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=== B Units === This Seek & Destroy Fireteam is composed of the following: *1 Traitor Chieftain *9 of the following: **0-1 Traitor Brimstone Grenadier **0-1 Traitor Butcher **0-1 Traitor Commsman **0-1 Traitor Corpseman **0-1 Traitor Flenser **0-2 Traitor Gunners, with each taking a different gun **0-1 Traitor Sharpshooter **0-1 Traitor Thug **0-1 Traitor Trench Sweeper **0-9 Traitor Troopers *4 of the following **0-1 Traitor Enforcer (Counts as two models) **0-1 Traitor Ogryn (Counts as two models) **0-4 Traitor Troopers *'''Traitor Chieftain (Combat, Staunch, Marksman):''' Your leader comes with the most diverse number of loadouts, but their value remains the same. They are not your strongest, but they have the ability to collect Blooded Tokens if your troops die near this guy before they could spend their tokens and can count as if he's under the Eye of the Gods if he has a Token and is over 6"/pentagon from your DZ. **The autopistol and laspistol are both puny, but at least the laspistol has a ploy to make it a bit more potent. In addition, it gives you the option between either chainsword or power weapon, your deadliest melee weapons by far. In addition, you can take a bolt pistol for a better pistol, but you're locked to the chainsword if you do. **The bolter gives you your only source of long-range shooting, but it traps you with the rather ineffective bayonet. **The plasma pistol is by far your strongest gun, with an even stronger form if you risk overheating, but you're also set back by a flimsy melee weapon. *'''Traitor Brimstone Grenadier (Staunch, Scout):''' Your explosives expert comes strapped with a free Frag and Krak grenade on top of their own special bomb that's not so much focused on damage as it is on covering everyone between Blast and Splash. While they still have a lasgun to fight normally, you'll likely be seeing his kamikaze ability in any case, allowing him to potentially self-destruct and deal d3 mortal wounds to enemies within circle/2" of him. *'''Traitor Butcher (Combat, Staunch):''' A melee monster made to overpower with his weapons. Not only do they have Lethal 5+ for extra damage, they also give you a token if he scores a crit. With their weapons, they can murder weaker operatives with ease, letting them recover lost wounds for each kill. While he has an extra wound over the base trooper, you're still a guardsman wearing cardboard, so you still need cover. *'''Traitor Commsman (Staunch, Scout):''' Your comms operative works a lot with supporting his fellows and will likely hide in the middle of the lines. Not only can he spend an action in order to feed an operative within 6"/pentagon, he can also spend an action so transfer a Blooded Token from one operative to another, guaranteeing that nothing goes to waste. *'''Traitor Corpseman (Staunch, Scout):''' While qualifying as your medic, your uses for him are radically different than most. For one, you can only heal each operative once, and with a lack of revival tools, your losses will cost you in manpower despite gaining tokens. Instead, you're relying on stimms, which (alongside the aforementioned heal of 2d3 wounds) provide either a 6+++ FNP or adds Relentless to melee weapons. While all of these are permanent, they're also limited to only once per operative, so you're best off focusing on bouncing between operatives to give your candy to the heretics. Even better, you can inject one on an operative before the game even begins to cut out some early work. *'''Traitor Enforcer (Combat, Staunch):''' While you have an evil [[Commissar]], he's not exactly the sort to go {{BLAM}} in KT2021. Instead, he comes with a support aura that lets operatives activated within 3"/square to ignore the Injured condition so they can make the most out of their remaining life before becoming tokens. He also has an action that lets him goad a non-readied operative forward, letting them either Dash or fire overwatch regardless of circumstances. This combined with the bolt pistol+power fist combo makes the enforcer a powerful leader-type. *'''Traitor Flenser (Combat, Scout):''' The sneaky assassin to the Butcher's blunt instrument. This guy's so sneaky that he can charge while under the Conceal order and gains Lethal 5+ when within 2"/circle of any terrain - something you can cheese out with Relentless. In addition, they have their own last-stand move, letting them attack one more time before dying in combat. *'''Traitor Gunner (Marksman, Scout):''' Your special weapons guy, you can only take one of each gun in a kill team, but each has vital uses. **The flamer is held back by its range and poor damage, but Torrent means that it can hit multiple targets and hit multiple times. The grenade launcher essentially gives you infinite grenades, but these fire directly rather than indirectly in a short range - The frag grenade compensates its damage with Blast while the krak grenade deals AP1 with plenty of damage. The meltagun is short-ranged but provides lots of damage with AP2 and crits deal lots of mortal wounds. The plasma gun deals plenty of damage with AP1, with an option for overcharging to get AP2 - just remember that while overheating won't kill you outright, it will hurt you pretty bad. *'''Traitor Ogryn (Combat, Staunch):''' Your absolutely hulking mountain of muscle with a staggering '''16 WOUNDS''' and an immunity to Stun and any APL modifiers. While useless for objectives, they're an absolute monster when fighting. Not only are they toting devastating weapons, but charging lets them deal an additional d3 mortal wounds to whoever it charges. *'''Traitor Sharpshooter (Marksman, Scout):''' Your long-las isn't much more dangerous than a basic lasgun, dealing a consistent 3 damage and only scoring MW1 on a crit. Fortunately, it has Silent so you can shoot while hidden and the camo cloak helps protect them from any stray shots. *'''Traitor Thug (Combat, Staunch):''' An evil Bruiser Veteran, toting only a wicked club with Brutal to shatter things. Fortunately, they reduce all incoming damage from regular hits by one point, letting them tank lasguns and bolters more reliably. *'''Traitor Trench Sweeper (Staunch):''' A guardsman with a riot shield and shotgun. While the shotgun is short-ranged, the shield not only provides a 4+ save but it also lets any parries block two hits in melee. In addition, you can set up the shield to slow him down by circle/2" but letting you re-roll all saves so you can walk through the field without worrying. *'''Traitor Trooper (Marksman, Scout):''' Your basic grunt is about on tier with a guardsman. Their lasgun is fairly ineffective, but you get GA2 so you can fire more of them at the same time and you have a ploy to give it AP1. Their 7 wounds means that they can take a few shots from a bolter or lasgun before dying, and you'll have plenty of troops to sacrifice for your tokens.
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