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Warhammer 40,000/Tactics/Kill Team(9E) Xenos
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===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.
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