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Warhammer 40,000: Kill Team (HoR)/Tactics/Astra Militarum(8E)
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==Rules== *'''Voice of Command''': You can give Orders to a model within Ordering Range and if that model passes Leadership, he gains it and shares it with allies within 3". This range is doubled if you target a model with a Voxcaster. *'''Vox-Caster''': These have two purposes: The first is the aforementioned boost to range for sharing orders. The second is that they can boost the Leader's IP range to 18" if they're within 3" of the Leader. Depending on how you plan to manage your team, you'll probably one at least one for each goal. *'''Aura of Discipline''': Rejiggered to fit in with IP. Now anyone within the IP aura can ignore wounds on a 6+. *'''Summary Execution''': In the event that your Commissar fails his Nerve or Rout test, he can {{blam}} one model within 6" to auto-pass it instead. In addition, anyone within 18" gets to re-roll 1s to hit for the ensuing turn. *'''Medi-Pack''': Same as a Narthecium. Your guy gets to rez one buddy within 3" on a 4+. Note that this only focuses on {{W40kKeyword|<Regiment>}} models, which hoses out your chances of saving the Commissar. *'''Regimental Doctrines''': While all your Codex regiments still exist, you also have the ability to select new Regiments. Rather, you don't select an actual regiment like the [[Valhallan Ice Warriors]], but more of a make-your-own Regiment by picking two doctrines. Beware this choice however, as this increases the cost of your {{W40kKeyword|<Regiment>}} models by 1 point while your Sentinels become 10 points costlier. **'''Reconnaisance''': Your boys can move/advance before the first turn. **'''Heavy''': Incompatible with Stealth. Closest your boys get to being Stormtroopers. They all get 4+ saves (or 3+ if they're already wearing 4+ carapace) and get free hot-shot lasguns/laspistols. **'''Fusiliers''': Your men can hit Overwatch on a 5+. **'''Feral''': Your men get +1S. Sure, they're still squishy as hell against Space Marines, but you can now edge yourself over other mostly-human armies and Tau. **'''Penitent''': Any dead models do not count towards your rout or nerve tests. Might be useful for a style that expects high attrition, especially without a Commissar. **'''Disciplined''': Add +3" to the range of any order-sharing. Might replace Vox-Casters, or you can just buy one to make yourselves some mini-leaders. **'''Airborne''': Aeriel Insertion. Now you can drop-strike your men in. **'''Sacristan''': Your men get a 6++ Invuln, but this is boosted to 5++ when within 6" of an Officer or Objective. With Penitent or Gene-Forged, this might make them a pain to remove from a key point. **'''Gene-Forged''': +1T for your men. Combine with Feral for mini-marines, or pick Heavy for true tanks. **'''Inquisitorial''': Chainswords and Laspistols for everyone! **'''Bloodthirsty''': Your men can re-roll to charge. When combined with Feral, this makes them almost threatening, as can Inquisitorial. **'''Artillery''': Roll 2d6 and drop the lowest when firing weapons with randomized shots. Hooray for multilasers! **'''Stealth''': Incompatible with Heavy. Your men gain +2 to their saves when in cover. **'''Gland Warriors''': Your men auto-advance 6" and gain an extra attack on a 6+ to hit. Practically an auto-take for melee forces. **'''Pious''': All models can ignore a wound on a 6+ and add +1S when within 6" of a Priest. All well and good with an offensive doctrine, but it hinges upon the Priest actually living. **'''Born Killers''': Your men get +1 to WS to a max of 3+, which is pretty decent for a pickup. **'''Tunnel Rats''' You can pick up some tools from the Genestealer Cultists (power pick, heavy rock cutter heavy rock drill to melee, seismic cannon and mining laser to special). It's an interesting enough niche if you want extra surprises for your men. **'''Forge-Blessed''': Add +6" to the range of your rapid-fire weapons. Guess what a lasgun is? Combine with Fusiliers or Old Blood for some real covering fire. **'''Old Blood''': Your men can re-roll to wound with their trusty lasguns if they stood still this turn. Not too shabby if combined with the right orders. **'''Expeditionary''': Your men get +1" to movement and ignore difficult terrain, which is really good, especially if you use Stealth. **'''Naval''': Your men re-roll saves against random-shot weapons, which is helpful to have at times. The bigger help is the ability to draw LoS between models, especially in cramped spaces. **'''Engineers''': Absolutely vicious, this makes anyone charging your team take -3" to their movement. **'''Grenadiers''': Your siege-tactic. You get an extra frag and krak for each model free, and the range of each grenade adds +3", making them better for harassment.
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