roll one successful crit when shooting as well. This is meant for the Sicarians who live to get in the fight. *'''Protector Imperative:''' You can let your operatives re-roll one hit roll when shooting if you miss two or more shots. However, your operatives need to re-roll one of your crits when fighting as well. Skitarii will mostly be unaffected by this, as they need to be at range anyways. *'''Equalized Imperative:''' AKA It's Fucking Nothing. No stat changes. ===HC Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Relentless Pursuit:''' Score 1 VP if there are no enemies beyond 6"/pentagon of your operatives, with another VP if you accomplish this past the first turn. This is a Tac Op specially crafted for your Sicarians, who want to be that close, so make sure that they are covered. *'''Calculated Eradication:''' Revealed whenever you activate a Doctrina Imperative. At end of any turn where you dealt more wounds than the enemy dealt to your operatives, you score 1 VP. You score an additional VP on a turn where you activated a different Doctrina. *'''Assassination Order:''' Revealed in the first turn. Score 1 VP for killing an enemy before the last turn, scoring another if you have an operative within 3"/square of that target. </tab> <tab name="Spec Ops - Dauntless Pursuit"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Pursuit'': Finish five games where you scored VP from the Boots on the Overrun, Rout or Relentless Pursuit Tac Ops. All of these focus on closing in and taking out the enemy as you take their ground. #''Execution'': Finish one last game where you win VP through the Execution of Calculated Eradication Tac Op. Completing this Spec Op scores 1 RP and a choice between one piece of Rare Equipment or expanding your Asset cap by one. In addition, you gain 5 XP to share between your operatives, letting you bump up any laggards in the team. </tab> <tab name="Spec Ops - Expeditious Assassinations"> ''Note - This counts as the Elimination Spec Op for terms of repeating'' #''Assassinations'': Finish five games where you scored VP from the Assassination Order or Headhunter Tac Ops. Both require your skitarii to kill quickly. #''Signal Lander for Extraction'': Finish one last game where you score VP from the Vantage Tac Op. Completing this Spec Op scores 1 RP and a choice between one piece of Rare Equipment or expanding your Asset cap by one. In addition, your operatives will immediately pass any recovery and casualty checks they make. </tab> <tab name="Battle Honors"> #'''Fixated:''' The first time this operative rolls to attack and does not score a crit, you can turn a normal hit into a crit for some early-game damage. While helpful, this can't be used for scoring further crits, like on a Rending weapon. #'''Faith in the Machine:''' Ignores all penalties to APL when activated. #'''Blessed Components:''' This operative can re-roll recovery checks, prolonging their value to the team. #'''Enhanced Bionics:''' Provides a 6+++, which is a bit of added insurance to survive. #'''Consecrated Cybernetics:''' Each turn this operative can ignore the penalties of their Doctrina on a 4+. Considering the very visible drawbacks each one comes with, you'll have plenty of reason to consider this. #'''Autonomic Cortex:''' This operative can use the Command Override Tactical Ploy once per game for free. </tab> <tab name="Requisition"> *'''Archaeotech Vault (1 RP):''' Allows you to swap one piece of Rare Equipment for another. Of course, this will only see use after you actually get a piece of Rare Equipment. *'''Recycled (0 RP):''' When removing an operative from the team, you gain a number of RP equal to their rank minus the number of battle scars they had upon death. Waste not what the Omnissiah provides. *'''Mark Assigned (1 RP):''' Mark one enemy operative for your team to kill. All your operatives now hate that guy so much that they re-roll one hit die when attacking them, with the lucky son of a servitor who kills the mark gaining an extra 2 XP. </tab> <tab name="Assets"> *'''Electromagnetic Spectra-Storm:''' For the first turn your models count as being in cover when fired at from over 6"/pentagon range. This gives you a decent amount of protection at the start, allowing your sicarians to close in to kill or claim objectives. *'''Repair Repository:''' Whenever an operative rests (read: isn't on the field for a game), they automatically pass recovery checks so you don't need to worry as much about long-term injuries. *'''Data-Augur:''' Lets you pick two Tac Ops in one draw. </tab> <tab name="Rare Equipment"> #'''Thorium Rounds (2 EP):''' One radium pistol (Meaning only the Ranger Alpha or Vanguard Alpha can use this) gains Lethal 5+ and deals 3/4 damage. This unfortunately doesn't stack with Enriched Rounds, but it's a bit of a bump up to the effectiveness of your pistol. #'''Technodermic Weave (3 EP):''' 3+ Save is hard to deny. #'''Auto-Repair Appendage (2 EP):''' Allows the bearer to use Motive Force Vitality for free, which is pretty crazy since it can make them almost immortal. #'''Amplified Data Emitter (3 EP):''' {{W40kKeyword|Diktat}} operative only. The bearer can now use their enhanced data-tether on anyone on the table, providing all manner of AP support to the team. #'''Omnispectral Analyzer (3 EP):''' {{W40kKeyword|Surveyor}} operative only. Their Omnispex now allows their chosen ally to gain Relentless, making for an incredible asset to support your team. #'''Arc Grenade (3 EP):''' A frag grenade with Stun. </tab> </tabs> ===HC Models=== This Recon/Seek & Destroy fireteam is composed of 10 of the following: *1 of the following: **Skitarii Ranger Alpha **Skitarii Vanguard Alpha **Sicarian Infiltrator Princeps **Sicarian Ruststalker Princeps *10 of the following: **0-10 Skitarii Ranger Marksmen **0-10 Skitarii Vanguard Shocktroopers **0-1 Skitarii Ranger Surveyor or Skitarii Vanguard Surveyor **0-1 Skitarii Ranger Diktat or Skitarii Vanguard Diktat **0-3 Skitarii Ranger Gunners or Skitarii Vanguard Gunners **0-4 Sicarian Ruststalker Assassins **0-4 Sicarian Infiltrator Trackers * '''NOTE''' - You cannot have more {{W40kKeyword|Sicarian}} operatives than you do {{W40kKeyword|Vanguard}} or {{W40kKeyword|Ranger}} operatives. * '''NOTE''' - If you have four or fewer {{W40kKeyword|Sicarian}} operatives, you can acquire an additional operative, so you have 11 operatives total. *'''Skitarii Ranger Alpha (Marksman, Scout):''' Unlike most leaders, the alpha has the option to go primarily shooting with the galvanic rifle. However, you can bring it into line with other leaders with a pistol+melee weapon. Unique to this team is the ability that allows you to activate a friendly operative within square/3" of them if another one activates within that same range - making your army close to having GA2 without having it. **The arc pistol is limited in range like other pistols, but it deals decent damage with AP1 and has Stun on a crit. The phosphor blast pistol provides a means to circumvent cover with Blast. The radium pistol does pitiful damage, but Rending does give you an extra crit. **The taser goad does the least damage of all the dedicated melee weapons, but it has Lethal 5+ for more crits and to make Stun even more of a pain to deal with by robbing AP. The arc maul does more damage but deals Stun without any help from Lethal. The power weapon is the strongest but simplest with Lethal 5+. *'''Skitarii Ranger Marksman (Marksman, Scout):''' The basic Skitarius is about as protected as a guardsman but has a slightly better 4+ save. The galvanic rifle it comes with is inconvenienced by having Heavy on a gun that's about as strong as a bolter with P1 for slightly meaner crit. *'''Skitarii Ranger Gunner (Marksman):''' All of the guns the gunner can use are more effective at nailing enemies and two of them are going to be more mobile than the base troopers. **The arc rifle is the least hindering of the set, providing good damage at AP1 and has Stun on a crit. The plasma caliver is the strongest with AP1, and you can risk overheating for AP2 if you want to flatten high saves. The transuranic arquebus is essentially a louder sniper rifle, hindered with Heavy and Unwieldy but does good damage with AP1 and inflicts mortal wounds on a crit. *'''Skitarii Ranger Diktat (Scout):''' A base Skitarii Ranger with a Vox-Caster from the guardsmen. This means that they can spend an AP to grant it to another operative within pentagon/6" of them. Given the right setup, you might provide some major advantages for your team. Of course, you're gonna need to build your team around getting this guy to support you as the gun remains Heavy. *'''Skitarii Ranger Surveyor (Scout):''' A base Skitarii Ranger with an Omnispex. For 1 AP, this means that they can mark a friendly operative within square/3" and an enemy operative. For the rest of the turn, the enemy isn't obscured and can't hide behind smoke. In addition, the ally you marked counts their gun as having the No Cover rule when firing upon the enemy you marked. For a Ranger, there's not much that can top this. *'''Skitarii Vanguard Alpha (Staunch, Marksman):''' Unlike most leaders, the alpha has the option to go primarily shooting with the radium carbine. However, you can bring it into line with other leaders with a pistol+melee weapon - and that latter option has more uses thanks to the Rad-Saturation aura. Unique to this team is the ability that allows you to activate a friendly operative within square/3" of them if another one activates within that same range - making your army close to having GA2 without having it. **The arc pistol is limited in range like other pistols, but it deals decent damage with AP1 and has Stun on a crit. The phosphor blast pistol provides a means to circumvent cover with Blast. The radium pistol does pitiful damage, but Rending does give you an extra crit. **The taser goad does the least damage of all the dedicated melee weapons, but it has Lethal 5+ for more crits and to make Stun even more of a pain to deal with by robbing AP. The arc maul does more damage but deals Stun without any help from Lethal. The power weapon is the strongest but simplest with Lethal 5+. *'''Skitarii Vanguard Shocktrooper (Stanch, Marksman):''' The basic Skitarius is about as protected as a guardsman but has a slightly better 4+ save. The radium carbine it comes with is pretty pitiful damage-wise, but Rending means you can get multiple crits out of just one and it's mobile. The big change here is Rad-Saturation, a circle/2" aura that forces enemies inside it to suffer the movement penalties as if they were injured. This is helpful for tying up enemies so that your allies don't need to move as far to attack them. *'''Skitarii Vanguard Gunner (Staunch, Marksman):''' All of the guns the gunner can use are far and away more dangerous compared to the base radium carbine. **The arc rifle is the least hindering of the set, providing good damage at AP1 and has Stun on a crit. The plasma caliver is the strongest with AP1, and you can risk overheating for AP2 if you want to flatten high saves. The transuranic arquebus is essentially a louder sniper rifle, hindered with Heavy and Unwieldy but does good damage with AP1 and inflicts mortal wounds on a crit. *'''Skitarii Vanguard Diktat (Staunch):''' A base Skitarii Vanguard with a Vox-Caster from the guardsmen. This means that they can spend an AP to grant it to another operative within pentagon/6" of them. Given the right setup, you might provide some major advantages for your team. The issue here is that the Rad-Saturation aura will conflict with the ability to provide AP. You'll likely need to build upon one purpose and make full use of it. *'''Skitarii Vanguard Surveyor (Staunch):''' A base Skitarii Ranger with an Omnispex. For 1 AP, this means that they can mark a friendly operative within square/3" and an enemy operative. For the rest of the turn, the enemy isn't obscured and can't hide behind smoke. In addition, the ally you marked counts their gun as having the No Cover rule when firing upon the enemy you marked. The ranges aren't such an issue for the Vanguard, as the range seems to only apply to marking an ally. This allows you to boost a friendly infiltrator or vanguard so they can shoot without fear of reprisal or help a ranger ignore cover on their sniping. *'''Sicarian Ruststalker Princeps (Warrior, Scout):''' The ruststalker princeps is basically a copy-paste of the base ruststalker stuck with a chord-claw and transonic blades, providing the best of both worlds on an elite beatstick with that beastly 2+ WS to guarantee hits. Unique to this team is the Wasteland Stalkers rule, allowing them to retain an additional save when hiding behind cover - incredibly useful. Couple with the Optimised Gait and cover becomes nothing but a benefit for you as you can step out of cover and into the fight. *'''Sicarian Ruststalker Assassin (Warrior, Scout):''' Compared to the Skitarii, the Sicarians come with 10 wounds for some extra tankiness. This is especially vital for the ruststalker, who is your dedicated melee machine. Between this and Wasteland Stalkers improving the benefits of cover, they will favor mobility over anything else. **The only choice for loadout is between how you plan on cutting up the enemy. The chordclaw+transonic razor comes with Balanced, providing a chance to re-roll one hit die. The transonic blades deal more damage on a crit thanks to Rending and a slightly higher damage on crits. *'''Sicarian Inflitrator Princeps (Warrior, Marksmen, Scout):''' The infiltrator princeps is the same as the normal one. They gain a special ability that lets them perform a mission action at a discount of 1 AP, though this won't stack with a Servo-skull. This might make this guy into your go-to guy for capping objectives. *'''Sicarian Infiltrator (Warrior, Marksmen, Scout):''' Compared to the Skitarii, the Sicarians come with 10 wounds for some extra tankiness. While still important to the infiltrator, they aren't quite as dependent as going up-close and personal. **The taser goad does rather modest damage, but has Stun to rob AP on a crit. The power weapon is the weapon of choice for straight-up damage. **The stubcarbine has infinite range and Ceaseless for accuracy, but its output is decent. The flechette blaster has poor damage and limited range, but Relentless and Fusillade means that you're laying down all sorts of suppressive fire. ===HC Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Accelerant Agents (1 CP):''' A {{W40kKeyword|Hunter Clade Ruststalker}} can either make a free fight action (If you spend your actions on running or grabbing something) or fight twice in a turn when they would otherwise be limited to only once. *'''Calculated Approach (1 CP):''' Whenever an operative is more than pentagon/6" away from an enemy that's shooting them, they can turn a failed save into a pass if they also score a critical save as well. *'''Martial Protocol (1 CP):''' Any time a {{W40kKeyword|Hunter Clade Vanguard}} is within 2"/circle of an objective or within pentagon/5" of an enemy drop zone, they can re-roll one hit die. Similarly, whenever a {{W40kKeyword|Hunter Clade Ranger}} does not move and shoots, they can re-roll one hit die. *'''Neurostatic Interference (1 CP):''' When an enemy operative is within pentagon/6" of an {{W40kKeyword|Hunter Clade Infiltrator}}, they can't re-roll any hits in melee or shooting. A pretty considerable step down from the base kill-team's ploy. </tab> <tab name="Tactical Ploys"> *'''Command Override (1 CP):''' When you activate your operative, you can force it to accept the effects of a different Doctrina rather than the one activated for the whole team. This is only effective for one turn, which might help that Sicarian close the distance for the kill or provide some emergency protection for a lone operative facing a sniper. *'''Concealed Positions (1 CP):''' When deploying a {{W40kKeyword|Hunter Clade Infiltrator}}, you can give them the Hide order when they're within 1"/triangle of some heavy cover and more than 5"/pentagon from any enemies or their drop zone. In return, this operative is stuck under this order for this entire turn, even if using Infiltrate during the Scouting step. *'''Motive Force Vitality (1 CP):''' One operative gains d3 wounds upon activation. Booyah. *'''Pursuers (1 CP):''' During the Scouting step, you have two options. If you use Recon, two {{W40kKeyword|Hunter Clade Rangers}} can make a free dash if they're within their DZ. IF you use Infiltrate, two {{W40kKeyword|Hunter Clade Rangers}} can choose to swap their orders upon their activation on their first turn. </tab> </tabs> ===HC Wargear=== *'''Cense Bearer (2 EP):''' Any friendly operatives activated within squaree/3" of the bearer can move as if it isn't injured, which can be useful for escape strategies. Note that this isn't effective on those models using the Bulwark Imperative. *'''0-1 Command Uplink (4 EP):''' Absurdly expensive for equipment, but it's quite powerful. For the cost of 2 AP, you can get 1 CP. Unlike the Data-Tether of the base kill-team, this is a lot more of a cost and will only be worth it if you really need to pull off a certain ploy. *'''Enriched Rounds (2 EP):''' Pick one Radium Carbine or Master-Crafted Radium Pistol the bearer has. That gun adds +1 to their base damage. *'''0-1 Mechadendrites (2 EP):''' Allows the bearer to perform the Pick Up action with the AP cost reduced by 1. As with the Servo-Skull, the use of this is dependent on the mission you have, but this can ease the cost if your enemy pulls something to jack up the AP cost of picking up an object. *'''Optimised Gait (1 EP):''' {{W40kKeyword|Ruststalker}} only. Allows them to ignore the first circle/2" of distance spent climbing, falling, or running over terrain. *'''0-1 Refractor Field (3 EP):''' {{W40kKeyword|Leader}} only. This grants the bearer a 4+ Invulnerable save, a pretty useful boost when facing enemies that carry plenty of AP or P on their guns. *'''0-1 Servo-Skull (2 EP):''' The bearer of this thing reduces the AP cost of any objective actions by 1, meaning that you can perform certain tasks for free - incredibly useful depending on the case. *'''Uplinked Video Feed (2 EP):''' {{W40kKeyword|Ranger}} or {{W40kKeyword|Vanguard}} only. This allows the bearer to fire overwatch without any penalty to their BS, a vital implement considering how their guns are all they focus on.
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