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==Hand of the Archon (Soulshackle)== ===Why Play Hand of the Archon=== *'''Pros''' **Some very impressive WS/BS scores, with base troops having a 3+ **Crits tend to be quite the effective tool *'''Cons''' **You don't get any melee power from the Wyches and you ''still'' don't get Wracks or the Court of the Archon. ***As a result of the above, melee isn't going to be great. ===Power From Pain=== Your Dark Eldar power in condensed form. Killing operatives with 5+ wounds gives you a pain token, though killing an operative with 11+ wounds give you two tokens so you'll be getting more from killing marines. You can then spend these tokens on an activation, though you can only use each one once per activation with one exception. *'''Dark Animus:''' Adds +1 to the operative's APL. Very handy for either offsetting being injured or for getting a shot off after fleeing. *'''Vitalised Surge:''' When you kill an enemy, you can have an operative immediately dash, even if they already charged. That last bit is excellent for the Crimson Duelist and Flayer, since they'll be relying on charging the most. *'''Stimulated Senses:''' Lets an operative re-roll a hit or defense die. Since this can be used more than once in an activation, this can be helpful for saving CP. ===HotA Wargear=== *'''Chain Snare (1 EP):''' Traps enemies into combat. If they want to fall back, they need to roll a d6 (-1 if the enemy has a higher Wounds stat, +1 if they're injured) and get trapped on a 4+. Not advisable against marines or other melee specialists, but this is useful to keep gunners and snipers out of action. *'''Plasma Grenade (2 EP):''' Gives you an equivalent with a frag grenade, dealing decent damage with Blast to handle crowds. *'''0-1 Phantasm Grenade Launcher (3 EP):''' Rather than a weapon like the Compendium, this is more of a debuff. Enemies within 3"/square of the explosion must roll a d6 (-1 if they're not visible) and lose an AP if they roll a 4+. *'''Refined Poison (2/3 EP):''' Adds +1 to the basic damage of a splinter pistol, splinter rifle, shardcarbine or splinter cannon. Costs 2 EP for the basic splinter pistol or splinter rifle, which gives a bump for them since their base damage is very underwhelming. *'''Toxic Coating (1/2 EP):''' Gives Lethal 5+ to a melee weapon. Costs 1 EP if applied to an array of blades, aka the generic melee weapon for the less melee-inclined operatives. *'''Wicked Blade (3 EP):''' Adds +1 attack to any Array of Blades, meaning this is reserved for any operative that isn't meant for combat but finds themselves in it regardless. *'''0-1 Kabalite Banner (3 EP):''' Allies within 3"/square of the bearer counts their APL as 1 higher. While you'll lack the other support benefits from a dedicated banner bearer, you now have one that can contribute more in combat. ===HotA Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Pay the Soul Debt:''' Revealed when you first score a pain token. Every token you get by any means adds to this tally and you score 1 VP if you end the game with seven tokens, 2 VP if you score over nine. *'''Slave Run:''' Revealed when you kill an enemy. This enemy is replaced with a Slave token your operatives can then pick up, though this costs them 2"/circle of movement while carrying the slaves back. You score 1 VP for if you're carrying two slaves and 2 VP if you're carrying 4+ slaves. *'''Contemptuous Slaughter:''' Score 1 VP for every turn where you kill more operatives than the enemy has. </tab> <tab name="Spec Ops - Slave Raid"> ''Note - This counts as the Extraction Spec Op for terms of repeating'' #''Corral the Flesh Harvest'': Finish five games where you scored VP from the Slave Run, Rob & Ransack and Capture Hostage & Infiltrate Tac Ops. #''Delivering the Quarry'': Finish one last game where you score VP from the Plant Signal Beacon Tac Op. Completing this Spec Op scores 3 RP and you can re-roll all Casualty and Recovery checks. </tab> <tab name="Spec Ops - Remove Rival"> #''Embed Rival'': Pick one operative that isn't the Archsybarite or Skysplinter Assassin to be considered the rival. You must finish five games with this operative on the team. #'''Accidental' Elimination'': Finish one last game where you get this rival killed. #*Curiously, this Spec Op does have an explicit fail state, namely getting the rival permanently killed before it you reach the second step of this Tac Op. After all, the Dark Eldar want things to look like elaborately-staged accidents, not actually be accidents. Completing this Spec Op makes the rival auto-fail any recovery checks and straight-up die without any hope of revival. Your Archsybarite gains 5 XP and you get another 5 XP to share among the rest of your operatives as well as a free use of the Operative Assigned Requisition in order to replace that loss. You also get to pick between either a piece of Rare Equipment and increasing your Asset capacity by 1. </tab> <tab name="Battle Honors"> #'''Epicurean of Suffering:''' The first time this operative uses a pain token to re-roll, they can do so for free. Awesome. #'''Pain Artist:''' This operative gains an extra pain token for killing enemies in melee. Outstanding for your melee experts, still helpful to offset your troubles on the more shooty ones. #'''Shadow Hunter:''' Whenever an enemy over 6"/pentagon tries to shoot at this operative while they're hiding in cover, they get to make an additional automatic save. #'''Spire Stalker:''' This operative ignores the first 2"/circle of movement when climbing, dropping or traversing. Not as useful in a space hulk. #'''Conniving:''' This operative can use the Cruel Deception plot every turn for free. Excellent escape button. #'''Patient Predator:''' Whenever this operative attacks an enemy that isn't readied, the enemy can't re-roll any attack or defense dice. </tab> <tab name="Requisition"> *'''Ambitious Advancement (1 RP):''' When one operative earns more XP from a game than another operative of higher rank, the first one gets some extra XP equal to the difference of how much XP they got. Great for setting up newcomers. but it can be risky. *'''Dark Resurrection (2 RP):''' Surprisingly costly for a Requisition, but this does let you straight-up resurrect a slain operative. That said, they still need to sit out the next fight for recovery. *'''Ruthless Competition (1 RP):''' Only usable during a Spec Op. You have two operatives competing by tallying up kills each game for the rest of the spec op. If you field the operative with fewer kills than the other, then the operative with fewer kills starts the game with a free pain token. </tab> <tab name="Assets"> *'''Pain-Adept Laboratory:''' One operative can immediately recover from a Battle Scar, but they need to rest for the next game so they adjust to whatever freakish mods the friendly haemonculus did. *'''Shrine of Suffering:''' One operative starts the game with a pain token. Lucky them. *'''Toxin Cryo-Distillery:''' Whenever an operative shoots a Splinter Rifle, Shardcarbine, Splinter Pistol or Splinter Cannon but only scores basic hits, one hit is automatically made into a crit for that extra damage. </tab> <tab name="Rare Equipment"> #'''Ghostplate Armor (2 EP):''' Bearer now has a 3+ save, which helps against guns. #'''Tormented Soulstone (2 EP):''' Single-use item to let an operative heal 3+d3 wounds by eating a craftworlder's soul. #'''Clone Field (3 EP):''' Once per game when the bearer is attacked, they can immediately dash away as if they could fly and any attacks the enemy made are now wasted. Absolutely dickish. #'''Pain Casket (2 EP):''' Whenever an operative within 6"/pentagon of the bearer scores a pain token, it can instead be fed to another operative within 6"/pentagon. Very handy for keeping everyone prepared, especially since the Flayer can only do the same thing on a crit. #'''Living Trophy (3 EP):''' The bearer starts the game with a pain token. #'''Soul-Scent Barb (2 EP):''' Mark one enemy operative. The bearer can re-roll any attacks against this marked enemy. </tab> </tabs> ===HotA Units=== The Recon/Security/Seek & Destroy Kill Team is composed of 9 of the following: *1 Kabalite Archsybarite **8 models of the following: **0-8 Kabalite Agents **0-1 Kabalite Crimson Duelist **0-1 Kabalite Disciple of Yaelindra **0-1 Kabalite Elixicant **0-1 Kabalite Flayer **0-1 Kabalite Gunner **0-1 Kabalite Heavy Gunner **0-1 Kabalite Skysplinter Assassin ***You can take only two darklight weapons (Blast Pistol, Blaster, Darklance) in the entire Kill Team. *'''Kabalite Archsybarite (Combat, Marksman, Scout):''' The big boss of the group. While not much different than their agents, they do come with a rather vast array of weapons to consider for whatever build you want. They come with a unique action that lets them gain 1 CP each turn if they decide not to take the first chance they can to use a ploy, which helps encourage you to consider more long-term planning and working around your enemy's schemes without throwing the first punch. **If you're planning on more firing lines, you can be boring and stick with the Splinter Rifle and Array of Blades given to any other agent. Fortunately, you do have the corsair's aim action, helping add Balanced to the rifle. **Going further to melee gives you more interesting options. The Power Weapon gives you a reliable weapon with impressive crits thanks to Lethal 5+, the Venom Blade's damage is fixed to 4 damage either way but has Lethal 4+ to overwhelm enemy defenses, and the Agonizer provides an interesting option with Brutal to negate defenses and Lethal 5+ for more crits, letting it trigger Reap 1 more often on top of the high damage. ***Your sidearms in melee are stuck to either the basic Splinter Pistol and the Blast Pistol. The Blast Pistol is a bit of a dodgy option not only because of the weapon restrictions for the army, but also the fact that you're firing it at a 3+ BS instead of the Splinter Pistol's 2+. *'''Kabalite Agent (Marksman, Scout):''' Your workaday grunts for the kabals are about the same as their Compendium equivalents with the added bonus of having stronger melee weapons (3/4 damage over the Compendium's 2/3 with Rending) and the Corsair's ability to spend an action to aim their Splinter Rifles for Balanced on top of the Lethal 5+. While the rifle's basic damage output is underwhelming, Lethal helps out by letting you score more crits. *'''Kabalite Crimson Duelist:''' Comes with a splinter pistol and razorflail, a surprisingly powerful weapon with both Brutal to overcome parries but also Flail, which makes it super-defensive by making each parry block two hits. What makes this all even more terrifying is the unique action they have that lets them fight an enemy twice so they can make short work of any foe. This then leads to their Brutal Display ability, which triggers when they kill an enemy to scare someone within 6"/pentagon, blocking them from performing objective actions. *'''Kabalite Disciple of Yaelindra:''' Comes with some some special Torment Grenades, which forces enemies within 2"/circle of the blast zone to roll a d6 (+1 if the enemy has a 4+ save or worse, -1 if they're not visible) with a 3+ poisoning them, not only dealing them 2 mortal wounds but also treating them as Injured for all the penalties that provides. Also comes with a Needle Pistol, which is unconventional in that its BS is determined by the target's save, dealing a MW if you roll below the enemy's save and 3MW if you roll a 1, meaning that this will fuck over daemons like no tomorrow and seriously trouble genestealers. If the pistol manages to kill someone, it deals splash damage that deals d3 MW to anyone within 2"/circle of them, which can make for some decent payoff - especially if you can chain up some kills. *'''Kabalite Elixicant:''' The closest you'll get to a medic, stocked with all sorts of drugs but won't get the {{W40kKeyword|Medic}} keyword for better recoveries. Aside from their Splinter Rifle, they also have a super short-range Stim-Needler that's harmless but has Lethal 3+ to trigger Stun to rob enemies of attacks. **Taking the Elixicant gives your entire army the option between hooking them up with Hypex (for +1"/triangle of movement for zooming) or Painbringer (for a 6+++ save), both of which can be quite helpful for the army and last for the entire game. That's not all, as they can use their syringes to give an ally within 3"/square dither a dose of a different drug or heal them for 1d3+1 wounds. *'''Kabalite Flayer:''' Dual-wielding melee butcher. The fact that they reduce any damage they suffer by 1 makes them a bit tankier, but they're still Eldar at the end of the day. Their Pain Sculptors are quite decent as melee weapons with Relentless, but their big draw is the ability to capitalize on one crit, turning it into a pain token they can then feed to a friendly operative within 6"/pentagon. **If you're wondering which to pick between the Crimson Duelist and the Flayer, consider what you're up against. If you're not worrying about anything with high defenses like shields or deadly weapons like power fists, you might be better suited to use a Flayer to help feed pain tokens for your teams. Take the Crimson Duelist if you need to overwhelm enemies quickly. *'''Kabalite Gunner (Marksman, Scout):''' Come with two options for guns, but GW made the stupid decision to lock you to only one gunner. The Blaster is limited by the limited by the army's limitations, is a very powerful gun with AP2 to rip through high defenses. The Shredder isn't as potent, but it has Blast to cover crowds and has Rending to guarantee more crits. *'''Kabalite Heavy Gunner (Marksman, Scout):''' Has two options for guns, both with Heavy so they aren't able to move around while shooting. The Dark Lance is the deadliest of your guns with its incredible damage and AP2, but taking it means you can't take either the Archsybarite's Blast Pistol or the gunner's Blaster and Unwieldy means it can't be used for Overwatch. The Splinter Cannon has Fusillade to split its fire across multiple foes. *'''Kabalite Skysplinter Assassin (Marksman, Scout):''' A basic goon equipped with a razorwing to point out key targets and peck them to death. Like the Corsair's bird-tamer, they can spend an action to mark a foe, but this is far simpler - all you need is to find an enemy that's visible and less than 2"/circle higher than them. The effect's the same though, treating an enemy that isn't behind heavy cover as having the Engage order. If you don't mark an enemy, you can use it as a rather flimsy ranged weapon that fortunately comes with Silent, Indirect and No Cover so you can shoot while hiding behind cover. The agent comes with a Shardcarbine, a variant of the Splinter Rifle that trades the extra damage on a crit for Ceaseless and MW2. ===HotA Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Blade Artists (1 CP):''' Gives rending on melee weapons, which is plenty handy, especially on the otherwise just serviceable blade arrays on the agents. *'''Denizens of Night (1 CP):''' When a friendly operative is within 3"/square of your DZ and over 6"/pentagon of any enemies, they're always considered to be under the Conceal order, so this is excellent for your heavy gunners and for any rear-line troopers. *'''Fleet of Foot (1 CP):''' All of your operatives cam make a free Dash action if they also move or fall back or vice versa. Being that you're dealing with the kabalites, this will have plenty of uses. Sadly won't help your melee operatives with charging. *'''From Darkness, Death (1 CP):''' When each operative is activated, they can mark one enemy outside of their LoS. When they attack this enemy, they can turn one hit into a critical hit so it works best for sneak attacks. </tab> <tab name="Tactical Ploys"> *'''Cruel Deception (1 CP):''' An operative can fall back at a 1 AP discount, which is incredibly handy to keep a disadvantaged operative out of a bad fight. *'''Devious Scheme (1 CP):''' When the enemy uses a ploy, they need to spend an additional CP in order to use it, which is plenty sinister. Since it can only be used for each time they use a ploy, it will only see use once per turn. *'''Heinous Arrogance (1 CP):''' Allows you to...skip an activation? Sounds dumb, but it can force an enemy to play something only to strike as a reaction. Note that this still keeps the operative as Readied. *'''Prey on the Wounded (1 CP):''' Your operatives can re-roll to hit when attacking an enemy at half their total number of wounds or lesser, making this useful for finishing off a disadvantaged foe. </tab> </tabs> ===HotA Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''C 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> ===HotA Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> </div> </div>
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