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=== CD Units === Several things are repeated on sheets, so to save space. The majority have 5++ invl save, so getting a reliable defense save against shooting attacks for operatives in this wound tier also never carrying about the strong AP weapon property. The icon Bearer is used to claim priority on objectives and can be planted as an action to grant better invl save (4++). The hornblower grants their respective colleagues +circle/1" when they take a normal move or charge action for the rest of the turning point, first operative you activate is to let your Daemons cover lots of ground to reach melee or objectives. the Kill-team consists of two fire teams. <tabs> <tab name="Bloodletter Fireteam"> This Seek & Destroy fireteam is composed of 6 of the following: *0-1 Bloodreaper (if there are no other leaders) *3-6 Bloodletter Fighter *0-1 Bloodletter Icon Bearer *0-1 Bloodletter Horn Bearer *'''Bloodreaper (Combat):''' Gets +1 to hit and an extra wound compared to the Fighters. Likely the ones to lead any charges. *'''Bloodletter Fighter (Combat):''' A remarkably brutal melee operative. Each one comes with a hellblade, a sword with the damage of a power weapon and Lethal 5+ for extra crits. Each is also reasonably protected with 8 wounds and a 5++ invuln native to this entire team. *'''Bloodletter Icon Bearer (Combat):''' Objective claimer and Defense buffer, no reason not to have one. *'''Bloodletter Hornblower (Combat):''' Speeds up your boys reaching melee, no reason not to have one. </tab> <tab name="Daemonette Fireteam"> This Seek & Destroy/Recon fireteam is composed of 6 of the following: *0-1 Alluress (if there are no other leaders) *3-6 Daemonette Fighter *0-1 Daemonette Icon Bearer *0-1 Daemonette Horn Bearer *'''Alluress (Combat, Scout):''' Gets +1 to hit and an extra wound compared to the Fighters. *'''Daemonette Fighter (Combat, Scout):''' The infantry butcher and speed freaks when the Horn and their ploy gets used. Their Claws come with Relentless, meaning that you don't have to work hard to get every hit to deal damage. *'''Daemonette Icon Bearer (Combat, Scout):''' The objective claimer and defense buffer. with their unique ploy makes Daemonette the better deamon at claim and holding objective early game or mincing up enemies. *'''Daemonette Hornblower (Combat, Scout):''' needed to turn average move distance into quickly crossing the board </tab> <tab name="Plaguebearer Fireteam"> This Security fireteam is composed of 6 of the following: *0-1 Plagueridden (if there are no other leaders) *3-6 Plaguebearer Fighter *0-1 Plaguebearer Icon Bearer *0-1 Plaguebearer Horn Bearer *'''Plagueridden (Staunch):''' Gets +1 to hit and an extra wound compared to the Fighters. *'''Plaguebearer Fighter (Staunch):''' A slower (2 circles/4") but tanky operative given his 5+++ feel no pain. Even better is that they are immune to the Injured condition, which would otherwise absolutely cripple them. Their plagueswords are as dangerous as the other melee-centric daemons though these lack any fun rules. If they do get close they can use the Contagion ploy to make it harder for an enemy to fight back or run away, so pair with another fighter to overwhelm. *'''Plaguebearer Icon Bearer (Staunch):''' Banner to boost defense. *'''Plaguebearer Hornblower (Staunch):''' Horn blower, lets Plaguebearers move at a more bearable 5"/8" if dashing. </tab> <tab name="Pink Horror Fireteam"> This Security fireteam is composed of 6 of the following: *0-1 Iridescent (if there are no other leaders) *3-6 Pink Horror Fighter *0-1 Pink Horror Icon Bearer *0-1 Pink Horror Horn Bearer *'''Iridescent (Marksman):''' Gets +1 to hit with Flames and an extra wound compared to the Fighters. *'''Fighter (Marksman):''' Your gunners, shooting flames equivalent to a bolter for free where other daemons need to spend EP for some form of shooting. They only hit only as hard as a Guardmen in combat so like a Sister of battle, stay out of melee. *'''Icon Bearer (Marksman):''' Boost your saves in case you need the extra protection. *'''Hornblower (Marksman):''' Boost your speed. As your horrors are gunners, they're most likely to hide behind cover. </tab> <tab name="Blue Horror Fireteam (Max 1)"> This Security/Recon fireteam is composed of 8 Blue Horrors (Max 1 per kill team) *'''Blue Horror (Marksman, Scout):''' Pink Horror but weak and spammable. These horrors have GA2 for better mobility but only a 6++ Invuln save instead of the normal 5++ Daemons get. Not helping things is that their shooting has degraded to being as powerful as a laspistol with a range of pentagon/6". *'''Brimstone Horrors:''' Chaff if there was ever a need to use the word. Only present if a blue horror uses Split, but these guys have become nothing more than distractions. At this point they not only lose more wounds, but they now only have their fists to save them and a 6++ invuln without any saves in melee. Even worse is that all mission objectives cost an additional AP, making them practically useless for the job. If you do narrative play, these things won't even stick around after the game, so you're stuck grabbing another blue horror. </tab> </tabs>
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