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===SotA Units=== *'''Traitor Guardsmen (Leader [Sergeant Only], Heavy [Gunner Only], Demolitions, Scout, Sniper, Veteran):''' You have guardsmen. Now give them spikes. They lose out on most special weapons for their heresy, but now each of them can grab melee weapons and pistols. Be sure to have a marine or two tag along to keep them in line. **'''Traitor Guardsmen Gunner (2):''' This is your lone way of grabbing flamers or krak grenades. **'''Traitor Guardsman Sergeant (1):''' Has the usual extra attack and better Ld of a sergeant/leader/champion, but costs the same as a regular dude, so there really isn't any reason not to bring him along. *'''Cultists of the Abyss (Leader [Champion Only], Heavy [Gunner Only], Demolitions [Gunner Only], Combat, Veteran, Zealot):''' Squishier Guardsman with only a 6+ save, but they do offer something much needed by SotA, namely another source of AP offered by the fact that they come standard with Krak Grenades as well as their Autoguns and Frags. **'''Cultists of the Abyss Gunner (2):''' One gets a grenade launcher, one gets a heavy stubber and they keep their grenades. **'''Cultists of the Abyss Champion (1):''' Swapping her Autogun for the superior Stubcarbine and Chainsword, this is your Sergeant equivalent Cultist, complete with +1A and +1Ld. If you're not taking her as your Leader or for his Shooting, you're probably better off not taking her at all and taking Chaos Beastmen and their better statline for only 1pt more. *'''Chaos Beastmen (Leader, Combat, Demolitions, Veteran, Zealot):''' They're 2 points more than a guardsman, and they get quite a bit: +1 S/T and WS 3+. On top of that, they add +1 S/A whenever they charge. They're still strapped with chainswords and pistols, so they're best used as a frontline. *'''Negavolt Cultists (Leader, Combat, Veteran, Zealot):''' Your not-Electropriests are probably the most expensive chaff you can net. Their lone weapons hit on 3+ on S+2, but scoring a 6+ on the hit makes it 3 hits, which is neat. They have two means of real protection (as in nothing with a 6+) from a 5+ Feel No Pain and a 5+ invul from the Voltagheist field, which can also deal a mortal wound when charging. *'''Rogue Psykers (Leader, Comms, Veteran, Zealot):''' Having access to a psyker as a basic unit may sound cool, but for what they have and what they do, Rogue Psykers are ridiculously overcosted, especially when compared to Grey Knights, which are ''two points cheaper''. With W4 and a melee weapon at S3 AP-1 Dd3 they can at least stand up to carapace, and their one unique rule lets them re-roll 1's on a psychic test, but they have a guardsmen's toughness and save, and suffer perils on ''any'' doubles. Honestly, a Rogue Psyker's space on a team would probably be better filled with more guardsmen, cultists, beastmen, or space marines. *'''Black Legionnaire (Leader, Combat, Sniper, Veteran, Zealot):''' Here are your big men. Unfortunately, they lack all the bells and whistles that marines from the core CSM list have, and are the only unit in the faction that ''doesn't'' have access to a melee weapon (ironic considering they can take Combat specialization), which limits their usefulness in combat. Instead, they're used as runtherds for your squishy humie (and abhumie) hordes so that they don't try legging it when shit goes bad. If you take more than just what you need to keep your team covered and controlled, you might as well just play vanilla CSM. ====SotA Elites==== *'''Chaos Ogryn (Combat):''' 50 points for S5/T5/W4, hitting on a 3+ with 1+4 attacks, or 1+5 on the charge. He has a 1/6 chance of healing a wound every round (and if he does, he gets to move another 2"!). When he fights, he has to swing with his S5/AP-2/D2 weapon first. If you hit with it (even if it doesn't wound/do damage), you reroll all hits with his other weapon (S7/AP-1/D2) as long as they target the same model. Effectively, he's the closest thing to a distraction Carnifex in Kill Team, and probably isn't worth it. That said, what are you going to spend the points on anyway? More guardsmen? ====SotA Commander==== *'''Obsidius Mallex (Fortitude):''' Your best commander is pretty damn loaded for his lot. W5, a Sigil of Corruption for a 4+ invuln, a plasma pistol, and a thunder hammer makes him your premier assault unit. He's best suited for smashing opposing commanders and other heavy units. *'''Cultist Firebrand (Ferocity, Strength):''' A Scout Marine statline with W3 and A3 might not seem like much compared to Mallex but he is 55-65pts cheaper and his Hellfire Torch hits like a truck, especially against GEQ. His suicide-bomber like ability on death is probably not something you generally want to exploit, as Commanders tend to be important to Commander Missions and a 5+ to deal 1 mortal wound to everything in 3" is not a reliable source of damage. Keep it in mind when he's near your own models though, as friendly fire does exist. Also with no Melee weapon and only S4 neither Specialism really synergizes. *'''Chaos Commissar (Ferocity, Fortitude, Leadership, Melee, Strategist, Strength):''' A Lord Commissar of Chaos, armed with Powerfist and Bolt Pistol. Trades away some shooting ability (BS3+, no plasma pistol) for a lesser but permanent, CP-free, version of the Commissar Aura, letting any Traitor Guardsmen within 6" use his Ld9 as their own (but not autopassing Nerve Tests). Additionally, he can +2 to advance and charge rolls for any one Traitor Guardsman within 6". But should you take him? He is 20 points 11 points cheaper than his Loyalist Guard counterpart would be, he represents the cheapest commander SotA can field while also being a solid combatant.
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