Warhammer 40,000/Tactics/Kill Team(8E) Chaos

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Tactics

Chaos Space Marines

Why Play Chaos Space Marines

  • Pros
    • With access to both Chaos Marines and Chaos Cultists, you can be more flexible than the IG or Loyalist Marines and field Cheap Fodder CQC Cultists alongside Plasma Wielding Marines.
    • Just like the loyalist Marines, you get access to Transhuman Physiology, so that's nice.
    • Marks of Chaos and Icons are still in, and icons have the same relatively low costs of the vast majority of special items in kill team, even if the banner buffs are mostly within 6".
    • Excluding the Icon of Wrath, Icons can affect friendly models of different Marks to Icon bearer. Maybe not as intended, but allows for the potential of multi-God Kill-teams.
    • The Icon of Flame does technically mean you get a Psychic Phase.
  • Cons
    • A chunk of weapons from the basic Chaos Marine Arsenal have been stripped out from Kill Team. No Combi Weapons and no taking a Boltgun and Chainsword on the same model for you.
    • Limited to one dude (Aspiring Champion) who can wield Power Swords and Fists, the rest are stuck with chainswords. Compare this to our loyalist brethren, who can have two with a Tactical and Intercessor Sergeant. On the other hand, our standard dudes can take chainswords while the Tacticals are stuck with generic CCWs.
    • No cult troop soup for you. Berzerkers are all you get. Plague Marines and Rubrics are restricted to their own particular factions, while Noise Marines aren't in Kill Team at all (so far).
    • If you want to play a force like Iron Warriors, Night Lords, or Fallen Angels, you might be better served playing them as loyalists instead to take advantage of some of the niftier options they have. Though faction traits do help alleviate this.

CSM Special Rules

  • Death to the False Emperor: hit roll of 6+ against IMPERIUM keyword models allows you to make an additional attack. This additional attack cannot spawn more attacks. Also note, it you take two or more Flesh Wounds, you will be unable to trigger DttFE, due to the -1 or worse to hit.
  • Transhuman Physiology: Ignore -1 penalty to hit from the first flesh wound suffered. Good, and allows you to keep using DttFE if you have just suffered one flesh wound.
  • Mark of Chaos: You can choose to replace MARK OF CHAOS keyword with nothing (no mark), or one from NURGLE, TZEENTCH, KHORNE or SLAANESH.

CSM Faction Attributes

  • Emperor's Children - Flawless Perfection: Only models with the SLAANESH keyword can be drawn from this legion. If a model is within 1" of an enemy model at the beginning of the Fight phase, your model is considered to have charged.
  • Night Lords - Terror Tactics: When an opponent takes a nerve test for a model from their kill team, they must add 1 to the test fr each of your models (other than shaken models) that is within 3" on that model.
  • Iron Warriors - Siege Lords: Ignore penalty to Injury rolls from targets being obscured
  • World Eaters - Butcher's Nails: Can make an additional attack in the fight phase with a model if it charged, was charged, or piled in with Heroic Intervention
  • Black Legion - Black Crusaders: Add 1 to Leadership to all models. Rapid Fire weapons can be shot as though they were Assault weapons in the shooting phase if the model advanced (Rapid Fire 2 becomes Assault 2)
  • Word Bearers - Profane Zeal: Reroll failed Nerve tests
  • Alpha Legion - Hidden in Plain Sight: Considered obscured if more than 12" away from enemy models
  • Renegade Chapters - Dark Raiders: Reroll failed charges

CSM Ranged Weapons

Chaos Space Marine

  • Boltgun: The other classic weapon, this weapon has solid range, and a decent strength and not much else to say. Still will probably see them more in Chaos Space Marine Kill-teams compared to loyalists, due to the lack of other bolt weapon choice, and assuming you are not just filling out on cultists for your fire teams.

Special weapons

  • Flamer: The standard flamer with all the auto-hitting goodness you have come to expect. Doesn't care about all your -1 to hit, and can be fired after advancing to help get it into range. Even better in the hands of a Demolition specialist.
  • Meltagun: While there are no vehicles in Kill-team to melt with this thing, its short range is less of an issue when it comes to getting into range with it due to the small playing field. Will all but guarantee to take a model out of action (if it hits) with its high amount of damage, though be cautious when using it on Necrons. Can be shot after Advancing to get into short range and a more reliable D6 damage. Works well with a Heavy specialist
  • Plasma Gun: The classic plasma weapon with high strength, AP and two firing modes: the 'safe' Str7 1 damage profile, and the 'overcharged' Str8 2 damage profile. Unmodified hit rolls of '1' will take the bearer out of action immediately. Though this actually makes it safer than in regular 40k, as only 'unmodified hit rolls of a 1' will slay the bearer, the -1s to hit that are so common in kill-team are not taken into account. Generally, the 'safe' mode should be enough for most targets, though 'overcharging' does give you the ability to take down Primaris, Sicaran's and Ork Nobs with one shot. Works well on a Sniper specialist for the sweet re-roll 1s.
  • Heavy Bolter: At 36" range, this is the best long range gun we have. -1 AP with 3 shots at a high-ish strength makes this a good staple weapon. Which is good, because in kill team you have to have at least one if you want to arm both your Chaos Space Marine Gunners.

Pistols

  • Bolt Pistol: The classic bolt pistol, something all your Chaos Marines will come equipped with, regardless of load out. Useful to get a shot off during a prolonged close combat you get stuck into. Always remember them, they come in useful quite often
  • Plasma Pistol: All the versatility of a pistol, combined with the firepower to put a hole through anything. Like all plasma weapons, it has two modes: the 'safe' Str7 1 damage profile, and the 'overcharged' Str8 2 damage mode, though an unmodified roll of a '1' will take the bearer out of action immediately.

Grenades

  • Frag Grenade: As a grenade weapon, you ignore the -1 to hit long range penalty. Only one grenade can be thrown per phase. A good option if you need to clear a number of closely clustered low toughness targets, or to give you a greater chance of hitting in Overwatch. Other than that, your probably better off with your bolter if you have one.
  • Krak Grenade: As a grenade weapon, you ignore the -1 to hit long range penalty. Only one grenade can be thrown per phase. A good option in a pinch to take down multi-wound models like Ork Nobs, Sicarans, Aberrants, Tyranids Warriors and the odd Primaris Marine.

Chaos Cultist

  • Autogun: A lasgun by another name, don't expect these to do much, although be pleasantly surprised when they do. Rapid fire gives them a greater chance of doing something if they get into short range. Plus, no-one wants their 20pt+ model to die to a 4pt cultist, and some may blow their command re-roll to prevent just that.
  • Shotgun: Exclusive to the Cultist Champion, the small gaming area of Kill-team makes this a much more realistic option. 12" range coupled with Assault 2 and plus +1 Str at short range can be surprisingly good against certain targets. You just have to get there...

Special Weapons Special/Heavy weapons

  • Flamer: The only upgrade that is not free (to Cultists), this thing is identical to those wielded by your Dark Masters, except on a squishy human. Being able to advance and shoot this thing at full effect can make such a model a good distraction model, forcing your opponent to choose between D6 auto hits on a squishy human, or focus fire on your power armoured models. Though this distraction does cost the same as two regular cultists, so it's up to you which is better.
  • Heavy Stubber: Our 2nd (and only other) long range gun, the stubber can be thought of as a 3 shot bolter with Heavy. With a short range of 18" it can be surprisingly accurate, and weight of dice can get through armour where quality (or lack thereof) failed.

Pistol

  • Autopistol: A las pistol by another name, don't expect these to do much. In fact, you probably won't use this, as the short range generally means that the choice is usually shoot or charge. And in most cases, Combat is usually the better place to be. Still, if you find yourself locked in combat for more than one round, use them. You never know what might happen.

CSM Melee Weapons

Chaos Space Marine

  • Chainsword: The trusty reliable chainsword, +1 Attacks when used in combat and that's about it. Turns your marines into mini whirlwinds of attacks, especially on a Zealot or Combat specialist.
  • Power Sword: Exclusive to Aspiring Champions (boo!), the AP on these swords pretty much guarantees that your opponent won't get a save against wounds caused, or a 6+ save at most. Can be a useful as a close combat deterrent, though as this model is most probably your Leader too, the positives will outweigh the negatives in such situations.
  • Power Fist: Exclusive to Aspiring Champion (boo!), the weapon of choice when you want to wound on a 2+ against all models (excluding plague marines). Cuts through armour like the sword, but also does D3 damage with each wound. When you get hit by this, you stay down! The -1 to hit unfortunately prevents Death to the False Emperor, though this can be countered through the "Beseech the Gods" stratagem (though the +1 to wound will be wasted).

Chaos Cultist

  • Brutal Assault Weapon: Mechanically the same as a chainsword, it can make an assault cultist a bit more of a threat through weight of attacks. Or at least more then a slight irritant, dependant on your target.

Icons

  • Icon of Wrath: KHORNE only, any KHORNE models within 6" of the icon bearer can re-roll charge rolls
  • Icon of Flame: TZEENTCH only, at start of your turn in the psychic phase, roll 1d6 for each model equipped with an Icon of Flame. on a 6, you cause a mortal wound to the nearest enemy within 12" of the icon bearer.
  • Icon of Despair: NURGLE only, subtract 1 from the Leadership characteristic of enemy models within 6" of the icon bearer.
  • Icon of Excess: SLAANESH only, the Death to the False Emperor takes effect on a 5+ rather than a 6+ for any friendly models within 6" of the icon bearer. RAW, this means it also effects models with no Mark/different Marks to the icon bearer, though you still need to be SLAANESH to carry it.
  • Icon of Vengeance: Models without the KHORNE, TZEENTCH, NURGLE or SLAANESH keyword. Add 1 to the Leadership characteristic of friendly models within 6" of the icon bearer

CSM Units

  • Chaos Space Marine (Leader [Aspiring Champion only], Heavy [Gunner only],Combat, Demolitions, Sniper, Veteran, Zealot): With good stats and the versatility of being armed with either chainswords for Melee or bolters for Range, these guys can be kitted out to fulfill different rules, with the option to mix in both across the Kill-team. Which is good, as these are the only Power armored guys you're going to get (for now at least). With only 1 wound a piece, one bad roll is all it takes to be taken out of action, though Transhuman Physiology helps with countering the negative of Flesh Wounds on your own attacks. Using cover/cultists is, therefore, key to staying relevant in the first round or two as you move into position.
    • Chaos Space Marine Gunner (2): Additionally gain access to special and heavy weapons (though you can only have one of each, and for a heavy gun, your only option is the heavy bolter. No dual flamer/melta/plasma like in regular 40k). Being the only Heretic Astartes that can have the Sniper specialism, they have access to reasonably safe overcharged plasma gun shots, which always have a use. A Heavy Bolter is great on a Heavy, specially if they successfully Beseech the Gods at the start of the game to wound most targets on a 2+. A Flamer armed Demolition specialist can also wound most obscured targets on a 2+ thanks to Custom Ammo
    • Aspiring Champion (1): The only one who can wield anything above a chainsword in close combat, and can take a plasma pistol. As he is 9/10 likely to be your Leader, whether you want him in danger close depends on the rest of your kill team. He can bring him in close to really wreak face in Melee/Pistol range, but then be potentially exposed to be assassinated. Or he can hold back and do very little. Or thirdly, make a Cultist Champion your Leader, make this guy your Zealot specialist, and go hunting.
  • Chaos Cultist (Leader [Champion only], Heavy [Gunner only], Combat, Demolitions, Veteran, Zealot): What they lack in quality, they make up for in numbers. 3 of them cost the same as one Chaos marine, and you could easily fit 20+ models into a kill team at that price. But don't take that many, seriously. They are only regular humans, with a 6+ save and if they lose half their models and break, the nerve tests you will then have to take for each guy will just mean they'll stand around shivering in fear for the rest of the game (they are only Leadership 5, 6 for the champ). What you want to use them for is as living shields for your scarier and tougher Chaos marine masters, imposing -1 hit and -1 to injury rolls from whatever angle your opponent can shoot from. Or use them to block the movements of your opponents' models, isolating them from one another. Or surround them so your chaos space marines can finish them off. Or take overwatch (still only a 50/50 chance of a frag cannon taking a fresh cultist out of action). You get the idea, just be a nuisance to your opponents' efforts and you're doing your job right. And if by some miracle you do take a model out of action during all this, then praise be the Dark Gods! They are not the best specialists for this reason, save that for your Chaos space marines.
    • Cultist Gunner (2): Can take either a heavy stubber or a flamer, adding some stronger and/or more reliable ranged support for your Dark Masters (for free in the case of the stubber). The flamer in particular actually makes the Cultist Gunner much more threatening. When they can move, advance, and still fire D6 auto hits on a target within 8", that can threaten most of the board by turn 2, if not 1. That in turn forces your opponent to choose between D6 Str4 hits, and a potentially more dangerous target if left unchecked. Don't make them specialists though, it just puts a big target on their head, and it doesn't take much to take these guys out.
    • Cultist Champion (1): Can take an autogun, shotgun or the brutal assault weapon and autopistol combo the regular dudes have access to. While the shotgun can be good, the weight of three attacks in the close combat would potentially do better to bring down an unsuspecting enemy. If you do make this guy your Leader, it's probably best you hide him out of line of sight, as he will likely go down if exposed to even just one enemy model.

CSM Elite Units

  • Dark Disciple: If your team includes a Dark Apostle commander, you can take 2 of these guys. They don't seem very elite by normal standards, essentially slightly better cultists at the same 4pt - a 5+ save and Ld 6, but they do come with a free Power Maul and each provide a 1" boost to the range of the Apostle's aura if they're within 1" of him. If you're taking the Apostle and Cultists anyway, these are essentially a strict upgrade for melee combat.
  • Khorne Berzerker:
  • Possessed:
  • Terminator:

CSM Commanders

  • Exalted Champion (Commander) (Ferocity, Fortitude, Leadership, Logistic, Melee, Shooting, Stealth, Strategist, Strength): Probably the best duelist in Kill Team thanks to his ability For the Dark Gods that permits him to re-roll failed hit rolls against a Commander.
    • Plasma Pistol and Power First is probably the best combination if you're using him mainly to kill the Commander, because you have in both cases a rerollable 3+ to hit and at minimum a 3+ to wound.
    • Shooting is a waste on this character, you should take a Strategist (it's never a wrong choice), Melee (especially if using Axe instead of Fist, to deal with nearly every enemy in melee) or Strength (if you're using a Fist and you hate to remember how wound roll work, now you always roll 2+)
  • Sorcerer (Commander) (Fortitude, Melee, Psyker, Shooting, Strength):
  • Greater Possessed:
  • Master of Executions:
  • Dark Apostle:
  • Master of Posession:
  • Sorceror in Terminator Armor:
  • Chaos Lord in Terminator Armor:

CSM Tactics

  • Beseech the Gods (2CP): In true Chaos fashion, this can either turn a unit into a rape train with no brakes, or insta-gib them before the battle's even started. At the start of the first battle round, pick a unit and roll a D6. On a 1 the unit suffers D3 mortal wounds. On a 2+ add 1 to hit and wound rolls for that unit until the end of the battle. You can only use this once per battle. Amazing on the model you use it on, and pairs well with other stratagems/specialisms, but will leave you with no CP for the first turn, and again, will fuck you over if your roll is a dud. (You want this on a heavy bolter. Just do it.)
  • Daemon Spirit (2CP): Pick an enemy unit within 1" of your leader at the end of the Movement phase and roll a D6. On a 4+ that unit suffers 1 mortal wound. Expensive, but good in a pinch when you need to clear away or wear down one of the models you charged (or charged you!)
  • Veterans of the Long War (2CP): Use this tactic when you choose one of the models from your kill-team to attack in the Shooting or Fight phase. You can add 1 to the wound rolls for that models attacks that target IMPERIUM models until the end of the phase. Would be really good if not for the fact that it comes at 2CP, plus you have other ways of getting +1 wound, mostly via the Demolition specialism.
  • Fury of Khorne (2CP): Pick a KHORNE model from your kill-team that is within 1" of an enemy model at the end of the fight- it can immediately fight again. Enemy still standing? Have another go with this Strat!

CSM Example Teams

Standard Kill Teams

  • 7 models, 99 points
    • Aspiring Champion with chainsword and plasma pistol, 14 pts (Leader)
    • Chaos Space Marine Gunner with heavy bolter, 16 pts (Heavy)
    • Chaos Space Marine Gunner with plasma gun, 16 pts (Sniper)
    • Chaos Space Marine with chainsword, 12pts (Zealot)
    • Chaos Space Marine with chainsword, 12 pts
    • Chaos Space Marine with chainsword, 12 pts
    • Chaos Space Marine with boltgun and Icon of Flame, 17 pts
  • 10 models, 100 points
    • Aspiring Champion with power sword and plasma pistol, 15 pts (Leader)
    • Chaos Space Marine Gunner with heavy bolter, 16 pts (Heavy)
    • Chaos Space Marine Gunner with plasma gun, 16 pts (Sniper)
    • Chaos Space Marine with chainsword, 12pts (Combat)
    • Chaos Space Marine with chainsword and Icon of Wrath, 17 pts
    • Chaos Cultist Champion with brutal assault weapon, 5 pts
    • Chaos Cultist with brutal assault weapon, 4 pts
    • Chaos Cultist with brutal assault weapon, 4 pts
    • Chaos Cultist Gunner with heavy stubber, 5 pts
    • Chaos Cultist Gunner with heavy stubber, 5 pts
  • 20 models, 100 points
    • Aspiring Champion with power sword, plasma pistol, and Icon of Vengeance 19 pts (Leader)
    • 8 Chaos Cultists with brutal assault weapons and autopistols, 32 pts
    • 9 Chaos Cultists with autoguns, 36 pts
    • Chaos Cultist Gunner with heavy stubber, 5 pts
    • Chaos Cultist Gunner with flamer, 8 pts

Commanders Kill Teams

For When Commanders Cost Points

For When Commanders Cost Nothing

Death Guard

Why Play Death Guard

  • Pros
    • Poxwalkers can spawn more Poxwalkers by killing enemies.
    • Plague marines are disgustingly tough in every sense of the word, capable of eating small arms fire like popcorn. The Plague Marines are the only T5 unit in the game (outside of commanders and custodes)!
    • Poxwalkers are great soft cover units.
    • FLAIL OF CORRUPTION FTW
    • Flesh wounds are a thing, meaning that with your FNP you have three layers of saves, assuming anyone can hit and wound you in the first place.
    • Access to four commanders gives as many different choices as the other two Chaos Space Marine factions combined!
  • Cons
    • The only reason you're not the best faction is that deathwatch have frag cannons.
    • Your best strategy is to use poxwalkers to give marines cover from heavier weapons. Expect everyone to know this and field one or two dedicated anti-infantry guns to mow them down first and fire accurate anti-armour into your gooey centre.
    • You'll easily become that guy if you bring these to friendly games against un-optimised opponents.
    • In a multi-person match, you'll be the first one focused down after the guy with four frag cannons.
    • You're expensive, you aren't fast, and you're geared towards getting in close. You are very good when you get there, and you got some tools to help you get there but never forget your team is centred around 3-5 very expensive one wound models. Getting mobbed, sustained fire, an unlucky roll, or a bad tactical decision can really hurt you.
    • The Commanders expansion effectively unlocked the psychic phase for just about every faction that has psykers, except you. Nurgle's Babies still don't have psykers in Kill Team, or a proper defense against psychic powers, and that's a fairly serious problem when use of the psychic phase has been expanded as much as it has, which will obviously mean that your opponent can easily bypass your high toughness, high armour save, and DR and put d3 wounds up against your flesh wound rolls.

DG Special Rules

  • Disgustingly resilient: FnP5+ as an extra layer of protection even against multi-damage hits. And Kill Team's flesh wound mechanic means a single wound goes a long way.
  • Death to the False Emperor: Nurgle's still chaos. Roll an additional melee attack on a 6+ to hit an Imperium model. This new attack has to be aimed at the same target, and cannot generate itself further DttFE attacks.
  • Transhuman Physiology: Ignore the penalty to the model's hit rolls from the first flesh wound. Thus, the enemy has to go through your toughness, armour save and FNP twice to get an effect on you, meaning you can still DttFE on a flesh wound.
  • Icon of Despair: -1Ld to enemies within 6". It is useful that it doesn't require essentially being in melee like other armies' debuffs.

DG Ranged Weapons

  • Boltgun: The standard 24" RF S4 gun everything compares to. Though with Gunner options and expensive models you may see only one. This isn't 40K, you don't rapid fire from 18" here.

Special weapons

  • Blight launcher: 24" Assault 2 S6 AP-2 D3 dmg, re-rolls wounds of 1 for being a plague weapon. Pretty much a Frag cannon's standard profile, for all intents and purposes, but cheaper. It shines when used by a Demolitions specialist, wounding everyone obscure on re-rollable 2+, noticeably reducing armour and with a good chance for true kills. Its good rate of fire and mobility can be used by a Veteran employing Adaptive Tactics to get into a good starting position, and a Heavy can both advance without penalty and an even higher rof with More Bullets. Models with a Blight launcher also make great targets for the Grandfather's blessing stratagem, especially heavies. 3 shots with 2+ to hit and 2+ to wound, -2ap and d3 damage will put most things in kill team in the ground.
  • Meltagun: Capable of overkill, but there's no such thing when facing Lictors, Primaris, Aberrants and the like. Useful on a Heavys hands to run and gun.
  • Plague Belcher: S4 flamer that re-rolls wounds of 1. Powerful on a Demolitions specialist's hands.
  • Plague Spewer: Better S5 AP-1 Plague Belcher, so a Demolitions wounds almost all obscured targets on re-rollable 2+. The catch? It's Heavy, so this is a 9"-flamer your movement-5" marine can't advance with, and a Heavy can't help you with it.
  • Plasma Gun: Sadly we don't have a Sniper specialist to re-roll those 1s, but at least it's also available to our leader figure. The supercharge risks an automatic death, so it's less appealing in this Kill Team. Either use the Tactical re-roll or your other multi-damage guns.

Pistols: Sidearms exclusive to a dedicated melee Champion.

  • Bolt Pistol: Useful. Really, it's there for when you'd rather spend the points on a melee weapon instead.
  • Plasma Pistol: Pistol version of the plasma gun. One of the best things you can spend a point on if you have a melee Champ.

Grenades: Their short range means they're situational, especially given how slow Death Guard are. Fortunately, plague marines can survive the approach, and don't fear counter charges as much as other armies. You can use only one per phase.

  • Blight grenade: Plague frag. Unlike other armies' frag grenades, however, D6 Str3 re-rolling 1s to wound is, on average, better than a rapid firing bolter against GEQ. And your dudes have plague knives too. On an Icon bearer, there's the argument to keep going forward on and on. Something something inevitable death theme.
  • Krak grenade: Grenade 1 S6 AP-1 D1d3, always better than the bolt pistol/gunshot it replaces.

DG Melee Weapons

  • Flail of Corruption: JEEZ, NURGLE, this weapon really shows a middle finger to Khorne. On a Combat Specialist this gives 3D3 attacks at S6 AP-2 D2 while rerolling wound rolls of 1. Death To The False Emperor also triggers d3 extra attacks for every hit roll of 6 as well. The most dangerous melee weapon in Kill Team. It becomes even more deadly with the tactic "Grandfather's Blessing" (if it doesn't kill the bearer) for 2+ to hit, 2+ to wound, rerolling 1s, against most things (except GEQs, against which you have a 1+), along with D2 to really fuck with Primaris Marines and double the dice in the Flesh Wound rolls. Seriously, this guy can take on some of the best commanders in the game and come out on top. Obviously however, this is the equivalent of putting a giant "SHOOT ME" sign on the bearer. Even more so than usual, anyway.
    • Practically designed for killing GEQs. S6 ensures you’ll be wounding on 2s even before Grandfather gives you his blessing, AP -2 means they don’t get an armour save, and the high volume of attacks means you can easily take on more than one and emerge victorious.
    • It was slightly nerfed by the September 2018 errata, dropping the damage down to 1, so a slight performance dent. However, it is still awesome vs horde armies, and the high number of attacks mean he can still take out individual high-wound models like Primaris, Aberrants and Lictors wiht some luck, and put a MAJOR dent in them if not. Plus, he's a Plague AMrine, so he'll probably survive the revenge attack anyway! It also only generates more hit rolls against its target, and you can still only target as many models as you have Attacks (so, basically, don't charge four models at once). Splitting attacks on the Cleaver is more likely to successfully kill multi-wound units (like Primaris) than the Flail, even with the bonus hits.
  • Bubotic Axe This weapon can be a nice cheap and quite strong option on a fighter. The high AP and +1str make it rather nice against single wound power armor, but you're probably better off with a flail.
  • Mace of Contagion This instead is for when you need to crack open that pesky multi-wound Tyranid warrior, Primaris marine, aberrant etc. Hell, even rubric marines are going to regret lifting their dusty mugs from their also dusty books. Although, if you REALLY want to kill stuff on the spot you might like...
  • Great Plague Cleaver Essentially a meltagun that you can use in Close Combat. If the flesh wounds build up you could have some trouble hitting with this but when you do, oh boy, the thing you strike is going to disappear. For some reason it costs the same as a power fist while having the potential to do double the damage. Don't give the bearer the Zealot specialty as the extra 2 strength is basically useless in Kill Team- the only thing you'll need the +2Str against are other plague marines! (Usually - remember a lvl 2 medic can give someone +2 toughness for a round) Again, consider Grandfather's Blessing to keep the 3 Attacks hitting at a 3+.
  • Power fist You will probably want this on your leader if you expect him to see some CC action. Not too easy to hit with but will kill anything it connects with. Again, consider Grandfather's blessing if you want to mitigate this hit modifier and wound marines on a 1+ (well, still 2+ as unmodified 1's always fail. However, any -1 to wound modifiers you may come across will do nothing to you rolls as you'll still be wounding on 2s, even against T5 or higher). That is, of course, if you're willing to take the risk of losing your leader (and 1 extra CP per turn) before turn 1 actually begins.
  • Plague Sword Ugh... I wish that a plague champion could get a Balesword or a Bubotic Axe. It's cool in that it's free, so there isn't really a reason not to take it. It does not do much damage outside of GEQ.
  • Plague Knife Better than nothing. It makes base Plague Marines a bit better in Close combat than they would be but even a chainsword will put it to shame. MEH.
  • Improvised Weapons Generic but come with poxwalkers so who cares.

DG Units

  • Plague Marines (Leader [Champ only], Heavy [Gunner only], Zealot [Fighter only], Combat, Demolitions, Veteran): Dead strong at T5 with Disgustingly Resilient, practically immovable on objectives and within cover, although a bit slower than other MEQs. True all-rounders, they have bolter for standard firefights, but can also gut someone with their plague knife. Regular fighters at all ranges, they become truly scary when within 6", as their blight grenades can be put to use. One of them can take an Icon of Despair, which also works at 6".
    • Plague Marine Gunner (2): Great flexibility, whether you're going ranged or melee, a good idea is to make at least one of them either a Heavy or a Demolitions specialist.
    • Plague Marine Fighter (2): They will be your Zealot and Combat specialists. While they keep their grenades, at that range they'll be attempting charges rather than throwing grenades. But if a fool charges them, remember to use them to overwatch.
    • Plague Champion (1): Tactical in the extreme - he WILL have a plague sword to stab the little ones, can further take a power fist for the big ones without letting go of the sword, a pistol for melee OR a full sized Plasma gun, which is an excellent way to patch your lacking number of special weapons. Just remember he can't do everything at once, so don't bloat his cost.
  • Poxwalkers (Combat, Zealot): Aka (un)living shields. Put some in front of your marines and enjoy open field cover. Despite being slower than Plague Marines, lacking guns they'll be advancing when not charging (and charges are 2d6" regardless of base movement stat), so they can still provide a much needed distraction from your expensive and outnumbered marines.

DG Elite Units

  • Blightlord Terminator:
  • Deathshroud Terminator:

DG Commanders

  • Foul Blightspawn (Fortitude, Logistics, Melee, Strength): The Blightspawn's Plague Sprayer was nasty enough in vanilla 40k, but with the Logistics specialism at level 3 (which will coincidentally let him shrug off AP-1 attacks) he can boost it to a vicious 15" range. Don't forget about the Refractor Field tactic to make him even more unkillable!
  • Biologus Putrifier (Fortitude, Logistics, Melee, Shooting, Strength): Grenade specialist.
  • Tallyman (Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength): A CP Factory. Make him a strategist so you have more CP to potentially refund, or a Leadership specialist for a truly enormous Aura.
  • Plague Surgeon (Fortitude, Leadership, Logistics, Melee, Shooting, Strength):
  • Lord of Contagion:

DG Tactics

  • Nurgle's Gift (1CP): Roll a D6 after a Poxwalker takes an enemy unit out of action in the Fight phase. On a 4+ you can set up a new Poxwalker within 1" of the one that made the attack. However, the new Poxwalker is not part of a fire team and is not added to the command roster.
    • It is, however, useful as an expendable meatshield. Since you lose nothing when it dies it can act as a suicide unit. Well, you say nothing - every expendable dead is another +1 to nerve tests...
  • Cloud of Flies (2CP): Pick a unit after the Movement phase. Until the end of the battle round, enemy units can only shoot it if it's the closest target visible to them. If you were wondering how to protect Grandaddy's favourite flail combat specialist, now you know. Put a pair of Poxwalkers in front of him, use this tactic and go and have fun out there, you little rascal you.
  • Putrid Splatter (2CP): When something kills you in close combat you blow up. Id does a mortal wound on a 6 to every enemy within 1" of the guy that has died. Cool if you are fighing really massed infantry, if not then it is rather meh, expecially for 2 CP.
  • Veterans of the Long War (2CP): Want to really fuck up that IMPERIUM enemy model? Pop this when you attack it either by shooting or smashing and you get a +1 to wound. Would be really good if not for the fact that it comes at 2CP and that "Grandfather's Blessing" exists. Alternatively, use on a model with Grandfather's Blessing and a Flail to up their wound rolls against the bad boy Lictors to 2+.
  • Grandfather's Blessing (2CP): Oh boy. This basically makes one of your guys a miniature chaos lord, giving him a +1 to hit and wound in BOTH shooting and close combat. I have to specify though that this only works once at the start of the game and on a 2+. If you roll a 1, the guy you choose gets a one way ticket for the warp by taking D3 mortal wounds. Ouch. If you feel lucky pop this at the start of the game and watch the terror in either yours or the opponents eyes.

DG Commander Tactics

  • Revolting Stench (1 CP): Use at the start of the Fight phase if your kill-team includes a non-shaken Foul Blightspawn. Enemy models within 3" of this model that charged this turn lose the benefits of charging, even if they have abilities that would normally let them fight as if they had charged.
  • Festering Zealot (1 CP): Use at the start of the Fight phase if your kill-team includes a non-shaken Tallyman. Friendly models within 7" of the Tallyman can re-roll failed hits for that phase.
  • Blight Racks (1 CP): Use at the start of the fight phase (might be typo?) if your kill-team includes a non-shaken Biologus Putrefier. All friendly models within 3" that have access to blight grenades get them upgraded with +1 S and the ability to cause a mortal wound on a wound roll of 6.
  • Tainted Narthecium (1 CP): Use at the start of the fight phase if your kill-team includes a non-shaken Plague Surgeon. Friendly models within 3" of the Plague Surgeon can re-roll 1s for their Disgustingly Resilient roll.

DG Example Teams

Standard Kill Teams

  • Plague Marine Champion with Power Fist, Plague Sword, and Plasma Gun. Leader Specialist, obviously.
  • Plague Marine Fighter with Flail. Combat Specialist to up his attacks to 3d3, or Zealot to help him wipe out anything on the charge. Prime candidate for Grandfather's Blessing. Additionally, in Narrative Play games where the opponent has a higher point Kill Team, remember the fact that you get an additional 1 CP per turn, and use this as insurance against Grandfather's Blessing going wrong.
  • 2 Plague Marine Gunners, each with Blight Launchers. Heavy specialists for advancing and firing without the -1 to hit modifier. Use together as a single unit and focus fire to make sure that your target joins Papa Nurgle in his Garden.
  • Bog-standard Plague Marine. Use as more durable mobile cover for your Flail or Leader.
  • 3 Poxwalkers, to make up the numbers. Use as mobile cover and be very suprised if they actually kill anything.

Total: 100 points.

Commanders Kill Teams

For When Commanders Cost Points

  • Level 3 Foul Blightspawn. Logistics or Fortitude. (120 points)
  • Plague Marine Champion with Power Fist, Plague Sword, and Plasma Gun. Leader Specialist, obviously.
  • Plague Marine Fighter with Flail. Combat Specialist to up his attacks to 3d3, or Zealot to help him wipe out anything on the charge. With Grandfather's Blessing, this guy can even take on Commanders and emerge victorious.
  • 2 Plague Marine Gunners, each with Blight Launchers. Heavy specialists for advancing and firing without the -1 to hit modifier. Use together as a single unit and focus fire to make sure that your target joins Papa Nurgle in his Garden.
  • Total: 200 points

For When Commanders Cost Nothing

  • Poxwalker Party:
    • Level 4 Tallyman.
    • Everything else: poxwalkers.
  • Get stuff up the field as fast as possible as use tallyman's melee bonus to use your grisly horde to wipe out everything. Slowly does it!

Thousand Sons

Why Play Thousand Sons

  • Pros
    • One of only three (four if you count the CSM Icon of Flame) factions in the game that can make use of Kill Team's psychic phase without Commanders.
    • Despite all other units with a 2+ save being barred from kill team, Rubrics can boost their save to a 2+ against attacks that deal only 1 damage.
    • -2 AP on all the Rubric Marine's standard ranged weapons will eviscerate GEQ opponents and seriously threaten other MEQ targets almost as severely.
    • The 1CP Hungering Warp Flame tactic makes Warp Flamers OP as fuck. Allowing you to advance in the movement phase with no penalty and guaranteeing any charge within 8” will be shredded by overwatch (still watch out for harlequins).
    • The only Chaos faction with access to the Comm specialism, via Tzaangors with a brayhorn/megaphone of all things. This can make your Soulreaper armed Rubric surprisingly accurate.
  • Cons
    • Limited weapon selection, literally two guns and a heavy for Rubricae.
    • Unlike all other space marines, your Rubric Marines do not have Transhuman Physiology, meaning if they do take (flesh) wounds, or if you have to patch them up with a Medic, their accuracy will start to drop noticeably.
    • All your (non-commander) models lean heavy towards melee or shooting. If a rubricae gets punched or a Tzaangor shot then they can’t do much back.
    • A very limited model roster, fine for 100 points but with commanders you’ll find it tough against other armies such as SM who suddenly have loads of different models and lots of utility.

TS Special Rules

  • Death to the False Emperor: You've seen it, you know. Any roll of a 6+ in close combat against an IMPERIUM model generates another attack roll against the same target with the same weapon. These bonus attacks cannot generate further bonus attacks. Also note, it you take two or more Flesh Wounds, you will be unable to trigger DttFE, due to the -1 or worse to hit. But considering your lack of close combat weapon options, you should avoid close combat wherever possible.
  • All is Dust: Unique to Rubric Marines and Rubric Marine Gunners, you +1 to saving throws against weapons with a damage characteristic of 1. Additionally the Rubric Marine Gunner ignores the -1 to hit penalty for moving and firing Heavy weapons.
  • Favoured of Tzeentch: Gives the model a 5+ invulnerable save. A good fall back save if your Rubric marines get hammered with meltaguns and overcharged plasma guns (because of All is Dust, see above). Not the most reliable save, but as one of the few factions that have them, it's better than nothing.
  • Aura of Dark Glory: Favoured of Tzeentch, but for your Tzaangors. +5 invulnerable save. Basically guardsmen armour, but one that you can take regardless, be it a lasgun or a meltagun.
  • Transhuman Physiology: Unique to the Aspiring Sorcerer only, this allows him to ignore the first flesh wound suffered for to hit penalties (won't stop the +1 to injury rolls though. Useful, but situational, as you don't necessarily want your sorcerer too close to the action in order to shoot/fight, since he can just smite instead.

TS Ranged Weapons

  • Inferno boltgun: A boltgun, but with -2 AP. With a 24 inch range, very little will be able to stay out of range of -2 shots. You may not have many of them, but each of them that gets through is most likely going to hurt. Getting into Rapid Fire range boosts their effectiveness considerably, but also gets them within Melee threat range. Somewhere your definitely don't want to be!
  • Warpflamer: Identical to a flamer, but with -2 AP, this thing is scary, especially as you can Advance and still shoot with this thing!

Heavy Weapons

  • Soulreaper Cannon: A up-gunned Heavy Bolter, it trades a third of the range for an additional shot and -3 AP, leaving most opponents with at best a 6+ Armour save (with the exception of, hilariously, other Rubric marines). Rubric Marines already can move without getting a -1 to hit when wielding heavy weapons. Pairs well with a Brayhorn Comm specialist and the level 1 heavy tactic.

Pistols

  • Inferno bolt pistol: Like a bolt pistol, but better. Unfortunately you pay for that with the cost of the model, but in exchange you get -2 AP. That's going to leave most targets with a 6+ save if any, 5+ if your a space marine or it's not going to affect them if they're Harlequins. Still, you will more likely get your wound through if you manage to wound it. And you can use it is subsequent rounds of close combat.
  • Warpflame pistol: Similar in some ways to the hand flamer, this baby instead gets D6 shots at -2 AP, increasing the chances that one will at least wound. Should be seriously considered if you plan to run a rubric-heavy team, where you'll really need that second flamer to help ward off anything getting too close to your spooky-scary dudes.
  • Autopistol: A las pistol by another name, don't expect these to do much. In fact, you probably won't use this, as the short range generally means that the choice is usually shoot or charge. And in most cases, Combat is usually the better place to be, especially with Str4. Still, if you find yourself locked in combat for more than one round, use them. You never know what might happen.

TS Melee Weapons

  • Chainsword: The trusty reliable chainsword, +1 Attack when used in combat and that's about it. Turns your Tzaangor's into decent CC combatants but not as good as Tzaangor blades.
  • Force Staff: The Aspiring Sorcerer's default weapon. +2 str, -1 ap and Dd3 make it reasonable for primaris removal.
  • Tzaangor blades: -1 AP and +1 attacks makes these a nice default choice for Tzaangor, who probably wouldn't hit anything with their autopistols anyway.

TS Psychic Powers

  • Gaze of Fate (Warp Charge 6): Gives you one free re-roll of any one roll until your next psychic phase. Better than the standard stratagem, without dipping into your CPs.
  • Treason of Tzeentch (Warp Charge 8): Beat an enemy model's Ld on a 2d6 and they become part of your kill team until the end of the fight phase.
    • with the overall lowered leadership in kill team and the ability to target normal mooks this becomes much better than its 40k counterpart.
    • Bonus points for killing 2 or more enemy models with overcharged plasma.
  • Bolt of Change (Warp Charge 9): The closest visible enemy model within 12" of the psyker takes d3 mortal wounds.

Other Wargear

  • Brayhorn: Unique to the Tzaangors, It allows friendly Tzaangors within 6" to add 1 to their Advance & Charge rolls. Also allows the model to become a Comm specialist. Because blowing through a horn is an effective way to direct the firepower of a suit of power armour filled with dust... Consider converting your comm specialist 'gor with psychic radio antenna antlers or something if a literal musical instrument seems a little too silly.
  • Icon of Flame: At the start of your turn in the psychic phase, roll 1d6 for each model equipped with an Icon of Flame. On a 6, you cause a mortal wound to the closest enemy model within 12". Your 2nd psychic phase. Don't rely on it going off, but if it does, it's unlikely that your opponent has thought to keep a disposable body between the icon bearer and a more important target.

TS Units

  • Aspiring Sorcerer (1) (Leader, Combat, Demolitions, Veteran) With a stat line identical to most space marine sergeants (including a 6" move compared to his Rubric marines) this guy is pretty reasonable, and as one of only two options when it comes to choosing a Leader, he is probably the standout winner. He is very limited choices for wargear; only being able to swap his inferno bolt pistol for a warpflame pistol. His only other weapon is a force staff, which while only -1AP, does deal D3 damage per wound, so can really deal out the pain in close combat. Being the only member of the kill-team with Transhuman Physiology helps him to keep hit accurately. He is no Melee monster though, with only a 3+ save (but also a 5+ invulnerable) to keep him going, so keep him out of bigger scraps unless he is well supported by Tzaangors. As the only psyker played exactly as set out in the book (Grey Knights were nuffed slightly), he gives a pretty reliable mortal wound factory, crippling and killing a single 1 wound model a turn. Occasionally he might roll high enough for D3 mortal wounds on the target, though this is only useful against targets with 2 or 3 wounds. Keep a CP handy though, as a dreaded Perils of the Warp has a good chance of killing him, and dealing damage to your seemingly untouchable automaton bodyguard.
  • Rubric Marines (Combat, Demolitions, Veteran): In comparison to the other space marines, Rubrics lost out Transhuman Physiology and dropped to a 5" Movement). In return, they gained a 5+ invulnerable save and the All is Dust ability. This means you will get a 2+ save against most small arms fire, and a 5+ invulnerable against anything with a half decent AP. And even against a meltagun, at least you get a 5+ save. At 5" move, you are slower then most marines, though on the small area of kill team, this isn't so much of an issue unless you need to get off the other side of the board. Can take inferno boltguns for longer range -2AP shooting, or warpflamers to Advance up the board and unleash a torrent of -2AP fire right into your opponents grouped together models (this works especially well with the Demolition specialism. Stay out of combat where possible, it is a waste of your abilities and you don't have pistols. Though an over watching flamer is still nasty.
    • Rubric Marine Gunner (1) (Heavy, Combat, Demolitions, Veteran): Limited to one per kill team, and thus only 1 Soulreaper cannon, this is still a good weapon and a good firing platform. Everything this apples to basic Rubrics applies here, but with the added benefit of being able to take the Heavy specialism, and the fact you ignore the -1 to moving and firing heavy weapons already.
  • Tzaangors (Combat, Medic, Veteran, Zealot): Your source of cheaper but still surprisingly tough bodies. With Str and toughness 4, and WS 3+ they are akin more to Ork boyz then to the cultists and pox walkers of other chaos kill teams. Cost about the same too, which means you will not be able to flood the battlefield in quite the same numbers as the other chaos kill teams. They do have a 5+ invulnerable save however, so they at least have a chance of stopping a meltagun from one-shooting them. They also move 1" faster than your Rubric marines, which is always handy. For options, they can either take chainswords and autopistols, or drop shooting altogether for tzaangor blades, giving you a respectable -1 AP in Melee. This synergises quite well with the passive effect of the brayhorn, and the Medic stratagem 'Stimm-shot', meaning that Tzaangors can cross the field into combat surprisingly quickly, which is where they do there best work. Whether that is taking out key enemy models, or holding them back from your Rubric marines so they can spend their time shooting.
    • Bizarrely enough these guys are one of the only SM or CSM kill team units which can be Medics. While this will not have much effect in the first few games, as you gain experience your Medic will be able to help keep your expensive marines in the fight, and even revive them if they go down (or twice in the same turn, if you have the CP to spend on this AND 'Immovable Automaton'). In regular matched play games, though, you'll have to settle for just combining Stimm-shot with the speed boosts of a brayhorn to make your 'gors, particularly a Combat specialist Twistbray, move fast and hit hard.
    • Tzaangor with brayhorn (Comm, Combat, Medic, Veteran, Zealot): Identical to a normal tzaangor, but with a big ass warhorn! And damn is it an effective (considering some of your kill team are empty suits of power armour). A Comm Specialist brayhorn pairs particularly well with a Soulreaper cannon armed Gunner, meaning in most cases, half your shots will hit their target, which is more than enough to wound and force an injury roll, with the cannons built in str5 and -3 AP meaning most wounds will stick. Outside of boosting Rubric shooting, the guy can really boost the speed of a tzaangor heavy kill team (as previously mentioned). Basically, in most cases, you want this guy in your kill team, for one or both reasons. This is also probably the 'gor you'll want to equip with a chainsword and autopistol, as whether he's giving his fellow 'gors a speed boost or directing soulreaper fire, he's probably going to end up hanging back a bit, so you might as well give him something to do in the shooting phase, for what little it's worth.
    • Twistbray (1)(Leader, Combat, Medic, Veteran, Zealot): Your tzaangor boss, and also you second choice for Kill team Leader. Has exactly the same options as his subordinates, but with +1 attack and leadership. While he maybe more fragile then a Aspiring Sorcerer, the extra attack he gets over him (regardless of weapon load out) makes him a pretty good Combat specialist. 4 attacks with -1 AP is not something you can easily ignore. He will leave a mark if left alone, so use this to your advantage to keep shit away from your Rubric marine fire support.

TS Elite Units

  • Scarab Occult Terminator:

TS Commanders

  • Exalted Sorcerer (Commander):
  • Tzaangor Shaman (Commander):

TS Tactics

  • Sorcerous Focus (2CP): Use this at the start of your Pschic phase. Pick a PSYKER model from your kill team that is within 2" of at least two other models from the kill team. Add 6" to the range of this model's Psybolt psychic power until the end of the phase. Good if you prefer to keep your enemy at arms length for the first and second battle round, but still want to get in those mortal wounds!
  • Immovable Automation (2CP): If a Rubric Marine or Rubric Marine Gunner is taken out of action, roll a D6. On a 4+ the unit suffers a flesh wound instead.
  • Veterans of The Long War (2CP): Use this when a RUBRIC MARINE model from your kill team is chosen to attack in the Shooting or Fight phase. You can add 1 to wound rolls for the models attacks against IMPERIUM models until the end of the phase.
  • Cycle of Slaughter (2CP): Use at the end of the Fight phase. Select a TZAANGOR from your kill team- that model can immediately fight a second time.
  • Malicious Familiar (1CP): Use at the end of the Movement phase. Pick an enemy model with 1" of your Leader and roll a D6. On a 4+ that enemy model suffers 1 mortal wound. Identical in operation to the Heretic Astartes and Death Guard stratagem, except this one, only cost 1CP rather than 2.
  • Hungering Warpflame (1CP): Use this when a model in your kill team with a warpflamer or warpflame pistol is about to shoot in the Shooting Phase. Until the end of the phase, you can roll two dice when determining the number of attacks made by that weapon and pick the highest. This is insane on a demolitions specialist.

TS Example Teams

Standard Kill Teams

  • 7 models, 100 points
    • Aspiring Sorcerer with warpflame pistol (Leader), 18 pts
    • Rubric Marine with Icon of Flame, 17 pts
    • Rubric Marine with warpflamer (Demolitions), 20 pts
    • Rubric Marine Gunner with soulreaper cannon (Heavy), 20 pts
    • Tzaangor with Brayhorn (Comm), 10 pts
    • Tzaangor, 7 pts
    • Twistbray, 8 pts
  • 6 models, 100 points
    • Aspiring Sorcerer with warpflame pistol (Leader), 18 pts
    • 2 Rubric Marines, 32 pts
    • Rubric Marine with warpflamer (Demolitions), 20 pts
    • Rubric Marine Gunner with soulreaper cannon (Heavy), 20 pts
    • Tzaangor with Brayhorn (Comm), 10 pts

Commanders Kill Teams

For When Commanders Cost Points

For When Commanders Cost Nothing

Gellerpox Infected (Rogue Trader)

Why play Gellerpox Infected

  • Pros
    • All the Nurgly toughness you've come to expect - high Toughness values and wound counts, and Disgustingly Resilient.
    • Options to focus either on a small group of extremely tough mutants or a horde of weaker beasts.
    • Vulgrar Thrice-Cursed is a Commander, which means he can gain the benefits of various Traits and can set his own level! Also the only one with access to the Strength specialism.
    • Access to several very powerful Stratagems.
  • Cons
    • Virtually no Shooting game beyond Vulgrar's belly flamer and the Sludge-Grubs' spit.
    • Stratagems are expensive.
    • Apart from the Mutoid Vermin, your units are slow as hell. We're talking 5" of movement at most here.
    • Running high model teams above 14 will make it impossible not to have the faction fall apart to morale.

Special Rules

  • Disgustingly Resilient: Just the same as it is with Death Guard.
  • Vermin: Add one to injury rolls. Makes your weak trash even trashier.
  • Mindless: Cannot gain experience, be a part of a fire team, or be a specialist. Hammers in the point that the Mutoid Vermin are expendable meatshields.

Ranged Weapon

Melee Weapons

Units

  • Nightmare Hulks (Leader (Gnasher-Screamer only), Combat, Veteran, Zealot): Large, slow dudes with paper armor and butchers. Gnasher-Screamer is almost as tough as Vulgrar so he makes a good choice for a Leader.
  • Gellerpox Mutants (Leader, Combat, Demolitions, Veteran, Scout, Zealot): Your basic fighters, with Disgustingly resilient and a 5+ invuln that deals a mortal wound to the attacker on a 6. They also have grenades so they have something to do in the shooting phase.
  • Eyestinger Swarms: The fastest of the little bugs with 10" of movement, and while its attack stat of d3 is unreliable it auto-wounds on a hit roll of 6. Good thing too, since S2 doesn't do it any favors with its wound rolls. Don't be deceived by its 7+ save, +1 to injury rolls taken, and poor toughness: its complete immunity to flesh wounds and -1 hit penalty against all attacks targeting them makes the Eyestinger Swarm surprisingly tough to kill.
  • Cursemites: The cheapest model in the faction. It can reroll failed charges and pile in 6" and has 2 attacks that scores 2 hits on a 6.
  • Sludge-Grubs: Slow moving, but the only ranged normal model equipped with something other than grenades and has AP-1 on its attacks. Can roll a D6 when its taken out of action to deal a mortal wound to its attacker but it needs a 6.
  • Glitchlings (Combat, Scout, Zealot): Currently the only Daemon in Kill-Team, with Disgustingly resilient (albeit reduced in effectiveness because of Squishable, like Nurglings in vanilla 40k), and a 5+ invuln. Also causes a -1 penalty to hit them when targeted by ranged attacks.

Commander

  • Vulgrar Thrice-Cursed (Combat, Demolitions, Strength, Veteran, Zealot): Armed with a flamer and the equivalent of a damage 2 power axe, Vulgrar is a melee monster even when compared to the other melee monsters among the Gellarpox Infected. His armor save is rather low, but since it's the same as his invulnerable save you won't care about it. And with 5 wounds and Disgustingly Resilient, he won't be going anywhere anytime soon. Just one level in the Strength specialism will pump his melee attacks up to an impressive S7, and with Devastating Power his attacks can one-hit kill even Aberrants and Warriors. If you can afford the points, give him Generalist as well so he can get the level 1 ability for Zealot or Combat to further increase his beatstick potential. Vulgrar also imposes a -1 Ld penalty to all enemy models within 6" of him, which isn't spectacular but still has its uses.

Tactics

  • Gellershift (2 CP): A Deep Strike Stratagem in Kill Team? You'd better believe it! Works just like similar Stratagems in 40K, only you cannot place the Deep Striking model within 4" of an enemy model. Yes, 4". This means in addition to moving a model to contest a last minute objective, you could also use it to set up a Charge the next turn. The only real downside asides it's cost is that it only works on Gellerpox Mutants, so this rules out the big guys.
  • Verminoid Infestation (3 CP):This one allows you to place a Mutoid Vermin model within 6" of a member of your Kill Team but it must be placed 6" from any enemy models. The summoned Model is ignored for determining if your Kill Team is broken and it is removed at the end of the game, before determining who won the mission. Really, the important thing is that you get to call in reinforcements at any time and don't get penalized if they die.
  • Twisted Blessings (2 CP): At the end of the movement phase, choose a Nightmare Hulk with at least 1 flesh wound and roll a d6. On a 4+, it loses a flesh wound. You know, because they weren't tough enough already.
  • Rancid Vomit (2 CP): At the start of the shooting phase, pick an enemy model within 6” of a friendly Nightmare Hulk. Roll 3 dice - for every 5+, deal a mortal wound to that enemy unit.
  • Corruption and Decay (2 CP): At the start of the fight phase, pick an enemy model within 1” of a friendly Gellerpox model and reduce that enemy’s toughness by 1 for that phase.
  • Machine Glitch (1 CP): When an enemy tries to open or close a door and you have a glitchling within 1” of that door to contest the door opening or closing, add 3 to your die in the roll-off to prevent the door from opening or closing.

Commander Tactics

  • Insane Gibbering (1 CP): Use at the start of the psychic phase. Vulgrar imposes a -1 penalty to psychic tests for psykers within 18" of him.
  • Lord of Resentment (1 CP): At the start of the movement phase, Vulgrar gains an aura that allows all Gellarpox Infected within 6" of him to re-roll hit rolls of 1. This effect ends at the start of the next battle round.

Commander Traits

  • Twisted Brilliance (10 pts): If Vulgrar is in the Kill-Team, gain 1 extra CP that can only be used for Gellarpox Infected Tactics.
  • Master of Vermin (15 pts): As long as Vulgrar is not shaken, all Mutoid Vermin within 6" of him re-roll failed hits.


Servants of the Abyss (Blackstone Fortress)

Why Play Servants of the Abyss

  • Pros
    • Beastmen, Dark Mechanicus, and Rogue Psykers
    • You might gain a perverse sense of glee in drowning your enemies with attacks
    • Unlike vanilla CSM, your marines can actually buff your mook horde and use them as literal meat shields.
    • Servants of the Abyss are an excellent way to represent the Tyrant's Legion or Lost and Damned for some old school Badab War and Siege of Vraks Kill Team goodness.
    • Servants of the Abyss are one of only two factions, the other being Grey Knights, that can bring an entire team of psykers if you so choose.
  • Cons
    • No Chaos marks or icons.
    • Obsidius is your only reliable heavy-hitter. the only other option you have is krak grenades to crack harder targets.
    • These guys cannot supplement an existing Chaos Marines force. Not even your beastmen and guardsmen have the CSM keywords to be of use.
    • With even fewer special and heavy weapon options than vanilla CSM, Servants of the Abyss are sorely lacking in ranged firepower. CQB is where they need to be, what shooting they have is mostly just to keep the enemy's heads down while they get there.

Ranged Weapons

  • Plasma Pistol:
  • Bolt Pistol:
  • Boltgun:
  • Lasgun:
  • Laspistol: They're functionally identical to Autopistols. Grab one to make sure your boys can actually shoot something, but don't rely on it to amount to anything.
  • Autopistol: They're functionally identical to laspistols. Grab one to make sure your boys can actually shoot something, but don't rely on it to amount to anything.
  • Flamer:

Melee Weapons

  • Thunder Hammer:
  • Chainsword:
  • Brutal Assault Weapon: What could have just been left as a basic CCW was instead made into an equivalent to a chainsword. Thank Chaos for that.
  • Electro-goads:
  • Chaos Stave:

Special Rules

  • Servants of the Abyss: If any model with this rule are within 6" of a HERETIC ASTARTES model, they can re-roll nerve tests.

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.
  • 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.

Commander

  • Obsidius Mallex (Fortitude): Your lone 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.

Tactics

  • Blackstone Trinket (2CP): You can nullify the psychic powers of anyone casting within 6" when you roll a 4+ on a d6. Since only the Thousand Sons and Grey Knights would have more than a single psyker to worry about, this is best used when you don't bring the psykers or you've got a lot of psykers to worry about.
  • Expendable Minions (1CP): Use this tactic whenever a HERETIC ASTARTES model's about to get shot. Select any other non-marine model to instead take the blow, prolonging the lives of your big black boys at the expense of your goons.
  • Fully Charged (2CP): Pick two Negavolt Cultists within 1" of each other at the start of the shooting phase. They now get +1 to their invulns for the turn. Sadly, you can't go on and daisy-chain the Voltagheist fields together for a wall of 4++/5+++.
  • Veterans of the Long War (2CP): Use this tactic when you choose one of the HERETIC ASTARTES models from your kill-team to attack in the Shooting or Fight phase. You can add 1 to the wound rolls for that models attacks that target IMPERIUM models until the end of the phase. Would be really good if not for the fact that it comes at 2CP, plus you have other ways of getting +1 wound, mostly via the Demolition specialism.