Editing
Warhammer 40,000/Tactics/Kill Team(9E) Imperium
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===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.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information