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==Thousand Sons== As of the Q1 2022 Dataslate, this team has been effectively superseded by the Warpcover Kill-Team below. ===Why Play Thousand Sons=== *'''Pros''' **One of only two factions in the Compendium that can make use of Kill Team's psychic phase. **Despite all other units with a 2+ save (except Custodes) being barred from Kill Team, Rubrics can boost their save to a 2+ against attacks that deal 3 damage or less. **AP1 on all the Rubric Marine's guns will eviscerate GEQ opponents and seriously threaten other MEQ targets ''almost'' as severely. **A universal 5++ save on all your guys. *'''Cons''' **Limited weapon selection, literally two guns for your rubricae gunner. **Your psychic powers are all focused on ONE model. If he dies, there goes your psykery. **All your models are focused on either shooting or punching. Rubricae are only passable in melee while tzaangors lack any long-ranged guns. **Extremely limited model counts, especially for pure rubric fire teams. **Despite being space marines, your basic dustbins all have the human standard APL of 2. Needless to say that this is unimpressive. ===TS Wargear=== *'''0-1 All-seeing Eye (2 EP):''' Once per game, you can activate the bearer before or after another operative on your side. This gives you a turn's worth of GA2, a massive help for your otherwise limited forces. *'''0-1 Runic Ward (2 EP):''' Gives the bearer a once-per-game ability to convert one failed save into a pass or one successful save into a critical save. Note that this ONLY works in shooting, so melee remains up in the air. *'''Gargoyle Bayonet (2 EP):''' WS 3+ D4/4 melee weapon, making melee for a rubricae slightly less miserable. The beastmen will see more use out of this, as it also boosts their WS. *'''0-1 Mythic Scroll (2 EP):''' {{W40kKeyword|Aspiring Sorcerer}} operatives only. Allows the bearer to cast a free power once per game. *'''Treasure Trinket (3 EP):''' {{W40kKeyword|Tzaangor}} operatives only. Adds +1 to the beastman's APL, which can make for a super-efficient slave. Especially true if you make use of the Treasure Hunter ploy. *'''Gilded Horns (1 EP):''' {{W40kKeyword|Tzaangor}} operatives only. Whenever the operative charges, any attacks they make will count as a crit on a 5+. *'''Ensorcelled Rounds (2 EP):''' {{W40kKeyword|Tzaangor}} operatives only. The bearer's autopistol adds +1 to their damage stats. ===TS Psychic Powers=== The aspiring sorcerer can manifest two psychic powers each turn but will take 3 MW on a roll of a 1 or 2 *'''Doombolt:''' Provides a free ranged attack that provides a moderate damage but Lethal 5+ lets it crit and therefore deal MW2 far easier. *'''Firestorm:''' Provides a magical grenade with Indirect and Barrage to counteract most cover. While its damage is lacking, it has a small blast range to flush out mobs. *'''Immaterial Surge:''' Provides a friendly operative +1 APL for their next activation. *'''Twist of fate:''' Mark one visible enemy operative. Any operatives that attack this enemy can re-roll one attack die for this turn. If you double this up with Malicious Volleys, you might even be able to eradicate the target. ===TS Units=== As a note, all units here come with a 5++ Invulnerable save to protect them from guns. The kill team is composed of two fireteams. <tabs> <tab name="Rubric Marine Fireteam"> This Seek & Destroy/Security fireteam is composed of 2 of the following: *0-1 Aspiring Sorcerer (if there are no other leaders) *0-2 Rubric Marine Warrior *0-1 Rubric Marine Gunner *0-1 Rubric Marine Icon Bearer *'''Aspiring Sorcerer (Combat, Staunch, Marksman):''' Your lone psyker. While he lacks the improved defenses of your soldiers, he does have 3 APL like a proper marine. The lone melee weapon he gets is the force stave, a power weapon equivalent that inflicts Stun on a crit. **The sorcerer carries three pistol options, all of them predictably short-ranged. The inferno bolt pistol offers some direct AP1 while the plasma pistol offers that with higher damage and the chance to risk overheating for AP2. The warpflame pistol provides a small Torrent to manage clusters with AP1 to cook hordes. **RAW there's no stipulations that require you to replace one of your marines for an Aspiring Sorcerer. Considering the disadvantage of numbers you'll need to contend with, this is something you'll damn well want to exploit. *'''Rubric Marine Warrior (Staunch, Marksman):''' Your basic dustbin is rather durable against small arms fire, having a 2+ save against any attacks with a base damage of 3 or less so it can shrug off anything below a bolter while any guns with AP will need to contend with the 5+ Invuln. The fact that it comes with a boltgun with AP1 means that it can rather easily rip through lighter infantry and threaten other MEQs. That said, combat is the rubricae's best role, as the 2 APL limits what it can do for objectives. *'''Rubric Marine Gunner (Staunch, Marksman):''' The rubric marines have only two options for special weapons. The warplamer is short-ranged, but it has +1 damage on crits, Torrent lets it cover mobs and AP1 will melt what armor they have. The soulreaper cannon is like a lighter heavy bolter, firing a tons of shots with the same damage as a bolter but with AP1 and Fusillade in order to spread the love. *'''Rubric Marine Icon Bearer (Staunch, Marksman):''' The basic rubricae bearing an icon and thus carrying a +1 to APL for capping. Unlike other icon bearers, this one merely lets an {{W40kKeyword|Aspiring Sorcerer}} operative within 3"/square of it cast a second time without needing to roll in order to manifest it. This makes the icon bearer a useful bodyguard for your leader. </tab> <tab name="Tzaangor Fireteam"> This Seek & Destroy/Recon fire team is composed of 6 of the following: *0-1 Twistbray (if there are no other leaders) *3-6 Tzaangor Fighters *0-1 Tzaangor Icon Bearer *0-1 Tzaangor Horn Bearer *'''Twistbray (Combat, Scout):''' The twistbray is essentially a stronger fighter, granted +1 wound and an improved WS/BS. That said, it's not going to be chosen considering that it offers so little in comparison to your uber-powerful and uber-important aspiring sorcerer. *'''Tzaangor Fighter (Combat, Scout):''' The basic tzaangor is a little tougher than a cultist and has a 5+ invuln to keep it safe for a little bit. The main purpose of these lads is to take the fight to the enemy, whereas the rubricae are meant to shoot them to death with their warp-infused guns. **The fighter has two loadouts. The autopistol provides some modicum of short-ranged fire support and comes with a chainsword that deals impressive damage for an otherwise unimpressive body. The paired tzaangor blades hits as hard as a chainsword but also has Relentless to guarantee your blows. *'''Tzaangor Icon Bearer (Combat, Scout):''' Unlike the fighter, this one's stuck with a rather basic dagger that hits as hard as a rubricae's fist. Its purpose lays solely in its icon, which provides the standard +1 APL for capping. Planting the icon allows friendly {{W40kKeyword|Tzaangor}} operatives within square/3" to improve their invuln saves by +1, a very important boost to keep them standing. *'''Tzaangor Horn Blower (Combat, Scout):''' Another tzaangor with a meager dagger. Its lone purpose is in blowing its horn as an action, letting friendly {{W40kKeyword|Tzaangor}} operatives add +1"/triangle to their basic moves and charges for this turn. </tab> </tabs> ===TS Ploy=== <tabs> <tab name="Strategic Ploys"> *'''Malicious Volleys (1 CP):''' Your {{W40kKeyword|Arcana Astartes}} operatives can shoot twice but can't shoot for this turn. *'''Sorcerous Automata (1 CP):''' Until the end of the turn, any {{W40kKeyword|Arcana Astartes}} operatives activated within 3"/square of a {{W40kKeyword|Arcana Astartes Aspiring Sorcerer}} operative add +1 to their APL. *'''Inhuman Savagery (1 CP):''' Whenever any {{W40kKeyword|Tzaangor}} operative charges and scores at least two hits in combat, they can also convert a miss into yet another hit. </tab> <tab name="Tactical Ploys"> *'''Treasure Hunter(1 CP):''' A {{W40kKeyword|Tzaangor}} operative can perform mission-related actions like Pick Up at a 1 CP discount. This helps make the beastmen more useful for carrying out the more delicate rules so your rubricae can focus on shooting. *'''Sorcerous Focus (1 CP):''' When a {{W40kKeyword|Aspiring Sorcerer}} operative rolls to channel a second psychic power, that roll automatically counts as a 6. *'''Infernal Fusillade (1 CP):''' When a {{W40kKeyword|Arcana Astartes}} operative that isn't the {{W40kKeyword|Aspiring Sorcerer}} shoots at an enemy but misses all their shots, they can fire again. Considering that this is their entire reason for being, you'll be considering this often. </tab> </tabs> ===TS Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''TS Strategies:''' <div class="mw-collapsible-content"> Since Psybolts target the nearest '''visible''' enemy model, control your lines of sight for some truly fantastic psybolt aiming. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Invuln saves are great against TS Shooting, but terrible against Psybolts. Cheap and disposable units are great against Psybolts but die in droves against TS Shooting and melee. Mix the two, have your disposable units soak up psybolts (that have to target the '''nearest visible''' enemy model), and enjoy your Storm Shields surviving into the shooting/fight phases. </div> </div> ===TS Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> </div> </div>
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