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==Noviatiates (Chalnath)== ===Why play Noviatiates=== *'''Pros''' ** A whole set of models never before seen ** Your flamers deal some lasting damage ** Acts of Faith are actually usable here, and not for the Compendium sisters *'''Cons''' ** Aside from your superior, your operatives are going to be operating on the guardsman-strong 4+ save ** Your guns will mostly be unimpressive autoguns ===Acts of Faith=== Unique to your faction are the Faith Points that your codex have and what your power-armored superiors should have had. As before, you can spend these Faith Points to perform various miracles for your sisters. You gain 3 Faith Points each turn and gain more through the following: *A friendly Combat operative kills an enemy in close combat *A friendly Marksman operative kills an enemy with their gun *A friendly Staunch operative performs an objective action *A friendly Scout operative activates within pentagon/6" of the enemy's edge of the table. As in Bighammer, your points are cumulative and you aren't forced to spend them on the turn they're generated. The only major restriction is that you can only use one act (unless otherwise noted) once per activation. *'''Faithful Blessing:''' 1 FP. Your most utilitarian act, which is why it's the only one you can use multiple times in an activation, even if you've used another act. Each use lets you re-roll one attack or defense die in combat or shooting. While trying to turn a bad roll will cost you Faith, it can be vital in making a merely good turn of combat turn into one that kills the enemy. On the plus side, it also lets you save Command Re-roll for the operatives that need it. *'''Guiding Light:''' 2 FP. Turns one bad hit roll in combat or shooting into a normal hit. Likely the one to turn to if you really just want something dead and don't care about crits. *'''Vengeful Strike:''' 3 FP. Turns a hit into a critical hit in combat or shooting. This is incredibly useful for those weapons with special effects like Reap or Stun. *'''Divine Shield:''' 2 FP. Turns a bad saving throw into a successful one, which you'd like since your women aren't as untouchable as their betters. *'''Armour of Contempt:''' 3 FP. Turns a good saving throw into a crit, which can render them immune to one crit. *'''Emperor's Protection:''' 1 FP. Negates one mortal wound, which can offset something like the auto-chastiser but is less useful against things like meltaguns and snipers. Fortunately, you can use it multiple times in an activation so you can cancel out snipers. *'''Blessed Rejuvenation:''' 2 VP. An operative restores d3 wounds, something so unexpected that you may want to use it two times to save an injured or dying sister's life. *'''Blinding Light:''' 2 VP. When shot at by an enemy over 2"/circle of the operative, that operative counts as hiding within cover for the activation. ===Nov Wargear=== *'''Adamantine-Weave Surplice (2 EP):''' The bearer gets a 3+ save, which will go a decent way in protecting your sisters. *'''Auto-Chastiser (2 EP):''' The bearer can re-roll any 1s to hit when shooting or fighting, but if that re-roll also ends up as a 1 the bearer will instead suffer a mortal wound. *'''Chaplet Ecclesiaticus (2 EP):''' Every time the bearer is activated, roll a d6. On a 6, they gain +1 to their APL for this activation, which can help them complete an objective a little faster. *'''Frag Grenade (1 EP):''' Frag grenades give you a way of popping enemies that hide behind cover, though your range is limited. *'''0-1 Icon of Faith (1 EP):''' Once per game, the bearer can use an Act of Faith without blowing Faith Points. This won't be of much use when pulling off any of the re-rolls, but more for the ones that guarantee that one extra hit/save or for converting a hit to critical. *'''Krak Grenade (1 EP):''' Krak grenades also have Indirect to go past cover, but they will only hit one enemy. *'''Sainted Reliquae (2 EP):''' The bearer scores 1 Faith Point for every crit they trigger. ===HC Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Purge with Flame:''' Score 1 VP if you kill two or more operatives by a weapon with the Inferno crit effect. You score a VP it you manage to down an enemy {{W40kKeyword|Leader}} with the weapon. This requires you to field either the Purgatus or Exactor, who are your only sources of this effect if you lack the Inferno Rounds Rare Equipment. *'''Reconsecrate Ground:''' Revealed during the first turning point. Mark an objective not within 6"/pentagon of your DZ. You win 1 VP if you take this objective at the end of any turn and score a second if the game ends with you claiming the objective. *'''Glory to the Martyrs:''' Revealed when one of your operatives die within 2"/circle of an objective. If another operative is within 2"/circle of that same objective, you score 1 VP. The upside is that this can be repeated, though for obvious reasons this shouldn't be something to aspire to, fluff be damned. </tab> <tab name="Spec Ops - Purge the Unclean"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Track Down the Heretic'': Win six games. While you can pick out which spec ops you want to accomplish, you need to actually ''win'' these games. #''Purge with Fire'': Finish one last game where you win VP through the Purge with Flame Tac Op. Better keep the flamers handy for this one. Completing this Spec Op scores 1 RP for each enemy that died while suffering from Inferno and 1 XP for each operative that you used. In addition, you gain 1 XP to share between your operatives with the Inferno rules if you managed to kill the enemy leader by a weapon with the Inferno rule. </tab> <tab name="Spec Ops - Reclamation Sweep"> ''Note - This counts as the Extraction Spec Op for terms of repeating'' #''Recon Sweep'': Finish five games where you scored VP from the Reconsecrate Ground or Triangulate Tac Ops. #''Collect and Keep Safe'': Finish one last game where you score VP from the Retrieval Tac Op. Completing this Spec Op scores either up to three pieces of Rare Equipment or expand your Asset cap by one. In addition, you gain a relic if you have a Sanctum Asset. </tab> <tab name="Battle Honors"> #'''Devout:''' During your first turn, this operative can spend an action to gain an extra CP for an additional ploy. #'''Pious:''' Whenever you use an Act of Faith on this operative, you can regain a Faith Point on a 5+. #'''Righteous Purpose:''' Whenever this operative suffers a crit, you can degrade that hit to deal normal damage. #'''Glare of Condemnation:''' Whenever an enemy within 3"/square of this operative casts a psychic power, this ability forces the target to spend an additional AP to channel their power. While highly situational based on your opponent, this can be very powerful in limiting your enemy's options for their psyker. #'''Determined:''' This operative gains +1 to their APL when activated within 2"/circle of an objective, giving them a necessary push to claim something. #'''Quick of Thought and Action:''' This operative can gain a free Dash action when not engaged with an enemy. Note that this triggers at the start ''of the turning point'', allowing you to cut off an enemy. </tab> <tab name="Requisition"> *'''Blessed Martyrdom (1 RP):''' Whenever an operative dies and fails their casualty check, another operative gains 1XP in honor of their sacrifice. This repeats for every operative that fails their casualty check, saving you some RP. *'''Field Punishment (1 RP):''' When you have an operative that died and did not perform an objective action, you can turn them into a Novitiate Penitent. This operative will retain her XP and Battle Scars, but their Battle Honors have to be reselected. *'''Saint Potentia (1 RP):''' When you have an operative reach Revered rank, you can slap on the {{W40kKeyword|Saint Potentia}} keyword if you don't already have one with it. This operative gives +1 Fate Point each turn while alive and gives an extra relic for the Sanctum Asset. Considering how critical your Acts of Faith are, having a spare point to blow on the repeatable ones is pretty big deal while also slapping on a fancy badge of "Baddest Bitch on the Team". </tab> <tab name="Assets"> *'''Incendiary Bombs:''' When setting up operatives, you can bomb one Vantage Point or Punishing Vantage Point terrain. Anyone on top of that point eats a mortal wound for their arrogance. *'''Sanitorium:''' Requires both a Med Bay asset and a Novitiate Hospitaller on your roster. This asset rides off both of these by letting you remove a Battle Scar from an operative after rolling recovery checks. *'''Sanctum:''' After a battle where you used your Novitiate Pronatus, you can roll a d6, adding +1 if the operative did any mission actions; on a 6 you count as having dug up a (functionally useless) relic for the collection. Whenever you start any future games, you add in a number of Faith Points equal to how many relics you own, which can build up to be quite powerful, especially late game with a {{W40kKeyword|Saint Potentia}} for another relic. </tab> <tab name="Rare Equipment"> #'''Relic Gunsight (3 EP):''' One autogun improves its BS by +1 and provides the bearer with a special action that lets them count a visible enemy as having the Engage Order. This might be some good incentives to pick up a ranged Novitiate Warrior, which is the only person who can use this item. #'''Blessed Blade (2 EP):''' One novitiate blade (Meaning melee Novitiate Warriors only) improves its WS by +1 and adds +1 to their critical damage. #'''Blessed Incense (2 EP):''' Novitiate Preceptor only. Their big mace gains both Rending and Brutal, a lethal combination that makes it hard to ignore. #'''Inferno Rounds (3 EP):''' One autopistol or autogun gains the Inferno 1 crit effect. #'''Saint-Touched Cloth (2 EP):''' Novitiate Reliquarius only. Their not-Shroud of Turin boosts the range of their aura by 3"/square. #'''Proclamation Broadcaster (2 EP):''' Once per game the bearer can turn this on, immediately scoring a number of Faith Points equal to the number of friendly operatives within 3"/square of the bearer to a max of 4. </tab> </tabs> ===Nov Units=== Your Security/Recon kill team can take 10 the following: *1 Novitiate Superior *9 of the following: **0-9 Novitiates Militant **0-1 Novitiate Penitant **0-1 Novitiate Pronatus **0-1 Novitiate Exactor **0-1 Novitiate Reliquarius **0-1 Novitiate Hospitaller **0-1 Novitiate Preceptor **0-1 Novitiate Dialogus **0-1 Novitiate Duelist **0-1 Novitiate Condemnor **0-2 Novitiate Purgatus *'''Novitiate Superior (Combat, Staunch, Marksman):''' Your designated leader among the lot, gifted with actual power armor for that 3+ save. Aside from being just a better leader, they're also one who works best by being active in the field and fulfilling objectives. Whenever she does an objective action or kills an enemy, you can then activate another operative within 6"/pentagon of her right after, giving you the ability to press an advantage. **Going full-ranged gives you only the bolter as an option, offering decent damage but lousy melee prowess. Going melee gives you a power weapon for strong melee as well as the option for either a bolt pistol or a plasma pistol. *'''Novitiate Militant (Combat, Marksman, Scout):''' The basic novitiate is about as powerful as a tempestus scion, given 7 wounds on a 4+ save for modest protection. The autogun is as unremarkable as a lasgun and provides infinite range. The novitiate blade, however, is considerably stronger and has Balanced to re-roll to hit and only suffers having an autopistol for short-ranged harassment. *'''Novitiate Penitent (Combat, Staunch):''' Rather than being a crazed nudist running around in strips of cloth and purity seals, your penitent here is merely a novitiate carrying the vicious eviscerator, complete with Reap to cut through nearby foes. This skill is improved by both a special action that lets her fight twice for 1 AP and the ability to re-roll the first attack. *'''Novitiate Purgatus (Staunch, Marksman):''' Of course the sisters love their flamers, which is why this operative is 0-2 rather than the basic 0-1. While their flamers don't look much different than the ones the Compendium slaps sisters with, these come with a special crit effect. After scoring a crit, the enemy gets marked and at the end of each turn the target takes a mortal wound on a 4+, spending the mark. This can make flamers into a recurring menace most wouldn't expect, even against better-armored foes. Even more helpful is that she can dash and shoot for 1 AP, making her very mobile in flushing out the opposition. *'''Novitiate Pronatus (Staunch, Scout):''' While useless in combat, she is your operative of choice for carrying out objectives. She can perform any one mission action without spending her precious APL and can spend an action to provide you with extra Faith Points. For this reason, she shouldn't be sent alone to any task without giving her at least one other sister to support her. *'''Novitiate Exactor (Combat, Scout):''' A lesser version of the Repentia Superior, given a 4+ save. As with the repentia, these girls come with neural whips, very short-ranged weapons that don't do much damage, but have Lethal 5+ and Stun in order to rob enemies of AP. In addition, she has a special action that lets her (harmlessly) whip a friendly operative to add +1 to their APL and, for {{W40kKeyword|Novitiate Penitent}} operatives, add +2"/circle to their movement on their next activation. *'''Novitiate Reliquarius (Staunch, Scout):''' Another sister stuck with only an autopistol. Her icon is made for the purpose of letting her sisters get one last shot off before dying, which for most of them is...not really the best use of their dying breaths. However, unlike most icon bearers who boost the APL of nearby allies, you can plant her standard as an action in order to halve the APL of any enemy operatives within 2"/circle of it, which will foil an overconfident player expecting to cap a point just by bringing a marine over to flex their 3 APL. *'''Novitiate Hospitaller (Staunch, Scout):''' This sister's stuck with an autopistol and a saw that's not far removed from simply punching aside from Lethal 5+. Their important role is for keeping your sisters from dying, letting you resurrect a fallen sister and then letting them Dash away at 1 wound. Even when nobody's dying, you can use her special action in order to heal 2d3 wounds on a nearby operative, possibly pushing them back from the injured status. *'''Novitiate Preceptor (Combat, Staunch):''' This sister hauls a pretty hefty mace, dealing 5 damage and carrying Stun and Inferno 2 to make crits extra vicious. While she lacks an autopistol for shooting, she offers her own style of support for your sisters that is hard to replicate. Any operatives within 3"/square of her can re-roll one saving throw when shot at and she has another action that allows a friendly operative within 6"/pentagon to re-roll any hit rolls of 1 or 2 in melee, improving their output by a considerable margin. *'''Novitiate Dialogus (Scout):''' A pistol-toting sister carrying her staff as a weapon. That said, her role isn't for fighting, it's to be the comms officer for your forces. As with any like her, you can give an AP to a nearby operative to help them carry out a task faster, which is especially handy if you set up your superior to then activate another operative right after. Her other ability is to set down a Condemning Sermon, providing a small bubble to debuff enemy BS. *'''Novitiate Duelist (Combat, Staunch):''' Your choppa-crazy sister. Rather than the big sword the novitiates militant carry, the duelist carries a paired set of blades that aren't as powerful but have Lethal 5+ and makes any parries you make in melee also count as critical hits - not critical parries, but your parries actually deal damage in return. This alone makes her a force to be reckoned with in any combat, as the only weapon that can overcome her are things with Brutal like power fists. *'''Novitiate Condemnor (Combat, Marksman):''' It's unconventional to see a sister acting as a sniper, but she comes with the ability to defend herself in melee as well. The condemnor stakethrower she carries isn't any stronger than the basic autogun, but it has Silent so she can shoot while concealed and P2 and MW2 can capitalize on any hits to rip past any protection she faces. Her null rod gives her a slightly stronger hit in melee and Stun, but its biggest role is forcing any {{W40kKeyword|Psyker}} operatives within pentagon/6" to spend an additional AP in order to cast a spell as well as capping the APL of all enemy operatives at 2. While the psyker-nerfing only affects 2(3 if you count Warpcoven) different kill teams, the APL-capping positively cripples space marines and can foil the use of any other comms who transfer their AP to another foe. ===Nov Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Aegis of the Emperor (1 CP):''' Whenever an enemy within 6"/pentagon of an operative tries to cast a psychic power, you can immediately inflict a mortal wound on them. This is mostly to scare of those psykers who need to be at a fixed range - meaning the Thousand Sons. That said, it can give breathing room when dealing with the Grey Knights too...if you think it'll make a difference. *'''Defenders of the Faith (1 CP):''' For this turn, one operative within 2"/circle of each objective can make a free shoot and fight action if they get the Engage order, giving you a fighting chance at keeping your objectives. *'''Eyes of the Emperor (1 CP):''' Your sisters with pistols ignore the range limitations for this turn. A nice little trick if you plan on harassing an enemy before closing in for combat. *'''Sanctified Rounds (1 CP):''' Your autoguns and autopistols add +1 to their damage characteristics. This will see the most use for those militants that keep to their autoguns and the occasional specialists that need to shoot their autopistols. </tab> <tab name="Tactical Ploys"> *'''Burning Wrath (1 CP):''' One {{W40kKeyword|Novitiate Purgatus}} operative amps up their flamer during their activation, improving its damage to 3/4 and Inferno 2. If you're planning on killing tougher foes like tyranid warriors or just want to finish off a crowd of softer enemies before they dare to run. *'''Glorious Martyrdom (1 CP):''' Use when an operative dies. All enemies within 2"/circle of them take a mortal wound and you get d3 Faith Points, offering a token advantage for triggering another act of faith. *'''Righteous Condemnation (1 CP):''' A {{W40kKeyword|Novitiate Condemnor}} operative can re-roll their hit rolls while shooting. </tab> </tabs>
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