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==Gellerpox Infected (Annual 2022)== === Why Play Gellerpox Infected? === *'''Pros''' **Because you still have the Rogue Trader stuff from last edition. **You want plague zombies that can actually do shit. **You have FNP everywhere. **Widespread GA2 allows for easier coordination among your zombies and critters. *'''Cons''' **Your team comp is static save for the optional vermin, and those cost EP. **Your ability to accomplish objectives are ideally limited to your mutants and glitchlings. Your bugs can't score and your hulks need extra AP in order to accomplish objective actions. **Your massive brutes are very visible targets. **Don't like how your mutants only have one grenade? Hate how your critters can't shoot worth shit? Well, you're not gonna have much else in terms of shooting. === GI Wargear === Unusually, your team has no equipment - not that they have any need to anyways, they're a bunch of shambling zombies. However, you can instead buy {{W40kKeyword|Mutoid Vermin}} operatives to add to your team. Each type costs one amount to take your first vermin, but a second price for each vermin afterward. *'''Cursemites (3/2 EP):''' Allows you to buy Cursemites into your roster. *'''Eyestinger Swarm (3/2 EP):''' Allows you to buy Eyestinger Swarms into your roster. *'''Sludge-Grub (3/2 EP):''' Allows you to buy Sludge-Grubs into your roster. ===GI Special Rules=== *'''Mutoid Vermin:''' Your optional critters are absolutely useless for objectives. However, they can always fall back for 1 AP and make it easier for friendly operatives to fall back if the enemy is engaged with these critters. None of them are really valuable anyways, as they gain no XP and aren't considered part of the roster like the rest of the team. *'''Revoltingly Resilient:''' Your entire army has a 5+ FNP save. All of it. Expect to use it a lot, especially on your hulks. **The Q4 2022 Balance Dataslate nerfed this to 6+ for your glitchlings and normal mutants, making them more likely. *'''Techno-Curse:''' Enemies within 3"/square of your operatives or those within 6"/pentagon of your Glitchlings suffer -1 to hit when shooting. With how crappy your armor is and how your Nightmare Hulks and Vulgrar can't even use cover, this can give you a modicum of protection when played properly. The Q4 2022 Balance Dataslate stepped these ranges to 3"/square for the Glitchlings and 2"/circle for everything else. ===GI Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Rampant Nightmare:''' Count a tally for every wound your {{W40kKeyword|Nightmare Hulk}} operatives inflict in melee. Score 1 VP for 30 wounds, and another for 40+ wounds. *'''Pestilent Hosts:''' Revealed the first time an enemy dies. That enemy turns into a special token that stays on the board. Score 1 VP if you kill at least a third of the enemy's roster and another VP if you kill over two-thirds of the enemy's roster. *'''Tech Infection:''' Your operatives gain a new action that lets them infect objectives. You gain 1 VP for three objectives, and another if you corrupt any beyond that. </tab> <tab name="Spec Ops - Spread the Pox"> ''Note - This counts as the Perform Ritual Spec Op for terms of repeating'' #''Propogate Infection'': Finish five games where you won VP from the Pestilent Hosts or Tech Infection Tac Ops. #''Infection Unleashed'': Finish one last game where you won VP from the Rout Tac Op. Now that your minions have done their work, now your monsters can go to town! Completing this Spec Op scores 5 XP for the operative that finished the last Tac Op and can either increase your asset cap by one or gain a piece of Rare Equipment. In addition, you gain two free uses of the Equipment Drop Requisition. </tab> <tab name="Spec Ops - Pestilence Ex Machina"> ''Note - This counts as the Demolition Spec Op for terms of repeating'' #''The Incision'': Finish five games where you scored VP from either the Rampant Nightmare, Rout or Execution Tac Ops. All of these Tac Ops will require you to murder your enemies, so you're going to need all the guarantees that they can actually kill. #''The Seeding'': Finish one last game where you score VP from the Upload Viral Code or Plant Signal Beacon Tac Op. Finishing this Spec Op scores you 2 RP and 5 XP to spread across your operatives. </tab> <tab name="Battle Honors"> #'''Repulsive Resilience:''' This operative can reroll Disgustingly Resilient rolls of 1. #'''Obstinate Gifts:''' This operative ignores all APL and movement penalties, which you'll need because you don't have a whole lot. #'''Twisted Talons:''' Melee weapons gain Brutal. If this operative is a Glitchling, they instead gain Lethal 5+ on their melee weapons. #'''Fly Swarm:''' When enemies from beyond 6"/pentagon shoot at this operative, they can reroll save rolls of 1 #'''Repugnant Stench:''' Enemies within 3"/square of this operative count their movement as if they were Injured. Great for trapping your enemies within charging range, and especially locks them within Techno-Curse range. #'''Freakish Follower:''' This operative can be activated by anything for the sake of Group Activation, meaning it can be activated by anything with a higher GA despite being a different type (such as a Glitchling following a mutant) or having GA1 (like Vulgrar following a pack of vermin). </tab> <tab name="Requisition"> *'''Communion with the Entity (1 RP):''' After a game, you can make one operative that rested that game automatically roll a 6 for their Recovery check. *'''Benediction of Chaos (1 RP):''' One {{W40kKeyword|Nightmare Hulk}} operative of Veteran rank or higher can swap out one Battle Honour for another it can access. As your top bruisers, you'll need them to be at their best builds. *'''Techno-Viral Shockwave (1 RP):''' Lets you straight-up shut down an enemy's asset. Sucks to be them, huh? </tab> <tab name="Assets"> *'''Vermin Nest:''' Pick one {{W40kKeyword|Mutoid Vermin}} type. You now have infinite quantities of that vermin in your inventory. Prepare to flood the board with the fuckers. *'''Possessed Cogitator:''' {{W40kKeyword|Nightmare Hulk}} operatives gain 2 XP for murdering victims. What better way is there for rewarding something for doing what it does best? *'''Pulsating Plaguenode:''' When an enemy attacks one non-{{W40kKeyword|Mutoid Vermin}} operative, you can automatically make one Disgustingly Resilient roll a 6. </tab> <tab name="Rare Equipment"> #'''Vermin Infestation (3 EP):''' Lets you resurrect one dead base of {{W40kKeyword|Mutoid Vermin}} as an action once per game, placing them within 3"/square of the bearer. #'''Toxic Pus (1 EP):''' Whenever the bearer is wounded, all engaged enemies take a mortal wound on a 6+. #'''Unreal Aura (1/2 EP):''' Grants a 5++ Invuln save, which is a lot for a band of zombies and bugs wearing mere tatters, if that. Costs 2 EP for {{W40kKeyword|Nightmare Hulk}} Operatives. #'''Scrapcode Emanator (2 EP):''' Gain a 6"/circle aura that forces enemies within it to re-roll one crit they score when they fight or shoot. Great security policy for those who manage to make do with the Techno-Curse if they don't outright ignore it. #'''Flesh Hunger (1/3 EP):''' Lest you forget that you're running a bunch of mutant ''zombies''. Any time the bearer kills an enemy in melee, they recover d3 wounds. Costs 3 EP for {{W40kKeyword|Nightmare Hulk}} operatives. #'''Mutoid Pheromones (1 EP):''' Gain a 3"/square aura that lets {{W40kKeyword|Mutoid Vermin}} inside it improve their WS and BS by 1. Not like they'll be much better, but it's the thought that counts. </tab> </tabs> === GI Units === This Security/Seek & Destroy Fireteam is composed of the following: *1 Vulgrar Thrice-Cursed *1 Bloatspawn *1 Fleshscreamer *1 Lumberghasts *3 Gellerpox Mutants, two with improvised weapons, one with a heavy axe *4 Glitchlings *'''Vulgrar Thrice-Cursed (Combat, Staunch, Marksman):''' Your leader is a hulking behemoth of a monster, swollen with a monstrous '''NINETEEN WOUNDS''' and some devastating attacks to follow. Their Pyregut gives them a beefed-up flamer while their melee attack can be customized quite a bit to fit the enemy you're going up against. On top of that, Vulgrar can corrupt nearby objectives for more CP. If there's a glaring weakness on this guy, it's that massive bulk - A monster with nineteen wounds sounds keen, but light cover is now useless and they can't hide behind anyone unless they're equally bulky. With only a 5+ save, expect wounds to fly off in short order unless this bastard hides good. *'''Bloatspawn (Combat, Staunch):''' A tentacled monstrosity among the Nightmare Hulks, this gives a very short-ranged shooting attack with Fusillade as well as a bundle of melee attacks they can either use to overwhelm one enemy or split between two. This hulk is especially good at tying down enemies as it can stop them from falling back on a 4+ (+1 if the enemy has less than 8 wounds). *'''Fleshscreamer (Combat, Staunch):''' The executioner of the Nightmare Hulks, with either a set of dangerous attacks or a single blow that can kill anything that isn't a space marine. This gives you some instant kills, but you should know that your enemy will likely fire upon this fatass faster than they will Vulgrar if they see it. **The "Scream" part of "Fleshscreamer" comes from its special trait. Enemies within 2"/square of them must spend an additional AP when performing objective actions and enemies within range count their APL as one less when capping points. As with the other Nightmare Hulks, they're not much good at objective actions themselves, as they must spend an additional AP to do so *'''Gellerpox Mutant (Combat, Staunch):''' Your basic zombies are only as strong as Guardsmen. However, they're not only blessed with a 5+ FNP save, but any crits they suffer will only deal the reduced normal damage rather than the actual crit damage. That said, any extra effects are still very much in play. **Each mutant comes with a frag grenade, giving them a very precious single shot at hitting crowds of enemies. The two mutants with improvised weapons have pretty poor damage, but Relentless at least makes sure that their hits actually make their mark. The heavy axe is the better weapon though, with good damage and Brutal. *'''Glitchling (Scout):''' Evil little techno-Nurglings, these are especially useful for their extended Techno-Curse range. They're not much good for anything else, as they can't take equipment, but they at least get a 5++ Invuln and always count as under the Conceal order so enemies can't shoot them so easily. *'''Lumberghast (Combat, Staunch):''' The basic brute among the Nightmare Hulks. Though they don't have any special tricks or rules, their melee weapons are still plenty dangerous with Brutal swiping aside most parries. Their special action lets them charge and deal d3 MW to any enemies they're engaged with, making them a capable battering ram to throw at the opposition before they can shoot at your other hulks. Like the others, this is where they're best at, since they undertake special penalties for objective actions. ====Mutoid Vermin==== *'''Cursemite:''' The only pests without shooting. However, they have a passable melee attack with Rending. In addition, if attacking an enemy that's already lost wounds, you can give either an extra attack or make your attacks Lethal 5+ so you can make even more crits. In either case, they absolutely need protection in order to avoid getting blasted to bits. *'''Eyestinger Swarm:''' A cloud of flies. These are the least dangerous of the lot with negligible damage and miserable WS/BS, but all of their attacks come stacked with Stun. This can make them better distractions than most. *'''Sludge-Grub:''' Very much nuisances, these are not for scoring. They're for annoying the enemy as you spit AP1 acid on them and bank on Splash going off to annoy others. Don't worry if they die, they can't do much else aside from explode on nearby enemies when they inevitably get smooshed. ===GI Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Blessings of Pox (1 CP):''' When any operative is shot at, keep a tally of the results of any failed saves. If the total of these failed saves is above 7, then one of those failed saves is considered a pass. *'''Blessings of Infection (1 CP):''' When your operatives fight, keep a tally on the results of any failed attacks. If the total of these failed attacks is above 3, then one of those failed attacks is considered a hit. *'''Drawn to the Hum (1+ CP):''' Mark an objective. All operatives within 6"/pentagon of this operative immediately dash towards it for some speed boosts. While very handy for your shambling zombies, it costs more CP the more you use it. *'''Rust Emanations (1 CP):''' When an enemy is engaged with an operative that isn't a {{W40kKeyword|Mutoid Vermin}}, they automatically count as though they are Injured. Best used to overwhelm an enemy fighting your hulks. </tab> <tab name="Tactical Ploys"> *'''Barge (1 CP):''' One {{W40kKeyword|Nightmare Hulk}} operative can move or charge through terrain or other models for their activation. This move can even break lines of engagement without triggering any attacks. *'''Frightening Onslaught (1 CP):''' One {{W40kKeyword|Nightmare Hulk}} operative can immediately fight again, whether against an enemy that's still alive or another engaged foe. *'''Pollute Stockpile (1 CP):''' Whoops! You just shat on your enemy's gear! Now all equipment your enemy takes cost 1 extra EP and each piece of equipment can only be taken once. Way to piss that fucker off! *'''Putrescent Demise (1 CP):''' If an operative that isn't a {{W40kKeyword|Mutoid Vermin}} dies, any enemies within 3"/circle takes a mortal wound (d3 MW if the operative was a {{W40kKeyword|Nightmare Hulk}}). </tab> </tabs> ===GI Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''GI Strategies:''' <div class="mw-collapsible-content"> </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> </div> </div>
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