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===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.
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