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==Hearthkyn Salvagers (Gallowfall)== ===Why Play Hearthkyn Salvagers=== *'''Pros''' ** Can easily be made using a box of Hearthkyn Warriors ** A lot of units can pick between either Autoch Bolters or Ion Blasters, giving the option of either re-rolls to hit or Crits breaching armor. *'''Cons''' ** Movement is limited. ** While you have quite mighty melee weapons, there's not a lot of support for them outside of your designated heroes. ===HS Wargear=== *'''Auto Calibrator (1 EP):''' One of the bearer's guns ignores all BS modifiers. *'''Climbing Equipment (1 EP):''' Pretty standard fare, but needed for vertical maps. Treats the first 6"/3 circles of movement as 2"/one circle and treats any drop distance as halved. On top of this, they can climb to any level. *'''Gravitic Concussion Grenade (2 EP):''' The Votann Frag Grenade, capable of blasting crowds with a slightly stronger crits. *'''0-3 Excavation Tool (2 EP):''' When setting up barricades at the game's start, you can mark one pierce of Traversable terrain over 6"/pentagon of the enemy's DZ as terrain your operatives can walk through so longas they move through the marker for this terrain. *'''Plasma Knife (1 EP):''' The same one given to the Field Medic. Gives your troops a melee weapon that's a step up from their mere fists. *'''0-1 Weavefield Crest (3 EP):''' Hearthkyn Theyn only. Any operatives within 3"/square of the Theyn get a 4++ save to better protect them from any form of AP. ===HS Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Excavate:''' Gain a special action that lets your operative place an Excavation token when controlling an objective over 6"/pentagon from your DZ, with an AP discount if you picked up an Excavation Kit. You score 1 VP for claiming the token at the end of the game and a second if you end the game while carrying it. *'''Rig Site:''' Gain a special 2 AP action that lets two operatives within 1"/triangle of a Vantage Point (with one on top of it) terrain piece more than 6"/pentagon of your DZ score a VP. Score another VP if you pull this off with a total APL of your operatives within 1"/triangle of the rig site beats that of the enemy. **Considering that this requires two operatives to be unengaged to use properly, this is going to require a lot of setup and crowd control to avoid anything going wrong. *'''Settle Grudges:''' Open a tally for every enemy you kill with a Grudge marker. You gain 1 VP for killing the second and third enemies with markers. </tab> <tab name="Spec Ops - Wyrmblade Assassination"> ''Note - This counts as the Elimination Spec Op for terms of repeating'' #''Insidious Invasion'': Finish five games where you scored VP from the Interloper, Capture Hostage & Infiltrate and Behind Enemy Lines Tac Ops. A lot of this requires footwork and making sure the enemy is distracted enough for you to finish your job. #''Eliminate Oppressor'': Finish one last game where you win VP through the Mark for Assassination Tac Op. Completing this Spec Op scores 1 RP and the operative that accomplished the final objective gets 5 XP. In addition, you get the option to either grab a piece of rare equipment or increase your asset cap by +1. </tab> <tab name="Spec Ops - Clandestine Warfare"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Shadow Engagements'': Finish five games where you scored VP from any of your faction-exclusive Tac Ops. #''Return to Cult'': Finish one last game where you have at least one operative within the enemy's DZ and over 2"/square from any enemies by the game's end. This isn't an actual Tac Op, so you can decide how you want to accomplish it. Completing this Spec Op gives you 5 XP you can spread across all of your operatives while all of your operatives can auto-pass any casualty and recovery checks. In Addition, you get the option to either grab a piece of rare equipment or increase your asset cap by +1. </tab> <tab name="Battle Honors"> #'''Rugged Survivalist:''' Recover 1 wound each activation. #'''Stubborn:''' Ignore all stat modifiers. This is quite awesome since this even negates the injured condition. #'''Begrudging:''' When this operative has lost over half their wounds and attacks an enemy, that enemy counts as if they have an additional grudge token. #'''Inveterate Toughness:''' Any damage that this operative suffers is capped at 4. Shrug off any instant-kill weapons like plasma and kraks. #'''Void-Dredger:''' Any shooting attacks against enemies within 6"/pentagon of this operative gain No Cover. #'''Honoured:''' Enemies don't gain a Grudge marker for killing this operative, but for inflicting the first injuries on them. </tab> <tab name="Requisition"> *'''Petition the Guild (2 RP):''' During a Spec Op, pick a random Recon or Security Tac Op. Once you score 5 VP from that Tac Op, you can gain a piece of Rare Equipment. *'''Return to the Ancestor (1 RP):''' When an operative dies and fails recovery, they can be sacrificed to give a number of RP equal to their rank. Useless on absolute rookies, save it for when someone more significant is lost. *'''Their Hearth Burns (1 RP):''' When an enemy kills one of your operatives, that operative now gains a lasting grudge against the enemy faction. Any attacks against this faction count as if they have an additional grudge token. The grudge is only settled once they kill three enemies of that faction or sacrifice d6 XP. </tab> <tab name="Assets"> *'''Enhanced Pan Spectral Scanner:''' Lets you re-roll to determine who is the attacker and who is the defender. *'''Excavation Machinery:''' If you are the defender or picked the Fortify scouting option, you can move one piece of Heavy terrain within 3"/square of your DZ up to 3"/square in any direction. *'''Supply Hold:''' You have double the equipment available in your stash. </tab> <tab name="Rare Equipment"> #'''A Grudge Declared (3 EP):''' Once per game, you can pass up using a ploy to mark one enemy with a grudge. #'''Darkstar Weapon (2 EP):''' One melee weapon gains Rending. #'''Relic Plate (3 EP):''' When the bearer rolls for saves, they can re-roll one save. #'''Right of Claim (3 EP):''' When the bearer is within 2"/circle of an objective, they add +1 to their Defense. Excellent for tanking extra punishment. #'''Grav-Lift Platform (2 EP):''' A single-use item you can place on the 6"/pentagon of the bearer. Anyone who moves within 1"/pentagon of the platform gains the {{W40kKeyword|Fly}} keyword for the activation. #'''Ion Expediter (3 EP):''' The bearer's Ion Pistol or Ion Blaster adds +1 to both damage stats. </tab> </tabs> ===HS Special Rules=== *'''GRUDGE:''' You're space dwarves, grudgin's your deal. Any time an enemy kills one of your operatives, the enemy gains a Grudge token. When attacking this enemy, you can use a token to turn a hit into a crit. *'''Steady Advance:''' Your squats ignore all movement modifiers on account of their stubby legs. ===HS Units=== The Recon/Security fireteam is composed of 10 of the following: *1 Hearrthkyn Theyn *9 of the following: **0-9 Hearthkyn Warriors **0-3 Hearthkyn Gunners **0-1 Hearthkyn Dôzr **0-1 Hearthkyn Field Medic **0-1 Hearthkyn Grenadier **0-1 Hearthkyn Jump Pack Warrior **0-1 Hearthkyn Kinlynk **0-1 Hearthkyn Kognitâar **0-1 Hearthkyn Lokâtr **0-1 Hearthkyn Lugger *'''Hearthkyn Theyn (Combat, Staunch, Marksman):''' Your average stuntie has the wound count of an average guardsman with that ever-valuable 3+ save, which means a lot for your leader. Even better is their ability to mark someone for a good Grudge each activation. **The guns loadout for the Theyn is more than a little insane. The Autoch-Pattern Bolt Pistol and Bolter both provide the same damage and Ceasless, making the option for the pistol rather superfluous - at least the Bolt Revolver sacrifices Ceaseless for the bigger damage on a crit. The same issue is repeated with the Ion Blaster and Ion Pistol, as both get P1 and the same damage, and the pistol is pointless when the EtaCarn Plasma Pistol gets better crit damage and AP1 on all hits. **Your melee weapons are thankfully less dense. The Concussion Gauntlet is your strongest weapon with ''Stun'' added, but it's a little unwieldy to wear with a 4+ WS. The Plasma Axe gives you a reliable 5/5 damage but the Plasma Sword has the odds for stronger crits thanks to Lethal 5+. *'''Hearthkyn Dôzr (Combat, Staunch):''' Despite wearing void suits, this particular stuntie got the balls to take off the sleeves of this pressurized suit to instead wear knuckle dusters (called Concussion Knux cuz '''''EXTREME'''''). These knuckles aren't too shabby either, as they have 4/4 damage with Ceaseless and Lethal 5+ to more easily trigger Stun on a crit. Even better, fighting this bastard makes combat reinforcement shenanigans fall flat and can make one final swing before dying. **Has a special action that knocks an adjacent enemy square/3" back and deals d3+1 MWs, with a 3 also robbing the enemy of 1 APL on their next activation. For this reason, it would be a nice trick to keep the Dôzr close to any key operatives when near a melee-heavy force and act as their bouncer. *'''Hearthkyn Warrior (Staunch, Marksman):''' Your workaday squat is pretty tough with 7 wounds and a 3+ save, which puts them a little above a guardsman if not for their slow two circles/4" movement. Uniquely, every Warrior (as well as many other operatives without bespoke weapon choices) has the option between an Autoch-Pattern Bolter and an Ion Blaster. The difference between the two rests upon how much you value the reliability of Ceaseless over the potential armor-punching power of P1. *'''Hearthkyn Gunner (Staunch, Marksman):''' Gives you your variety of heavy guns. The EtaCarn Plasma Beamer is high-powered with AP2 while Beam makes any crits makes it draw a line to hit another enemy in it for d3 MWs. The HYLas Auto Rifle gives you something pretty decent with Relentless and Rending while the HYLas Rotor Cannon is a Heavy gun with Ceaseless and Fusillade to cover the field while Scan ignores obscuration. The L7 Missile Launcher has two firing modes, one being a crowd-covering Blast while the other's a high-powered AP1 shot. The Rail Rifle gives a high-powered gun, getting AP2 and MW2 on crits, but Unwieldy makes it unable to be used in Overwatch. *'''Hearthkyn Grenadier (Staunch, Scout):''' Not only do they get a Gravitic Concussion Grenade, they also get a single-use C8 HX Grenade for a more direct if short-ranged explosive. They also have a special utility grenade they can set up anywhere within 6"/pentagon to set up a 3"/square bubble with one of three effects: Either operatives need to spend an additional 2"/circle to move through it, forces all guns to suffer Range 6"/pentagon (which means nothing for any pistols equipped), or forces any objective actions to spend an additional AP to pull off. *'''Hearthkyn Field Medic (Staunch, Scout):''' Your resident healer, complete with the keyword. They can heal nearby operatives of 2d3 wounds or resurrect a downed operative before sending them scurrying. Their Plasma Knife is as effective as their Bolt Revolver, so you're not likely to excel in any one area over the other. *'''Hearthkyn Jump Pack Warrior (Combat, Scout):''' A bit of an oddity, as the squats never had such an ability to wear jump packs before. Mobility can be quite handy since your Kin got stubby legs - especially when you spend 2 AP to make a mad dash across the board in a straight line, moving 12"/2 pentagons. The jump pack also gives a bit of momentum as charging gives their Plasma Axe the Brutal rule, which can do a lot for their alpha-strike potential. **Curiously has a set of climbing gear it can lay out for his fellow Kin. Since this guy doesn't really need anything of the sort, they can lay it out on any vantage point they're near so others can climb up to join them. *'''Hearthkyn Kognitâar (Staunch, Scout):''' An Ironkin Warrior wielding a dataslate. During the Strategy phase, you can turn down using a ploy to instead lay down an Attack or Defend token anywhere on the board - Attacking enemies within 3"/square of an Attack token can re-roll a hit roll, friendly units within 3"/square of a Defend token can re-roll a save. This requires quite a bit of setup to work properly, but you fortunately get a special action to reposition the token if you need it. *'''Hearthkyn Kinlynk (Staunch, Scout):''' This particular warrior has their own special vox relay system to feed AP to friendly Kin within 6"/pentagon of them. On top of this, you can also use those comms to jam up enemies, blocking an operative from acting until everyone else has. Great for denying an enemy their key player since this power only requires LOS. *'''Hearthkyn Lokâtr (Staunch, Scout):''' Warrior wearing a wrist-mounted scanner. They mess a lot with the pregame setup, denying the enemy movement from using Recon for a scouting option as well as denying the enemy the ability to deploy outside of their DZ. They also get a special action to deploy a Scan marker on the board - any attacks against enemies within 3"/square of the token gain No Cover. *'''Hearthkyn Lugger (Staunch):''' Because someone had to be the pack-mule for the squad. Not only do they get to perform objective actions at a 1 AP discount, but they also get 5 EP worth of extra gear. On top of that, they have an endless bag of wargear, letting an operative within 1"/triangle change their loadout to anything you need. While this won't do anything for any special equipment, this does give you the means to switch things up on the enemy. ===HS Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Need Keeps (1 CP):''' Mark one objective. Your operatives count their APL as one higher in terms of capping it, so you can edge out rivals from capping a point. *'''Proximate Firepower (1 EP):''' +1 to the BS of any operatives that shoot within 6"/pentagon of them. Pretty much a no-brainer for any pistols you take. *'''Toil Earns (1 CP):''' Mark one objective. Enemies within 3"/square of that objective gain a Grudge token. Great for helping you blast a key unit off a point. *'''Wrought Defense (1 CP):''' Whenever your operatives roll for saves, rolling a critical save lets you also turn one failed save into a pass. </tab> <tab name="Tactical Ploys"> *'''The Ancestors are Watching (1 CP):''' When one uninjured operative is activated, they can make a free Fight or Shoot action to lay on the aggression. *'''Hardy (1 CP):''' One operative can degrade a critical hit they suffer into a basic hit, though any crit effects will still go through. Don't run into meltas, don't think yourself immune to snipers. *'''Rampart (1 CP):''' Use during the Deployment step. You can either take the Fortify scouting option on top of whatever you already picked, make one piece of Light terrain within 3"/square of your DZ into Heavy terrain or turn one Light barricade you set up into a Heavy barricade. *'''Worth It (1 CP):''' Lets an operative perform a free mission action before they die. Of course, this is only worth using if you aren't using a Tac Op that requires you to pick up something. </tab> </tabs> ===HS Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''HS Strategies:''' <div class="mw-collapsible-content"> Strategies for playing as this faction go here </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Strategies for playing against this faction go here </div> </div> ===HS Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> </div> </div>
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