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===CW Units=== The kill team is composed of two Fire teams <tabs> <tab name="Guardian Defender Fireteam"> This Security/Recon fireteam is composed of 6 of the following: *0-1 Guardian Defender Leader (if there are no other leaders) *3-6 Guardian Defender Warrior *0-1 Guardian Defender Heavy Gunner **0-1 Guardian Defender Heavy Weapon Platform (if you include the Heavy Gunner) *'''Guardian Defender Leader (Marksman, Scout):''' Guardians aren't the best in combat, but the leader has some potency. The extra wound and 2+ BS makes their catapult pretty dangerous, which is all you can rely upon to survive. *'''Guardian Defender Warrior (Marksman, Scout):''' Your basic guardian isn't much different from a guardsman. In fact, they're a bit better with a 4+ save and 8 wounds, about the same as a tempestus scion. Their lone armament is the shuriken catapult, a gun with the stopping power of a boltgun but with Rending to capitalize on crits. Their fists are pretty much a joke, so do NOT let them get caught in melee. *'''Guardian Defender Heavy Gunner (Marksman, Scout):''' What makes this guy different from the average Guardian? This guy can spend an AP to activate a nearby heavy weapon platform, letting it move, fall back, or shoot before ending its activation. Note that this can't be improved by any means, forcing you to commit to a certain course of action when using the platform. *'''Guardian Defender Heavy Weapon Platform:''' Not so much an operative as it is a floating gun. It's a pretty hefty wall with 12 wounds and a 3+ save. However, it's utterly useless - It can't shoot outside of the heavy gunner's direction, it can't conceal itself and it can't really fight. In addition, its movement score is a meager 2 circles/4", meaning getting it injured will practically immobilize both it and its keeper. For this reason, you'll be needing to keep it and its owner away from any enemies who want to turn them into sparkly paste. **Its weapon choices are plenty, and all of them incredibly dangerous. The missile launcher gives you either a blast to cover mobs or a high-powered armor-piercer, and Heavy can be disregarded thanks to its unique operation. The bright lance is your deadliest weapon with high damage and AP2 to break anything. The scatter laser has Ceaseless and Fusillade, making it perfect for laying covering fire over everything. The shuriken cannon also has Fusillade for splitting fire, but has Rending to make crits hurt. The star cannon is essentially a lesser bright lance, giving only AP1 and P2 for crits. </tab> <tab name="Storm Guardian Fireteam"> This Seek & Destroy/Recon fireteam is composed of 6 of the following: *0-1 Storm Guardian Leader (if there are no other leaders) *4-6 Storm Guardian Warrior *0-1 Storm Guardian Gunner *'''Storm Guardian Leader (Combat, Scout):''' A slightly better storm guardian. The 2+ WS/BS means that their combat prowess is at its best, a necessity when you're throwing them at the forefront. *'''Storm Guardian Fighter (Combat, Scout):''' The basic storm guardian is given a short-ranged shuriken pistol and a melee weapon that's as dangerous as their guns. While not the strongest of fighters, these guys will usually be the ones you keep in the front lines to protect your operatives. *'''Storm Guardian Gunner (Marksman, Scout):''' Your only real fire support, but they're just as strapped for range as the rest of your squad. As they have no Eldar chainswords, you need to keep them away from the enemy. Use the flamer to cover crowds using Torrent, use the fusion gun to blast through armor and flesh alike. </tab> <tab name="Ranger Fireteam"> This Infiltration/Recon fireteam is composed of 5 of the following: *0-1 Ranger Leader (if there are no other leaders) *4-5 Ranger Warrior *'''Ranger Leader (Marksman, Scout):''' As with most leaders, this guy gets an additional wound and an improvement to WS/BS - but only to the fists and pistol as the rifle already had a 2+ BS. Interesting, their long rifle also has Balanced, allowing them to re-roll one hit die to fish for a crit if they need to. If any ranger needs the Ranger Scope Equipment, it's this one, 5+ crits plus a reroll to fish for them can put in work. *'''Ranger Warrior (Marksman, Scout):''' While they retain the 8 wounds of the guardians, these rangers only have a 5+ save, so you'll need to use cover to maximize their protection from enemy fire, and there rifle (though heavy) is silent so they can fire concealed so not an unreasonable plan against shooting. If there out of cover though all they got are there guns to rely on: a short-ranged shuriken pistol to deal with nuisances while moveing and a long rifle that has Silent and Heavy, meaning that they should only fire this when they've got the enemy in the perfect position (and with a 2+ BS on this, you've got plenty of wiggle room) and can pop a shot off without worrying about return fire. The ranger's can be unusually slippery even for Eldar, they have a ploy to get a free dash action if they start and end the move in terrain, which combined with the ability to dash for free with the other Eldar Strategic ploy and they can dart almost a foot. This does work BTW: normally you can only get one dash a turn but since the Pathfinder move is done "Immediately" it occurs out of action and so you can chain a normal dash action to it in your actual activation. Also double check the rules for heavy weapons: they can't be used if you normal move or charge, dashing though? that you can do no problem. </tab> <tab name="Dire Avengers Fireteam"> This Seek & Destroy/Security/Recon fireteam is composed of 5 of the following: *0-1 Dire Avenger Exarch (if there are no other leaders) *4-5 Dire Avenger Warrior *'''Dire Avenger Exarch (Combat, Marksman, Scout):''' More than any other member of the entire kill-team, the Exarch is the most versatile of your leaders, equally capable of handling melee and shooting depending on your armaments. **If you feel like being boring, you can just make it grab a base shuriken catapult. However, you can just grab two of them, sacrificing the exarch's melee potential and 2+ BS to replace Balanced for Relentless. Dual-wielding also grants a special 2 AP action that sacrifices Relentless to let you fire twice - and that's a lot of firepower. **Focusing on melee gives you either the power sword or the diresword. Both weapons are pretty strong and have Lethal 5+, but the power sword deals more crit damage while the diresword has Rending. Your shooting is stuck to a shuriken pistol, but you can sacrifice that for the shimmershield so you can provide an 5++ invuln for your fellow aspect warriors. *'''Dire Avenger Warrior (Marksman, Scout):''' A superior guardian defender. Their shuriken catapult has Balanced to help them potentially fish for a crit for Rending. On top of that, Defense Tactics allows them to fire Overwatch at their full BS. </tab> </tabs>
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