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===CV Units=== All Corsair Voidscarred have '''Aeldari Agility''' as a universal rule. Simply put, each operative can perform one Dash action for free during the activation. This gives Corsairs 3 actions per turn consistently, though unfortunately they don't have APL3 in any functional way for ObSec etc. This Seek & Destroy/Recon fireteam is composed of 9 of the following: * 1 Voidscarred Felarch * 8 of the following: **0-8 Voidscarred Warrior **0-1 Voidscarred Gunner **0-1 Voidscarred Heavy Gunner **0-1 Voidscarred Starstorm Duellist **0-1 Voidscarred Kurnite Hunter **0-1 Voidscarred Shade Runner **0-1 Voidscarred Kurnathi **0-1 Voidscarred Fate Dealer **0-1 Voidscarred Way Seeker **0-1 Voidscarred Soul Weaver *'''Voidscarred Felarch (Combat, Marksman, Scout):''' Your Leader. Comes with the flexibility offered to other corsair warriors, but also provides a limited way to give a means to GA2, as they can immediately let another corsair within 3"/square activate immediately afterwards. This means a lot more in the middle of a fight where the assistance would be most handy or if you need an instant pick-me-up from the Soul Weaver, but there are plenty of other ways to utilize this. **Of course, the Felarch can focus on shooting, only relying on a shuriken rifle with the respective action for Balanced. If you go melee, the Felarch gets their power weapon with no questions asked and the option for either a shuriken pistol or a neuro disruptor nabbed from the space clowns, complete with AP1 and Stun to rob AP. *'''Voidscarred Warrior (Combat, Marksman, Scout):''' Your basic trooper behaves like an extra-nimble guardian with two different and dangerous loadouts. The shuriken pistol is limited by range, but still retains rending and gives you a power sword ''on your basic troopers'', which isn't something most teams can brag about. If you want to go ranged, you can instead provide a shuriken rifle with infinite range, which comes with an extra action you can use to provide Balanced on the rifle for a little reliability. *'''Voidscarred Gunner (Marksman, Scout):''' Rather than swords, this guy carries special guns. The blaster provides high-powered AP2 damage made to destroy marines and the Shredder gives shuriken cannon-tier damage but in Blast form to cover crowds of enemies. *'''Voidscarred Heavy Gunner (Marksman, Scout):''' As the heavy gunner, this guy likely won't be moving much if you want to make the most out of their big gun. Both of their guns having Unwieldy also means that they'll need protection or else they'll become sparkly confetti by the next genestealer that bumrushes them. The shuriken cannon provides a blanket of fire with Fusillade while the wraithcannon with high-powered AP2 damage that deals MW4 on a crit for devastation. **Note that you can have a gunner OR a heavy gunner, not both, so think about which is better suited to the mission. *'''Voidscarred Shade Runner (Combat, Scout):''' Your sneaky assassin comes with not just a pistol but also throwing knives with Silent for tossing while hiding and paired knives that compensate for their less-than-mighty damage with Relentless. On top of that, they can spend an AP to walk across and cut up one enemy they walked past, offering the ability to deal damage without even getting into combat. **To those questioning the merits of taking this guy over the Kurnathi, another detail to note is the {{W40kKeyword|Fly}} keyword, allowing this guy unprecedented mobility, whether it's vertical movement or hopping across ravines. While the Kurnathi can stand up better in a fight, they're still just walking rather than using a ghetto Warp Spider backpack. This can mean a lot for Tac Ops that require a lot of movement. *'''Voidscarred Kurnite Hunter (Combat, Scout):''' A sword-wielding warrior with a pet bird. They can spend an action to call their parrot over and roll a d6 on a visible enemy with the Conceal order (+1 if they're within 6"/pentagon, +1 if the enemy isn't readied, +1 if they aren't next to heavy cover); on a 6+ that enemy now counts as having the Engage order, opening them to all sorts of fire. While this sounds helpful, the fact that you need to roll a 6+ and expectations for the modifies will dampen your expectations enough to wonder if it's worth it. *'''Voidscarred Kurnathi (Combat, Scout):''' A corsair with paired power weapons, providing Relentless. Their chief trick is the ability to use one hit in combat to parry an enemy attack before going through the enemy's fight action. This is best saved for enemies with a few devastating attacks like a massive chainaxe or the like, since this counts as just an average parry. *'''Voidscarred Fate Dealer (Marksman, Scout):''' The sniper acts a lot like a Ranger, including the camo cloak offering another save. However, the Fate Dealer's rifle deals a staggering MW3 on a crit, making them a far better choice for nailing enemies. The Fate Dealer also has an action that provides the rifle with Balanced, which can be helpful for crit fishing. *'''Voidscarred Way Seeker (Combat, Marksman, Scout):''' Your Psyker is fortunate in that it can cast twice natively, but it has limitations. While they can auto-cast one power, they do need to roll a d6 for their second power (and unlike the Balefire Adept, you don't need to spend EP for this second casting) with a 1 or 2 causing 3 mortal wounds and nothing else. This also means that their melee prowess pales in comparison to even the base warrior - This staff is no power weapon and is only a bit better than using your fists. Do not leave your Way Seeker anywhere they can easily be targeted or charged. *'''Voidscarred Soul Weaver (Combat, Marksman, Scout):''' The Soul Weaver is an odd fusion of medic and comms officer, giving the options of both a bonus AP and d3 wounds to friendly operatives within 6"/pentagon. While that healing can be used twice a turn rather than once like other medics, do observe that one heal only does ''d3'' wounds rather than the ''2d3'' offered by the Veteran Guardsman or Pathfinder medics. Also very worth observing is the lack of any resurrection options. This means that you have to be more careful with your injured operatives as you can only slightly nudge them out of the danger zone and hope that they can survive long enough to flee.
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