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==Fellgor Ravagers (Gallowfall)== === Why Play Fellgor Ravagers? === *'''Pros''' **Very strong melee forces **Frenzy lets them prolong death for a little bit so you can take down your killer with you. **Plenty beefy with 10 Wounds on an operative. *'''Cons''' **Get used to Autopistols. Only one other unit has anything beyond that, and they're still pistols. **Defense is very limited with only 5+ saves to protect them. Use cover to survive. === FR Wargear === *'''Frag Grenade (2 EP):''' Gives your beastmen the ability to toss out a Blast to cover some enemies. *'''Krak Grenade (3 EP):''' Another weapon for your other beastmen, though this one is better suited for popping armor with high damage and AP1. *'''Corrupted Rounds (1 EP):''' One autopistol gains Rending. A nice enough gift, at least - Especially on the Gnarlscar as theyuse their gun the most. *'''Corrupted Weapon (2 EP):''' Upgrades a Cleaver or Bludgeon (and ONLY those weapons and nothing else) to get Rending. Definitely sees more use since this army focuses on melee. *'''Unholy Talisman (2 EP):''' Grants a 5++ Invuln, which is very rare to find in this edition. *'''War Paint (1 EP):''' The bearer ignores all modifiers to APL, which you'll need since fighting is such a necessity that anything that compromises that is a death sentence. ===Frenzy=== Your central Beastmen rule essentially gives them a chance to last a little bit on death's door. Upon losing their last wound, your operatives can enter a state of rage, being treated as injured and out of the Conceal order, but unable to do anything other than kill. This isn't really cheating death though, as it can run out. The simplest way is for the operative's activation to end, but they can die for real if they suffer either a crit or two regular hits. ===FR Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Fellgor Champion:''' Revealed when you kill an enemy. You gain VP for each additional enemy this operative kills. *'''Relentless Aggression:''' Revealed at the end of a turn. You gain 1 VP for each turn you have 5+ onperatives within 6"/pentagon of an enemy or the enemy DZ. *'''Scorn Their Ways:''' During the first turn, find the one enemy with a weapon who's attacks * damage equals or exceeds 17. You get 1 VP for having an operative within 6"/pentagon kill that enemy, gaining a second if this is in melee. </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"> #'''Wild:''' When this operative has lost wounds, their melee weapons gain Relentless. #'''Savage Fortitude:''' IF this operative kills anyone, they can re-roll any recovery checks they need to make for the game. #'''Fervent:''' This operative gains free War Paint. #'''Primal Mark:''' When an enemy attacks this operative, keep an eye on any hits that land just at their WS/BS. Those hits deal half damage. #'''Ruthless:''' When this operative fights, any 1s the enemy rolls deal a mortal wound to the enemy. #'''Sustained by Conflict:''' When an enemy within 6"/pentagon of this operative shoots them, the operative can re-roll one save. </tab> <tab name="Requisition"> *'''Plunder (1 RP):''' After winning a battle, you get two free uses of the Supply Drop Requisition. *'''Ruinous Gift (1 RP):''' One operative that isn't a Fluxbray, Gorehorn, Herd-Goad, Shaman or Toxhorn becomes one of those. While they don't lose any ranks, they will lose any XP that puts them over that rank and they retain any Battle Scars. *'''The Strong Prosper (1 RP):''' When an operative kills an enemy, they can cure themselves of a Battle Scar, even if it's one they just got from the same fight. </tab> <tab name="Assets"> *'''Corrupted Hollow:''' Lets one operative gain a piece of CRB Rare Equipment to attach to their melee weapon. *'''Fellgor Herdstone:''' Lets you gain additional CP during the first turn. *'''Fighting Pit:''' Before a game, you can have two of your operatives fight it out and roll a d6. *# Both operatives lose and must take Casualty checks. *# The challenger wins d3 XP and the champion must take a Casualty check. *# The challenger wins 1 XP. *# The champion wins 1 XP. *# The champion wins d3 XP and the challenger must take a Casualty check. *# Both operatives win 1 XP. </tab> <tab name="Rare Equipment"> #'''Crown of Horns (2 EP):''' Using the Animalistic Fury ploy on this operative is free. #'''Brass Hooves (2 EP):''' Using the Wild Rage ploy on this operative is free. #'''Mighty Trophy (4 EP):''' Once per game, you can use this item to give the bearer +1 to their APL. #'''Dark Talisman (3 EP):''' Fellgor Shaman only. This lets the shaman cast two spells each turn. #'''Goremark (2 EP):''' A pretty wild buff. Not only do they ignore all stat modifiers, but they also ignore the injured condition and can auto-pass any recovery tests. #'''Infernal Vambraces (2 EP):''' Improve the WS of all melee weapons by 1 to a max of 2+. </tab> </tabs> === FR Units === This Recon/Seek & Destroy Fireteam is composed of 10 of the following: *1 Fellgor Ironhorn *9 of the following: **0-9 Fellgor Warriors **0-1 Fellgor Deathknell **0-1 Fellgor Fluxbray **0-1 Fellgor Gorehorn **0-1 Fellgor Gnarlscar **0-1 Fellgor Herd-Goad **0-1 Fellgor Mangler **0-1 Fellgor Shaman **0-1 Fellgor Toxhorn **0-1 Fellgor Vandal *'''Fellgor Ironhorn (Combat, Staunch, Marksman):''' As the pack alpha, your Ironhorn has the ability to pass up on Strategic Ploys in order to mark one friendly operative and let them and anyone within 2"/circle of them make a free Dash action so they can rush towards the enemy. Their two loadouts let them alternate between stronger melee or stronger shooting - The Corrupted Pistol is a bit basic but has Balanced and Rending for some effectiveness and the Corrupted Chainsword is pretty fierce with Rending. On the other hand, the Plasma Pistol is a very potent firearm while your Bludgeon is stuck with 4/4 damage with Brutal backing it up. *'''Fellgor Warrior (Combat, Scout):''' Your big angry goatmen turn out to be comparable to Orks with 10 wounds and a 5+ save, and with Frenzy they have a chance to fight a little longer beyond death. The Cleaver has slightly better crits, but you can also grab a Bludgeon, locking your damage to 4/4 but granting Brutal if you're worried about any enemies with shields. *'''Fellgor Deathknell (Staunch):''' Carries a Bludgeon and a massive gong that can boost its save like a shield. While it has the APL boost usually seen on standard bearers, they also have a 3"/square aura that degrades any crits friendly operatives suffer into basic hits - very handy to protect your lines before they reach charging range. On top of that, they have a special action to gain a 3++ save. *'''Fellgor Fluxbray (Combat, Scout):''' A beastman that mutated a third arm for three knives. Depending on how you play it, you can either get Relentless for re-rolls or use it to make one hit instantly count as a parry. As they have no guns, you get a special 2 AP action that lets the Fluxbray march forward (moving as normal with an additional +2"/circle in distance) with the ability to walk past any enemy's engagement range to deal d3+1 mortal wounds. *'''Fellgor Gnarlscar (Combat, Staunch, Marksman):''' Battle-damaged beastman that lucked out with an augmetic arm, wedding the best parts of the Cleaver and Bludgeon. Even better, they can spend an AP to both punch and shoot someone they're engaged with for double the firepower at once. To top it all off, they can switch Orders after activating, letting you hide behind cover after rushing someone. *'''Fellgor Gorehorn (Combat):''' A big bruiser with a vicious axe with Lethal 5+. They can fight twice each turn (and you need to since that axe is wicked) and every time they kill an enemy outside of Frenzy, they can roll a d3 to recover that many wounds and deal that much on your next crit. As such, you'll be needing a some extra protection so your enemy won't consider sniping them out before they can make a kill. *'''Fellgor Herd-Goad (Combat, Scout):''' The literal slave-driver, complete with a whip that's not powerful but has a bit of reach, Lethal 4+ and Stun. For allies, you can spend an option to feed an AP to a friendly operative within 3"/square of them that isn't the Shaman or Ironhorn. While within range of one enemy, you can cripple them further by robbing them of an attack with a melee weapon and forcing any attempts to Fall Back to spend an additional AP. As such, they're best at picking off key targets while your dedicated fighters keep the heat off. *'''Fellgor Mangler (Combat, Staunch):''' Do NOT ask why his hands are so big. Just accept that they are big, they are dangerous, and they are Relentless. Those claws can also score one free crit on an unreadied foe. Fighting is all they can do, as they can't shoot and objective actions require them to spend an extra AP. Good for you that they can fight twice at the cost of 1 AP. *'''Fellgor Toxhorn:''' Totes around Pox Bombs, which they can deploy and can potentially make anyone within 2"/circle of the bomb suffer -1 to APL and potentially even 3 mortal wounds. As this isn't considered a piece of wargear, you can use this as many times as you want to infuriate crowds. This gives them a bit of a defensive edge as well, as they're immune to Stun and other APL modifiers as well as gain a 6+ FNP. *'''Fellgor Shaman (Staunch, Scout):''' Your lone psyker of the lot. Fortunately, you get three different spells you can make use of. Mantle of Darkness lets friendly operatives within 3"/square count as always being Concealed to enemies beyond 6"/pentagon away, Apoplectic Rejuvenation heals 2d3 wounds (maxed out if they killed someone) to a friendly non-frenzied operative within 6", and Curse Weapon makes an enemy's gun take Hot for their activation, making each roll of 1 to hit deal an additional MW. *'''Fellgor Vandal (Combat, Staunch):''' Carries a massive fucking axe, getting Brutal and Rend 2 as well as gaining Ceaseless if you're attacking and Relentless if they charged. As such, they're best suited to going one on one with an enemy so they can be mow down the big threats. On top of this, they have a sweep attack that deals d3+1 MWs to all operatives within 2"/circle. ===FR Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Ambush (1 CP):''' A non-frenzied operative counts as ambushing if they change orders from Conceal to Engage when activated. Ambushing operatives get to turn one regular hit into a crit. *'''Pelting Fire (1 CP):''' Your pistols get to mark whoever they hit. Any further shots against a marked foe add +1 to both damage stats before adding another mark. **This is your consolation prize for being a melee-focused army. You have a way of boosting your guns' damage, but it requires everyone to focus fire on one or two enemies. *'''Reckless Determination (1 CP):''' When an enemy shoots at your operatives, they get to automatically make one save. *'''Violent Temperament (1 CP):''' When an operative fights, they can trigger this to re-roll all attack dice. Note that this does mean re-rolling everything, not just re-rolling the bad dice - use with caution! </tab> <tab name="Tactical Ploys"> *'''Animalistic Fury (1 CP):''' When one operative scores a crit in melee, they can add +1 to the crit damage they just dealt. *'''Bloodsense (1 CP):''' When you kill an enemy, you can immediately activate another readied operative within 3"/square of the victim. *'''Ruthless Rampage (1 CP):''' Lets an operative that fights immediately charge afterwards, though the range of this charge is only 3"/square. Since you can't use this while engaged, this will only see a use to let someone charge right after killing someone *'''Wild Rage (1 CP):''' When one operative is activated, their movement is increased by +1"/triangle. </tab> </tabs> ===FR Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''FR 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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