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		<title>Warhammer 40,000/Tactics/Kill Team(8E) Chaos</title>
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		<summary type="html">&lt;p&gt;2001:5B0:2440:D8D8:B483:7146:EEA6:2B47: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chaos faction tactics for [[Kill Team (Specialist Game)|Kill Team]].&lt;br /&gt;
&lt;br /&gt;
General gameplay tactics are [[Warhammer 40,000/Tactics/Kill Team(8E)|here]].&lt;br /&gt;
&lt;br /&gt;
Xenos faction tactics are [[Warhammer 40,000/Tactics/Kill Team(8E) Xenos|here]].&lt;br /&gt;
&lt;br /&gt;
Imperium faction tactics are [[Warhammer 40,000/Tactics/Kill Team(8E) Imperium|here]].&lt;br /&gt;
&lt;br /&gt;
Errata [[https://www.warhammer-community.com/faqs/  here]]&lt;br /&gt;
&lt;br /&gt;
==Chaos Space Marines==&lt;br /&gt;
===Why Play Chaos Space Marines===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**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.&lt;br /&gt;
**Just like the loyalist Marines, you get access to Transhuman Physiology, so that&#039;s nice.&lt;br /&gt;
**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&amp;quot;.&lt;br /&gt;
**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.&lt;br /&gt;
**The Icon of Flame does technically mean you get a Psychic Phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**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.&lt;br /&gt;
**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.&lt;br /&gt;
**[[meme|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&#039;t in Kill Team &#039;&#039;at all&#039;&#039; (so far).&lt;br /&gt;
**If you want to play a force like Iron Warriors, Night Lords, or Fallen Angels, you might be better served [[Counts As|playing them as]] [[Heresy|loyalists instead]] to take advantage of some of the niftier options they have. Though faction traits do help alleviate this.&lt;br /&gt;
&lt;br /&gt;
===CSM Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Death to the False Emperor&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Mark of Chaos&#039;&#039;&#039;: You can choose to replace MARK OF CHAOS keyword with nothing (no mark), or one from NURGLE, TZEENTCH, KHORNE or SLAANESH.&lt;br /&gt;
&lt;br /&gt;
===CSM Faction Attributes===&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Children - Flawless Perfection:&#039;&#039;&#039; Only models with the SLAANESH keyword can be drawn from this legion. If a model is within 1&amp;quot; of an enemy model at the beginning of the Fight phase, your model is considered to have charged.&lt;br /&gt;
*&#039;&#039;&#039;Night Lords - Terror Tactics:&#039;&#039;&#039; 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&amp;quot; on that model.&lt;br /&gt;
*&#039;&#039;&#039;Iron Warriors:&#039;&#039;&#039; Ignore penalty to Injury rolls from targets being obscured&lt;br /&gt;
*&#039;&#039;&#039;World Eaters:&#039;&#039;&#039; Can make an additional attack in the fight phase with a model if it charged, was charged, or piled in with Heroic Intervention&lt;br /&gt;
*&#039;&#039;&#039;Black Legion:&#039;&#039;&#039; 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)&lt;br /&gt;
*&#039;&#039;&#039;Word Bearers:&#039;&#039;&#039; Reroll failed Nerve tests&lt;br /&gt;
*&#039;&#039;&#039;Alpha Legion:&#039;&#039;&#039; Considered obscured if more than 12&amp;quot; away from enemy models&lt;br /&gt;
*&#039;&#039;&#039;Renegade Chapters:&#039;&#039;&#039; Reroll failed charges&lt;br /&gt;
&lt;br /&gt;
===CSM Ranged Weapons===&lt;br /&gt;
&#039;&#039;&#039;Chaos Space Marine&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;: 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.&lt;br /&gt;
&#039;&#039;&#039;Special weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;: The standard flamer with all the auto-hitting goodness you have come to expect. Doesn&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun&#039;&#039;&#039;: 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 &lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun&#039;&#039;&#039;: The classic plasma weapon with high strength, AP and two firing modes: the &#039;safe&#039; Str7 1 damage profile, and the &#039;overcharged&#039; Str8 2 damage profile. Unmodified hit rolls of &#039;1&#039; will take the bearer out of action immediately. Though this actually makes it safer than in regular 40k, as only &#039;unmodified hit rolls of a 1&#039; will slay the bearer, the -1s to hit that are so common in kill-team are not taken into account. Generally, the &#039;safe&#039; mode should be enough for most targets, though &#039;overcharging&#039; does give you the ability to take down Primaris, Sicaran&#039;s and Ork Nobs with one shot. Works well on a Sniper specialist for the sweet re-roll 1s.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;: At 36&amp;quot; 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. &lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039;: 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&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039;: 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 &#039;safe&#039; Str7 1 damage profile, and the &#039;overcharged&#039; Str8 2 damage mode, though an unmodified roll of a &#039;1&#039; will take the bearer out of action immediately.&lt;br /&gt;
&#039;&#039;&#039;Grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade&#039;&#039;&#039;: 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.&lt;br /&gt;
&#039;&#039;&#039;Chaos Cultist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Autogun&#039;&#039;&#039;: A lasgun by another name, don&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Exclusive to the Cultist Champion, the small gaming area of Kill-team makes this a much more realistic option. 12&amp;quot; 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...&lt;br /&gt;
&#039;&#039;&#039;Special Weapons&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Special/Heavy weapons &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;: 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&#039;s up to you which is better.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubber&#039;&#039;&#039;: 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&amp;quot; it can be surprisingly accurate, and weight of dice can get through armour where quality (or lack thereof) failed.&lt;br /&gt;
&#039;&#039;&#039;Pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Autopistol&#039;&#039;&#039;: A las pistol by another name, don&#039;t expect these to do much. In fact, you probably won&#039;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.&lt;br /&gt;
&lt;br /&gt;
===CSM Melee Weapons===&lt;br /&gt;
&#039;&#039;&#039;Chaos Space Marine&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chainsword&#039;&#039;&#039;: The trusty reliable chainsword, +1 Attacks when used in combat and that&#039;s about it. Turns your marines into mini whirlwinds of attacks, especially on a Zealot or Combat specialist.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword&#039;&#039;&#039;: Exclusive to Aspiring Champions (boo!), the AP on these swords pretty much guarantees that your opponent won&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist&#039;&#039;&#039;: 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 &amp;quot;Beseech the Gods&amp;quot; stratagem (though the +1 to wound will be wasted).&lt;br /&gt;
&#039;&#039;&#039;Chaos Cultist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brutal Assault Weapon&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
===Icons===&lt;br /&gt;
*&#039;&#039;&#039;Icon of Wrath&#039;&#039;&#039;: KHORNE only, any KHORNE models within 6&amp;quot; of the icon bearer can re-roll charge rolls&lt;br /&gt;
*&#039;&#039;&#039;Icon of Flame&#039;&#039;&#039;: 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&amp;quot; of the icon bearer.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Despair&#039;&#039;&#039;: NURGLE only, subtract 1 from the Leadership characteristic of enemy models within 6&amp;quot; of the icon bearer.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Excess&#039;&#039;&#039;: SLAANESH only, the Death to the False Emperor takes effect on a 5+ rather than a 6+ for any friendly models within 6&amp;quot; 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.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Vengeance&#039;&#039;&#039;: Models without the KHORNE, TZEENTCH, NURGLE or SLAANESH keyword. Add 1 to the Leadership characteristic of friendly models within 6&amp;quot; of the icon bearer&lt;br /&gt;
&lt;br /&gt;
===CSM Units===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marine (Leader [Aspiring Champion only], Heavy [Gunner only],Combat, Demolitions, Sniper, Veteran, Zealot)&#039;&#039;&#039;: 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&#039;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.&lt;br /&gt;
**&#039;&#039;&#039;Chaos Space Marine Gunner (2):&#039;&#039;&#039; 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 &#039;&#039;Sniper&#039;&#039; specialism, they have access to reasonably safe overcharged plasma gun shots, which always have a use. A Heavy Bolter is great on a &#039;&#039;Heavy&#039;&#039;, specially if they successfully Beseech the Gods at the start of the game to wound most targets on a 2+. A Flamer armed &#039;&#039;Demolition&#039;&#039; specialist can also wound most obscured targets on a 2+ thanks to &#039;&#039;&#039;Custom Ammo&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Aspiring Champion (1):&#039;&#039;&#039; 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 &#039;&#039;Leader&#039;&#039;, make this guy your &#039;&#039;Zealot&#039;&#039; specialist, and go hunting.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Cultist (Leader [Champion only], Heavy [Gunner only], Combat, Demolitions, Veteran, Zealot)&#039;&#039;&#039;: 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&#039;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&#039;ll stand around shivering in fear for the rest of the game (they &#039;&#039;are&#039;&#039; 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&#039; 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&#039; efforts and you&#039;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.&lt;br /&gt;
**&#039;&#039;&#039;Cultist Gunner (2):&#039;&#039;&#039; 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&amp;quot;, 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&#039;t make them specialists though, it just puts a big target on their head, and it doesn&#039;t take much to take these guys out.&lt;br /&gt;
**&#039;&#039;&#039;Cultist Champion (1):&#039;&#039;&#039;  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&#039;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.&lt;br /&gt;
&lt;br /&gt;
====CSM Elite Units====&lt;br /&gt;
*&#039;&#039;&#039;Khorne Berzerker&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Possessed&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Terminator&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
====CSM Commanders====&lt;br /&gt;
*&#039;&#039;&#039;Exalted Champion (Commander) (Ferocity, Fortitude, Leadership, Logistic, Melee, Shooting, Stealth, Strategist, Strength)&#039;&#039;&#039;: Probably the best duelist in Kill Team thanks to his ability &#039;&#039;&#039;For the Dark Gods&#039;&#039;&#039; that permits him to re-roll failed hit rolls against a Commander.&lt;br /&gt;
** Plasma Pistol and Power First  is probably the best combination if you&#039;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.&lt;br /&gt;
**Shooting is a waste on this character, you should take a Strategist (it&#039;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&#039;re using a Fist and you hate to remember how wound roll work, now you always roll 2+)&lt;br /&gt;
*&#039;&#039;&#039;Sorcerer (Commander) (Fortitude, Melee, Psyker, Shooting, Strength)&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Greater Possessed&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Master of Executions&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Dark Apostle&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Master of Posession&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Sorceror in Terminator Armor&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Lord in Terminator Armor&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===CSM Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Beseech the Gods (2CP)&#039;&#039;&#039;: In true Chaos fashion, this can either turn a unit into a [[rape|rape train with no brakes]], or [[fail|insta-gib them before the battle&#039;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.)&lt;br /&gt;
*&#039;&#039;&#039;Daemon Spirit (2CP)&#039;&#039;&#039;: Pick an enemy unit within 1&amp;quot; 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!)&lt;br /&gt;
*&#039;&#039;&#039;Veterans of the Long War (2CP)&#039;&#039;&#039;: 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 &#039;&#039;Demolition&#039;&#039; specialism.&lt;br /&gt;
*&#039;&#039;&#039;Fury of Khorne (2CP)&#039;&#039;&#039;: Pick a KHORNE model from your kill-team that is within 1&amp;quot; of an enemy model at the end of the fight- it can immediately fight again. Enemy still standing? Have another go with this Strat!&lt;br /&gt;
&lt;br /&gt;
===CSM Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*7 models, 99 points&lt;br /&gt;
**Aspiring Champion with chainsword and plasma pistol, 14 pts (Leader)&lt;br /&gt;
**Chaos Space Marine Gunner with heavy bolter, 16 pts (Heavy)&lt;br /&gt;
**Chaos Space Marine Gunner with plasma gun, 16 pts (Sniper)&lt;br /&gt;
**Chaos Space Marine with chainsword, 12pts (Zealot)&lt;br /&gt;
**Chaos Space Marine with chainsword, 12 pts&lt;br /&gt;
**Chaos Space Marine with chainsword, 12 pts&lt;br /&gt;
**Chaos Space Marine with boltgun and Icon of Flame, 17 pts&lt;br /&gt;
*10 models, 100 points&lt;br /&gt;
**Aspiring Champion with power sword and plasma pistol, 15 pts (Leader)&lt;br /&gt;
**Chaos Space Marine Gunner with heavy bolter, 16 pts (Heavy)&lt;br /&gt;
**Chaos Space Marine Gunner with plasma gun, 16 pts (Sniper)&lt;br /&gt;
**Chaos Space Marine with chainsword, 12pts (Combat)&lt;br /&gt;
**Chaos Space Marine with chainsword and Icon of Wrath, 17 pts&lt;br /&gt;
**Chaos Cultist Champion with brutal assault weapon, 5 pts&lt;br /&gt;
**Chaos Cultist with brutal assault weapon, 4 pts&lt;br /&gt;
**Chaos Cultist with brutal assault weapon, 4 pts&lt;br /&gt;
**Chaos Cultist Gunner with heavy stubber, 5 pts&lt;br /&gt;
**Chaos Cultist Gunner with heavy stubber, 5 pts&lt;br /&gt;
*20 models, 100 points&lt;br /&gt;
**Aspiring Champion with power sword, plasma pistol, and Icon of Vengeance 19 pts (Leader)&lt;br /&gt;
**8 Chaos Cultists with brutal assault weapons and autopistols, 32 pts&lt;br /&gt;
**9 Chaos Cultists with autoguns, 36 pts&lt;br /&gt;
**Chaos Cultist Gunner with heavy stubber, 5 pts&lt;br /&gt;
**Chaos Cultist Gunner with flamer, 8 pts&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commanders Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;For When Commanders Cost Points&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For When Commanders Cost Nothing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Death Guard==&lt;br /&gt;
===Why Play Death Guard===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Poxwalkers can spawn more Poxwalkers by killing enemies.&lt;br /&gt;
**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 non-Commander T5 unit in the game!&lt;br /&gt;
**Poxwalkers are great soft cover units.&lt;br /&gt;
**FLAIL OF CORRUPTION FTW&lt;br /&gt;
**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.&lt;br /&gt;
**Access to four commanders gives as many different choices as the other two Chaos Space Marine factions combined!&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**The only reason you&#039;re not the best faction is that deathwatch have frag cannons.&lt;br /&gt;
**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.&lt;br /&gt;
**You&#039;ll easily become [[that guy]] if you bring these to friendly games against un-optimised opponents.&lt;br /&gt;
**In a multi-person match, you&#039;ll be the first one focused down after the guy with four frag cannons.&lt;br /&gt;
**You&#039;re expensive, you aren&#039;t fast, and you&#039;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.&lt;br /&gt;
**The Commanders expansion effectively unlocked the psychic phase for just about every faction that has psykers, except you. Nurgle&#039;s Babies still don&#039;t have psykers in Kill Team, or a proper defense against psychic powers, and that&#039;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.&lt;br /&gt;
&lt;br /&gt;
===DG Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Disgustingly resilient:&#039;&#039;&#039; FnP5+ as an extra layer of protection even against multi-damage hits. And Kill Team&#039;s flesh wound mechanic means a single wound goes a long way.&lt;br /&gt;
*&#039;&#039;&#039;Death to the False Emperor:&#039;&#039;&#039; Nurgle&#039;s still chaos. Roll an additional melee attack on a 6+ to hit an {{W40kKeyword|Imperium}} model. This new attack has to be aimed at the same target, and cannot generate itself further DttFE attacks.&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology:&#039;&#039;&#039; Ignore the penalty to the model&#039;s hit rolls from the first flesh wound. Thus, the enemy has to go through your toughness, armour save and FNP &#039;&#039;twice&#039;&#039; to get an effect on you, meaning you can still DttFE on a flesh wound.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Despair:&#039;&#039;&#039; -1Ld to enemies within 6&amp;quot;. It is useful that it doesn&#039;t require essentially being in melee like other armies&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
===DG Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; The standard 24&amp;quot; RF S4 gun everything compares to. Though with Gunner options and expensive models you may see only one. This isn&#039;t 40K, you &#039;&#039;don&#039;t&#039;&#039; rapid fire from 18&amp;quot; here.&lt;br /&gt;
&#039;&#039;&#039;Special weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blight launcher:&#039;&#039;&#039; 24&amp;quot; Assault 2 S6 AP-2 D3 dmg, re-rolls wounds of 1 for being a plague weapon. Pretty much a Frag cannon&#039;s standard profile, for all intents and purposes, &#039;&#039;but cheaper&#039;&#039;. It shines when used by a &#039;&#039;Demolitions&#039;&#039; 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 &#039;&#039;Veteran&#039;&#039; employing &#039;&#039;&#039;Adaptive Tactics&#039;&#039;&#039; to get into a good starting position, and a &#039;&#039;Heavy&#039;&#039; can both advance without penalty and an even higher rof with &#039;&#039;&#039;More Bullets&#039;&#039;&#039;. Models with a Blight launcher also make great targets for the &#039;&#039;Grandfather&#039;s blessing&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; Capable of overkill, but there&#039;s no such thing when facing Lictors, Primaris, Aberrants and the like. Useful on a &#039;&#039;Heavy&#039;&#039;s hands to run and gun.&lt;br /&gt;
*&#039;&#039;&#039;Plague Belcher:&#039;&#039;&#039; S4 flamer that re-rolls wounds of 1. Powerful on a &#039;&#039;Demolitions&#039;&#039; specialist&#039;s hands.&lt;br /&gt;
*&#039;&#039;&#039;Plague Spewer:&#039;&#039;&#039; Better S5 AP-1 Plague Belcher, so a &#039;&#039;Demolitions&#039;&#039; wounds almost all obscured targets on re-rollable 2+. The catch? It&#039;s Heavy, so this is a 9&amp;quot;-flamer your movement-5&amp;quot; marine can&#039;t advance with, and a &#039;&#039;Heavy&#039;&#039; can&#039;t help you with it.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; Sadly we don&#039;t have a &#039;&#039;Sniper&#039;&#039; specialist to re-roll those 1s, but at least it&#039;s also available to our leader figure. The supercharge risks an automatic &#039;&#039;death&#039;&#039;, so it&#039;s less appealing in this Kill Team. Either use the &#039;&#039;&#039;Tactical re-roll&#039;&#039;&#039; or your other multi-damage guns.&lt;br /&gt;
&#039;&#039;&#039;Pistols:&#039;&#039;&#039; Sidearms exclusive to a dedicated melee Champion.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; Useful. Really, it&#039;s there for when you&#039;d rather spend the points on a melee weapon instead.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; Pistol version of the plasma gun. One of the best things you can spend a point on if you have a melee Champ.&lt;br /&gt;
&#039;&#039;&#039;Grenades:&#039;&#039;&#039; Their short range means they&#039;re situational, especially given how slow Death Guard are. Fortunately, plague marines can survive the approach, and don&#039;t fear counter charges as much as other armies. You can use only one per phase.&lt;br /&gt;
*&#039;&#039;&#039;Blight grenade:&#039;&#039;&#039; Plague frag. Unlike other armies&#039; frag grenades, however, D6 Str3 re-rolling 1s to wound is, on average, &#039;&#039;better than a rapid firing bolter&#039;&#039; against GEQ. And your dudes have plague knives too. On an Icon bearer, there&#039;s the argument to keep going forward on and on. Something something inevitable death theme.&lt;br /&gt;
*&#039;&#039;&#039;Krak grenade:&#039;&#039;&#039; Grenade 1 S6 AP-1 D1d3, always better than the bolt pistol/gunshot it replaces.&lt;br /&gt;
&lt;br /&gt;
===DG Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Flail of Corruption:&#039;&#039;&#039; 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 &#039;&#039;&#039;d3&#039;&#039;&#039; 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 &amp;quot;Grandfather&#039;s Blessing&amp;quot;  (if it doesn&#039;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 &amp;quot;SHOOT ME&amp;quot; sign on the bearer. Even more so than usual, anyway.  &lt;br /&gt;
**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.&lt;br /&gt;
**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&#039;s a Plague AMrine, so he&#039;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&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Bubotic Axe&#039;&#039;&#039; 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&#039;re probably better off with a flail.&lt;br /&gt;
*&#039;&#039;&#039;Mace of Contagion&#039;&#039;&#039; 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...&lt;br /&gt;
*&#039;&#039;&#039;Great Plague Cleaver&#039;&#039;&#039; Essentially [[awesome|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&#039;t give the bearer the &#039;&#039;Zealot&#039;&#039; specialty as the extra 2 strength is basically useless in Kill Team- the only thing you&#039;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&#039;s Blessing to keep the 3 Attacks hitting at a 3+.&lt;br /&gt;
*&#039;&#039;&#039;Power fist&#039;&#039;&#039; 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&#039;s blessing if you want to mitigate this hit modifier and wound marines on a 1+ (well, still 2+ as unmodified 1&#039;s always fail. However, any -1 to wound modifiers you may come across will do nothing to you rolls as you&#039;ll still be wounding on 2s, even against T5 or higher). That is, of course, if you&#039;re willing to take the risk of losing your leader (and 1 extra CP per turn) before turn 1 actually begins.&lt;br /&gt;
*&#039;&#039;&#039;Plague Sword&#039;&#039;&#039; Ugh... I wish that a plague champion could get a Balesword or a Bubotic Axe. It&#039;s cool in that it&#039;s free, so there isn&#039;t really a reason not to take it. It does not do much damage outside of GEQ.&lt;br /&gt;
*&#039;&#039;&#039;Plague Knife&#039;&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039; Generic but come with poxwalkers so &#039;&#039;&#039;who cares&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===DG Units===&lt;br /&gt;
*&#039;&#039;&#039;Plague Marines (Leader [Champ only], Heavy [Gunner only], Zealot [Fighter only], Combat, Demolitions, Veteran)&#039;&#039;&#039;: 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&amp;quot;, as their blight grenades can be put to use. One of them can take an Icon of Despair, which also works at 6&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Plague Marine Gunner (2):&#039;&#039;&#039; Great flexibility, whether you&#039;re going ranged or melee, a good idea is to make at least one of them either a &#039;&#039;Heavy&#039;&#039; or a &#039;&#039;Demolitions&#039;&#039; specialist.&lt;br /&gt;
**&#039;&#039;&#039;Plague Marine Fighter (2):&#039;&#039;&#039; They will be your &#039;&#039;Zealot&#039;&#039; and &#039;&#039;Combat&#039;&#039; specialists. While they keep their grenades, at that range they&#039;ll be attempting charges rather than throwing grenades. But if a fool charges them, remember to use them to overwatch.&lt;br /&gt;
**&#039;&#039;&#039;Plague Champion (1):&#039;&#039;&#039; 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&#039;t do everything at once, so don&#039;t &#039;&#039;bloat&#039;&#039; his cost.&lt;br /&gt;
*&#039;&#039;&#039;Poxwalkers (Combat, Zealot)&#039;&#039;&#039;: 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&#039;ll be advancing when not charging (and charges are 2d6&amp;quot; regardless of base movement stat), so they can still provide a much needed distraction from your expensive and outnumbered marines.&lt;br /&gt;
&lt;br /&gt;
====DG Elite Units====&lt;br /&gt;
*&#039;&#039;&#039;Blightlord Terminator&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Deathshroud Terminator&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
====DG Commanders====&lt;br /&gt;
*&#039;&#039;&#039;Foul Blightspawn (Fortitude, Logistics, Melee, Strength)&#039;&#039;&#039;: The Blightspawn&#039;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&amp;quot; range. Don&#039;t forget about the Refractor Field tactic to make him even more unkillable!&lt;br /&gt;
*&#039;&#039;&#039;Biologus Putrifier (Fortitude, Logistics, Melee, Shooting, Strength)&#039;&#039;&#039;: Grenade specialist.&lt;br /&gt;
*&#039;&#039;&#039;Tallyman (Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength)&#039;&#039;&#039;: A CP Factory. Make him a strategist so you have more CP to potentially refund, or a Leadership specialist for a truly enormous Aura.&lt;br /&gt;
*&#039;&#039;&#039;Plague Surgeon (Fortitude, Leadership, Logistics, Melee, Shooting, Strength)&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Lord of Contagion&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===DG Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Nurgle&#039;s Gift (1CP):&#039;&#039;&#039; 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&amp;quot; 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.&lt;br /&gt;
**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...&lt;br /&gt;
*&#039;&#039;&#039;Cloud of Flies (2CP):&#039;&#039;&#039; Pick a unit after the Movement phase. Until the end of the battle round, enemy units can only shoot it if it&#039;s the closest target visible to them. If you were wondering how to protect Grandaddy&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Putrid Splatter (2CP):&#039;&#039;&#039; When something kills you in close combat you blow up. Id does a mortal wound on a 6 to every enemy within 1&amp;quot; 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.&lt;br /&gt;
*&#039;&#039;&#039;Veterans of the Long War (2CP):&#039;&#039;&#039; 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 &amp;quot;Grandfather&#039;s Blessing&amp;quot; exists. Alternatively, use on a model with Grandfather&#039;s Blessing and a Flail to up their wound rolls against the bad boy Lictors to 2+.&lt;br /&gt;
*&#039;&#039;&#039;Grandfather&#039;s Blessing (2CP):&#039;&#039;&#039; Oh boy. This basically makes one of your guys a miniature chaos lord, giving him a +1 to hit and wound in &#039;&#039;&#039;BOTH&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===DG Commander Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Revolting Stench (1 CP):&#039;&#039;&#039; Use at the start of the Fight phase if your kill-team includes a non-shaken Foul Blightspawn. Enemy models within 3&amp;quot; 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. &lt;br /&gt;
*&#039;&#039;&#039;Festering Zealot (1 CP):&#039;&#039;&#039; Use at the start of the Fight phase if your kill-team includes a non-shaken Tallyman. Friendly models within 7&amp;quot; of the Tallyman can re-roll failed hits for that phase.&lt;br /&gt;
*&#039;&#039;&#039;Blight Racks (1 CP):&#039;&#039;&#039; 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&amp;quot; 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. &lt;br /&gt;
*&#039;&#039;&#039;Tainted Narthecium (1 CP)&#039;&#039;&#039;: Use at the start of the fight phase if your kill-team includes a non-shaken Plague Surgeon. Friendly models within 3&amp;quot; of the Plague Surgeon can re-roll 1s for their Disgustingly Resilient roll.&lt;br /&gt;
&lt;br /&gt;
===DG Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Plague Marine Champion with Power Fist, Plague Sword, and Plasma Gun. Leader Specialist, obviously.&lt;br /&gt;
*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&#039;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&#039;s Blessing going wrong.&lt;br /&gt;
*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.&lt;br /&gt;
*Bog-standard Plague Marine. Use as more durable mobile cover for your Flail or Leader.&lt;br /&gt;
*3 Poxwalkers, to make up the numbers. Use as mobile cover and be very suprised if they actually kill anything.&lt;br /&gt;
&lt;br /&gt;
Total: 100 points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commanders Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;For When Commanders Cost Points&#039;&#039;&lt;br /&gt;
* Level 3 Foul Blightspawn. Logistics or Fortitude. (120 points)&lt;br /&gt;
*Plague Marine Champion with Power Fist, Plague Sword, and Plasma Gun. Leader Specialist, obviously.&lt;br /&gt;
*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&#039;s Blessing, this guy can even take on Commanders and emerge victorious.&lt;br /&gt;
*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.&lt;br /&gt;
*Total: 200 points &lt;br /&gt;
&#039;&#039;For When Commanders Cost Nothing&#039;&#039;&lt;br /&gt;
*Poxwalker Party:&lt;br /&gt;
**Level 4 Tallyman.&lt;br /&gt;
**Everything else: poxwalkers.&lt;br /&gt;
*Get stuff up the field as fast as possible as use tallyman&#039;s melee bonus to use your grisly horde to wipe out everything. Slowly does it!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thousand Sons==&lt;br /&gt;
===Why Play Thousand Sons===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**One of only three (four if you count the CSM Icon of Flame) factions in the game that can make use of Kill Team&#039;s psychic phase without Commanders.&lt;br /&gt;
**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.&lt;br /&gt;
**-2 AP on all the Rubric Marine&#039;s standard ranged weapons will eviscerate GEQ opponents and seriously threaten other MEQ targets &#039;&#039;almost&#039;&#039; as severely.&lt;br /&gt;
**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).&lt;br /&gt;
**The only Chaos faction with access to the &#039;&#039;Comm&#039;&#039; specialism, via Tzaangors with a brayhorn/megaphone of all things. This can make your Soulreaper armed Rubric surprisingly accurate.&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Limited weapon selection, literally two guns and a heavy for Rubricae.&lt;br /&gt;
**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 &#039;&#039;Medic&#039;&#039;, their accuracy will start to drop noticeably.&lt;br /&gt;
**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.&lt;br /&gt;
**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.&lt;br /&gt;
&lt;br /&gt;
===TS Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Death to the False Emperor:&#039;&#039;&#039; You&#039;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. &lt;br /&gt;
*&#039;&#039;&#039;All is Dust:&#039;&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Favoured of Tzeentch:&#039;&#039;&#039; 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&#039;s better than nothing.&lt;br /&gt;
*&#039;&#039;&#039;Aura of Dark Glory:&#039;&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology:&#039;&#039;&#039; Unique to the Aspiring Sorcerer only, this allows him to ignore the first flesh wound suffered for to hit penalties (won&#039;t stop the +1 to injury rolls though. Useful, but situational, as you don&#039;t necessarily want your sorcerer too close to the action in order to shoot/fight, since he can just smite instead.&lt;br /&gt;
&lt;br /&gt;
===TS Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Inferno boltgun:&#039;&#039;&#039; 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&#039;t want to be!&lt;br /&gt;
*&#039;&#039;&#039;Warpflamer:&#039;&#039;&#039; Identical to a flamer, but with -2 AP, this thing is scary, especially as you can Advance and still shoot with this thing!&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Soulreaper Cannon:&#039;&#039;&#039; 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 &#039;&#039;Comm&#039;&#039; specialist and the level 1 heavy tactic.&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Inferno bolt pistol:&#039;&#039;&#039; 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&#039;s going to leave most targets with a 6+ save if any, 5+ if your a space marine or it&#039;s not going to affect them if they&#039;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. &lt;br /&gt;
*&#039;&#039;&#039;Warpflame pistol:&#039;&#039;&#039; 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&#039;ll really &#039;&#039;need&#039;&#039; that second flamer to help ward off anything getting too close to your spooky-scary dudes.&lt;br /&gt;
*&#039;&#039;&#039;Autopistol:&#039;&#039;&#039; A las pistol by another name, don&#039;t expect these to do much. In fact, you probably won&#039;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.&lt;br /&gt;
&lt;br /&gt;
===TS Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; The trusty reliable chainsword, +1 Attack when used in combat and that&#039;s about it. Turns your Tzaangor&#039;s into decent CC combatants but not as good as Tzaangor blades.&lt;br /&gt;
*&#039;&#039;&#039;Force Staff:&#039;&#039;&#039; The Aspiring Sorcerer&#039;s default weapon. +2 str, -1 ap and Dd3 make it reasonable for primaris removal.&lt;br /&gt;
*&#039;&#039;&#039;Tzaangor blades:&#039;&#039;&#039; -1 AP and +1 attacks makes these a nice default choice for Tzaangor, who probably wouldn&#039;t hit anything with their autopistols anyway.&lt;br /&gt;
&lt;br /&gt;
===TS Psychic Powers===&lt;br /&gt;
*&#039;&#039;&#039;Gaze of Fate (Warp Charge 6):&#039;&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Treason of Tzeentch (Warp Charge 8):&#039;&#039;&#039; Beat an enemy model&#039;s Ld on a 2d6 and they become part of your kill team until the end of the fight phase.&lt;br /&gt;
**with the overall lowered leadership in kill team and the ability to target normal mooks this becomes much better than its 40k counterpart.&lt;br /&gt;
**Bonus points for killing 2 or more enemy models with overcharged plasma.&lt;br /&gt;
*&#039;&#039;&#039;Bolt of Change (Warp Charge 9):&#039;&#039;&#039; The closest visible enemy model within 12&amp;quot; of the psyker takes d3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
===Other Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Brayhorn:&#039;&#039;&#039; Unique to the Tzaangors, It allows friendly Tzaangors within 6&amp;quot; to add 1 to their Advance &amp;amp; Charge rolls. Also allows the model to become a &#039;&#039;Comm&#039;&#039; 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 &#039;gor with psychic radio antenna antlers or something if a literal musical instrument seems a little too silly.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Flame:&#039;&#039;&#039; 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&amp;quot;. Your 2nd psychic phase. Don&#039;t rely on it going off, but if it does, it&#039;s unlikely that your opponent has thought to keep a disposable body between the icon bearer and a more important target.&lt;br /&gt;
&lt;br /&gt;
===TS Units===&lt;br /&gt;
*&#039;&#039;&#039;Aspiring Sorcerer (1) (Leader, Combat, Demolitions, Veteran)&#039;&#039;&#039; With a stat line identical to most space marine sergeants (including a 6&amp;quot; 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.&lt;br /&gt;
*&#039;&#039;&#039;Rubric Marines (Combat, Demolitions, Veteran)&#039;&#039;&#039;: In comparison to the other space marines, Rubrics lost out Transhuman Physiology and dropped to a 5&amp;quot; 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&amp;quot; move, you are slower then most marines, though on the small area of kill team, this isn&#039;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 &#039;&#039;Demolition&#039;&#039; specialism. Stay out of combat where possible, it is a waste of your abilities and you don&#039;t have pistols. Though an over watching flamer is still nasty.&lt;br /&gt;
**&#039;&#039;&#039;Rubric Marine Gunner (1) (Heavy, Combat, Demolitions, Veteran)&#039;&#039;&#039;: 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 &#039;&#039;Heavy&#039;&#039; specialism, and the fact you ignore the -1 to moving and firing heavy weapons already. &lt;br /&gt;
*&#039;&#039;&#039;Tzaangors (Combat, Medic, Veteran, Zealot)&#039;&#039;&#039;: 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&amp;quot; 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 &#039;&#039;Medic&#039;&#039; stratagem &#039;Stimm-shot&#039;, 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. &lt;br /&gt;
**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 &#039;&#039;Medic&#039;&#039; 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 &#039;Immovable Automaton&#039;). In regular matched play games, though, you&#039;ll have to settle for just combining Stimm-shot with the speed boosts of a brayhorn to make your &#039;gors, particularly a Combat specialist Twistbray, move fast and hit hard.&lt;br /&gt;
**&#039;&#039;&#039;Tzaangor with brayhorn (Comm, Combat, Medic, Veteran, Zealot)&#039;&#039;&#039;: 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 &#039;&#039;Comm&#039;&#039; 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 &#039;gor you&#039;ll want to equip with a chainsword and autopistol, as whether he&#039;s giving his fellow &#039;gors a speed boost or directing soulreaper fire, he&#039;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&#039;s worth.&lt;br /&gt;
**&#039;&#039;&#039;Twistbray (1)(Leader, Combat, Medic, Veteran, Zealot)&#039;&#039;&#039;: Your tzaangor boss, and also you second choice for Kill team &#039;&#039;Leader&#039;&#039;. 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 &#039;&#039;Combat&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
====TS Elite Units====&lt;br /&gt;
*&#039;&#039;&#039;Scarab Occult Terminator&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
====TS Commanders====&lt;br /&gt;
*&#039;&#039;&#039;Exalted Sorcerer (Commander)&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Tzaangor Shaman (Commander)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===TS Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Sorcerous Focus (2CP)&#039;&#039;&#039;: Use this at the start of your Pschic phase. Pick a PSYKER model from your kill team that is within 2&amp;quot; of at least two other models from the kill team. Add 6&amp;quot; to the range of this model&#039;s &#039;&#039;Psybolt&#039;&#039; 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!&lt;br /&gt;
*&#039;&#039;&#039;Immovable Automation (2CP)&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Veterans of The Long War (2CP)&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Cycle of Slaughter (2CP)&#039;&#039;&#039;: Use at the end of the Fight phase. Select a TZAANGOR from your kill team- that model can immediately fight a second time.&lt;br /&gt;
*&#039;&#039;&#039;Malicious Familiar (1CP)&#039;&#039;&#039;: Use at the end of the Movement phase. Pick an enemy model with 1&amp;quot; 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. &lt;br /&gt;
*&#039;&#039;&#039;Hungering Warpflame (1CP)&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
===TS Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*7 models, 100 points&lt;br /&gt;
**Aspiring Sorcerer with warpflame pistol (Leader), 18 pts&lt;br /&gt;
**Rubric Marine with Icon of Flame, 17 pts&lt;br /&gt;
**Rubric Marine with warpflamer (Demolitions), 20 pts&lt;br /&gt;
**Rubric Marine Gunner with soulreaper cannon (Heavy), 20 pts&lt;br /&gt;
**Tzaangor with Brayhorn (Comm), 10 pts&lt;br /&gt;
**Tzaangor, 7 pts&lt;br /&gt;
**Twistbray, 8 pts&lt;br /&gt;
*6 models, 100 points&lt;br /&gt;
**Aspiring Sorcerer with warpflame pistol (Leader), 18 pts&lt;br /&gt;
**2 Rubric Marines, 32 pts&lt;br /&gt;
**Rubric Marine with warpflamer (Demolitions), 20 pts&lt;br /&gt;
**Rubric Marine Gunner with soulreaper cannon (Heavy), 20 pts&lt;br /&gt;
**Tzaangor with Brayhorn (Comm), 10 pts&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commanders Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;For When Commanders Cost Points&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For When Commanders Cost Nothing&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gellerpox Infected (Rogue Trader)==&lt;br /&gt;
&lt;br /&gt;
===Why play Gellerpox Infected===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**All the Nurgly toughness you&#039;ve come to expect - high Toughness values and wound counts, and Disgustingly Resilient.&lt;br /&gt;
**Options to focus either on a small group of extremely tough mutants or a horde of weaker beasts. &lt;br /&gt;
**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.&lt;br /&gt;
**Access to several very powerful Stratagems.&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Virtually no Shooting game beyond Vulgrar&#039;s belly flamer and the Sludge-Grubs&#039; spit.&lt;br /&gt;
**Stratagems are expensive.&lt;br /&gt;
**Apart from the Mutoid Vermin, your units are slow as hell. We&#039;re talking 5&amp;quot; of movement at most here.&lt;br /&gt;
**Running high model teams above 14 will make it impossible not to have the faction fall apart to morale.&lt;br /&gt;
&lt;br /&gt;
===Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Disgustingly Resilient&#039;&#039;&#039;: Just the same as it is with Death Guard.&lt;br /&gt;
*&#039;&#039;&#039;Vermin&#039;&#039;&#039;: Add one to injury rolls. Makes your weak trash even trashier.&lt;br /&gt;
*&#039;&#039;&#039;Mindless&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapon===&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
*&#039;&#039;&#039;Nightmare Hulks (Leader (Gnasher-Screamer only), Combat, Veteran, Zealot)&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Gellerpox Mutants (Leader, Combat, Demolitions, Veteran, Scout, Zealot)&#039;&#039;&#039;: 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. &lt;br /&gt;
*&#039;&#039;&#039;Eyestinger Swarms&#039;&#039;&#039;: The fastest of the little bugs with 10&amp;quot; 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&#039;t do it any favors with its wound rolls. Don&#039;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. &lt;br /&gt;
*&#039;&#039;&#039;Cursemites&#039;&#039;&#039;: The cheapest model in the faction. It can reroll failed charges and pile in 6&amp;quot; and has 2 attacks that scores 2 hits on a 6.  &lt;br /&gt;
*&#039;&#039;&#039;Sludge-Grubs&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Glitchlings (Combat, Scout, Zealot)&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
====Commander====&lt;br /&gt;
*&#039;&#039;&#039;Vulgrar Thrice-Cursed (Combat, Demolitions, Strength, Veteran, Zealot)&#039;&#039;&#039;: 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&#039;s the same as his invulnerable save you won&#039;t care about it. And with 5 wounds and Disgustingly Resilient, he won&#039;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&amp;quot; of him, which isn&#039;t spectacular but still has its uses.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Gellershift (2 CP):&#039;&#039;&#039; A Deep Strike Stratagem in Kill Team? You&#039;d better believe it! Works just like similar Stratagems in 40K, only you cannot place the Deep Striking model within 4&amp;quot; of an enemy model. Yes, &#039;&#039;4&amp;quot;&#039;&#039;. 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&#039;s cost is that it only works on Gellerpox Mutants, so this rules out the big guys.&lt;br /&gt;
*&#039;&#039;&#039;Verminoid Infestation (3 CP):&#039;&#039;&#039;This one allows you to place a Mutoid Vermin model within 6&amp;quot; of a member of your Kill Team but it must be placed 6&amp;quot; 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&#039;t get penalized if they die.&lt;br /&gt;
*&#039;&#039;&#039;Twisted Blessings (2 CP)&#039;&#039;&#039;: 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&#039;t tough enough already. &lt;br /&gt;
*&#039;&#039;&#039;Rancid Vomit (2 CP)&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Corruption and Decay (2 CP)&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Machine Glitch (1 CP)&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
===Commander Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Insane Gibbering (1 CP)&#039;&#039;&#039;: Use at the start of the psychic phase. Vulgrar imposes a -1 penalty to psychic tests for psykers within 18&amp;quot; of him.&lt;br /&gt;
*&#039;&#039;&#039;Lord of Resentment (1 CP)&#039;&#039;&#039;: At the start of the movement phase, Vulgrar gains an aura that allows all Gellarpox Infected within 6&amp;quot; of him to re-roll hit rolls of 1. This effect ends at the start of the next battle round. &lt;br /&gt;
&lt;br /&gt;
===Commander Traits===&lt;br /&gt;
*&#039;&#039;&#039;Twisted Brilliance (10 pts)&#039;&#039;&#039;: If Vulgrar is in the Kill-Team, gain 1 extra CP that can only be used for Gellarpox Infected Tactics.&lt;br /&gt;
*&#039;&#039;&#039;Master of Vermin (15 pts)&#039;&#039;&#039;: As long as Vulgrar is not shaken, all Mutoid Vermin within 6&amp;quot; of him re-roll failed hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Servants of the Abyss (Blackstone Fortress)==&lt;br /&gt;
===Why Play Servants of the Abyss===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Beastmen, Dark Mechanicus, and Rogue Psykers&lt;br /&gt;
**You might gain a perverse sense of glee in drowning your enemies with attacks&lt;br /&gt;
**Unlike vanilla CSM, your marines can actually buff your mook horde and use them as literal meat shields.&lt;br /&gt;
**Servants of the Abyss are an excellent way to represent the Tyrant&#039;s Legion or Lost and Damned for some old school [[Badab War]] and [[Vraks|Siege of Vraks]] Kill Team goodness.&lt;br /&gt;
**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.&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**No Chaos marks or icons.&lt;br /&gt;
**Obsidius is your only reliable heavy-hitter. the only other option you have is krak grenades to crack harder targets.&lt;br /&gt;
**These guys cannot supplement an existing Chaos Marines force. Not even your beastmen and guardsmen have the CSM keywords to be of use.&lt;br /&gt;
**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&#039;s heads down while they get there. &lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Lasgun&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Laspistol&#039;&#039;&#039;: They&#039;re functionally identical to Autopistols. Grab one to make sure your boys can actually shoot something, but don&#039;t rely on it to amount to anything.&lt;br /&gt;
*&#039;&#039;&#039;Autopistol&#039;&#039;&#039;: They&#039;re functionally identical to laspistols. Grab one to make sure your boys can actually shoot something, but don&#039;t rely on it to amount to anything.&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Chainsword&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Brutal Assault Weapon&#039;&#039;&#039;: What could have just been left as a basic CCW was instead made into an equivalent to a chainsword. Thank Chaos for that.&lt;br /&gt;
*&#039;&#039;&#039;Electro-goads&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Stave&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Servants of the Abyss&#039;&#039;&#039;: If any model with this rule are within 6&amp;quot; of a {{W40kKeyword|HERETIC ASTARTES}} model, they can re-roll nerve tests.&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
*&#039;&#039;&#039;Traitor Guardsmen (Leader [Sergeant Only], Heavy [Gunner Only], Demolitions, Scout, Sniper, Veteran)&#039;&#039;&#039;: 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.&lt;br /&gt;
**&#039;&#039;&#039;Traitor Guardsmen Gunner (2)&#039;&#039;&#039;: This is your lone way of grabbing flamers or krak grenades.&lt;br /&gt;
**&#039;&#039;&#039;Traitor Guardsman Sergeant (1)&#039;&#039;&#039;: 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&#039;t any reason not to bring him along.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Beastmen (Leader, Combat, Demolitions, Veteran, Zealot)&#039;&#039;&#039;: They&#039;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&#039;re still strapped with chainswords and pistols, so they&#039;re best used as a frontline.&lt;br /&gt;
*&#039;&#039;&#039;Negavolt Cultists (Leader, Combat, Veteran, Zealot)&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Rogue Psykers (Leader, Comms, Veteran, Zealot)&#039;&#039;&#039;: 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 &#039;&#039;two points cheaper&#039;&#039;. 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&#039;s on a psychic test, but they have a guardsmen&#039;s toughness and save, and suffer perils on &#039;&#039;any&#039;&#039; doubles. Honestly, a Rogue Psyker&#039;s space on a team would probably be better filled with more guardsmen, cultists, beastmen, or space marines.&lt;br /&gt;
*&#039;&#039;&#039;Black Legionnaire (Leader, Combat, Sniper, Veteran, Zealot)&#039;&#039;&#039;: 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 &#039;&#039;doesn&#039;t&#039;&#039; have access to a melee weapon (ironic considering they can take Combat specialization), which limits their usefulness in combat. Instead, they&#039;re used as runtherds for your squishy humie (and abhumie) hordes so that they don&#039;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.&lt;br /&gt;
&lt;br /&gt;
====Commander====&lt;br /&gt;
*&#039;&#039;&#039;Obsidius Mallex  (Fortitude)&#039;&#039;&#039;: 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&#039;s best suited for smashing opposing commanders and other heavy units.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Blackstone Trinket (2CP)&#039;&#039;&#039;: You can nullify the psychic powers of anyone casting within 6&amp;quot; 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&#039;t bring the psykers or you&#039;ve got a lot of psykers to worry about.&lt;br /&gt;
*&#039;&#039;&#039;Expendable Minions (1CP)&#039;&#039;&#039;: Use this tactic whenever a {{W40kKeyword|HERETIC ASTARTES}} model&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Fully Charged (2CP)&#039;&#039;&#039;: Pick two Negavolt Cultists within 1&amp;quot; of each other at the start of the shooting phase. They now get +1 to their invulns for the turn. Sadly, you can&#039;t go on and daisy-chain the Voltagheist fields together for a wall of 4++/5+++.&lt;br /&gt;
*&#039;&#039;&#039;Veterans of the Long War (2CP)&#039;&#039;&#039;: Use this tactic when you choose one of the {{W40kKeyword|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 {{W40kKeyword|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.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
[[Category: Warhammer Tactics/KillTeam]]&lt;/div&gt;</summary>
		<author><name>2001:5B0:2440:D8D8:B483:7146:EEA6:2B47</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kill_Team_(Specialist_Game)&amp;diff=290335</id>
		<title>Kill Team (Specialist Game)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kill_Team_(Specialist_Game)&amp;diff=290335"/>
		<updated>2019-05-13T10:23:09Z</updated>

		<summary type="html">&lt;p&gt;2001:5B0:2440:D8D8:B483:7146:EEA6:2B47: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:KillTeamHeader.jpg|450px|center]]&lt;br /&gt;
The Specialist Game called Kill Team which is in no way related to the [[Deathwatch]] [[Kill Team]] detachment.&lt;br /&gt;
&lt;br /&gt;
==Warhammer 40,000 Kill Team: Skirmish Combat in the 41st Millennium==&lt;br /&gt;
===History of Kill Team Releases===&lt;br /&gt;
Several products named &amp;quot;Kill Team&amp;quot; have been released over the years:&lt;br /&gt;
&lt;br /&gt;
* 4th Edition Rulebook (2004): contained rules for playing Kill Team games with 40k minis.&lt;br /&gt;
* 5th Edition &amp;quot;Battle Missions&amp;quot; book (2010): contained a simplified &#039;Kill Team&#039; Special Mission.&lt;br /&gt;
* 6th Edition &amp;quot;Kill Team&amp;quot;, released in 2013.&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Warhammer_40,000:_Kill_Team Kill Team video game], released May 2014.&lt;br /&gt;
* 7th Edition &amp;quot;Kill Team&amp;quot; boxed set (September 2016): included the Kill Team rules, a tiny copy of the 40k rules, a Space Marine squad, and a Tau squad.&lt;br /&gt;
** Owners of the 6th Edition digital Kill Team received a free upgrade to a digital copy of the 7th Edition&lt;br /&gt;
** Both the product and Digital supplement has since been EXTERMINATUS from GW&#039;s website.&lt;br /&gt;
* 8th Edition Core Set (July 2018): Includes core manual, a Skitarii squad, a Genestealer Cult squad, a game board, Sector Imperialis Killzone rules, datacards for the included squads, booklets with fluff for pre-constructed Kill-teams for both factions, Tactics cards (universal, AdMech, and Genestealer Cult), dice, and rulers. &lt;br /&gt;
** 8th Edition Starter Set- Krogskull&#039;s Boyz (July 2018): Includes 5 pre-colored plastic Burna Boyz, 12 Orks Tactics cards, fluff booklet, pre-filled datacards for the Kill-Team, and Sector Mechanicus Galvanic Servohaulers (with rules for use in Kill Team)&lt;br /&gt;
**8th Edition Starter Set- Fangs of Ulfrich (July 2018): Includes 5 pre-colored plastic Reivers, Adeptus Astartes Tactics cards, fluff booklet, pre-filled datacards for the Kill-Team, and Sector Mechanicus Alchomite Stack&lt;br /&gt;
**8th Edition Starter Set- Drop Force Imperator: (August 2018): Includes 5 pre-colored plastic Tempestus Scions, Astra Militarum Tactics cards, fluff booklet, pre-filled datacards for the Kill-Team, and Munitorum Armored Containers&lt;br /&gt;
**8th Edition Starter Set- The Writhing Shadow (August 2018): Includes 8 pre-colored plastic Genestealers, Tyranids Tactics cards, fluff booklet, pre-filled datacards for the Kill-Team, and Munitorum Armored Containers&lt;br /&gt;
**8th Edition Starter Set- Kill Team Mordelai (August 2018): Includes 5 pre-colored plastic Deathwatch Veterans, Deathwatch tactics cards, fluff booklet, pre-filled datacards for the Kill-Team, and Deathworld Forest Barbed Venomgorse&lt;br /&gt;
**8th Edition Starter Set- The Slicing Noose (August 2018): Includes 10 pre-colored plastic Wyches, Drukhari tactics cards, fluff booklet, pre-filled datacards for the Kill-Team, and Deathworld Forest Eldritch Ruins&lt;br /&gt;
**8th Edition Starter Set- Advance Team Starpulse (October 2018): Includes 10 pre-colored plastic Fire Warriors (plus 2 Drones), T&#039;au Empire tactics cards, fluff booklet, pre-filled datacards for the Kill-Team, and Wall of Martyrs Imperial Defence Line&lt;br /&gt;
**8th Edition Starter Set- The Exalted Scythe (October 2018): Includes 5 pre-colored plastic Immortals, Necron tactics cards, fluff booklet, pre-filled datacards for the Kill-Team, and Wall of Martyrs Imperial Defence Line&lt;br /&gt;
**8th Edition Starter Set- Theta-7 Acquisitus (February 2019): Includes 5 pre-colored plastic Sicarians and a Tech-Priest Manipulus, Adeptus Mechanicus tactics cards, fluff booklet, pre-filled datacards for the Kill-Team, and STC Ryza-Pattern Ruins&lt;br /&gt;
**8th Edition Starter Set- Starn&#039;s Disciples (February 2019): Includes 5 pre-colored plastic Acolyte Hybrids and a Kelermorph, Genestealer Cults tactics cards, fluff booklet, pre-filled datacards for the Kill-Team, and STC Ryza-Pattern Ruins&lt;br /&gt;
*8th Edition- Kill-Team: Rogue Trader (September 2018): Features a [[Rogue Trader]]&#039;s crew battling against a horde of Nurgle mutants, along with more missions and rules for the Imperial Shuttle, Imperial Shrine Killzones, and ultra-close confines environment in general.&lt;br /&gt;
*8th Edition- Kill-Team: Commanders (October 2018): Features rules for using more powerful HQ characters such as Space Marine Captains or Eldar Warlocks as &amp;quot;commander&amp;quot; models, as well as expands the points limit for games.&lt;br /&gt;
**8th Edition Commander Set- Nemesis 9 Tyrantis (October 2018): Includes a pre-colored plastic Broodlord, Tyranids tactics and Psychic Discipline cards, a skill tree card and a pre-filled datacard for the Commander&lt;br /&gt;
**8th Edition Commander Set- Crasker Matterzhek (October 2018): Includes a pre-colored plastic Acolyte Iconward, Genestealer Cults tactics and Psychic Discipline cards, a skill tree card and a pre-filled datacard for the Commander&lt;br /&gt;
**8th Edition Commander Set- Ankra the Colossus (October 2018): Includes a pre-colored plastic Necron Overlord, Necron tactics cards, a skill tree card and a pre-filled datacard for the Commander&lt;br /&gt;
**8th Edition Commander set- Feodor Lasko (October 2018): Includes a pre-colored plastic Commissar, Astra Militarum tactics and Psychic Discipline cards, a skill tree card and a pre-filled datacard for the Commander&lt;br /&gt;
**8th Edition Commander set- Gaius Akasian (October 2018): Includes a pre-colored plastic Watch Captain, Deathwatch tactics and Psychic Discipline cards, a skill tree card and a pre-filled datacard for the Commander&lt;br /&gt;
**8th Edition Commander set- Magos Dalathrust (October 2018): Includes a pre-colored plastic Tech-Priest Dominus, Adeptus Mechanicus tactics cards, a skill tree card and a pre-filled datacard for the Commander&lt;br /&gt;
**8th Edition Commander set- Torrvald Orksbane (October 2018): Includes a pre-colored plastic Primaris Librarian, Space Marine tactics and Psychic Discipline cards, a skill tree card and a pre-filled datacard for the Commander&lt;br /&gt;
**8th Edition Commander set- Vysa Kharavyxis (October 2018): Includes a pre-colored plastic Succubus, Drukhari tactics cards, a skill tree card and a pre-filled datacard for the Commander&lt;br /&gt;
**8th Edition Commander set- Fireblade Twinflame (October 2018): Includes a pre-colored plastic Cadre Fireblade, T&#039;au Empire tactics cards, a skill tree card and a pre-filled datacard for the Commander&lt;br /&gt;
**8th Edition Commander set- Gitzog Wurldkilla (October 2018): Includes a pre-colored plastic Ork Warboss, Orks tactics and Psychic Discipline cards, a skill tree card and a pre-filled datacard for the Commander&lt;br /&gt;
*8th Edition- Blackstone Fortress Kill Team Beta (December 2018): The units from Blackstone Fortress get a PDF of datasheets for use in Kill Team, with the explorers able to be added to their respective factions as either commanders or specialists (that don&#039;t count against your specialist limit) while the Servants of the Abyss get their own Kill Team faction. However, the rules are explicitly stated to be in a beta state, subject to change or be reprinted elsewhere with modifications, strongly suggesting a future Kill Team expansion centered around Blackstone Fortress.&lt;br /&gt;
*8th Edition- Mercenaries for Hire (January 2019): A 4-page article on White Dwarf featuring datasheets to play a Kroot solo Kill Team as well as making Kroot Carnivores available to the Tau.&lt;br /&gt;
*8th Edition- Kill-Team: Arena (February 2019): An expansion containing modifications to the base rules optimizing Kill-Team for tournament play.&lt;br /&gt;
*8th Edition- Kill-Team: Elites (May 2019): Will Introduce a host of new &amp;quot;elite&amp;quot; units to the game for every faction, most of which honestly feel like they just should&#039;ve been in the game from the start (Ogryns, Terminators, Mandrakes and Striking Scorpions) while a few others threaten to be flat-out game-breaking (Crisis Battlesuits and Adeptus Custodes).&lt;br /&gt;
** 8th Edition Starter Set - Toofrippa&#039;s Krew (May 2019): Includes 5 pre-colored plastic Flash Gitz, Ork tactics cards, fluff booklet, pre-filled datacards for the Kill-Team, and Urban Ruins&lt;br /&gt;
** 8th Edition Starter Set - The Fractal Blades (May 2019): Includes 5 pre-colored plastic Scarab Occult Terminators, Thousand Sons tactics cards, fluff booklet, pre-filled datacards for the Kill-Team, and Urban Ruins&lt;br /&gt;
** 8th Edition Starter Set - The Dolorous Strain (May 2019): Includes 5 pre-colored plastic Blightlord Terminators, Death Guard tactics cards, fluff booklet, pre-filled datacards for the Kill-Team, and Urban Ruins&lt;br /&gt;
&lt;br /&gt;
===The Game===&lt;br /&gt;
In Kill Team, players use a VERY small force (100-150 points), a single squad or mob with all models played individually. Limitations are huge in this mode, like no [[Rhino Transport|vehicles]], no [[Heldrake|aircraft]] (though certain units can still fly), no [[Tervigon|HQs]] (outside of the Commanders expansion), and [[Riptide|nothing with]] [[Wraithknight|more than 4 Wounds]], or [[Terminators|2+ armor]]. It has its own missions and rules, but it&#039;s actually pretty fun, and the limitations and smaller scale allows [[Lictor|certain units]] to shine like they&#039;ve never been able to before in 40k.&lt;br /&gt;
&lt;br /&gt;
Whereas in previous editions Kill Team was just a different game mode for 40k, following its big return in 2018, Kill Team is now a full-fledged Specialist Game, with the addition of branching skill trees for each Specialization, alternating activations, and a modified version of the Stratagem system known as Tactics.&lt;br /&gt;
&lt;br /&gt;
Also, [[Warhammer 40,000]] made cheap, quick, and much [[cheese]] avoided. What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
However, you do need to bring a lot of terrain. Kill Team is &#039;&#039;very&#039;&#039; cover-centric, and you need as much of it as possible for a good game. Large area terrain like ruins or forests or factories are ideal for consolidating your troops and forming firing bases, besides providing cover and creating firing lanes.&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
The big appeal to Kill Team is that it&#039;s cheap and quick to get into, with the ability to make a viable team out of almost any one squad kit. If you want to just jump right in and get started with only one or two purchases though, there are a few good boxed sets with which to do it.&lt;br /&gt;
*&#039;&#039;&#039;Kill Team Starter Set&#039;&#039;&#039;: Contains everything you need to get started in Kill Team. Rulebook, dice, cards, board, city terrain, a squad of genestealer Cult Neophytes and a squad of Skitarii Rangers/Vanguard. Is no longer available on the GW website, unfortunately, so you&#039;ll need to look to places like Ebay to get it.&lt;br /&gt;
*&#039;&#039;&#039;Kill Team Rogue Trader&#039;&#039;&#039;: Contains a rulebook for the Rogue Trader Kill Team Expansion and Ultra-Close Confines combat in general, a board, terrain pieces, and models for the Elucidian Starstriders and Gellerpox Infected. The base game rules aren&#039;t included, however, so you&#039;ll need to get that seperatly.&lt;br /&gt;
*&#039;&#039;&#039;Warhammer 40,000 First Strike&#039;&#039;&#039;: Though ostensibly a starter set for 40k, First Strike is also an almost perfect starter set for Kill Team, containing 3 Primaris Intercessors, 3 Primaris Reivers, 3 Plague Marines, and 6 Poxwalkers, as well as dice, a board, and a box that doubles as a terrain piece. All you need beyond that is the Kill Team rulebook. The models you get are hardly optimized, requiring a few other pieces if you want to make full 100 pt teams out of what you&#039;re given here, but if you&#039;re looking specifically for &amp;quot;fast&amp;quot; and &amp;quot;cheap&amp;quot; you&#039;d be hard pressed to find a better box set.&lt;br /&gt;
&lt;br /&gt;
===Things that rock in Kill Team===&lt;br /&gt;
*&#039;&#039;&#039;Fucking Cheap&#039;&#039;&#039;: Let&#039;s take it like you want a Kill-Team from scratch and do not use any squads you already have which meet the criteria. Well, congrats! You probably only need one or two boxes of miniatures. This depends on armies and builds, of course; but on average, it&#039;s highly plausible to have a Kill Team for under $50.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Much cheese avoided&#039;&#039;&#039;: Enough of the [[Riptide#XV104_Riptide_Battlesuit|Riptide]], [[Wraithknight]], [[Heldrake]] (even with nerfs) and [[Wave Serpent]] dickery? Good news, the most overpowered units in 40k cannot be taken in Kill-Team. In the HoR Kill Team spam and strong units are usually taken care of at army list level by the devs, so That Guy will have a hard time finding bullshit loopholes with which masturbate itself furiously.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Your dudes]] friendly&#039;&#039;&#039;: While much harder in entire armies, it&#039;s easy to empathize with a squad of individual miniatures and make your Kill Teams truly unique and YOURS. The Specialist rules only makes this decision easier. Remember the Last Chancers, where everyone was different? Basically the same thing that you can do to your dudes, especially if you have bits of the race the Kill Team will be. &amp;quot;See that [[Necron]] Immortal with bits of Deathmark&#039;s rifle? That&#039;s X-547, my weapon specialist and a hotshot everywhere&amp;quot;, or &amp;quot;I&#039;m Kargoth, the Dirty fighter [[Khorne|Berzerker]]! I&#039;m here to kick asses and chew gum! I&#039;M OUT OF GUM.&amp;quot; That kind of thing.&lt;br /&gt;
&lt;br /&gt;
*The small scale of Kill Team allows you to really go crazy with conversions in ways that you just can&#039;t in 40k. Go the extra mile to add character to every one of your models, or represent obscure or custom armies that would either be too hard to convert or too expensive to buy for a full 40k army.&lt;br /&gt;
&lt;br /&gt;
*Individual model movement allows more efficient use (or abuse) of Line of Sight, such as a single high-cost shooter carefully positioning himself at a corner so that he can only see one enemy model, which he shoots.. but when the enemy turn comes, he&#039;s completely hidden from the majority of return fire.&lt;br /&gt;
&lt;br /&gt;
*The Rogue Trader expansion, the added rules for ultra-close confines in particular, breaths new life into the old game boards you have left over from previous standalone games likes Betrayal at Calth, Deathwatch Overkill, Assassinorum Execution Force, Space Hulk, etc. Now you can finally use them for a game other people might actually be playing.&lt;br /&gt;
&lt;br /&gt;
===Things that Suck in Kill Team===&lt;br /&gt;
*&#039;&#039;&#039;Every man for himself&#039;&#039;&#039;: Every model acting as a separate unit might be cool and all, but this also makes them a lot more vulnerable.&lt;br /&gt;
&lt;br /&gt;
*No vehicles (subjective)&lt;br /&gt;
&lt;br /&gt;
*Due to the smaller model count and smaller game area, melee is a &#039;&#039;lot&#039;&#039; nastier in Kill Team than it is in 40k.&lt;br /&gt;
&lt;br /&gt;
*With the set unit lists of modern Kill Team, instead of the loose parameters of previous versions that pretty much let you bring whatever you wanted so long as it fit the restrictions, [[fail|many factions lose access to units that would be perfect for Kill Team operations]].&lt;br /&gt;
&lt;br /&gt;
*While the starter sets come with enough terrain pieces to get started with, be prepared for terrain to be your biggest cash investment for Kill Team.&lt;br /&gt;
&lt;br /&gt;
*Even with the removal of much of the cheese that goes with 40k, Kill Team can still be ridiculously unbalanced, with some factions at a very clear advantage or disadvantage compared to others. For example, there&#039;s not a whole hell of a lot Kroot Mercenaries can do against, say, Death Guard.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
Current Kill Team Tactics Pages:&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)|General Gameplay Tactics]]&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Kill Team(8E) Imperium|Imperium]]&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Kill Team(8E) Chaos|Chaos]]&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Kill Team(8E) Xenos|Xenos]]&lt;br /&gt;
&lt;br /&gt;
Old Kill Team Tactics Pages:&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Cult Mechanicus(7E)/Kill Team| Cult Mechanicus]]&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Deathwatch(7E)/Kill Team| Deathwatch]]&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Genestealer Cults (7E)/Kill Team| Genestealer Cults]]&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Inquisition(7e)/Kill Team| Inquisition]]&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Orks(7E)/Kill Team| Orks]]&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Skitarii(7E)/Kill Team|Skitarii]]&lt;br /&gt;
&lt;br /&gt;
==Kill Team: Heralds of Ruin==&lt;br /&gt;
When GW first released Kill Team, it was good. It was popular, used few models and so coaxed new players to invest in a few models and have some fun, and with the smaller size came a whole new set of possibilities...&lt;br /&gt;
&lt;br /&gt;
GW had taken a hold on the skirmish tabletop scene, and everything was good. Or so they thought. Unbeknownst to the British tycoon, their game had an effect on their customers, an effect they never learned to fear... Inspiration.&lt;br /&gt;
&lt;br /&gt;
So hold the &#039;&#039;fucking&#039;&#039; phone, clear the goddamn calender and strap in, &#039;cause we&#039;re going &#039;&#039;warp speed&#039;&#039; - Suddenly there was Kill Team: Heralds of Ruin, and &#039;&#039;gawd djammit&#039;&#039; it was the best fucking unofficial supplement for 40k since BattleScribe. Unlike the official Kill Team, Kill Team: HoR was more of a stand-alone game with its own rules, gear and playstyle, making it more of its own game than the official one (at least until Kill Team became a proper Specialist Game in it&#039;s own right). Not only that, the game took inspiration from Mordheim and Necromunda, allowing for the fans of those games to get a compromise between playing the supported game and the good one.&lt;br /&gt;
&lt;br /&gt;
[[Warhammer_40,000:_Kill_Team_(HoR)/Tactics|While many rules are changed and amended in HoR to fit the new playstyle]], these relatively light changes completely turned the game on its head, changing everything most players know about playing 40k. Space Marines are weak not-really-jacks-of-all-trades, masters-of-none infantry units, you say? Nope, in HoR they are among the most badass single models you can get, with powerful weaponry, grenades that can nail most things you come up against and an armour save that can really throw a wrench into any poor sod&#039;s plan. On the flipside, models like your Guardsmen are as good as toast - Imperial Guard is noticeably weaker than most other factions, and are generally poorly optimized for Kill Team, lacking any real sort of power unit (apart from Ogryns) and armoured vehicles. &lt;br /&gt;
&lt;br /&gt;
Kill Team: HoR is still fully supported by the Heralds of Ruin blog, who originally made the supplement in the first place, and there are several for discussing the game around the webs, though the Facebook groups is the most active. In addition to any army currently available from GeeDubs, the good blog made sure to add some fan favorites like the Deathwatch, the Adeptus Arbites, Genestealer Cults and some vastly improved Sisters of Battle, which just goes to show what can be done when you try to make a game that caters to the wishes of the customers. Currently almost all the lists are undergoing updates to balance things out and update to 7th ed. More news on the Facebook Group.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Combat Patrol]], another way to play 40k with smaller bands of units&lt;br /&gt;
*[[Shadow War: Armageddon]], which laid the foundation for the release of Kill Team as a fully supported Specialist Game&lt;br /&gt;
*[[Necromunda]]&lt;br /&gt;
*The different branches of Warhammer 40,000 roleplay:&lt;br /&gt;
** [[Dark Heresy]]&lt;br /&gt;
** [[Rogue Trader (RPG)]]&lt;br /&gt;
** [[Deathwatch (RPG)]]&lt;br /&gt;
** [[Black Crusade (RPG)]]&lt;br /&gt;
** [[Only War]]&lt;br /&gt;
** [[Wrath &amp;amp; Glory]]&lt;br /&gt;
*The blog &#039;&#039;The Heralds of Ruin&#039;&#039; have created their own Kill Team supplement which basically fucks over the Official rules by amending rules like Orders and War Hymns, having whole army lists for each faction and the most amazing Campaign system I have seen for smaller game since fucking [[Necromunda]] and [[Mordheim]]. Find it here and be amazed: http://heralds-of-ruin.blogspot.dk/p/kill-team-rules.html&lt;br /&gt;
**[[Warhammer_40,000:_Kill_Team_(HoR)/Tactics|Heralds of Ruin Kill Team Tactics]]&lt;br /&gt;
**[http://www.heraldsofruin.com/forum/ Now with a spanking new forum]&lt;br /&gt;
*[https://www.youtube.com/watch?v=BYwCOrz4oEo Teaser Video from Games Workshop]&lt;br /&gt;
*[https://www.warhammer-community.com/2018/07/05/5th-july-kill-team-the-game-youve-been-waiting-forgw-homepage-post-2/ Further information, plus details on the core set and a Q&amp;amp;A]&lt;br /&gt;
*[https://warhammer40000.com/kill-team/ The official website]&lt;br /&gt;
*[https://www.youtube.com/watch?v=orWCjfUcBTI Teaser video for Kill-Team: Rogue Trader]&lt;br /&gt;
&lt;br /&gt;
{{WaysToPlay40k}}&lt;br /&gt;
{{Specialist-Games}}&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category: Warhammer Tactics/KillTeam]]&lt;br /&gt;
[[category:Skirmish-Level Wargames]]&lt;/div&gt;</summary>
		<author><name>2001:5B0:2440:D8D8:B483:7146:EEA6:2B47</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Kill_Team(8E)&amp;diff=68401</id>
		<title>Warhammer 40,000/Tactics/Kill Team(8E)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Kill_Team(8E)&amp;diff=68401"/>
		<updated>2019-05-13T10:21:13Z</updated>

		<summary type="html">&lt;p&gt;2001:5B0:2440:D8D8:B483:7146:EEA6:2B47: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;General gameplay tactics for [[Kill Team (Specialist Game)|Kill Team]].&lt;br /&gt;
&lt;br /&gt;
Xenos faction tactics are [[Warhammer 40,000/Tactics/Kill Team(8E) Xenos|here]].&lt;br /&gt;
&lt;br /&gt;
Imperium faction tactics are [[Warhammer 40,000/Tactics/Kill Team(8E) Imperium|here]].&lt;br /&gt;
&lt;br /&gt;
Chaos faction tactics are [[Warhammer 40,000/Tactics/Kill Team(8E) Chaos|here]].&lt;br /&gt;
&lt;br /&gt;
==The Rules==&lt;br /&gt;
Unlike in vanilla 40k, most actions in the game are handled on a &amp;quot;I go, you go&amp;quot; basis of alternating activation, similar to [[Warhammer Underworlds]]. This means the game speed is much faster than 40k&#039;s, and also requires players to plan their actions out more carefully. &lt;br /&gt;
&lt;br /&gt;
If things are going tits up for your Kill-Team, you can elect to forfeit the battle after the third round. Obviously you&#039;ll lose, but on the bright side you won&#039;t run the risk of losing an experienced Specialist to an unlucky Casualty roll. &lt;br /&gt;
===Scouting Phase===&lt;br /&gt;
After the terrain is set up but before your kill teams are placed, each player secretly chooses 1 of 6 pre-battle actions to perform in the scouting phase to either give themselves an advantage or counter opponents&#039; Scouting Phase actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Scout Out Enemy Forces:&#039;&#039;&#039; Set aside up to 20% of your kill-team when deploying them; they are set up after normal deployment takes place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Plant Traps:&#039;&#039;&#039; Select up to d3 pieces of terrain. Enemy models that move within 1&amp;quot; of those terrain pieces (or start/finish a move within 1&amp;quot; of them) trigger the trap. The model then rolls a d6, taking a mortal wound on a 1. Regardless of whether the trap caused a wound or not, enemy models treat the trapped terrain and a 1&amp;quot; space around it as dangerous terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Disarm Traps:&#039;&#039;&#039; Cancels the effect of Plant Traps, if it was used. If Plant Traps was not used, this does nothing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Scout Out Terrain:&#039;&#039;&#039; d3 pieces of difficult/dangerous terrain no bigger than 8&amp;quot; in any dimension can be moved through without movement penalties. Additionally, models which take a mortal wound from this terrain ignore the wound on a 5+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Take Forward Positions:&#039;&#039;&#039; After deployment, up to 20% of your kill-team can make a normal move as if it was the Movement phase. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Eliminate Sentries:&#039;&#039;&#039; If Take Forward Positions was used, up to 20% of your models can make a shooting attack as if it was the Shooting phase, targeting enemy models that were moved by Take Forward Positions. If Take Forward Positions was not used, this does nothing.&lt;br /&gt;
&lt;br /&gt;
===Initiative Phase===&lt;br /&gt;
At the start of each battle round, the players roll off. This determines their initiative for the rest of the battle round.&lt;br /&gt;
&lt;br /&gt;
===Movement phase===&lt;br /&gt;
Movement works similarly to how it does in 40k, but with three prominent exceptions:&lt;br /&gt;
*The player with the highest initiative moves all of their units first, then all of the player with the next highest initiative, and so on until all players have finished their movement.&lt;br /&gt;
*Charging is now done in this phase and replaces regular movement. As in vanilla 40k, a successful charge allows the charging unit to go first in the combat phase; an unsuccessful charge does not count even if the unit ultimately ends up in close combat later in the turn. Unlike in vanilla, a charging model that fails its charge can move the distance rolled so long as it moves towards the intended target of the charge, but it isn&#039;t forced to do so. &lt;br /&gt;
* Because both players move during the same turn, the fall back rules can be very unkind to melee models who begin the turn engaged, As if you win initiative the model does nothing and then the enemy falls back, and if you lose the enemy falls back and you have to choose between staying put (often in the open) and shooting or &amp;quot;falling back&amp;quot; yourself (This interpretation of the rules was confirmed via the Designer&#039;s commentary/FAQ document). There are a few ways to avoid this.&lt;br /&gt;
** Kill everything you are engaged with during the during the previous turn, and don&#039;t consolidate into melee unless you&#039;re going after a non-flying model with a ranged weapon you really, really don&#039;t want to shoot next turn. Not always tenable, but something to at least keep in mind when deciding whether to charge multiple models.&lt;br /&gt;
** Charge the enemy with another model before it can fall back (As being charged prevents you from falling back for the turn). This only works if you have initiative or use decisive move, however (And can be foilex by your opponent&#039;s decisive move).&lt;br /&gt;
** Position your own models such that it is impossible for the enemy model to make a normal move without ending up or passing within 1&amp;quot; of one of your models. This generally requires several models and ideal terrain to pull off, but will be immensely satisfying when your opponent tries to fall back and realizes they&#039;re trapped. Does not work against Harlequins or Flying Models, who can of course bypass the normal movement restrictions.&lt;br /&gt;
*A model can also choose to Ready, skipping their movement phase in favor of shooting first in the Shooting phase.&lt;br /&gt;
&lt;br /&gt;
Terrain can also interfere with movement, with different terrain having different effects.&lt;br /&gt;
&lt;br /&gt;
===Psychic Phase===&lt;br /&gt;
Similar to vanilla, but since only a small selection of available units can even use psychic powers it&#039;s much less important; however, it will be expanded upon in the Kill-Team: Commanders supplement. By default, all psykers know Psybolt, which is basically vanilla 40K&#039;s Smite, but Commander Psykers can exchange it or other powers they might know for one of the following: &lt;br /&gt;
*&#039;&#039;&#039;Iron Arm (WC 7)&#039;&#039;&#039;: User adds +2 to S and T until the next psychic phase.&lt;br /&gt;
*&#039;&#039;&#039;Forewarning (WC 6)&#039;&#039;&#039;: User gets a 4+ invulnerable save until the next psychic phase. &lt;br /&gt;
*&#039;&#039;&#039;Fire Shield (WC 6)&#039;&#039;&#039;: A friendly unit within 8&amp;quot; of the psyker counts as being obscured until the next psychic phase.&lt;br /&gt;
*&#039;&#039;&#039;Psychic Shriek (WC 5)&#039;&#039;&#039;: An enemy unit within 12&amp;quot; is forced to take a Nerve test.&lt;br /&gt;
*&#039;&#039;&#039;Enfeeble (WC 7)&#039;&#039;&#039;: An enemy unit within 12&amp;quot; must subtract 1 from their rolls to hit and to wound in close combat until the next psychic phase.&lt;br /&gt;
*&#039;&#039;&#039;Misfortune (WC 7)&#039;&#039;&#039;: An enemy unit within 12&amp;quot; must treat all attacks aimed at them as being one AP stronger (e.g. AP0 becomes AP-1) until the next psychic phase.&lt;br /&gt;
&lt;br /&gt;
===Shooting phase===&lt;br /&gt;
At the start of the shooting phase, the player with the highest initiative shoots first with one of his models that was readied in the movement phase then it goes to the next player with the next highest initiative, and so on until all readied models have shot. Then, each player takes turn choosing a model to shoot that hasn&#039;t already shot, starting with the player with the highest initiative then the next player with the next highest initiative until all players have shot.&lt;br /&gt;
&lt;br /&gt;
Cover and range are more important in Kill Team than they are in vanilla 40k; shooting a unit from more than half of a non-Grenade weapon&#039;s maximum range imposes a -1 penalty to hit them, as does shooting a unit that is obscured (i.e. if &#039;&#039;any&#039;&#039; part of it is blocked by cover). That said, an unmodified 6 to hit will always hit so doubling down on dakka to maximize the chances of a lucky hit is still a viable strategy. Of course, flamers still automatically hit as well. &lt;br /&gt;
&lt;br /&gt;
Units that attempted a charge, or were successfully charged, in the movement phase cannot shoot in the subsequent shooting phase.&lt;br /&gt;
&lt;br /&gt;
===Fight Phase===&lt;br /&gt;
The Fight Phase works similarly to how it does in 40k; whoever charges first attacks first, followed by non-chargers, giving you two &amp;quot;subphases&amp;quot;.  In each subphase, players alternate &amp;quot;activating&amp;quot; models to fight, starting with the player with the highest initiative, then the next highest, until all players have attacked.&lt;br /&gt;
&lt;br /&gt;
===Morale Phase===&lt;br /&gt;
Morale has two components in Kill Team: the morale of individual fighters and the morale of the team as a whole. If more than half of the squad has gone Out of Action, are shaken, or have sustained Flesh Wounds, then the squad may break and suffer penalties to their hit rolls for the rest of the game. Meanwhile, models that have taken Flesh Wounds or are part of a squad that is currently broken are at risk of becoming Shaken, which forces them to skip their turns entirely and can disable most of their Specialist abilities. The more models in the squad that are shaken or out of action, the more likely it is for other squad members to become shaken.&lt;br /&gt;
&lt;br /&gt;
===Flesh Wounds and going Out of Action===&lt;br /&gt;
When a model loses its last Wound, the player who caused the wound makes an injury roll. On a 4+, the wounded model is Out of Action (i.e. it&#039;s no longer in the game); otherwise, it suffers a Flesh Wound and is restored to one wound. Being obscured and within 1&amp;quot; of the terrain that&#039;s doing the obscuring is a -1 penalty to the roll, and any previous Flesh Wounds taken by that model add a +1 bonus per wound to the roll. Additionally, attacks with a damage value higher than 1 cause multiple injury rolls, with the highest result being selected. &lt;br /&gt;
&lt;br /&gt;
In addition to penalizing future injury rolls (thus making them more likely to be taken Out of Action), Flesh Wounds reduce a model&#039;s hit rolls and increase the chances of them becoming shaken in the Morale Phase.&lt;br /&gt;
&lt;br /&gt;
====Casualties====&lt;br /&gt;
Models that went Out of Action must make a Casualty roll on a d10 after the battle. This affects when (or if) you&#039;ll be able to use them again. &lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039;: The unit is dead. Remove him from the Kill-Team&#039;s roster, you can&#039;t use him again. &lt;br /&gt;
*&#039;&#039;&#039;2&#039;&#039;&#039;: The unit cannot be used in the next mission. &lt;br /&gt;
*&#039;&#039;&#039;3-8&#039;&#039;&#039;: The unit can be used in the next mission.&lt;br /&gt;
*&#039;&#039;&#039;9-10&#039;&#039;&#039;: As above, and if the unit was a Specialist it gains an extra point of Experience. &lt;br /&gt;
&lt;br /&gt;
Dead units can be replaced at any time during a campaign, but you &#039;&#039;must&#039;&#039; use the new guy on the next mission. And of course, he won&#039;t have any of his predecessor&#039;s Advancements if he&#039;s a specialist or benefit from being part of a Fire Team (see below).&lt;br /&gt;
&lt;br /&gt;
==Fire Teams==&lt;br /&gt;
Non-Specialists of the same Datacard (e.g. Skitarii Rangers and Ranger Gunners or Genestealer Cult Acolyte Hybrids and Hybrid Fighters) are organized into groups called Fire Teams, which gain experience and advancements as if they were a single model. As long as at least two members of a Fire Team participate in a battle, the whole group will benefit even if none of the other members were present for the battle. &lt;br /&gt;
&lt;br /&gt;
If a member of a Fire Team dies, its replacement can still benefit from the collective experience and advancements of the group, but only if it first fights in a battle with a more experienced member of the Fire Team.&lt;br /&gt;
&lt;br /&gt;
Fire Teams have the critical downside of having to roll their abilities on a table as they level (in addition to not gaining any abilities at level 1), but the critical upside of legal (in fact, mandatory) duplication of specialties (all Fire Teams roll on the same table).  Their abilities aren&#039;t even bad ones - for example, two of the options are lifted directly from the Sniper tree, at levels 1 and 2.  Plus, they&#039;re &#039;&#039;cheap&#039;&#039;; Fire Team members cost an additional point per level, whereas Specialists cost an additional 4.  Unfortunately, there&#039;s no legal way to &amp;quot;undo&amp;quot; leveling them, so you do run the risk of them leveling up (and hence costing more points per model) into abilities you have no use for.&lt;br /&gt;
&lt;br /&gt;
The Fire Team ability list is as follows.  At each level from 2 to 4, you roll on the table, re-rolling results the Team in question already has, until you roll an ability they don&#039;t have, which they get.  Note that this means you &#039;&#039;can&#039;&#039; roll an ability that duplicates a rule already on the model, but if the ability has a different name, you get boned - the model now costs a point more, without having changed in any way.  An excellent example of this is if you level up a Space Marine Fire Team and roll a 3 on the table - now your team has 2 rules which both re-roll Nerve, but your models are all more expensive, for no benefit.&lt;br /&gt;
&lt;br /&gt;
#+1&amp;quot; Move&lt;br /&gt;
#Re-roll saves of 1.&lt;br /&gt;
#Re-roll failed Nerve tests.&lt;br /&gt;
#Choose 1 when you roll this: Re-roll 1s to hit for shooting attacks or in the Fight phase.&lt;br /&gt;
#Choose 1 when you roll this: Re-roll 1s to wound for shooting attacks or in the Fight phase.&lt;br /&gt;
#-1 to Injury rolls for this model.&lt;br /&gt;
&lt;br /&gt;
Typically, the &amp;quot;best&amp;quot; results are 4, 5, and 2 or 6, depending on how good your saves are (2 is especially good on a model with an excellent invuln save, and 4 is amazing with plasma because modifiers don&#039;t count for supercharging in Killteam).&lt;br /&gt;
&lt;br /&gt;
==Specialist Abilities==&lt;br /&gt;
Specialists gain experience by participating in battles and using Specialist-specific Tactics. While leveling up a Specialist gives them advancements that make them stronger and opens up new Tactics for them to use, leveling up also increases the Specialist&#039;s point value by 4 points per level (e.g. a level 2 specialist will cost 4 points more than a level 1 specialist), forcing players to strike a balance between the added effectiveness and the higher price tag. A specialist cannot advance beyond Level 4. The Commander unit which will be added in Kill-Team: Rogue Trader works differently, which will be outlined in its section. &lt;br /&gt;
&lt;br /&gt;
Specialist advancements work on a branching tree model; as they level up, they can pick and choose from different abilities in this order:&lt;br /&gt;
#Level 1&lt;br /&gt;
#Either Level 2A or 2B&lt;br /&gt;
#If Level 2A was chosen, either Level 3AA or Level 3AB; if Level 2B was chosen, either Level 3BA or Level 3BB.&lt;br /&gt;
#Any other ability not already chosen in a previous level&lt;br /&gt;
&lt;br /&gt;
As a result, two identical units with the same Specialization and wargear can easily end up with a completely different set of advancements.&lt;br /&gt;
&lt;br /&gt;
Note that some units may not be able to access certain Specialist types, or may have their ability to be a Specialist of a given type linked to specific requirements (e.g. a Guardsman can only become a Comms specialist if he takes a Vox-Caster as part of his wargear, and a Tactical Marine can only be a Leader if he is a Sergeant).  &lt;br /&gt;
 &lt;br /&gt;
===Leader===&lt;br /&gt;
The Leader specialization focuses on buffing your other kill team members, as well as being your main source of Command points for your team. It is also the only mandatory Specialist, as a Kill-Team must take one (and only one) in order to be Battle-Forged. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resourceful (Lv 1):&#039;&#039;&#039; As long as this model is on the battlefield and is not shaken, gain an additional Command Point at the beginning of each battle round.&lt;br /&gt;
**&#039;&#039;&#039;Bold (Lv 2A):&#039;&#039;&#039; This model automatically passes Nerve tests.&lt;br /&gt;
***&#039;&#039;&#039;Paragon (Lv 3AA):&#039;&#039;&#039; Re-roll hit rolls of 1 for friendly models within 3&amp;quot; of this model, as long as it is not shaken. Normally, &#039;&#039;much&#039;&#039; better than &#039;&#039;Mentor&#039;&#039;, as buffing all models within range (including itself) in every Phase is usually more than enough to make up for not being a full re-roll failures.&lt;br /&gt;
***&#039;&#039;&#039;Tyrant (Lv 3AB):&#039;&#039;&#039; Your opponent(s) must add 1 to Nerve tests for any enemy models within 6&amp;quot; of this model, as long as it is not shaken. Since this requires you to get your Leader to be near the enemy to work, this is far better on a Leader who already &#039;&#039;wants&#039;&#039; to be close, like a close combat powerhouse.&lt;br /&gt;
**&#039;&#039;&#039;Inspiring (Lv 2B):&#039;&#039;&#039; As long as this model is not shaken, other friendly models within 3&amp;quot; of it automatically pass Nerve tests. Now does not affect the Leader itself, so be mindful of that.&lt;br /&gt;
***&#039;&#039;&#039;Tactician (Lv 3BA):&#039;&#039;&#039; As long as this model is on the battlefield and is not shaken, roll a D6 each time you use a Tactic. On a 5+ you gain a command point. Synergizes directly with &#039;&#039;Resourceful&#039;&#039;, as the model will now both provide a command point and then attempt to refund its use.&lt;br /&gt;
***&#039;&#039;&#039;Mentor (Lv 3BB):&#039;&#039;&#039; Once per battle round, when you choose a friendly model within 3&amp;quot; of this model to shoot in the Shooting phase - as long as this model is not shaken - you can re-roll failed hit rolls for that model until the end of the phase. Normally, &#039;&#039;much&#039;&#039; worse than &#039;&#039;Paragon&#039;&#039;, as it is both limited to the Shooting phase &#039;&#039;and&#039;&#039; limited to buffing only one model, which amounts to being much worse than improving from re-rolling 1s to re-rolling all failures.&lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
*&#039;&#039;&#039;Level 1 - Lead By Example (1 CP):&#039;&#039;&#039; When this model is selected to fight in the Fight phase, another friendly model within 3&amp;quot; of them that is also eligible to fight can do so as well. The Leader and the other model can fight in any order. &lt;br /&gt;
*&#039;&#039;&#039;Level 2 - Fire On My Target (1 CP):&#039;&#039;&#039; Same as Lead By Example, but for shooting instead of melee.&lt;br /&gt;
*&#039;&#039;&#039;Level 3 - Force Of Will (1 CP):&#039;&#039;&#039; At the start of the round, if the Leader is on the battlefield and is not shaken, the Kill-Team does not suffer penalties for being broken.&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
Improves shooting, either by boosting the effectiveness of heavy weapons or by making the user tough enough to close in with assault weapons. The Extra Armor branch can also add a little bit of effectiveness in melee combat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless (Lv 1):&#039;&#039;&#039; This model does not suffer the -1 penalty for shooting with a heavy weapon after moving in the preceding Movement phase, or for shooting an Assault weapon after Advancing.&lt;br /&gt;
**&#039;&#039;&#039;Suppressor (Lv 2A):&#039;&#039;&#039; Enemy models that are targeted by this model in the Shooting phase suffer a -1 penalty to their hit rolls until the end of the phase.&lt;br /&gt;
***&#039;&#039;&#039;Devastator (Lv 3AA):&#039;&#039;&#039; You can re-roll the damage for this models ranged weapons that have a random Damage Characteristic.&lt;br /&gt;
***&#039;&#039;&#039;Rigorous (Lv 3AB):&#039;&#039;&#039; You can re-roll hit rolls of 1 for this model in the Shooting phase.&lt;br /&gt;
**&#039;&#039;&#039;Extra Armour (Lv 2B):&#039;&#039;&#039; Ignore AP characteristics of -1 for attacks that target this model.&lt;br /&gt;
***&#039;&#039;&#039;Indomitable (Lv 3BA):&#039;&#039;&#039; Once per battle round, you can make your opponent re-roll the injury dice for this model.&lt;br /&gt;
***&#039;&#039;&#039;Heavily Muscled (Lv 3BB):&#039;&#039;&#039; You can re-roll wound rolls of 1 for this model in the Fight phase.&lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
*&#039;&#039;&#039;Level 1- More Bullets (1 CP):&#039;&#039;&#039; During the shooting phase,  when selecting a Heavy Specialist whose weapon normally fires more than 1 shot, it fires one extra shot (e.g. Heavy 2 will attack 3 times instead of 2). &lt;br /&gt;
*&#039;&#039;&#039;Level 2- Overwhelming Firepower (2 CP):&#039;&#039;&#039; After a Level 2+ Heavy Specialist shoots in the shooting phase, it can shoot again. Cannot be used in the same round as More Bullets.&lt;br /&gt;
*&#039;&#039;&#039;Level 3- Unkillable (1 CP):&#039;&#039;&#039; At the start of the morale phase, a Level 3+ Heavy Specialist can remove a flesh wound.&lt;br /&gt;
&lt;br /&gt;
===Demolitions===&lt;br /&gt;
A set of abilities focused on grenades, flamer use, and attacking obscured enemies, with a few post-battle abilities thrown into the mix. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Breacher (Lv 1):&#039;&#039;&#039; Add 1 to wound against targets that are obscured.&lt;br /&gt;
**&#039;&#039;&#039;Pyromaniac (Lv 2A):&#039;&#039;&#039; Re-roll 1s to wound when using a weapon with auto-hit properties (e.g. flamers).&lt;br /&gt;
***&#039;&#039;&#039;Saboteur (Lv 3AA):&#039;&#039;&#039; If the model is in the Kill Team and not out of action when making casualty rolls, roll a d6. On a 5+, an opponent loses 1 Materiel.&lt;br /&gt;
***&#039;&#039;&#039;Sapper (Lv 3AB):&#039;&#039;&#039; If the model is in the Kill Team and the Plant Traps Strategy is used, an extra piece of terrain can be booby-trapped. &lt;br /&gt;
**&#039;&#039;&#039;Grenadier (Lv 2B):&#039;&#039;&#039; Add 3&amp;quot; to the maximum range of any Grenades and re-roll 1s to hit with them. &lt;br /&gt;
***&#039;&#039;&#039;Siegemaster (Lv 3BA):&#039;&#039;&#039; Add 1 to injury rolls caused by attacks made in the Shooting Phase if they are made against obscured models. &lt;br /&gt;
***&#039;&#039;&#039;Ammo Hound (Lv 3BB):&#039;&#039;&#039; If the model is in the Kill Team and not out of action when making casualty rolls, roll a d6. On a 5+, you gain 1 Material.&lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
*&#039;&#039;&#039;Level 1- Custom Ammo (1 CP):&#039;&#039;&#039; In the shooting phase, pick a demolitions specialist; its attacks this phase add 1 to their wound rolls. &lt;br /&gt;
*&#039;&#039;&#039;Level 2- Lucky Escape (1 CP):&#039;&#039;&#039; At the start of the shooting phase, pick a Level 2+ Demolitions Specialist. It gains a FnP 5+ for the phase. &lt;br /&gt;
*&#039;&#039;&#039;Level 3- High Explosives (1 CP):&#039;&#039;&#039; When picking a Level 3+ Demolitions Specialist to shoot in the shooting phase, it fires only one shot even if its weapon normally has more attacks. However, the weapon&#039;s damage is increased by 2. Cannot be used in the same round as Custom Ammo.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
All around Improvements involving combat phase, including ways to inflict mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Expert Fighter (Lv 1):&#039;&#039;&#039; Add 1 to this model’s Attacks characteristics.&lt;br /&gt;
**&#039;&#039;&#039;Warrior Adept (Lv 2A):&#039;&#039;&#039; Add 1 to hit rolls for this model in the Fight Phase.&lt;br /&gt;
***&#039;&#039;&#039;Deathblow (Lv 3AA):&#039;&#039;&#039;  Any wound rolls of 6 you make for this model in the Fight phase inflict 1 mortal wound on the target in addition to any other damage.&lt;br /&gt;
***&#039;&#039;&#039;Combat Master (Lv 3AB):&#039;&#039;&#039;  Add 1 to the Attacks characteristic of this model for each enemy model within 1” of it at the start of the Fight phase, until the end of the phase.&lt;br /&gt;
**&#039;&#039;&#039;Deadly Counter (Lv 2B):&#039;&#039;&#039; If any hit rolls of 1 or less are made for a model’s attacks that target this model in the Fight phase unless this model is shaken, roll a D6. On a 5+ the model that made the attack suffers 1 mortal wound after all of those attacks have been resolved.&lt;br /&gt;
***&#039;&#039;&#039;Killer Instinct (Lv 3BA):&#039;&#039;&#039;  You can re-roll any failed wound roll you make for this model in the fight phase.&lt;br /&gt;
***&#039;&#039;&#039;Bloodlust (Lv 3BB):&#039;&#039;&#039; You can re-roll any failed charge rolls you make for this model.&lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
*&#039;&#039;&#039;Level 1- Up and At &#039;Em! (1 CP):&#039;&#039;&#039; In the fight phase, after attacking with a model from your kill-team, pick a Combat Specialist that has not yet fought this turn. It can do so immediately. &lt;br /&gt;
*&#039;&#039;&#039;Level 2- Defensive Fighter (1 CP):&#039;&#039;&#039; At the start of the fight phase, pick a Combat Specialist who is Level 2 or higher. Its Attacks characteristic drops by 2 (down to a minimum of 1) but opponents must re-roll successful hits made against that model. &lt;br /&gt;
*&#039;&#039;&#039;Level 3- Deadly Charge (1 CP):&#039;&#039;&#039; When a Combat Specialist who is level 3 or higher makes a successful charge, roll a d6. On a 5+, the target of the charge suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
Can provide buffs to shooting for allied models and/or debuffs nearby models. It can also generate and recycle Command Points with one upgrade branch.&lt;br /&gt;
*&#039;&#039;&#039;Scanner (Lv 1):&#039;&#039;&#039; Once per shooting phase, when you pick another model from your kill team to shoot that is within 6&amp;quot; of this model, if this model is not shaken, you can add 1 to hit rolls for that model in this phase. Errata has eliminated the ability to buff your own shooting attack, but this is still an excellent choice, especially used stacked with the bonuses from the Sniper or Heavy specialist tree.&lt;br /&gt;
**&#039;&#039;&#039;Expert (Lv 2A):&#039;&#039;&#039; Roll a D6 at the start of each battle round, if this model is not shaken. On a 5+ you gain 1 additional Command point. This additional Command Point is lost at the end of the battle round if not used.&lt;br /&gt;
***&#039;&#039;&#039;Vox Ghost (Lv 3AA):&#039;&#039;&#039; Subtract 1 from the Leadership characteristic of enemy models while this model is on the battlefield, as long as it is not shaken.&lt;br /&gt;
***&#039;&#039;&#039;Command Relay (Lv 3AB):&#039;&#039;&#039; Roll a D6 each time you use a tactic while this model is on the battlefield and not shaken. On a 6 the Command Points spent on that Tactic are immediately refreshed.&lt;br /&gt;
**&#039;&#039;&#039;Static Screech(Lv 2B):&#039;&#039;&#039; Once per battle, at the start of the fight phase, if this model is not shaken, subtract 1 from hit rolls for enemy models that make attacks while they are within 6&amp;quot; of this model until the end of the phase.&lt;br /&gt;
***&#039;&#039;&#039;Triangulator (Lv 3BA):&#039;&#039;&#039; Once per shooting phase, when you pick a model from your kill team to shoot a heavy weapon, if this model is not shaken, you can re-roll the die when determining the number of attacks that model can make.&lt;br /&gt;
***&#039;&#039;&#039;Vox Hacker (Lv 3BB):&#039;&#039;&#039; After each battle in which this model was in your kill team, if this model is not in Convalescence or dead, roll a D6. On a 5+ you gain 1 intelligence.&lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
*&#039;&#039;&#039;Level 1- Rousing Transmission (1 CP):&#039;&#039;&#039; In the morale phase, before any nerve tests are taken, subtract 1 from the nerve tests of other models from your kill-team as though the comms specialist was within 2&amp;quot; of them.&lt;br /&gt;
*&#039;&#039;&#039;Level 2- Scanner Uplink (2 CP):&#039;&#039;&#039; In the shooting phase, select a model in your kill-team within 6&amp;quot; of a level 2+ comms specialist to shoot. It can fire at models not visible to it, but can only hit them on a 6 regardless of any modifiers (even on weapons that would normally hit automatically); for the purpose of injury rolls, the target is considered obscured.&lt;br /&gt;
*&#039;&#039;&#039;Level 3- New Intelligence (1 CP):&#039;&#039;&#039; At the end of the movement phase, pick a model within 12&amp;quot; of a level 3+ Comms Specialist. It is now readied.&lt;br /&gt;
&lt;br /&gt;
===Medic===&lt;br /&gt;
Focuses on minimizing the impact of injury and casualty rolls, and can grant FnP and other post-battle bonuses. In regular matched play, however, a Medic is only really good for buffing a melee specialist or leader, so don&#039;t bother unless you got a good one to pair him up with. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reassuring (Lv 1):&#039;&#039;&#039; This model is never treated as being shaken when taking Nerve tests for other models in your kill team.&lt;br /&gt;
**&#039;&#039;&#039;Field Medic (Lv 2A):&#039;&#039;&#039; Roll a D6 when a friendly model within 3&amp;quot; of this model suffers a wound, as long as this model is not shaken; on a 6 that wound is not lost. &lt;br /&gt;
***&#039;&#039;&#039;Trauma Specialist (Lv 3AA):&#039;&#039;&#039; When an Injury roll is made for a friendly model within 3&amp;quot; of this model as long as this model is not shaken;roll an additional dice and use the lowest result.&lt;br /&gt;
***&#039;&#039;&#039;Triage Expert (Lv 3AB):&#039;&#039;&#039; If this model is in your kill team and not out of action at the end of the battle, and you roll a Dead result when making a Casualty roll for a model from your kill team, you can roll a D6. on a 4+ apply the convalescence result instead. &lt;br /&gt;
**&#039;&#039;&#039;Anatomist (Lv 2B):&#039;&#039;&#039; Re-roll wound rolls of 1 for this model in the fight phase.&lt;br /&gt;
***&#039;&#039;&#039;Interrogator (Lv 3BA):&#039;&#039;&#039; At the end of any battle in which you were victorious if this model was in your kill team and not out of action, roll a D6, on a 5+ you gain 1 intelligence.&lt;br /&gt;
***&#039;&#039;&#039;Toxin Synthesiser (Lv 3BB):&#039;&#039;&#039; Before deployment, you can pick up to D3 models from your kill team. Until the end of the battle, those models&#039; melee weapons add 1 to wound rolls made by their attacks.&lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
*&#039;&#039;&#039;Level 1- Stimm Shot (1 CP):&#039;&#039;&#039; At the start of the movement phase, pick a model within 2&amp;quot; of a Medic Specialist that&#039;s not shaken. It adds 1 to Advance and Charge rolls, and adds 1 to its Attacks stat until the next battle round. Use this to dose up a Combat or Zealot specialist and fire a [[Eversor|one-man WAAAGH!]] at the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Level 2- Painkiller (2 CP):&#039;&#039;&#039; At the end of the movement phase, pick a model within 2&amp;quot; of a Level 2+ Medic Specialist that&#039;s not shaken. Its Toughness is increased by 2 until the end of the battle round.&lt;br /&gt;
*&#039;&#039;&#039;Level 3- Emergency Resuscitation (2 CP):&#039;&#039;&#039; If a Level 3+ Medic Specialist is within 2&amp;quot; of a unit that suffers an Out of Action injury result, it takes a flesh wound instead.&lt;br /&gt;
&lt;br /&gt;
===Sniper===&lt;br /&gt;
Grants improvements to shooting attacks via a combination of rerolls, extra effects when rolling a 6, bonuses to hit, and boosted range. Note that in terms of points, a level 2 sniper with Marksman and Ammunition costs 4 points above base, while a generic fire team member that has rolled Skilled and Lethal has the exact same rules, but costs only 2 points above base. (Of course, you have to actually get the rolls first...) Ironically, Marksman and Careful Aim makes Lv 1 Sniper specialization better suited to plasma gunners than actual snipers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marksman (Lv 1):&#039;&#039;&#039; You can re-roll hit rolls of 1 for the model when it makes a shooting attack.&lt;br /&gt;
**&#039;&#039;&#039;Assassin (Lv 2A):&#039;&#039;&#039; You can re-roll wound rolls of 1 this model when it makes a shooting attack.&lt;br /&gt;
***&#039;&#039;&#039;Deadeye (Lv 3AA):&#039;&#039;&#039; On an unmodified wound roll of 6 by this model’s shooting attacks, increase the damage characteristic of that attack by 1&lt;br /&gt;
***&#039;&#039;&#039;Armor piercing (Lv 3AB):&#039;&#039;&#039; On an unmodified wound roll of 6 for this model’s shooting attacks, improve the AP characteristic of this attack by 1 (e.g. AP-1 becomes AP-2)&lt;br /&gt;
**&#039;&#039;&#039;Sharpshooter (Lv 2B):&#039;&#039;&#039; If this model is Readied, add 1 to hit rolls when it makes a shooting attack.&lt;br /&gt;
***&#039;&#039;&#039;Mobile (Lv 3BA):&#039;&#039;&#039; This model does not suffer the -1 penalty for shooting with a Heavy weapon after moving in the preceding Movement phase, or for shooting an Assault weapon after Advancing.&lt;br /&gt;
***&#039;&#039;&#039;Eagle-eye (Lv 3BB):&#039;&#039;&#039; Increase the Range characteristic of all Rapid Fire and Heavy weapons this model is armed with by 6”.&lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
*&#039;&#039;&#039;Level 1- Careful Aim (1 CP):&#039;&#039;&#039; When selecting a Sniper specialist to shoot, it adds 1 to its rolls to hit. &lt;br /&gt;
*&#039;&#039;&#039;Level 2- Headshot (1 CP):&#039;&#039;&#039; When selecting a level 2+ Sniper Specialist to shoot, any obscured targets it fires at are not considered obscured for the purposes of shooting penalties. &lt;br /&gt;
*&#039;&#039;&#039;Level 3- Quick Shot (1 CP):&#039;&#039;&#039; When selecting a level 3+ Sniper Specialist to shoot, it takes a -1 penalty to hit rolls but can fire twice the normal amount of shots. Cannot be used in the same round as Headshot.&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
Has access to a variety of movement-related tricks, provides buffs to shooting, and can give extra benefits before and after the battle. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Swift (Level 1):&#039;&#039;&#039; Re-roll Advance rolls for this model.&lt;br /&gt;
**&#039;&#039;&#039;Forward Scout (Level 2A):&#039;&#039;&#039; Automatically pass Dangerous Terrain tests for this model.&lt;br /&gt;
***&#039;&#039;&#039;Skirmisher (Level 3AA):&#039;&#039;&#039; Opponents must subtract 1 to hit from shooting attacks if this unit is more than 12&amp;quot; away from the firing model  and is not obscured or shaken.&lt;br /&gt;
***&#039;&#039;&#039;Vanguard (Level 3AB):&#039;&#039;&#039; If this unit isn&#039;t shaken, models from your kill-team attacking models within 6&amp;quot; of this model re-roll 1s to hit in the shooting phase.&lt;br /&gt;
**&#039;&#039;&#039;Pathfinder (Level 2B):&#039;&#039;&#039; If this unit isn&#039;t in Convalescence, you can add or subtract 1 from the roll to determine the mission type. However, this model must be used in that mission if the roll is modified in this manner. &lt;br /&gt;
***&#039;&#039;&#039;Observer (Level 3BA):&#039;&#039;&#039; If this model is in your kill-team, roll a d6 in the Scouting phase. On a 4+, you can use an additional Strategy. &lt;br /&gt;
***&#039;&#039;&#039;Explorer (Level 3BB):&#039;&#039;&#039; At the end of any battle in which you were victorious, if this model was in your kill team and not out of action, roll a D6. On a 5+ you gain 1 territory.&lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
*&#039;&#039;&#039;Level 1- Quick March (1 CP):&#039;&#039;&#039; When selecting a Scout Specialist to move, it can increase its Move stat by 2&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Level 2- Marked Positions (1 CP):&#039;&#039;&#039; At the start of the Shooting phase, pick an enemy model within 6&amp;quot; of a Level 2+ Scout Specialist that isn&#039;t shaken. Models in your kill-team targeting that model re-roll 1s to hit until the end of the phase. &lt;br /&gt;
*&#039;&#039;&#039;Level 3- Move Unseen (2 CP):&#039;&#039;&#039; At the start of your turn in the Movement phase, pick a Level 3+ Scout Specialist. Remove it and set it up again within 18&amp;quot; of its original position and more than 3&amp;quot; of an enemy. The model counts as having advanced during that phase.&lt;br /&gt;
&lt;br /&gt;
===Veteran===&lt;br /&gt;
A jack-of-all-trades with easy re-roll access, resistance to being shaken, and the ability to improve its armor save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grizzled (Level 1):&#039;&#039;&#039; This model ignores penalties to its Leadership and Nerve tests.&lt;br /&gt;
**&#039;&#039;&#039;Practiced (Level 2A):&#039;&#039;&#039; Re-roll one hit or wound roll for this model in each battle round.&lt;br /&gt;
***&#039;&#039;&#039;Survivor (Level 3AA):&#039;&#039;&#039; The model adds 1 to its armor save. &lt;br /&gt;
***&#039;&#039;&#039;One Man Army (Level 3AB):&#039;&#039;&#039; If this unit isn&#039;t shaken, it generates one CP per round. CP generated in this manner can only be used on Veteran Tactics. &lt;br /&gt;
**&#039;&#039;&#039;Seen It All (Level 2B):&#039;&#039;&#039; If this unit isn&#039;t Shaken, models from your kill-team within 3&amp;quot; of this model subtract 1 from Nerve tests. &lt;br /&gt;
***&#039;&#039;&#039;Battle Scarred (Level 3BA):&#039;&#039;&#039; If this model is not shaken, enemy models within 6&amp;quot; of it take -1 to their Leadership.&lt;br /&gt;
***&#039;&#039;&#039;Nerves of Steel (Level 3BB):&#039;&#039;&#039; This model re-rolls failed hits in Overwatch.&lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
*&#039;&#039;&#039;Level 1- Adaptive Tactics (1 CP):&#039;&#039;&#039; At the start of the first battle but before the initiative phase, pick a Veteran Specialist. It can make a normal move or advance. This tactic can only be used once per game.&lt;br /&gt;
*&#039;&#039;&#039;Level 2- Well Drilled (2 CP):&#039;&#039;&#039; At the start of the Shooting phase, pick a Level 2+ Veteran Specialist that isn&#039;t within 1&amp;quot; of an enemy. It is Readied, and does not count as having moved this turn. &lt;br /&gt;
*&#039;&#039;&#039;Level 3- Roll with the Hits (1 CP):&#039;&#039;&#039; During the opponent&#039;s turn in the Shooting phase, pick a Level 3+ Veteran Specialist that has been injured but has not yet rolled injury dice. The opponent can only roll one injury die for attacks against it, even if that attack would normally generate more.&lt;br /&gt;
&lt;br /&gt;
===Zealot===&lt;br /&gt;
A more defensive melee specialist that can buff allies, debuff enemies, and mess with morale. One of its advancement branches also grants it FnP and immunity to being shaken. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frenzied (Level 1):&#039;&#039;&#039; This model gains +1 to its Strength and Attacks if it charged this round.&lt;br /&gt;
**&#039;&#039;&#039;Exultant (Level 2A):&#039;&#039;&#039; : Opponents must re-roll unmodified hit rolls of 6 for models from their kill-team within 3&amp;quot; of this model, as long as it is not shaken.&lt;br /&gt;
***&#039;&#039;&#039;Puritan (Level 3AA):&#039;&#039;&#039; The model re-rolls failed hits in the fight phase if its target doesn&#039;t share faction keywords with it.  &lt;br /&gt;
***&#039;&#039;&#039;Rousing (Level 3AB):&#039;&#039;&#039; If this unit isn&#039;t shaken, models from your kill-team within 6&amp;quot; of it gain +1 to their Leadership.&lt;br /&gt;
**&#039;&#039;&#039;Flagellant (Level 2B):&#039;&#039;&#039; This model gets FnP on a 6+. &lt;br /&gt;
***&#039;&#039;&#039;Fanatical (Level 3BA):&#039;&#039;&#039; This model never fails Nerve tests.&lt;br /&gt;
***&#039;&#039;&#039;Strength of Spirit (Level 3BB):&#039;&#039;&#039; This model subtracts 1 from injury rolls it takes.&lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
*&#039;&#039;&#039;Level 1- Killing Frenzy (1 CP):&#039;&#039;&#039; When a Zealot Specialist is selected to fight, attacks which hit on a 6+ generate a bonus attack. &lt;br /&gt;
*&#039;&#039;&#039;Level 2- Martyr (2 CP):&#039;&#039;&#039; When a Level 2+ Zealot Specialist loses its last wound (but before it rolls injury dice), it can either shoot as if it was the shooting phase or pile in and make a single attack as if it was the combat phase.  &lt;br /&gt;
*&#039;&#039;&#039;Level 3- Terrifying Rampage (2 CP):&#039;&#039;&#039; At the start of the Morale phase, pick a Level 3+ Zealot Specialist that took an enemy model Out of Action in the combat phase. Enemies within 6&amp;quot; of that model must make a nerve test and become shaken if they fail it.&lt;br /&gt;
&lt;br /&gt;
==Commander Specialisms==&lt;br /&gt;
These specialisms are exclusive to Commanders. They typically make a much bigger impact than normal specialisms, because you can only have one commander. Not all commanders can use every specialism, and different models have various specialisms they can use (e.g. Primaris Lieutenant can be Strategist, but Primaris Librarian cannot). Commanders also don&#039;t level up like normal specialists. Instead, their level and skill tree are chosen before the game. There are also some specialisms for specific named characters. Instead of increasing by only 4 points per level, commanders instead increase by much more due to the bigger impact that they make.&lt;br /&gt;
&lt;br /&gt;
===Strategist===&lt;br /&gt;
Introduced in Kill-Team: Rogue Trader. A force multiplier focusing primarily on CP production and enhancing the abilities of other Specialists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resourceful (Level 1):&#039;&#039;&#039; As long as this model is on battlefield and not shaken, you gain 1 additional Command Point at the beginning of the battle round. A direct copy of the baseline Leader ability, but, of course, they&#039;ll stack.&lt;br /&gt;
**&#039;&#039;&#039;Advisor (Level 2A):&#039;&#039;&#039; Whilst this model is within 3&amp;quot; of other friendly specialists, those other specialists are treated as being one level higher than they actually are (max level 4) for the purposes of determining what tactics you can use. Utility depends on what you brought and their level (since high level specialists receive no benefit at all from this), but excellent for leveling up your specialists, since access to more tactics makes you more likely to have a use for one of them, generating the experience point for the specialist without otherwise forcing you to &amp;quot;waste&amp;quot; CP on a tactic you have no other use for.&lt;br /&gt;
***&#039;&#039;&#039;Counter-Strategist (Level 3AA):&#039;&#039;&#039; As long as this model is on the battlefield and not shaken, roll 1d6 each time an opponent uses a tactic. On a 5+ you gain one Command Point. Utterly fantastic.&lt;br /&gt;
***&#039;&#039;&#039;Master Tactician (Level 3AB):&#039;&#039;&#039; As long as this model is on the battlefield and not shaken, subtract 1 from the Command Point cost of all Tactics you use (to a minimum of 1). Obviously doesn&#039;t help with 1 CP tactics, but 2 CP tactics are fairly abundant.&lt;br /&gt;
**&#039;&#039;&#039;Feigned Retreat (Level 2B):&#039;&#039;&#039; This model can Shoot or React even if it Fell Back or Retreated earlier in the battle round. Would be great on a model intended to be a shooting powerhouse, but has no direct synergy with the CP powers elsewhere in this tree.&lt;br /&gt;
***&#039;&#039;&#039;Famed Commander (Level 3BA):&#039;&#039;&#039; If this model is on the battlefield and not shaken, gain one additional Command Point at the start of the battle round. This can only be spent on an Aura Tactic (the ones that Commanders get) for this model in this battle round.&lt;br /&gt;
***&#039;&#039;&#039;Mission-Critical Mastermind (Level 3BB):&#039;&#039;&#039; Your kill team cannot be broken while this model is on the battlefield. Basically forces the enemy to kill this model before they can even get the chance to break your Kill-Team. Don&#039;t let it die. &lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
*&#039;&#039;&#039;Level 1- Decoys (1 CP):&#039;&#039;&#039;Use before the initiative phase at the start of the game. Roll 1d3 - you can remove a number of friendly models from the battlefield up to the number rolled and set them up again. Can only be used once.&lt;br /&gt;
*&#039;&#039;&#039;Level 2- Inspired Tactics (1 CP):&#039;&#039;&#039; Use this tactic after you have used a Tactic from the &amp;quot;Command Points and Tactics&amp;quot; section of the core manual if you have a Strategist specialist of level 2 or higher on battlefield that is not shaken. You can use that tactic again this phase.&lt;br /&gt;
*&#039;&#039;&#039;Level 3- Counter-Tactics (2 CP):&#039;&#039;&#039; Use this tactic if you have a Strategist specialist of level 3 or higher that is not shaken; use when your opponent uses a tactic. Your opponent must spend one additional Command Point to use the Tactic. If they can&#039;t afford it, their points get refunded but they can&#039;t use the tactic again that phase.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Introduced in Kill-Team: Rogue Trader. Another melee-focused specialist, Strength doubles down on straight-up boosts to the user&#039;s innate attack power. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Muscular (Lv 1):&#039;&#039;&#039; Add 1 to this model’s Strength characteristic. &lt;br /&gt;
**&#039;&#039;&#039;Juggernaut (Lv 2A):&#039;&#039;&#039; Add 1 to wound rolls for this model in the Fight Phase if it made a successful charge. Absolutely wonderful, despite any concerns about overlap with the baseline +1S.&lt;br /&gt;
***&#039;&#039;&#039;Bull Charge (Lv 3AA):&#039;&#039;&#039; Add 1 to the Attacks characteristic for this model in the Fight Phase if it made a successful charge.&lt;br /&gt;
***&#039;&#039;&#039;Sunderer (Lv 3AB):&#039;&#039;&#039; Subtract -1 from the AP of this model&#039;s melee attacks (e.g. AP0 becomes AP-1).&lt;br /&gt;
**&#039;&#039;&#039;Brutal Strikes (Lv 2B):&#039;&#039;&#039; Re-roll wound rolls of 1 in the Fight phase. &lt;br /&gt;
***&#039;&#039;&#039;Devastating Power (Lv 3BA):&#039;&#039;&#039; All melee attacks from this model deal 1 extra damage. Put this on a model with a melee weapon with low str (since you have +1 from Muscular) and low damage, but has excellent AP, such as a Power Sword, to really notice this thing in action.&lt;br /&gt;
***&#039;&#039;&#039;Crusher (Lv 3BB):&#039;&#039;&#039; Add 1 to all injury rolls caused by melee attacks from this model.&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
*&#039;&#039;&#039;Level 1- Body Slam (1 CP):&#039;&#039;&#039; After a successful charge from a Strength specialist, roll a d6 for each enemy model within 1&amp;quot;. They take mortal wounds on a 6. &lt;br /&gt;
*&#039;&#039;&#039;Level 2- Mighty Blow (1 CP):&#039;&#039;&#039; Use before rolling to hit. When choosing a Strength Specialist who is Level 2 or higher to fight, if their attack hits, the enemy model takes a mortal wound and the attack sequence ends.&lt;br /&gt;
*&#039;&#039;&#039;Level 3- Grab and Throw (1 CP):&#039;&#039;&#039; Use when an enemy model takes a falling test within 1&amp;quot; of a Strength Specialist who is Level 3 or higher (which does not have to take a falling test). Instead of taking the test normally, the controlling players of both models roll off and add their respective model&#039;s Strength to the result. If the user&#039;s score is greater than or equal to the opponent&#039;s, the falling test is failed.&lt;br /&gt;
&lt;br /&gt;
===Stealth===&lt;br /&gt;
Introduced in Kill-Team: Commanders. Focuses on movement and improved bonuses from being obscured. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steady Aim (Lv 1):&#039;&#039;&#039; This model always counts as Readied in the Shooting phase provided that is remained stationary or made a normal move of no more than half of its Move characteristic in the Movement phase of this battle round.&lt;br /&gt;
**&#039;&#039;&#039;Skulker (Lv 2A):&#039;&#039;&#039; If this model is completely visible but within 1&amp;quot; of any terrain, it is considered to be obscured.&lt;br /&gt;
***&#039;&#039;&#039;One with the Shadows (Lv 3AA):&#039;&#039;&#039; If this model is obscured when it is targeted in the Shooting phase, your opponent must subtract 1 from the firing model&#039;s hit rolls (in addition to any other modifiers).&lt;br /&gt;
***&#039;&#039;&#039;Lurker (Lv 3AB):&#039;&#039;&#039; Roll a D6 each time this model loses a wound in the Shooting phase when it is obscured from the attacking model. On a 5+ the wound is not lost. If a model already has a similar ability (e.g. Disgustingly Resilient) choose which effect applies, and re-roll 1s when making these rolls.&lt;br /&gt;
**&#039;&#039;&#039;Climber (Lv 2B):&#039;&#039;&#039; If this model climbs any distance vertically (up or down) when making a normal move, halve the distance moved (e.g. climbing up a 4&amp;quot; wall counts as 2&amp;quot;).&lt;br /&gt;
***&#039;&#039;&#039;Prowler (Lv 3BA):&#039;&#039;&#039; Enemy models cannot fire Overwatch at this model if it was within 6&amp;quot; of them at the start of your turn in the Movement Phase.&lt;br /&gt;
***&#039;&#039;&#039;Sure-footed (Lv 3BB):&#039;&#039;&#039; This model is never affected by difficult terrain, dangerous terrain, or terrain pieces that were booby-trapped in the Scouting phase.&lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 1- Hidden Deployment (1 CP):&#039;&#039;&#039; Use this Tactic at the start of the first battle round, before the Initiative phase. A Stealth specialist from your kill team can immediately make a normal move as if it were the Movement phase. You can only use this Tactic once per battle.&lt;br /&gt;
*&#039;&#039;&#039;Level 2- Dive for Cover (1 CP):&#039;&#039;&#039; Use this Tactic at the start of the Shooting phase if a Stealth specialist of Level 2 or higher from your kill team is within 2&amp;quot; of any terrain feature. The specialist is considered to be obscured from all enemy models until the end of the phase.&lt;br /&gt;
*&#039;&#039;&#039;Level 3- Backstab (2 CP):&#039;&#039;&#039; Use this Tactic in the Fight phase when a Stealth specialist of Level 3 or higher from your kill team makes an attack against a target that is within 1&amp;quot; of any other friendly model (before the hit roll). If the attack hits, the specialist inflicts a number of mortal wounds on the target equal to the weapon&#039;s Damage characteristic - the attack sequence then ends.&lt;br /&gt;
&lt;br /&gt;
===Shooting===&lt;br /&gt;
Introduced in Kill-Team: Commanders. The name says it all, really. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shootist (Lv 1):&#039;&#039;&#039; Re-roll hit rolls of 1 for this model when it makes a shooting attack.&lt;br /&gt;
**&#039;&#039;&#039;Trick-shooter (Lv 2A):&#039;&#039;&#039; This model does not suffer penalties to their hit rolls due to their target being obscured.&lt;br /&gt;
***&#039;&#039;&#039;Targeting Weak Spots (Lv 3AA):&#039;&#039;&#039; Add 1 to wound rolls for this model&#039;s attacks when it makes a shooting attack.&lt;br /&gt;
***&#039;&#039;&#039;Precision Strike (Lv 3AB):&#039;&#039;&#039; Each time you make a wound roll of 6+ for this model&#039;s attack in the Shooting phase, inflict a number of mortal wounds on the target equal to the weapon&#039;s Damage characteristic - the attack sequence then ends.&lt;br /&gt;
**&#039;&#039;&#039;Pistoleer (Lv 2B):&#039;&#039;&#039; This model can shoot twice with one Pistol weapon they are armed with in the Shooting phase: after they have shot their Pistol a first time, immediately shoot with it again.&lt;br /&gt;
***&#039;&#039;&#039;Hip Shooter (Lv 3BA):&#039;&#039;&#039; This model can shoot an Assault, Rapid Fire or Pistol weapon in the Shooting phase (or React to fire Overwatch) even if it Advanced earlier that battle round. If it does so, you must subtract 1 from any hit rolls made when firing that weapon unless it is an Assault weapon.&lt;br /&gt;
***&#039;&#039;&#039;Long Bomb (Lv 3BB):&#039;&#039;&#039; Double the Range characteristic of any Grenade weapon this model uses. In addition, this model can target an enemy model that is not visible to them with a Grenade weapon, though if they do so, the enemy model counts as obscured.&lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 1- Itchy Trigger Finger (1 CP):&#039;&#039;&#039; Use this Tactic at the start of the Shooting phase to immediately Ready a Shooting specialist from your kill team that is neither shaken nor within 1&amp;quot; of an enemy model.&lt;br /&gt;
*&#039;&#039;&#039;Level 2- Lucky Hit (1 CP):&#039;&#039;&#039; Use this Tactic when a Shooting specialist of Level 2 or higher from you kill team makes an attack that hits an enemy model in the Shooting phase (use the Tactic before the wound roll is made). Do not make a wound roll - it is automatically successful.&lt;br /&gt;
*&#039;&#039;&#039;Level 3- Impossible Shot (1 CP):&#039;&#039;&#039; Use this Tactic when a Shooting specialist of Level 3 or higher from your kill team makes an attack that targets an enemy model in the Shooting phase (use the Tactic before the hit roll is made). Do not make a hit roll - it is automatically successful. You cannot use this Tactic in the same battle round as the Lucky Hit Tactic.&lt;br /&gt;
&lt;br /&gt;
===Psyker===&lt;br /&gt;
Introduced in Kill-Team: Commanders. The first branch improves Psybolt and other powers directly, and the other one buffs Deny the Witch. Either way, you&#039;ll probably want this on anyone with psychic powers.&lt;br /&gt;
*You may want quite a few CP spare for this specialism. You need 1 every round as a backup re-roll if you get perils of the warp and didn&#039;t take the Warp Drain upgrade branch, and more is always useful to drop on getting off that extra utility spell (2CP) or switching out your known spells (2CP). If you have the points and have access to to the Strategist Specialism, you might want to get the Generalist trait and go for the Level 1 Strategist ability (+1 CP per turn) at level 4.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Student of the Arcane (Lv 1):&#039;&#039;&#039; Add 1 to this model&#039;s Psychic tests.&lt;br /&gt;
**&#039;&#039;&#039;Psychic Onslaught (Lv 2A):&#039;&#039;&#039; Add 1 to this model&#039;s Psychic tests for each psychic power they manifested earlier in the battle round. A must have, keep this in mind when casting powers, especially for that +2 bonus on a third power.&lt;br /&gt;
***&#039;&#039;&#039;Psionic Potency (Lv 3AA):&#039;&#039;&#039; If you  manifest the &#039;&#039;Psybolt&#039;&#039; psychic power with this model, the range of the power is 24&amp;quot; instead of 18&amp;quot;.&lt;br /&gt;
***&#039;&#039;&#039;Omniscience (Lv 3AB):&#039;&#039;&#039; If you manifest the &#039;&#039;Psybolt&#039;&#039; psychic power with this model, you can target any visible enemy model within 18&amp;quot; of them instead of the closest.&lt;br /&gt;
**&#039;&#039;&#039;Warp Drain (Lv 2B):&#039;&#039;&#039; Add 1 to this model&#039;s Deny the Witch tests.&lt;br /&gt;
***&#039;&#039;&#039;Protective Wards (Lv 3BA):&#039;&#039;&#039; If this model suffers Perils of the Warp, roll a D6 for each mortal wound they suffer. On a 4+, that wound is not lost. If a model already has an ability with a similar effect (such as Disgustingly Resilient), you can shoose which effect applies, and re-roll 1s when making these rolls.&lt;br /&gt;
***&#039;&#039;&#039;Witchbane (Lv 3BB):&#039;&#039;&#039; This model can make one additional Deny the Witch attempt in each battle round.&lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 1- Mental Focus (1-2 CP):&#039;&#039;&#039; Use this Tactic after a manifesting the &#039;&#039;Psybolt&#039;&#039; psychic power with a Psyker specialist from your kill team. You can attempt to manifest &#039;&#039;Psybolt&#039;&#039; a second time this phase. This Tactic costs 1 Command Point unless the specialist can normally attempt to manifest only one psychic power in each Psychic phase, in which case it costs 2 Command Points instead.&lt;br /&gt;
**Incredible tactic that should be used almost every round, for a psyker that can manifest 2 powers it allows you to manifest an extra psybolt for only 1CP. Although some would consider this a technicality so in future errata will probably change the cost of psybolt as a third psychic power to 2CP.&lt;br /&gt;
*&#039;&#039;&#039;Level 2- Loremaster (2 CP):&#039;&#039;&#039; Use this Tactic at the start of the Psychic phase. You can exchange one psychic power that a Psyker specialist of Level 2 or higher from your kill team knows (other then &#039;&#039;Psybolt&#039;&#039;) for a new power generated from the Psychic Powers list (pg 17).&lt;br /&gt;
*&#039;&#039;&#039;Level 3- Psychic Barrage (2 CP):&#039;&#039;&#039; Use this Tactic when you choose a Psyker specialist of Level 3 or higher from your kill team to manifest a psychic power in the Psychic phase. That model can attempt to manifest one additional psychic power in this phase that it has not already attempted to manifest in this phase.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
Introduced in Kill-Team: Commanders. Take one guess as to what it improves. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Expert Figher (Lv 1):&#039;&#039;&#039; Add 1 to this model&#039;s Attacks characteristic.&lt;br /&gt;
**&#039;&#039;&#039;Warrior Born (Lv 2A):&#039;&#039;&#039; Re-roll hit and wound rolls of 1 for this model in the Fight phase.&lt;br /&gt;
***&#039;&#039;&#039;Duellist (Lv 3AA):&#039;&#039;&#039; Roll a D6 each time you use the Duel of Honour Commander Tactic on this model. On a 2+ you gain a Command Point.&lt;br /&gt;
***&#039;&#039;&#039;Precision Strike (Lv 3AB):&#039;&#039;&#039; Each time you make a wound roll of 6+ for this model&#039;s attack in the Fight phase, inflict a number of mortal wounds on the target equal to the weapon&#039;s Damage characteristic - the attack sequence then ends.&lt;br /&gt;
**&#039;&#039;&#039;Swift Parry (Lv 2B):&#039;&#039;&#039; Opponent must re-roll hit rolls of 6 for attack that target this model in the Fight phase.&lt;br /&gt;
***&#039;&#039;&#039;Impenetrable Defence (Lv 3BA):&#039;&#039;&#039; Subtract 1 from the Attacks characteristic (to a minimum of 1) of all enemy models within 1&amp;quot; of this model when they fight in the Fight phase, until the end of the fight phase.&lt;br /&gt;
***&#039;&#039;&#039;Lighting Reflexes (Lv 3BB):&#039;&#039;&#039; Roll a D6 each time this model suffers a wound in the Fight phase. On a 5+ that wound is not lost. If a model already has an ability with a similar effect (e.g. Disgustingly Resilient), you can choose which effect applies, and re-roll 1s when making these rolls.&lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 1- Stunning Blow (1 CP):&#039;&#039;&#039; Use this Tactic when a Melee specialist from your kill team makes an attack that targets an enemy model in the Fight phase (use the Tactic before the hit roll is made). If that attack hits (whether or not the wound roll is successful), your opponent must subtract 1 from the model&#039;s hit rolls for the rest of the battle round.&lt;br /&gt;
*&#039;&#039;&#039;Level 2- Haymaker (1 CP):&#039;&#039;&#039; Use this Tactic when a Melee specialist of Level 2 or higher from your kill team makes an attack that targets an enemy model in the Fight phase (use the Tactic before the hit roll is made). If that attack is successful, any damage inflicted is doubled.&lt;br /&gt;
*&#039;&#039;&#039;Level 3- Fight Dirty (2 CP):&#039;&#039;&#039; Use this Tactic when an enemy model makes any attacks that target a Melee specialist of Level 3 or higher from your kill team in the Fight phase (use the Tactic before any hit rolls are made). For the rest of the battle round, the enemy model&#039;s controlling player must subtract 2 from hit rolls for that model&#039;s attacks.&lt;br /&gt;
&lt;br /&gt;
===Logistics===&lt;br /&gt;
Introduced in Kill-Team: Commanders. An eclectic mix of campaign bonuses, offensive abilities, and defensive abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extra Armour (Lv 1):&#039;&#039;&#039; Ignore Ap characteristics of -1 for attacks that target this model.&lt;br /&gt;
**&#039;&#039;&#039;Quartermaster (Lv 2A):&#039;&#039;&#039; If this model is in your kill team and not out of action after all Casualty rolls have been made after a mission which you lose any Materiel, roll a D6 for each point you lose. On a 2+, that point of Materiel is not lost.&lt;br /&gt;
***&#039;&#039;&#039;Scavenger (Lv 3AA):&#039;&#039;&#039; If this model is in your kill team and not out of action after all Casualty rolls have been made after a mission, roll a D6 and add the number of enemy models that were out of action at the end of the mission (before any Casualty rolls). On 7+, you gain 1 Materiel.&lt;br /&gt;
***&#039;&#039;&#039;Master of Sabotage (Lv 3AB):&#039;&#039;&#039; If this model is in your kill team and not out of action after all Casualty rolls have been made after a mission, roll a D6 for each opponent that played that mission. On a 5+, the player being rolled for loses 1 Materiel.&lt;br /&gt;
**&#039;&#039;&#039;Armed to the Teeth (Lv 2B):&#039;&#039;&#039; In each Shooting phase, instead of only a single model from your kill team being able to fire a Grenade weapon, this model and one other model in your kill team may each fire a Grenade weapon they are armed with instead of firing any other weapons.&lt;br /&gt;
***&#039;&#039;&#039;Master Artisan (Lv 3BA):&#039;&#039;&#039; Pick one of this model&#039;s weapons. Add 1 to the weapon&#039;s Damage characteristic.&lt;br /&gt;
***&#039;&#039;&#039;Rangefinder Scope (Lv 3BB):&#039;&#039;&#039; Pick one of this model&#039;s Assault, Rapid Fire, Heavy or Pistol weapons. Increase the Range characteristic of the weapon by 6&amp;quot;, and re-roll hit rolls of 1 when this model makes a shooting attack with that weapon.&lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 1- Grav-Chute (1 CP):&#039;&#039;&#039; Use this Tactic at the start of the first battle round, before the Initiative phase. Pick a model from your kill team. For the duration of the battle, that model never suffers falling damage, and never falls on another model. If it would, instead place that model as close as possible to the point where it would have landed. This can bring it within 1&amp;quot; of an enemy model.&lt;br /&gt;
*&#039;&#039;&#039;Level 2- Armour Piercing Ammunition (1 CP):&#039;&#039;&#039; Use this Tactic in the Shooting phase when a Logistics specialist of Level 2 or higher from your kill team makes a shooting attack with an Assault, Rapid Fire, Heavy or Pistol weapon. When resolving the attacks, increase the weapon&#039;s Strength characteristic by 1. and improve its AP by 1. (e.g. AP0 becomes AP-1)&lt;br /&gt;
*&#039;&#039;&#039;Level 3- Refractor Field (1 CP):&#039;&#039;&#039; Use this Tactic at the start of the first battle round, before the Initiative phase. Pick a model from your kill team; for the duration of the battle, that model has a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
===Leadership===&lt;br /&gt;
Introduced in Kill-Team: Commanders. The main draw here is amplifying the effects of Aura Tactics, but the ability to use an Objective Secured equivalent and Leader-like skills isn&#039;t to be trifled with either. With Second in Command, you can also get more flexibility as to where you want the buff auras to go. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symbol of Courage (Lv 1):&#039;&#039;&#039; As long as this model is on the battlefield and not shaken, subtract 1 from Nerve tests for friendly models.&lt;br /&gt;
**&#039;&#039;&#039;Aura of Command (Lv 2A):&#039;&#039;&#039; Increase the range of all Aura Tactics used by this model by 3&amp;quot;.&lt;br /&gt;
***&#039;&#039;&#039;Master of War (Lv 3AA):&#039;&#039;&#039; Each time this model uses an Aura Tactic, roll a D6. On a 3+ you regain 1 Command Point.&lt;br /&gt;
***&#039;&#039;&#039;Heroic (Lv 3AB):&#039;&#039;&#039; As long as this model is on the battlefield and not shaken, you gain on additional Command Point at the start of each battle round. This Command Point can only be used for Commander Tactics.&lt;br /&gt;
**&#039;&#039;&#039;Inspiring (Lv 2B):&#039;&#039;&#039; Friendly models within 3&amp;quot; of this model - as long as it is not shaken - automatically pass Nerve tests.&lt;br /&gt;
***&#039;&#039;&#039;Grim Determination (Lv 3BA):&#039;&#039;&#039; Friendly models within 3&amp;quot; of this model - as long as it is not shaken - do not suffer penalties to their hit rolls for one flesh wound they have.&lt;br /&gt;
***&#039;&#039;&#039;Tenacious (Lv 3BB):&#039;&#039;&#039; This model always controls an objective marker if it is within 2&amp;quot; of it, even if there are more enemy models within 2&amp;quot; of that objective marker. If an enemy model with a similar ability is also within 2&amp;quot; of that objective marker, neither ability has an effect for either model.&lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 1- Second in Command (1 CP):&#039;&#039;&#039; Use this Tactic at the start of the battle round. Until the end of the battle round, your kill team&#039;s Leader can use any of your Commander&#039;s Aura Tactics. When they do so, they are the model that gains the aura ability, rather than your Commander.&lt;br /&gt;
*&#039;&#039;&#039;Level 2- Bring them Down! (1 CP):&#039;&#039;&#039; Use this Tactic at the start of the Shooting phase. Pick an enemy model that is visible to a Leadership specialist of Level 2 or higher from your kill team. You can re-roll hit rolls of 1 for friendly model&#039;s attacks made in this phase that target the model you picked.&lt;br /&gt;
*&#039;&#039;&#039;Level 3- Inspirational Oratory (2 CP):&#039;&#039;&#039; Use this Tactic at the start of the Morale phase. As long as a Leadership specialist of Level 3 or higher from your kill team is on the battlefield and not shaken, all friendly models on the battlefield automatically pass Nerve test made in this phase.&lt;br /&gt;
&lt;br /&gt;
===Fortitude===&lt;br /&gt;
Introduced in Kill-Team: Commanders.  You&#039;ve got 2 paths here; make it more likely you&#039;ll survive injury rolls or make it harder to get you there in the first place.  Don&#039;t forget that all the Fortitude Tactics revolve around impeding injury rolls as well, and they stack with the rank boosts. If you want to be really mean, combine the Injury tree with the &#039;Trauma Specialist&#039; Level 3 Medic ability to add an extra die to the injury roll pool and force the &#039;&#039;lowest&#039;&#039; result to be picked.  There&#039;s very few bad options here, and it can turn almost any commander into &#039;The Thing That Will Not Die&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hardy Constitution (Level 1)&#039;&#039;&#039;: Ignore wounds on a 6+. As usual, if you already have something similar you can re-roll 1s. &lt;br /&gt;
**&#039;&#039;&#039;Indomitable(Level 2A)&#039;&#039;&#039;: You can force a re-roll of an Injury roll made by an attack targeting this model once per round.&lt;br /&gt;
***&#039;&#039;&#039;Feel No Pain (Level 3AA)&#039;&#039;&#039;: Subtract 1 for injury rolls made for this model.&lt;br /&gt;
***&#039;&#039;&#039;Unyielding Will(Level 3AB)&#039;&#039;&#039;: You can attempt to deny a psychic power in the Psychic phase one more time than you could otherwise (even if you normally can&#039;t).&lt;br /&gt;
**&#039;&#039;&#039;Hard to Kill (Level 2B)&#039;&#039;&#039;: Halve the damage characteristic of each weapon used to attack this model (rounding up) for the duration of the attack.  Note that this reduces injury dice rolled as well.&lt;br /&gt;
***&#039;&#039;&#039;True Grit (Level 3BA)&#039;&#039;&#039;: Add 1 to this model&#039;s Toughness characteristic.&lt;br /&gt;
***&#039;&#039;&#039;Iron Constitution (Level 3BB)&#039;&#039;&#039;: Add 1 to this model&#039;s Wounds characteristic.&lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 1- Pain is for the Weak! (1 CP):&#039;&#039;&#039; Use this Tactic when an opponent makes an Injury roll of a model from your kill team that is within 3&amp;quot; of a friendly Fortitude specialist (use this Tactic before the Injury roll is made). Subtract 1 from all dice rolled as part of the Injury roll.&lt;br /&gt;
*&#039;&#039;&#039;Level 2- It&#039;s just a Scratch (1 CP):&#039;&#039;&#039; Use this Tactic at the start of the Morale phase. Roll a D6 for each flesh wound that a Fortitude specialist of Level 2 or higher from your kill team has suffered. On a 5+ that flesh wound is removed.&lt;br /&gt;
*&#039;&#039;&#039;Level 3- Refusal to Fall (2 CP):&#039;&#039;&#039;Use this Tactic when your opponent makes an Injury roll for a Fortitude specialist of Level 3 or higher from your kill team (use the Tactic before the Injury roll is made). Apply a -2 modifier to that Injury roll.&lt;br /&gt;
&lt;br /&gt;
===Ferocity===&lt;br /&gt;
Introduced in Kill-Team: Commanders. Focuses on making charges better, reducing the penalties from flesh wounds, and making you stronger when near death. High risk, high return. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter-Attack (Level 1)&#039;&#039;&#039;: This model can fight in the Hammer of Wrath section of the fight phase even when it hasn&#039;t charged. &lt;br /&gt;
**&#039;&#039;&#039;Bloodlust (Level 2A)&#039;&#039;&#039;: This model can re-roll failed charge rolls.&lt;br /&gt;
***&#039;&#039;&#039;Fearsome War-Cry (Level 3AA)&#039;&#039;&#039;: Attacks that target this model in the fight phase subtract 1 from their hit rolls if this model charged.&lt;br /&gt;
***&#039;&#039;&#039;Berserker (Level 3AB)&#039;&#039;&#039;: Subtract 1 from wound rolls that target this model in the fight phase.&lt;br /&gt;
**&#039;&#039;&#039;Ignore Pain (Level 2B)&#039;&#039;&#039;: Flesh wounds do not cause penalties for this model in the fight phase.&lt;br /&gt;
***&#039;&#039;&#039;Death Frenzy (Level 3BA)&#039;&#039;&#039;: If this model is taken out of action during the fight phase, you can immediately fight with them even if they were chosen to fight previously in the phase. &lt;br /&gt;
***&#039;&#039;&#039;Indignant Rampage (Level 3BB)&#039;&#039;&#039;: If this model has less than half its wounds left, it gains d3 attacks.&lt;br /&gt;
&lt;br /&gt;
====Unique Tactics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level 1- Murderlust (1 CP):&#039;&#039;&#039; Use this Tactic when it is your turn to move in the Movement phase. A Ferocity specialist form your kill team that is not shaken can make a charge attempt against an enemy model with 15&amp;quot; of them, and you can add D3 to their charge roll.&lt;br /&gt;
*&#039;&#039;&#039;Level 2- Bellow of Wrath (2 CP):&#039;&#039;&#039; Use this Tactic at the start of the Morale phase. In this phase your opponent(s) must re-roll successful Nerve tests taken for enemy models within 6&amp;quot; of a Ferocity specialist of Level 2 or higher from your kill team that is not shaken.&lt;br /&gt;
*&#039;&#039;&#039;Level 3- Fury Unleashed (2 CP):&#039;&#039;&#039; Use this Tactic in the Fight phase, before attacking with a Ferocity specialist of Level 3 or higher from your kill team. Add 1 to Injury rolls you make when resolving attacks for this model in the phase.&lt;br /&gt;
&lt;br /&gt;
==Elites==&lt;br /&gt;
&lt;br /&gt;
==Commanders==&lt;br /&gt;
Introduced in Kill Team: Rogue Trader, and added to all other factions in Kill Team: Commanders. Commanders are a unique form of Specialist that acts as the equivalent of a Character in vanilla 40k. A Commander can take the skill tree of any specialist allowed to them on their datacard, which does not count towards the normal number of specialists you can have in your kill-team. They do not gain experience normally, but instead select their level (and by extension their base cost) when added to the Kill-Team, and can choose to add up to 3 Commander Traits at the expense of further points increases. They are much stronger than normal units in Kill-Team, but they can take up to half of a Kill-Team&#039;s total points cost even when taken at level 1 with no Traits, so don&#039;t splurge too much on them. &lt;br /&gt;
&lt;br /&gt;
In campaigns, Commanders have the following limitations:&lt;br /&gt;
*Only 1 Commander model can be present in a Kill-Team.&lt;br /&gt;
*Specialists taken Out of Action by a Commander gain the &amp;quot;Hard Knocks&amp;quot; benefit on a casualty roll of 8-10 rather than the normal 9-10. &lt;br /&gt;
*Specialists and Fire Teams gain 1 bonus experience if one of their attacks took a Commander out of action. &lt;br /&gt;
*If a Commander is taken out of action, its controlling player loses 1 Morale, regardless of the game&#039;s outcome. &lt;br /&gt;
*Commanders use their own casualty roll table:&lt;br /&gt;
**&#039;&#039;&#039;1&#039;&#039;&#039;: The Commander begins the next mission with a flesh wound and reduces their Move, Attacks, Ld, S, and Wounds stats by 1.&lt;br /&gt;
**&#039;&#039;&#039;2-3&#039;&#039;&#039;: The Commander begins the next mission with a flesh wound and reduces their Move, Attacks, and Ld stats by 1. &lt;br /&gt;
**&#039;&#039;&#039;4-5&#039;&#039;&#039;: The Commander begins the next mission with a flesh wound.&lt;br /&gt;
**&#039;&#039;&#039;6-10&#039;&#039;&#039;: The Commander takes no penalties.&lt;br /&gt;
&lt;br /&gt;
===Universal Commander Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Look Out, Sir! (1 CP):&#039;&#039;&#039; If the Commander fails a save and a non-shaken friendly model is within 2&amp;quot; of them, roll a d6. On a 2+, the damage from the attack is taken by the other model instead.&lt;br /&gt;
*&#039;&#039;&#039;Heroic Intervention (1 CP):&#039;&#039;&#039; If there are enemy models within 3&amp;quot; of the Commander by the end of the movement phase and the Commander did not advance, fall back, retreat, or attempt a charge, the Commander can pile in as if it was the Fight phase.&lt;br /&gt;
*&#039;&#039;&#039;Duel of Honor (1 CP):&#039;&#039;&#039; At the start of the fight phase, the Commander can only attack other Commanders but re-rolls all failed hits and wounds. &lt;br /&gt;
&lt;br /&gt;
===Universal Commander Traits===&lt;br /&gt;
*&#039;&#039;&#039;Iron Will (5 pts)&#039;&#039;&#039;: Commander auto-passes Nerve tests.&lt;br /&gt;
*&#039;&#039;&#039;Stoic Hero (5 pts)&#039;&#039;&#039;: Commander ignores penalties from first flesh wound suffered.&lt;br /&gt;
*&#039;&#039;&#039;Destined by Fate (10 pts)&#039;&#039;&#039;: Commander has FnP 6+ against mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Planner (15 pts)&#039;&#039;&#039;: Commander gets d3 bonus CP at the start of the first battle round.&lt;br /&gt;
*&#039;&#039;&#039;Generalist (15 pts, only available for Level 4 Commanders)&#039;&#039;&#039;: Instead of picking any other advancement from their chosen specialist type as a level 4 ability, the Commander may take the level 1 ability from any other type of specialist they are allowed to select.&lt;br /&gt;
*&#039;&#039;&#039;Master Specialist (30 pts, only available for Level 4 Commanders)&#039;&#039;&#039;: The Commander can select 2 previously unselected specialist advancements from their tree as their level 4 specialist advancement instead of 1.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
Tactics are Kill-Team&#039;s version of Stratagems, and like them are used by expending Command Points (CP).&lt;br /&gt;
&lt;br /&gt;
===Universal===&lt;br /&gt;
Everyone can use these Tactics.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Re-Roll (1 CP):&#039;&#039;&#039; Re-roll a single Advance roll, charge roll, Psychic test, Deny the Witch test, hit roll, wound roll, saving throw, Injury roll or Nerve test. Just like in vanilla 40k and just as valuable. &lt;br /&gt;
*&#039;&#039;&#039;Decisive Move/Shot/Strike (1/2/2 CP):&#039;&#039;&#039; Three Stratagems, all of which activate in their respective phases. Pick a model; that model moves, shoots, or fights before everyone else. &lt;br /&gt;
*&#039;&#039;&#039;Insane Bravery (1 CP):&#039;&#039;&#039; Auto-pass a Nerve test. &lt;br /&gt;
*&#039;&#039;&#039;Gritted Teeth (1 CP):&#039;&#039;&#039; For either the shooting or fight phase, ignore hit penalties from flesh wounds.&lt;br /&gt;
&lt;br /&gt;
===Specialist-Specific===&lt;br /&gt;
These Tactics can only be used on a matching Specialist that meets its minimum level, and will grant that Specialist Experience in addition to its immediate benefits. They are listed above, under their respective Specialist type.&lt;br /&gt;
&lt;br /&gt;
===Killzone-Specific===&lt;br /&gt;
These Tactics can only be used in specific Killzones. Some of these also require a specific Faction or Specialist as well; faction-linked tactics of this type listed with their respective factions.&lt;br /&gt;
&lt;br /&gt;
===Mission-Specific===&lt;br /&gt;
These Tactics can only be used in specific missions.&lt;br /&gt;
&lt;br /&gt;
===Faction-Specific===&lt;br /&gt;
Some Tactics are restricted to specific Factions, and are discussed in the tactics for those factions.&lt;br /&gt;
&lt;br /&gt;
==Building a Kill-Team==&lt;br /&gt;
Rather than having a set roster, a Kill-Team can have a pool of up to 20 different members. While there are limits to how many Leaders and Specialists can be deployed in a game as seen below, you can have any number of them in your roster. As the models chosen to participate in a given Kill-Team game are decided in secret before the game begins, it is advised to have a variety of different specialist types to counter your opponent&#039;s choices (e.g. a demolition specialist for cover campers, or a combat specialist to handle Tau and IG). &lt;br /&gt;
&lt;br /&gt;
Of course your opponent will be trying to predict what you&#039;ll bring too, and the only thing you&#039;ll know for sure about his list is his Kill-Team&#039;s faction. You shouldn&#039;t get too predictable with your choices either, or you&#039;ll be open to getting countered yourself. &lt;br /&gt;
&lt;br /&gt;
To be Battle-Forged, a Kill-Team must follow these restrictions:&lt;br /&gt;
*The Kill-Team must have 3-20 models. &lt;br /&gt;
*The Kill-Team must have one (and only one) Leader.&lt;br /&gt;
*The Kill-Team can include up to 3 other Specialists. &lt;br /&gt;
*The Kill-Team cannot include more models of a single type than its maximum, as given on the corresponding datasheet. &lt;br /&gt;
*All models must have the same Faction keyword.&lt;br /&gt;
*The total cost of the Kill-Team cannot exceed 100 points. In some campaign games, this limit may be raised to 150 points or higher, depending on whether or not Commanders are allowed.&lt;br /&gt;
&lt;br /&gt;
==Killzones==&lt;br /&gt;
The different map types in Kill-Team are called Killzones. In addition to all the typical terrain you can expect from 40k, each Killzone has a set of environmental conditions that can add additional effects to a battle. For example, in a Sector Munitorum Killzone you might be forced to avoid the battlefield edges or risk your models being smacked on the head by falling containers. Additionally, some Tactics only work in specific Killzones.&lt;br /&gt;
&lt;br /&gt;
===Sector Imperialis===&lt;br /&gt;
Sector Imperialis Killzones can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1- Abandoned Habs:&#039;&#039;&#039; Nothing. &lt;br /&gt;
*&#039;&#039;&#039;2- Abandoned Munitions:&#039;&#039;&#039; In each battle round, each Kill-Team can have two different models use their grenades in a phase instead of one. &lt;br /&gt;
*&#039;&#039;&#039;3- Smoke in the Air:&#039;&#039;&#039; All shooting attacks subtract 1 from their hit rolls. &lt;br /&gt;
*&#039;&#039;&#039;4- Traps:&#039;&#039;&#039; The upper floors of all ruins are dangerous terrain.&lt;br /&gt;
*&#039;&#039;&#039;5- Tunnels:&#039;&#039;&#039; If a model from your kill team begins your turn in the Movement phase within 1&amp;quot; of a manhole and more than 1&amp;quot; from any enemy models, and they are not shaken, they can enter the tunnels. When they do so, remove them from the battlefield. At the end of your turn in the Movement phase of the next battle round, you can place that model within 1&amp;quot; of any manhole that is within 24&amp;quot; of the manhole they used to enter the tunnels, and more than 1&amp;quot; from any enemy models. They are considered to have made a normal move. While they are not on the battlefield, they are considered to be out of action for the purposes of Nerve tests and checking whether your kill team is broken. If they are not on the battlefield at the end of the battle, they are considered to be out of action.&lt;br /&gt;
*&#039;&#039;&#039;6- Hidden Cache:&#039;&#039;&#039; In campaign games, the winner of this mission gains 1 Materiel. Outside of campaign games, this has no effect.&lt;br /&gt;
&lt;br /&gt;
===Sector Mechanicus===&lt;br /&gt;
Sector Mechanicus Killzones can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1- Quiet Industry:&#039;&#039;&#039; Nothing. &lt;br /&gt;
*&#039;&#039;&#039;2- Artificial Quakes:&#039;&#039;&#039; Roll a D3 each battle round, on a 1 all open ground is difficult terrain until the end of the round.&lt;br /&gt;
*&#039;&#039;&#039;3- Gouts of Flame:&#039;&#039;&#039; Roll a D6 each battle round for every model within 1&amp;quot; of an embedded pipe. On a roll of 1, suffer a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;4- Service Hatches:&#039;&#039;&#039; If a model fails a nerve test within 1&amp;quot; of a service hatch or begins your turn in the movement phase within 1&amp;quot; of a service hatch, they can hide. They are out of action but do not make a casualty roll for them after the battle.&lt;br /&gt;
*&#039;&#039;&#039;5- Toxic Emissions:&#039;&#039;&#039; +1 to all injury rolls.&lt;br /&gt;
*&#039;&#039;&#039;6- Raw Materials:&#039;&#039;&#039; In campaign games, the winner of this mission gains 1 Materiel. Outside of campaign games, this has no effect.&lt;br /&gt;
&lt;br /&gt;
===Sector Munitorum===&lt;br /&gt;
Sector Munitorum Killzones can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1- Vacant Warehouse:&#039;&#039;&#039; Nothing. &lt;br /&gt;
*&#039;&#039;&#039;2- Container Collapse:&#039;&#039;&#039; Roll a D3 each battle round, on a 1 randomly pick a map edge. Any model within 3 inches of that edge get a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;3- Pitch Darkness:&#039;&#039;&#039; Models can&#039;t target models further than 12&amp;quot; away with shooting or psychic powers.&lt;br /&gt;
*&#039;&#039;&#039;4- Triggered Alarm:&#039;&#039;&#039; -1 to all rolls to determine if the battle ends&lt;br /&gt;
*&#039;&#039;&#039;5- Unstable Cargo:&#039;&#039;&#039; Randomly pick a piece of terrain at least 4&amp;quot; in 1 dimension to be dangerous terrain.&lt;br /&gt;
*&#039;&#039;&#039;6- Scavenged Bounty:&#039;&#039;&#039; In campaign games, the winner of this mission gains 1 Morale. Outside of campaign games, this has no effect.&lt;br /&gt;
&lt;br /&gt;
===Death World Forest===&lt;br /&gt;
&lt;br /&gt;
Death World Forest Killzones can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:&lt;br /&gt;
*&#039;&#039;&#039;1- Too Quiet:&#039;&#039;&#039; No additional rule.&lt;br /&gt;
*&#039;&#039;&#039;2- Aggressive Fauna:&#039;&#039;&#039; At the beginning of each battle round, roll a D6. On a 4+, randomly select one model on the battlefield. that model suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;3- Crawling Undergrowth:&#039;&#039;&#039; Whenever a model Advances you must roll an additional dice and use the lowest roll. When determining a model&#039;s charge distance you must roll an additional dice and use the two lowest results.&lt;br /&gt;
*&#039;&#039;&#039;4- Terrifying Sounds:&#039;&#039;&#039; You must add 1 to all Nerve tests.&lt;br /&gt;
*&#039;&#039;&#039;5- This Was A Mistake:&#039;&#039;&#039; &#039;&#039;All&#039;&#039; terrain on the battlefield other than impassable terrain is dangerous terrain. &lt;br /&gt;
*&#039;&#039;&#039;6- Not Entirely Lethal:&#039;&#039;&#039; In a campaign game, the player who wins the mission gains 1 Territory. Otherwise, there is no additional rule.&lt;br /&gt;
&lt;br /&gt;
===The &#039;&#039;Truehawk&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Truehawk&#039;&#039; killzone forces the rules for ultra-close confines to be used and disables the Scouting Phase. Additionally, it can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:&lt;br /&gt;
*&#039;&#039;&#039;1- All Systems Running Normally:&#039;&#039;&#039; No additional rule. &lt;br /&gt;
*&#039;&#039;&#039;2- Crawlways:&#039;&#039;&#039; If a model from your kill team begins your turn in the Movement phase within 1&amp;quot; of a crawlway entrance and more than 1&amp;quot; from any enemy models, and they are not shaken, they can enter the crawlways. When they do so, remove them from the battlefield. At the end of your turn in the Movement phase of the next battle round, you can place that model within 1&amp;quot; of any crawlway entrance that is within 24&amp;quot; of the manhole they used to enter the crawlways, and more than 1&amp;quot; from any enemy models. They are considered to have made a normal move. While they are not on the battlefield, they are considered to be out of action for the purposes of Nerve tests and checking whether your kill team is broken. If they are not on the battlefield at the end of the battle, they are considered to be out of action.&lt;br /&gt;
*&#039;&#039;&#039;3- Engine Coolant Leak:&#039;&#039;&#039; All players subtract 1 to hit in the shooting phase if a firing model or its target is within 6&amp;quot; of either Engine Coolant Station terrain feature. All open ground within 1&amp;quot; of the Engine Coolant Stations is dangerous terrain.&lt;br /&gt;
*&#039;&#039;&#039;4- Logis Lockdown:&#039;&#039;&#039; The Remote Access Tactic requires 2 CP instead of 1. &lt;br /&gt;
*&#039;&#039;&#039;5- Grav Plate Malfunction:&#039;&#039;&#039; The player with the greatest strategic advantage rolls a d6 at the start of each round. On a 1, the entire battlefield becomes difficult terrain for the rest of the round; if a model advances or charges, it treats the battlefield as dangerous terrain instead. &lt;br /&gt;
*&#039;&#039;&#039;6- Compromised Hull Integrity:&#039;&#039;&#039; When a player rolls a 1 to hit, they must roll a second d6. If the second result is a 1, everyone rolls a d6 for each model in their kill-team. On a 1, the model takes a mortal wound. This effect can only happen once per game.&lt;br /&gt;
&lt;br /&gt;
===Ministorum Shrine===&lt;br /&gt;
The Ministorum Shrine killzone forces the rules for ultra-close confines to be used and disables the Scouting Phase. Additionally, it can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:&lt;br /&gt;
*&#039;&#039;&#039;1- Deserted Shrine:&#039;&#039;&#039; No additional rule.&lt;br /&gt;
*&#039;&#039;&#039;2- Stronghold of the Ecclesiarchy:&#039;&#039;&#039; All Imperial units get +1 to Ld, and all Chaos units get -1 to Ld. &lt;br /&gt;
*&#039;&#039;&#039;3- Defiled Sanctum:&#039;&#039;&#039; As above, but Chaos is buffed and Imperials are debuffed instead. &lt;br /&gt;
*&#039;&#039;&#039;4- Dust and Debris:&#039;&#039;&#039; Everyone subtracts 1 to hit in the shooting phase. &lt;br /&gt;
*&#039;&#039;&#039;5- Crypt Tunnels:&#039;&#039;&#039; If a model from your kill team begins your turn in the Movement phase within 1&amp;quot; of a crypt access trapdoor and more than 1&amp;quot; from any enemy models, and they are not shaken, they can enter the crypt tunnels. When they do so, remove them from the battlefield. At the end of your turn in the Movement phase of the next battle round, you can place that model within 1&amp;quot; of any crypt access trapdoor that is within 24&amp;quot; of the crypt access trapdoor they used to enter the crypt tunnels, and more than 1&amp;quot; from any enemy models. They are considered to have made a normal move. While they are not on the battlefield, they are considered to be out of action for the purposes of Nerve tests and checking whether your kill team is broken. If they are not on the battlefield at the end of the battle, they are considered to be out of action.&lt;br /&gt;
*&#039;&#039;&#039;6- Fog of Incense:&#039;&#039;&#039; All ranged weapons subtract 6&amp;quot; to range and all charge rolls take a -2 penalty.&lt;br /&gt;
&lt;br /&gt;
===Wall of Martyrs===&lt;br /&gt;
&lt;br /&gt;
Wall of Martyrs Killzones can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:&lt;br /&gt;
*&#039;&#039;&#039;1- Nothing But Bodies:&#039;&#039;&#039; No additional rule.&lt;br /&gt;
*&#039;&#039;&#039;2- Inspiring Sacrifice:&#039;&#039;&#039; Players can subtract 1 from Nerve tests for models within 1&amp;quot; of any terrain in the Morale phase. &lt;br /&gt;
*&#039;&#039;&#039;3- Minefield:&#039;&#039;&#039; If a player chooses the Plant Traps stratagy, they may booby-trap an additional D3 Pieces of terrain. If this mission has no Scouting phase, there is no additional rule. &lt;br /&gt;
*&#039;&#039;&#039;4- Shattered Plain:&#039;&#039;&#039; Subtract 1 from the rolls made when any model advances or charges. &lt;br /&gt;
*&#039;&#039;&#039;5- War Unending:&#039;&#039;&#039; Add 1 to any rolls made to determine whether or not the battle ends.&lt;br /&gt;
*&#039;&#039;&#039;6- Prime Location:&#039;&#039;&#039; In a campaign game, the player who wins the mission gains 1 Territory. Otherwise, there is no additional rule.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
===Imperium===&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)_Factions#Space_Marines|Space Marines]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)_Factions#Imperial_Guard|Imperial Guard]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)_Factions#Grey_Knights|Grey Knights]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)_Factions#Deathwatch|Deathwatch]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)_Factions#Adeptus_Mechanicus|Adeptus Mechanicus]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)_Factions#Elucidian_Starstriders|Elucidian Starstriders]]&lt;br /&gt;
&lt;br /&gt;
===Chaos===&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)_Factions#Chaos_Space_Marines|Chaos Space Marines]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)_Factions#Death_Guard|Death Guard]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)_Factions#Thousand_Sons|Thousand Sons]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)_Factions#Gellarpox_Infected|Gellarpox Infected]]&lt;br /&gt;
&lt;br /&gt;
===Xenos===&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)_Factions#Eldar|Eldar]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)_Factions#Dark_Eldar|Dark Eldar]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)_Factions#Harlequins|Harlequins]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)_Factions#Orks|Orks]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)_Factions#T’au_Empire|Tau]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)_Factions#Necrons|Necrons]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)_Factions#Tyranids|Tyranids]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Kill_Team(8E)_Factions#Genestealer_Cults|Genestealer Cults]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
[[Category: Warhammer Tactics/KillTeam]]&lt;/div&gt;</summary>
		<author><name>2001:5B0:2440:D8D8:B483:7146:EEA6:2B47</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Kill_Team(8E)_Chaos&amp;diff=68470</id>
		<title>Warhammer 40,000/Tactics/Kill Team(8E) Chaos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Kill_Team(8E)_Chaos&amp;diff=68470"/>
		<updated>2019-05-13T10:20:06Z</updated>

		<summary type="html">&lt;p&gt;2001:5B0:2440:D8D8:B483:7146:EEA6:2B47: Splitting the original tactics page due to how bloated it was getting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chaos faction tactics for [[Kill Team (Specialist Game)|Kill Team]].&lt;br /&gt;
&lt;br /&gt;
General gameplay tactics are [[Warhammer 40,000/Tactics/Kill Team(8E)|here]].&lt;br /&gt;
&lt;br /&gt;
Xenos faction tactics are [[Warhammer 40,000/Tactics/Kill Team(8E) Xenos|here]].&lt;br /&gt;
&lt;br /&gt;
Imperium faction tactics are [[Warhammer 40,000/Tactics/Kill Team(8E) Imperium|here]].&lt;br /&gt;
&lt;br /&gt;
Errata [[https://www.warhammer-community.com/faqs/  here]].&lt;br /&gt;
&lt;br /&gt;
==Chaos Space Marines==&lt;br /&gt;
===Why Play Chaos Space Marines===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**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.&lt;br /&gt;
**Just like the loyalist Marines, you get access to Transhuman Physiology, so that&#039;s nice.&lt;br /&gt;
**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&amp;quot;.&lt;br /&gt;
**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.&lt;br /&gt;
**The Icon of Flame does technically mean you get a Psychic Phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**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.&lt;br /&gt;
**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.&lt;br /&gt;
**[[meme|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&#039;t in Kill Team &#039;&#039;at all&#039;&#039; (so far).&lt;br /&gt;
**If you want to play a force like Iron Warriors, Night Lords, or Fallen Angels, you might be better served [[Counts As|playing them as]] [[Heresy|loyalists instead]] to take advantage of some of the niftier options they have. Though faction traits do help alleviate this.&lt;br /&gt;
&lt;br /&gt;
===CSM Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Death to the False Emperor&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Mark of Chaos&#039;&#039;&#039;: You can choose to replace MARK OF CHAOS keyword with nothing (no mark), or one from NURGLE, TZEENTCH, KHORNE or SLAANESH.&lt;br /&gt;
&lt;br /&gt;
===CSM Faction Attributes===&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Children - Flawless Perfection:&#039;&#039;&#039; Only models with the SLAANESH keyword can be drawn from this legion. If a model is within 1&amp;quot; of an enemy model at the beginning of the Fight phase, your model is considered to have charged.&lt;br /&gt;
*&#039;&#039;&#039;Night Lords - Terror Tactics:&#039;&#039;&#039; 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&amp;quot; on that model.&lt;br /&gt;
*&#039;&#039;&#039;Iron Warriors:&#039;&#039;&#039; Ignore penalty to Injury rolls from targets being obscured&lt;br /&gt;
*&#039;&#039;&#039;World Eaters:&#039;&#039;&#039; Can make an additional attack in the fight phase with a model if it charged, was charged, or piled in with Heroic Intervention&lt;br /&gt;
*&#039;&#039;&#039;Black Legion:&#039;&#039;&#039; 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)&lt;br /&gt;
*&#039;&#039;&#039;Word Bearers:&#039;&#039;&#039; Reroll failed Nerve tests&lt;br /&gt;
*&#039;&#039;&#039;Alpha Legion:&#039;&#039;&#039; Considered obscured if more than 12&amp;quot; away from enemy models&lt;br /&gt;
*&#039;&#039;&#039;Renegade Chapters:&#039;&#039;&#039; Reroll failed charges&lt;br /&gt;
&lt;br /&gt;
===CSM Ranged Weapons===&lt;br /&gt;
&#039;&#039;&#039;Chaos Space Marine&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;: 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.&lt;br /&gt;
&#039;&#039;&#039;Special weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;: The standard flamer with all the auto-hitting goodness you have come to expect. Doesn&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun&#039;&#039;&#039;: 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 &lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun&#039;&#039;&#039;: The classic plasma weapon with high strength, AP and two firing modes: the &#039;safe&#039; Str7 1 damage profile, and the &#039;overcharged&#039; Str8 2 damage profile. Unmodified hit rolls of &#039;1&#039; will take the bearer out of action immediately. Though this actually makes it safer than in regular 40k, as only &#039;unmodified hit rolls of a 1&#039; will slay the bearer, the -1s to hit that are so common in kill-team are not taken into account. Generally, the &#039;safe&#039; mode should be enough for most targets, though &#039;overcharging&#039; does give you the ability to take down Primaris, Sicaran&#039;s and Ork Nobs with one shot. Works well on a Sniper specialist for the sweet re-roll 1s.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;: At 36&amp;quot; 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. &lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039;: 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&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039;: 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 &#039;safe&#039; Str7 1 damage profile, and the &#039;overcharged&#039; Str8 2 damage mode, though an unmodified roll of a &#039;1&#039; will take the bearer out of action immediately.&lt;br /&gt;
&#039;&#039;&#039;Grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade&#039;&#039;&#039;: 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.&lt;br /&gt;
&#039;&#039;&#039;Chaos Cultist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Autogun&#039;&#039;&#039;: A lasgun by another name, don&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Exclusive to the Cultist Champion, the small gaming area of Kill-team makes this a much more realistic option. 12&amp;quot; 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...&lt;br /&gt;
&#039;&#039;&#039;Special Weapons&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Special/Heavy weapons &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;: 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&#039;s up to you which is better.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubber&#039;&#039;&#039;: 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&amp;quot; it can be surprisingly accurate, and weight of dice can get through armour where quality (or lack thereof) failed.&lt;br /&gt;
&#039;&#039;&#039;Pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Autopistol&#039;&#039;&#039;: A las pistol by another name, don&#039;t expect these to do much. In fact, you probably won&#039;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.&lt;br /&gt;
&lt;br /&gt;
===CSM Melee Weapons===&lt;br /&gt;
&#039;&#039;&#039;Chaos Space Marine&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chainsword&#039;&#039;&#039;: The trusty reliable chainsword, +1 Attacks when used in combat and that&#039;s about it. Turns your marines into mini whirlwinds of attacks, especially on a Zealot or Combat specialist.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword&#039;&#039;&#039;: Exclusive to Aspiring Champions (boo!), the AP on these swords pretty much guarantees that your opponent won&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist&#039;&#039;&#039;: 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 &amp;quot;Beseech the Gods&amp;quot; stratagem (though the +1 to wound will be wasted).&lt;br /&gt;
&#039;&#039;&#039;Chaos Cultist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brutal Assault Weapon&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
===Icons===&lt;br /&gt;
*&#039;&#039;&#039;Icon of Wrath&#039;&#039;&#039;: KHORNE only, any KHORNE models within 6&amp;quot; of the icon bearer can re-roll charge rolls&lt;br /&gt;
*&#039;&#039;&#039;Icon of Flame&#039;&#039;&#039;: 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&amp;quot; of the icon bearer.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Despair&#039;&#039;&#039;: NURGLE only, subtract 1 from the Leadership characteristic of enemy models within 6&amp;quot; of the icon bearer.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Excess&#039;&#039;&#039;: SLAANESH only, the Death to the False Emperor takes effect on a 5+ rather than a 6+ for any friendly models within 6&amp;quot; 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.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Vengeance&#039;&#039;&#039;: Models without the KHORNE, TZEENTCH, NURGLE or SLAANESH keyword. Add 1 to the Leadership characteristic of friendly models within 6&amp;quot; of the icon bearer&lt;br /&gt;
&lt;br /&gt;
===CSM Units===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marine (Leader [Aspiring Champion only], Heavy [Gunner only],Combat, Demolitions, Sniper, Veteran, Zealot)&#039;&#039;&#039;: 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&#039;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.&lt;br /&gt;
**&#039;&#039;&#039;Chaos Space Marine Gunner (2):&#039;&#039;&#039; 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 &#039;&#039;Sniper&#039;&#039; specialism, they have access to reasonably safe overcharged plasma gun shots, which always have a use. A Heavy Bolter is great on a &#039;&#039;Heavy&#039;&#039;, specially if they successfully Beseech the Gods at the start of the game to wound most targets on a 2+. A Flamer armed &#039;&#039;Demolition&#039;&#039; specialist can also wound most obscured targets on a 2+ thanks to &#039;&#039;&#039;Custom Ammo&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Aspiring Champion (1):&#039;&#039;&#039; 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 &#039;&#039;Leader&#039;&#039;, make this guy your &#039;&#039;Zealot&#039;&#039; specialist, and go hunting.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Cultist (Leader [Champion only], Heavy [Gunner only], Combat, Demolitions, Veteran, Zealot)&#039;&#039;&#039;: 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&#039;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&#039;ll stand around shivering in fear for the rest of the game (they &#039;&#039;are&#039;&#039; 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&#039; 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&#039; efforts and you&#039;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.&lt;br /&gt;
**&#039;&#039;&#039;Cultist Gunner (2):&#039;&#039;&#039; 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&amp;quot;, 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&#039;t make them specialists though, it just puts a big target on their head, and it doesn&#039;t take much to take these guys out.&lt;br /&gt;
**&#039;&#039;&#039;Cultist Champion (1):&#039;&#039;&#039;  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&#039;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.&lt;br /&gt;
&lt;br /&gt;
====CSM Elite Units====&lt;br /&gt;
*&#039;&#039;&#039;Khorne Berzerker&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Possessed&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Terminator&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
====CSM Commanders====&lt;br /&gt;
*&#039;&#039;&#039;Exalted Champion (Commander) (Ferocity, Fortitude, Leadership, Logistic, Melee, Shooting, Stealth, Strategist, Strength)&#039;&#039;&#039;: Probably the best duelist in Kill Team thanks to his ability &#039;&#039;&#039;For the Dark Gods&#039;&#039;&#039; that permits him to re-roll failed hit rolls against a Commander.&lt;br /&gt;
** Plasma Pistol and Power First  is probably the best combination if you&#039;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.&lt;br /&gt;
**Shooting is a waste on this character, you should take a Strategist (it&#039;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&#039;re using a Fist and you hate to remember how wound roll work, now you always roll 2+)&lt;br /&gt;
*&#039;&#039;&#039;Sorcerer (Commander) (Fortitude, Melee, Psyker, Shooting, Strength)&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Greater Possessed&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Master of Executions&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Dark Apostle&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Master of Posession&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Sorceror in Terminator Armor&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Lord in Terminator Armor&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===CSM Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Beseech the Gods (2CP)&#039;&#039;&#039;: In true Chaos fashion, this can either turn a unit into a [[rape|rape train with no brakes]], or [[fail|insta-gib them before the battle&#039;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.)&lt;br /&gt;
*&#039;&#039;&#039;Daemon Spirit (2CP)&#039;&#039;&#039;: Pick an enemy unit within 1&amp;quot; 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!)&lt;br /&gt;
*&#039;&#039;&#039;Veterans of the Long War (2CP)&#039;&#039;&#039;: 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 &#039;&#039;Demolition&#039;&#039; specialism.&lt;br /&gt;
*&#039;&#039;&#039;Fury of Khorne (2CP)&#039;&#039;&#039;: Pick a KHORNE model from your kill-team that is within 1&amp;quot; of an enemy model at the end of the fight- it can immediately fight again. Enemy still standing? Have another go with this Strat!&lt;br /&gt;
&lt;br /&gt;
===CSM Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*7 models, 99 points&lt;br /&gt;
**Aspiring Champion with chainsword and plasma pistol, 14 pts (Leader)&lt;br /&gt;
**Chaos Space Marine Gunner with heavy bolter, 16 pts (Heavy)&lt;br /&gt;
**Chaos Space Marine Gunner with plasma gun, 16 pts (Sniper)&lt;br /&gt;
**Chaos Space Marine with chainsword, 12pts (Zealot)&lt;br /&gt;
**Chaos Space Marine with chainsword, 12 pts&lt;br /&gt;
**Chaos Space Marine with chainsword, 12 pts&lt;br /&gt;
**Chaos Space Marine with boltgun and Icon of Flame, 17 pts&lt;br /&gt;
*10 models, 100 points&lt;br /&gt;
**Aspiring Champion with power sword and plasma pistol, 15 pts (Leader)&lt;br /&gt;
**Chaos Space Marine Gunner with heavy bolter, 16 pts (Heavy)&lt;br /&gt;
**Chaos Space Marine Gunner with plasma gun, 16 pts (Sniper)&lt;br /&gt;
**Chaos Space Marine with chainsword, 12pts (Combat)&lt;br /&gt;
**Chaos Space Marine with chainsword and Icon of Wrath, 17 pts&lt;br /&gt;
**Chaos Cultist Champion with brutal assault weapon, 5 pts&lt;br /&gt;
**Chaos Cultist with brutal assault weapon, 4 pts&lt;br /&gt;
**Chaos Cultist with brutal assault weapon, 4 pts&lt;br /&gt;
**Chaos Cultist Gunner with heavy stubber, 5 pts&lt;br /&gt;
**Chaos Cultist Gunner with heavy stubber, 5 pts&lt;br /&gt;
*20 models, 100 points&lt;br /&gt;
**Aspiring Champion with power sword, plasma pistol, and Icon of Vengeance 19 pts (Leader)&lt;br /&gt;
**8 Chaos Cultists with brutal assault weapons and autopistols, 32 pts&lt;br /&gt;
**9 Chaos Cultists with autoguns, 36 pts&lt;br /&gt;
**Chaos Cultist Gunner with heavy stubber, 5 pts&lt;br /&gt;
**Chaos Cultist Gunner with flamer, 8 pts&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commanders Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;For When Commanders Cost Points&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For When Commanders Cost Nothing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Death Guard==&lt;br /&gt;
===Why Play Death Guard===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Poxwalkers can spawn more Poxwalkers by killing enemies.&lt;br /&gt;
**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 non-Commander T5 unit in the game!&lt;br /&gt;
**Poxwalkers are great soft cover units.&lt;br /&gt;
**FLAIL OF CORRUPTION FTW&lt;br /&gt;
**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.&lt;br /&gt;
**Access to four commanders gives as many different choices as the other two Chaos Space Marine factions combined!&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**The only reason you&#039;re not the best faction is that deathwatch have frag cannons.&lt;br /&gt;
**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.&lt;br /&gt;
**You&#039;ll easily become [[that guy]] if you bring these to friendly games against un-optimised opponents.&lt;br /&gt;
**In a multi-person match, you&#039;ll be the first one focused down after the guy with four frag cannons.&lt;br /&gt;
**You&#039;re expensive, you aren&#039;t fast, and you&#039;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.&lt;br /&gt;
**The Commanders expansion effectively unlocked the psychic phase for just about every faction that has psykers, except you. Nurgle&#039;s Babies still don&#039;t have psykers in Kill Team, or a proper defense against psychic powers, and that&#039;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.&lt;br /&gt;
&lt;br /&gt;
===DG Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Disgustingly resilient:&#039;&#039;&#039; FnP5+ as an extra layer of protection even against multi-damage hits. And Kill Team&#039;s flesh wound mechanic means a single wound goes a long way.&lt;br /&gt;
*&#039;&#039;&#039;Death to the False Emperor:&#039;&#039;&#039; Nurgle&#039;s still chaos. Roll an additional melee attack on a 6+ to hit an {{W40kKeyword|Imperium}} model. This new attack has to be aimed at the same target, and cannot generate itself further DttFE attacks.&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology:&#039;&#039;&#039; Ignore the penalty to the model&#039;s hit rolls from the first flesh wound. Thus, the enemy has to go through your toughness, armour save and FNP &#039;&#039;twice&#039;&#039; to get an effect on you, meaning you can still DttFE on a flesh wound.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Despair:&#039;&#039;&#039; -1Ld to enemies within 6&amp;quot;. It is useful that it doesn&#039;t require essentially being in melee like other armies&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
===DG Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; The standard 24&amp;quot; RF S4 gun everything compares to. Though with Gunner options and expensive models you may see only one. This isn&#039;t 40K, you &#039;&#039;don&#039;t&#039;&#039; rapid fire from 18&amp;quot; here.&lt;br /&gt;
&#039;&#039;&#039;Special weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blight launcher:&#039;&#039;&#039; 24&amp;quot; Assault 2 S6 AP-2 D3 dmg, re-rolls wounds of 1 for being a plague weapon. Pretty much a Frag cannon&#039;s standard profile, for all intents and purposes, &#039;&#039;but cheaper&#039;&#039;. It shines when used by a &#039;&#039;Demolitions&#039;&#039; 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 &#039;&#039;Veteran&#039;&#039; employing &#039;&#039;&#039;Adaptive Tactics&#039;&#039;&#039; to get into a good starting position, and a &#039;&#039;Heavy&#039;&#039; can both advance without penalty and an even higher rof with &#039;&#039;&#039;More Bullets&#039;&#039;&#039;. Models with a Blight launcher also make great targets for the &#039;&#039;Grandfather&#039;s blessing&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; Capable of overkill, but there&#039;s no such thing when facing Lictors, Primaris, Aberrants and the like. Useful on a &#039;&#039;Heavy&#039;&#039;s hands to run and gun.&lt;br /&gt;
*&#039;&#039;&#039;Plague Belcher:&#039;&#039;&#039; S4 flamer that re-rolls wounds of 1. Powerful on a &#039;&#039;Demolitions&#039;&#039; specialist&#039;s hands.&lt;br /&gt;
*&#039;&#039;&#039;Plague Spewer:&#039;&#039;&#039; Better S5 AP-1 Plague Belcher, so a &#039;&#039;Demolitions&#039;&#039; wounds almost all obscured targets on re-rollable 2+. The catch? It&#039;s Heavy, so this is a 9&amp;quot;-flamer your movement-5&amp;quot; marine can&#039;t advance with, and a &#039;&#039;Heavy&#039;&#039; can&#039;t help you with it.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; Sadly we don&#039;t have a &#039;&#039;Sniper&#039;&#039; specialist to re-roll those 1s, but at least it&#039;s also available to our leader figure. The supercharge risks an automatic &#039;&#039;death&#039;&#039;, so it&#039;s less appealing in this Kill Team. Either use the &#039;&#039;&#039;Tactical re-roll&#039;&#039;&#039; or your other multi-damage guns.&lt;br /&gt;
&#039;&#039;&#039;Pistols:&#039;&#039;&#039; Sidearms exclusive to a dedicated melee Champion.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; Useful. Really, it&#039;s there for when you&#039;d rather spend the points on a melee weapon instead.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; Pistol version of the plasma gun. One of the best things you can spend a point on if you have a melee Champ.&lt;br /&gt;
&#039;&#039;&#039;Grenades:&#039;&#039;&#039; Their short range means they&#039;re situational, especially given how slow Death Guard are. Fortunately, plague marines can survive the approach, and don&#039;t fear counter charges as much as other armies. You can use only one per phase.&lt;br /&gt;
*&#039;&#039;&#039;Blight grenade:&#039;&#039;&#039; Plague frag. Unlike other armies&#039; frag grenades, however, D6 Str3 re-rolling 1s to wound is, on average, &#039;&#039;better than a rapid firing bolter&#039;&#039; against GEQ. And your dudes have plague knives too. On an Icon bearer, there&#039;s the argument to keep going forward on and on. Something something inevitable death theme.&lt;br /&gt;
*&#039;&#039;&#039;Krak grenade:&#039;&#039;&#039; Grenade 1 S6 AP-1 D1d3, always better than the bolt pistol/gunshot it replaces.&lt;br /&gt;
&lt;br /&gt;
===DG Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Flail of Corruption:&#039;&#039;&#039; 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 &#039;&#039;&#039;d3&#039;&#039;&#039; 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 &amp;quot;Grandfather&#039;s Blessing&amp;quot;  (if it doesn&#039;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 &amp;quot;SHOOT ME&amp;quot; sign on the bearer. Even more so than usual, anyway.  &lt;br /&gt;
**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.&lt;br /&gt;
**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&#039;s a Plague AMrine, so he&#039;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&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Bubotic Axe&#039;&#039;&#039; 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&#039;re probably better off with a flail.&lt;br /&gt;
*&#039;&#039;&#039;Mace of Contagion&#039;&#039;&#039; 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...&lt;br /&gt;
*&#039;&#039;&#039;Great Plague Cleaver&#039;&#039;&#039; Essentially [[awesome|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&#039;t give the bearer the &#039;&#039;Zealot&#039;&#039; specialty as the extra 2 strength is basically useless in Kill Team- the only thing you&#039;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&#039;s Blessing to keep the 3 Attacks hitting at a 3+.&lt;br /&gt;
*&#039;&#039;&#039;Power fist&#039;&#039;&#039; 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&#039;s blessing if you want to mitigate this hit modifier and wound marines on a 1+ (well, still 2+ as unmodified 1&#039;s always fail. However, any -1 to wound modifiers you may come across will do nothing to you rolls as you&#039;ll still be wounding on 2s, even against T5 or higher). That is, of course, if you&#039;re willing to take the risk of losing your leader (and 1 extra CP per turn) before turn 1 actually begins.&lt;br /&gt;
*&#039;&#039;&#039;Plague Sword&#039;&#039;&#039; Ugh... I wish that a plague champion could get a Balesword or a Bubotic Axe. It&#039;s cool in that it&#039;s free, so there isn&#039;t really a reason not to take it. It does not do much damage outside of GEQ.&lt;br /&gt;
*&#039;&#039;&#039;Plague Knife&#039;&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039; Generic but come with poxwalkers so &#039;&#039;&#039;who cares&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===DG Units===&lt;br /&gt;
*&#039;&#039;&#039;Plague Marines (Leader [Champ only], Heavy [Gunner only], Zealot [Fighter only], Combat, Demolitions, Veteran)&#039;&#039;&#039;: 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&amp;quot;, as their blight grenades can be put to use. One of them can take an Icon of Despair, which also works at 6&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Plague Marine Gunner (2):&#039;&#039;&#039; Great flexibility, whether you&#039;re going ranged or melee, a good idea is to make at least one of them either a &#039;&#039;Heavy&#039;&#039; or a &#039;&#039;Demolitions&#039;&#039; specialist.&lt;br /&gt;
**&#039;&#039;&#039;Plague Marine Fighter (2):&#039;&#039;&#039; They will be your &#039;&#039;Zealot&#039;&#039; and &#039;&#039;Combat&#039;&#039; specialists. While they keep their grenades, at that range they&#039;ll be attempting charges rather than throwing grenades. But if a fool charges them, remember to use them to overwatch.&lt;br /&gt;
**&#039;&#039;&#039;Plague Champion (1):&#039;&#039;&#039; 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&#039;t do everything at once, so don&#039;t &#039;&#039;bloat&#039;&#039; his cost.&lt;br /&gt;
*&#039;&#039;&#039;Poxwalkers (Combat, Zealot)&#039;&#039;&#039;: 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&#039;ll be advancing when not charging (and charges are 2d6&amp;quot; regardless of base movement stat), so they can still provide a much needed distraction from your expensive and outnumbered marines.&lt;br /&gt;
&lt;br /&gt;
====DG Elite Units====&lt;br /&gt;
*&#039;&#039;&#039;Blightlord Terminator&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Deathshroud Terminator&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
====DG Commanders====&lt;br /&gt;
*&#039;&#039;&#039;Foul Blightspawn (Fortitude, Logistics, Melee, Strength)&#039;&#039;&#039;: The Blightspawn&#039;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&amp;quot; range. Don&#039;t forget about the Refractor Field tactic to make him even more unkillable!&lt;br /&gt;
*&#039;&#039;&#039;Biologus Putrifier (Fortitude, Logistics, Melee, Shooting, Strength)&#039;&#039;&#039;: Grenade specialist.&lt;br /&gt;
*&#039;&#039;&#039;Tallyman (Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength)&#039;&#039;&#039;: A CP Factory. Make him a strategist so you have more CP to potentially refund, or a Leadership specialist for a truly enormous Aura.&lt;br /&gt;
*&#039;&#039;&#039;Plague Surgeon (Fortitude, Leadership, Logistics, Melee, Shooting, Strength)&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Lord of Contagion&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===DG Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Nurgle&#039;s Gift (1CP):&#039;&#039;&#039; 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&amp;quot; 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.&lt;br /&gt;
**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...&lt;br /&gt;
*&#039;&#039;&#039;Cloud of Flies (2CP):&#039;&#039;&#039; Pick a unit after the Movement phase. Until the end of the battle round, enemy units can only shoot it if it&#039;s the closest target visible to them. If you were wondering how to protect Grandaddy&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Putrid Splatter (2CP):&#039;&#039;&#039; When something kills you in close combat you blow up. Id does a mortal wound on a 6 to every enemy within 1&amp;quot; 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.&lt;br /&gt;
*&#039;&#039;&#039;Veterans of the Long War (2CP):&#039;&#039;&#039; 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 &amp;quot;Grandfather&#039;s Blessing&amp;quot; exists. Alternatively, use on a model with Grandfather&#039;s Blessing and a Flail to up their wound rolls against the bad boy Lictors to 2+.&lt;br /&gt;
*&#039;&#039;&#039;Grandfather&#039;s Blessing (2CP):&#039;&#039;&#039; Oh boy. This basically makes one of your guys a miniature chaos lord, giving him a +1 to hit and wound in &#039;&#039;&#039;BOTH&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===DG Commander Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Revolting Stench (1 CP):&#039;&#039;&#039; Use at the start of the Fight phase if your kill-team includes a non-shaken Foul Blightspawn. Enemy models within 3&amp;quot; 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. &lt;br /&gt;
*&#039;&#039;&#039;Festering Zealot (1 CP):&#039;&#039;&#039; Use at the start of the Fight phase if your kill-team includes a non-shaken Tallyman. Friendly models within 7&amp;quot; of the Tallyman can re-roll failed hits for that phase.&lt;br /&gt;
*&#039;&#039;&#039;Blight Racks (1 CP):&#039;&#039;&#039; 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&amp;quot; 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. &lt;br /&gt;
*&#039;&#039;&#039;Tainted Narthecium (1 CP)&#039;&#039;&#039;: Use at the start of the fight phase if your kill-team includes a non-shaken Plague Surgeon. Friendly models within 3&amp;quot; of the Plague Surgeon can re-roll 1s for their Disgustingly Resilient roll.&lt;br /&gt;
&lt;br /&gt;
===DG Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Plague Marine Champion with Power Fist, Plague Sword, and Plasma Gun. Leader Specialist, obviously.&lt;br /&gt;
*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&#039;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&#039;s Blessing going wrong.&lt;br /&gt;
*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.&lt;br /&gt;
*Bog-standard Plague Marine. Use as more durable mobile cover for your Flail or Leader.&lt;br /&gt;
*3 Poxwalkers, to make up the numbers. Use as mobile cover and be very suprised if they actually kill anything.&lt;br /&gt;
&lt;br /&gt;
Total: 100 points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commanders Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;For When Commanders Cost Points&#039;&#039;&lt;br /&gt;
* Level 3 Foul Blightspawn. Logistics or Fortitude. (120 points)&lt;br /&gt;
*Plague Marine Champion with Power Fist, Plague Sword, and Plasma Gun. Leader Specialist, obviously.&lt;br /&gt;
*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&#039;s Blessing, this guy can even take on Commanders and emerge victorious.&lt;br /&gt;
*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.&lt;br /&gt;
*Total: 200 points &lt;br /&gt;
&#039;&#039;For When Commanders Cost Nothing&#039;&#039;&lt;br /&gt;
*Poxwalker Party:&lt;br /&gt;
**Level 4 Tallyman.&lt;br /&gt;
**Everything else: poxwalkers.&lt;br /&gt;
*Get stuff up the field as fast as possible as use tallyman&#039;s melee bonus to use your grisly horde to wipe out everything. Slowly does it!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thousand Sons==&lt;br /&gt;
===Why Play Thousand Sons===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**One of only three (four if you count the CSM Icon of Flame) factions in the game that can make use of Kill Team&#039;s psychic phase without Commanders.&lt;br /&gt;
**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.&lt;br /&gt;
**-2 AP on all the Rubric Marine&#039;s standard ranged weapons will eviscerate GEQ opponents and seriously threaten other MEQ targets &#039;&#039;almost&#039;&#039; as severely.&lt;br /&gt;
**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).&lt;br /&gt;
**The only Chaos faction with access to the &#039;&#039;Comm&#039;&#039; specialism, via Tzaangors with a brayhorn/megaphone of all things. This can make your Soulreaper armed Rubric surprisingly accurate.&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Limited weapon selection, literally two guns and a heavy for Rubricae.&lt;br /&gt;
**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 &#039;&#039;Medic&#039;&#039;, their accuracy will start to drop noticeably.&lt;br /&gt;
**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.&lt;br /&gt;
**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.&lt;br /&gt;
&lt;br /&gt;
===TS Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Death to the False Emperor:&#039;&#039;&#039; You&#039;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. &lt;br /&gt;
*&#039;&#039;&#039;All is Dust:&#039;&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Favoured of Tzeentch:&#039;&#039;&#039; 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&#039;s better than nothing.&lt;br /&gt;
*&#039;&#039;&#039;Aura of Dark Glory:&#039;&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology:&#039;&#039;&#039; Unique to the Aspiring Sorcerer only, this allows him to ignore the first flesh wound suffered for to hit penalties (won&#039;t stop the +1 to injury rolls though. Useful, but situational, as you don&#039;t necessarily want your sorcerer too close to the action in order to shoot/fight, since he can just smite instead.&lt;br /&gt;
&lt;br /&gt;
===TS Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Inferno boltgun:&#039;&#039;&#039; 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&#039;t want to be!&lt;br /&gt;
*&#039;&#039;&#039;Warpflamer:&#039;&#039;&#039; Identical to a flamer, but with -2 AP, this thing is scary, especially as you can Advance and still shoot with this thing!&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Soulreaper Cannon:&#039;&#039;&#039; 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 &#039;&#039;Comm&#039;&#039; specialist and the level 1 heavy tactic.&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Inferno bolt pistol:&#039;&#039;&#039; 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&#039;s going to leave most targets with a 6+ save if any, 5+ if your a space marine or it&#039;s not going to affect them if they&#039;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. &lt;br /&gt;
*&#039;&#039;&#039;Warpflame pistol:&#039;&#039;&#039; 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&#039;ll really &#039;&#039;need&#039;&#039; that second flamer to help ward off anything getting too close to your spooky-scary dudes.&lt;br /&gt;
*&#039;&#039;&#039;Autopistol:&#039;&#039;&#039; A las pistol by another name, don&#039;t expect these to do much. In fact, you probably won&#039;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.&lt;br /&gt;
&lt;br /&gt;
===TS Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; The trusty reliable chainsword, +1 Attack when used in combat and that&#039;s about it. Turns your Tzaangor&#039;s into decent CC combatants but not as good as Tzaangor blades.&lt;br /&gt;
*&#039;&#039;&#039;Force Staff:&#039;&#039;&#039; The Aspiring Sorcerer&#039;s default weapon. +2 str, -1 ap and Dd3 make it reasonable for primaris removal.&lt;br /&gt;
*&#039;&#039;&#039;Tzaangor blades:&#039;&#039;&#039; -1 AP and +1 attacks makes these a nice default choice for Tzaangor, who probably wouldn&#039;t hit anything with their autopistols anyway.&lt;br /&gt;
&lt;br /&gt;
===TS Psychic Powers===&lt;br /&gt;
*&#039;&#039;&#039;Gaze of Fate (Warp Charge 6):&#039;&#039;&#039; 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.&lt;br /&gt;
*&#039;&#039;&#039;Treason of Tzeentch (Warp Charge 8):&#039;&#039;&#039; Beat an enemy model&#039;s Ld on a 2d6 and they become part of your kill team until the end of the fight phase.&lt;br /&gt;
**with the overall lowered leadership in kill team and the ability to target normal mooks this becomes much better than its 40k counterpart.&lt;br /&gt;
**Bonus points for killing 2 or more enemy models with overcharged plasma.&lt;br /&gt;
*&#039;&#039;&#039;Bolt of Change (Warp Charge 9):&#039;&#039;&#039; The closest visible enemy model within 12&amp;quot; of the psyker takes d3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
===Other Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Brayhorn:&#039;&#039;&#039; Unique to the Tzaangors, It allows friendly Tzaangors within 6&amp;quot; to add 1 to their Advance &amp;amp; Charge rolls. Also allows the model to become a &#039;&#039;Comm&#039;&#039; 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 &#039;gor with psychic radio antenna antlers or something if a literal musical instrument seems a little too silly.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Flame:&#039;&#039;&#039; 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&amp;quot;. Your 2nd psychic phase. Don&#039;t rely on it going off, but if it does, it&#039;s unlikely that your opponent has thought to keep a disposable body between the icon bearer and a more important target.&lt;br /&gt;
&lt;br /&gt;
===TS Units===&lt;br /&gt;
*&#039;&#039;&#039;Aspiring Sorcerer (1) (Leader, Combat, Demolitions, Veteran)&#039;&#039;&#039; With a stat line identical to most space marine sergeants (including a 6&amp;quot; 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.&lt;br /&gt;
*&#039;&#039;&#039;Rubric Marines (Combat, Demolitions, Veteran)&#039;&#039;&#039;: In comparison to the other space marines, Rubrics lost out Transhuman Physiology and dropped to a 5&amp;quot; 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&amp;quot; move, you are slower then most marines, though on the small area of kill team, this isn&#039;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 &#039;&#039;Demolition&#039;&#039; specialism. Stay out of combat where possible, it is a waste of your abilities and you don&#039;t have pistols. Though an over watching flamer is still nasty.&lt;br /&gt;
**&#039;&#039;&#039;Rubric Marine Gunner (1) (Heavy, Combat, Demolitions, Veteran)&#039;&#039;&#039;: 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 &#039;&#039;Heavy&#039;&#039; specialism, and the fact you ignore the -1 to moving and firing heavy weapons already. &lt;br /&gt;
*&#039;&#039;&#039;Tzaangors (Combat, Medic, Veteran, Zealot)&#039;&#039;&#039;: 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&amp;quot; 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 &#039;&#039;Medic&#039;&#039; stratagem &#039;Stimm-shot&#039;, 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. &lt;br /&gt;
**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 &#039;&#039;Medic&#039;&#039; 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 &#039;Immovable Automaton&#039;). In regular matched play games, though, you&#039;ll have to settle for just combining Stimm-shot with the speed boosts of a brayhorn to make your &#039;gors, particularly a Combat specialist Twistbray, move fast and hit hard.&lt;br /&gt;
**&#039;&#039;&#039;Tzaangor with brayhorn (Comm, Combat, Medic, Veteran, Zealot)&#039;&#039;&#039;: 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 &#039;&#039;Comm&#039;&#039; 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 &#039;gor you&#039;ll want to equip with a chainsword and autopistol, as whether he&#039;s giving his fellow &#039;gors a speed boost or directing soulreaper fire, he&#039;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&#039;s worth.&lt;br /&gt;
**&#039;&#039;&#039;Twistbray (1)(Leader, Combat, Medic, Veteran, Zealot)&#039;&#039;&#039;: Your tzaangor boss, and also you second choice for Kill team &#039;&#039;Leader&#039;&#039;. 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 &#039;&#039;Combat&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
====TS Elite Units====&lt;br /&gt;
*&#039;&#039;&#039;Scarab Occult Terminator&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
====TS Commanders====&lt;br /&gt;
*&#039;&#039;&#039;Exalted Sorcerer (Commander)&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Tzaangor Shaman (Commander)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===TS Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Sorcerous Focus (2CP)&#039;&#039;&#039;: Use this at the start of your Pschic phase. Pick a PSYKER model from your kill team that is within 2&amp;quot; of at least two other models from the kill team. Add 6&amp;quot; to the range of this model&#039;s &#039;&#039;Psybolt&#039;&#039; 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!&lt;br /&gt;
*&#039;&#039;&#039;Immovable Automation (2CP)&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Veterans of The Long War (2CP)&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Cycle of Slaughter (2CP)&#039;&#039;&#039;: Use at the end of the Fight phase. Select a TZAANGOR from your kill team- that model can immediately fight a second time.&lt;br /&gt;
*&#039;&#039;&#039;Malicious Familiar (1CP)&#039;&#039;&#039;: Use at the end of the Movement phase. Pick an enemy model with 1&amp;quot; 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. &lt;br /&gt;
*&#039;&#039;&#039;Hungering Warpflame (1CP)&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
===TS Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*7 models, 100 points&lt;br /&gt;
**Aspiring Sorcerer with warpflame pistol (Leader), 18 pts&lt;br /&gt;
**Rubric Marine with Icon of Flame, 17 pts&lt;br /&gt;
**Rubric Marine with warpflamer (Demolitions), 20 pts&lt;br /&gt;
**Rubric Marine Gunner with soulreaper cannon (Heavy), 20 pts&lt;br /&gt;
**Tzaangor with Brayhorn (Comm), 10 pts&lt;br /&gt;
**Tzaangor, 7 pts&lt;br /&gt;
**Twistbray, 8 pts&lt;br /&gt;
*6 models, 100 points&lt;br /&gt;
**Aspiring Sorcerer with warpflame pistol (Leader), 18 pts&lt;br /&gt;
**2 Rubric Marines, 32 pts&lt;br /&gt;
**Rubric Marine with warpflamer (Demolitions), 20 pts&lt;br /&gt;
**Rubric Marine Gunner with soulreaper cannon (Heavy), 20 pts&lt;br /&gt;
**Tzaangor with Brayhorn (Comm), 10 pts&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commanders Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;For When Commanders Cost Points&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For When Commanders Cost Nothing&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gellerpox Infected (Rogue Trader)==&lt;br /&gt;
&lt;br /&gt;
===Why play Gellerpox Infected===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**All the Nurgly toughness you&#039;ve come to expect - high Toughness values and wound counts, and Disgustingly Resilient.&lt;br /&gt;
**Options to focus either on a small group of extremely tough mutants or a horde of weaker beasts. &lt;br /&gt;
**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.&lt;br /&gt;
**Access to several very powerful Stratagems.&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Virtually no Shooting game beyond Vulgrar&#039;s belly flamer and the Sludge-Grubs&#039; spit.&lt;br /&gt;
**Stratagems are expensive.&lt;br /&gt;
**Apart from the Mutoid Vermin, your units are slow as hell. We&#039;re talking 5&amp;quot; of movement at most here.&lt;br /&gt;
**Running high model teams above 14 will make it impossible not to have the faction fall apart to morale.&lt;br /&gt;
&lt;br /&gt;
===Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Disgustingly Resilient&#039;&#039;&#039;: Just the same as it is with Death Guard.&lt;br /&gt;
*&#039;&#039;&#039;Vermin&#039;&#039;&#039;: Add one to injury rolls. Makes your weak trash even trashier.&lt;br /&gt;
*&#039;&#039;&#039;Mindless&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapon===&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
*&#039;&#039;&#039;Nightmare Hulks (Leader (Gnasher-Screamer only), Combat, Veteran, Zealot)&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Gellerpox Mutants (Leader, Combat, Demolitions, Veteran, Scout, Zealot)&#039;&#039;&#039;: 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. &lt;br /&gt;
*&#039;&#039;&#039;Eyestinger Swarms&#039;&#039;&#039;: The fastest of the little bugs with 10&amp;quot; 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&#039;t do it any favors with its wound rolls. Don&#039;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. &lt;br /&gt;
*&#039;&#039;&#039;Cursemites&#039;&#039;&#039;: The cheapest model in the faction. It can reroll failed charges and pile in 6&amp;quot; and has 2 attacks that scores 2 hits on a 6.  &lt;br /&gt;
*&#039;&#039;&#039;Sludge-Grubs&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Glitchlings (Combat, Scout, Zealot)&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
====Commander====&lt;br /&gt;
*&#039;&#039;&#039;Vulgrar Thrice-Cursed (Combat, Demolitions, Strength, Veteran, Zealot)&#039;&#039;&#039;: 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&#039;s the same as his invulnerable save you won&#039;t care about it. And with 5 wounds and Disgustingly Resilient, he won&#039;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&amp;quot; of him, which isn&#039;t spectacular but still has its uses.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Gellershift (2 CP):&#039;&#039;&#039; A Deep Strike Stratagem in Kill Team? You&#039;d better believe it! Works just like similar Stratagems in 40K, only you cannot place the Deep Striking model within 4&amp;quot; of an enemy model. Yes, &#039;&#039;4&amp;quot;&#039;&#039;. 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&#039;s cost is that it only works on Gellerpox Mutants, so this rules out the big guys.&lt;br /&gt;
*&#039;&#039;&#039;Verminoid Infestation (3 CP):&#039;&#039;&#039;This one allows you to place a Mutoid Vermin model within 6&amp;quot; of a member of your Kill Team but it must be placed 6&amp;quot; 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&#039;t get penalized if they die.&lt;br /&gt;
*&#039;&#039;&#039;Twisted Blessings (2 CP)&#039;&#039;&#039;: 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&#039;t tough enough already. &lt;br /&gt;
*&#039;&#039;&#039;Rancid Vomit (2 CP)&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Corruption and Decay (2 CP)&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Machine Glitch (1 CP)&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
===Commander Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Insane Gibbering (1 CP)&#039;&#039;&#039;: Use at the start of the psychic phase. Vulgrar imposes a -1 penalty to psychic tests for psykers within 18&amp;quot; of him.&lt;br /&gt;
*&#039;&#039;&#039;Lord of Resentment (1 CP)&#039;&#039;&#039;: At the start of the movement phase, Vulgrar gains an aura that allows all Gellarpox Infected within 6&amp;quot; of him to re-roll hit rolls of 1. This effect ends at the start of the next battle round. &lt;br /&gt;
&lt;br /&gt;
===Commander Traits===&lt;br /&gt;
*&#039;&#039;&#039;Twisted Brilliance (10 pts)&#039;&#039;&#039;: If Vulgrar is in the Kill-Team, gain 1 extra CP that can only be used for Gellarpox Infected Tactics.&lt;br /&gt;
*&#039;&#039;&#039;Master of Vermin (15 pts)&#039;&#039;&#039;: As long as Vulgrar is not shaken, all Mutoid Vermin within 6&amp;quot; of him re-roll failed hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Servants of the Abyss (Blackstone Fortress)==&lt;br /&gt;
===Why Play Servants of the Abyss===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Beastmen, Dark Mechanicus, and Rogue Psykers&lt;br /&gt;
**You might gain a perverse sense of glee in drowning your enemies with attacks&lt;br /&gt;
**Unlike vanilla CSM, your marines can actually buff your mook horde and use them as literal meat shields.&lt;br /&gt;
**Servants of the Abyss are an excellent way to represent the Tyrant&#039;s Legion or Lost and Damned for some old school [[Badab War]] and [[Vraks|Siege of Vraks]] Kill Team goodness.&lt;br /&gt;
**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.&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**No Chaos marks or icons.&lt;br /&gt;
**Obsidius is your only reliable heavy-hitter. the only other option you have is krak grenades to crack harder targets.&lt;br /&gt;
**These guys cannot supplement an existing Chaos Marines force. Not even your beastmen and guardsmen have the CSM keywords to be of use.&lt;br /&gt;
**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&#039;s heads down while they get there. &lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Lasgun&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Laspistol&#039;&#039;&#039;: They&#039;re functionally identical to Autopistols. Grab one to make sure your boys can actually shoot something, but don&#039;t rely on it to amount to anything.&lt;br /&gt;
*&#039;&#039;&#039;Autopistol&#039;&#039;&#039;: They&#039;re functionally identical to laspistols. Grab one to make sure your boys can actually shoot something, but don&#039;t rely on it to amount to anything.&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Chainsword&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Brutal Assault Weapon&#039;&#039;&#039;: What could have just been left as a basic CCW was instead made into an equivalent to a chainsword. Thank Chaos for that.&lt;br /&gt;
*&#039;&#039;&#039;Electro-goads&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Stave&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Servants of the Abyss&#039;&#039;&#039;: If any model with this rule are within 6&amp;quot; of a {{W40kKeyword|HERETIC ASTARTES}} model, they can re-roll nerve tests.&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
*&#039;&#039;&#039;Traitor Guardsmen (Leader [Sergeant Only], Heavy [Gunner Only], Demolitions, Scout, Sniper, Veteran)&#039;&#039;&#039;: 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.&lt;br /&gt;
**&#039;&#039;&#039;Traitor Guardsmen Gunner (2)&#039;&#039;&#039;: This is your lone way of grabbing flamers or krak grenades.&lt;br /&gt;
**&#039;&#039;&#039;Traitor Guardsman Sergeant (1)&#039;&#039;&#039;: 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&#039;t any reason not to bring him along.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Beastmen (Leader, Combat, Demolitions, Veteran, Zealot)&#039;&#039;&#039;: They&#039;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&#039;re still strapped with chainswords and pistols, so they&#039;re best used as a frontline.&lt;br /&gt;
*&#039;&#039;&#039;Negavolt Cultists (Leader, Combat, Veteran, Zealot)&#039;&#039;&#039;: 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.&lt;br /&gt;
*&#039;&#039;&#039;Rogue Psykers (Leader, Comms, Veteran, Zealot)&#039;&#039;&#039;: 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 &#039;&#039;two points cheaper&#039;&#039;. 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&#039;s on a psychic test, but they have a guardsmen&#039;s toughness and save, and suffer perils on &#039;&#039;any&#039;&#039; doubles. Honestly, a Rogue Psyker&#039;s space on a team would probably be better filled with more guardsmen, cultists, beastmen, or space marines.&lt;br /&gt;
*&#039;&#039;&#039;Black Legionnaire (Leader, Combat, Sniper, Veteran, Zealot)&#039;&#039;&#039;: 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 &#039;&#039;doesn&#039;t&#039;&#039; have access to a melee weapon (ironic considering they can take Combat specialization), which limits their usefulness in combat. Instead, they&#039;re used as runtherds for your squishy humie (and abhumie) hordes so that they don&#039;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.&lt;br /&gt;
&lt;br /&gt;
====Commander====&lt;br /&gt;
*&#039;&#039;&#039;Obsidius Mallex  (Fortitude)&#039;&#039;&#039;: 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&#039;s best suited for smashing opposing commanders and other heavy units.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Blackstone Trinket (2CP)&#039;&#039;&#039;: You can nullify the psychic powers of anyone casting within 6&amp;quot; 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&#039;t bring the psykers or you&#039;ve got a lot of psykers to worry about.&lt;br /&gt;
*&#039;&#039;&#039;Expendable Minions (1CP)&#039;&#039;&#039;: Use this tactic whenever a {{W40kKeyword|HERETIC ASTARTES}} model&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Fully Charged (2CP)&#039;&#039;&#039;: Pick two Negavolt Cultists within 1&amp;quot; of each other at the start of the shooting phase. They now get +1 to their invulns for the turn. Sadly, you can&#039;t go on and daisy-chain the Voltagheist fields together for a wall of 4++/5+++.&lt;br /&gt;
*&#039;&#039;&#039;Veterans of the Long War (2CP)&#039;&#039;&#039;: Use this tactic when you choose one of the {{W40kKeyword|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 {{W40kKeyword|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.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
[[Category: Warhammer Tactics/KillTeam]]&lt;/div&gt;</summary>
		<author><name>2001:5B0:2440:D8D8:B483:7146:EEA6:2B47</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Skorpius_Hover_Tank&amp;diff=431106</id>
		<title>Skorpius Hover Tank</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Skorpius_Hover_Tank&amp;diff=431106"/>
		<updated>2019-05-13T03:58:23Z</updated>

		<summary type="html">&lt;p&gt;2001:5B0:2440:D8D8:B483:7146:EEA6:2B47: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A vehicle utilized exclusively by the [[Skitarii]], the Skorpius basically serves the same function as a Rhino, with both transport and battle tank variants. Except it&#039;s a hovercraft. Not fancy anti-grav tech either, it&#039;s pretty much just a conventional hovercraft. Apparently using big-ass fans to float an armored vehicle on regular old air (something we can do in friggin M2) is now, and we quote: [[Games Workshop|&amp;quot;barely understood, deadly technology from the Age of Darkness.&amp;quot;]] [[Derp|Yeah.]]&lt;br /&gt;
&lt;br /&gt;
==Skorpius Dunerider==&lt;br /&gt;
[[File:Fest2019-Sat12-Dunerider1kjcw.jpg|thumb|250px|left]]&lt;br /&gt;
&lt;br /&gt;
The Higgins Boat of 40k, the Dunerider works exactly the same as the WWII Landing Craft that inspired it: hit the &amp;lt;s&amp;gt;beach&amp;lt;/s&amp;gt; battlefield, suppress enemies with the many stubbers mounted on it, and then drop the front ramp and have the Skitarii within re-enact the opening scene of Saving Private Ryan. It&#039;s basically a smaller and more advanced version of the [[Gorgon Armored Assault Transport]]. Honestly, the one thing that makes no sense at all is why the Imperial Guard apparently aren&#039;t allowed to use it, seeing as how the technology behind [[Sentinel|Sentinels]] and Plasma Guns is more complex than a Skorpius Dunerider.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Skorpius Disintegrator==&lt;br /&gt;
[[File:Fest2019-Sat12-Disintegrator1jc.jpg|thumb|250px|left]]&lt;br /&gt;
&lt;br /&gt;
A battle tank variant of the Skorpius. Looks similar to a rubber duck, oddly enough. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Template:40k-Imperial-Vehicles}}&lt;br /&gt;
{{Template:Mechanicus}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]][[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:5B0:2440:D8D8:B483:7146:EEA6:2B47</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Skorpius_Hover_Tank&amp;diff=431105</id>
		<title>Skorpius Hover Tank</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Skorpius_Hover_Tank&amp;diff=431105"/>
		<updated>2019-05-13T03:43:37Z</updated>

		<summary type="html">&lt;p&gt;2001:5B0:2440:D8D8:B483:7146:EEA6:2B47: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A vehicle utilized exclusively by the [[Skitarii]], the Skorpius basically serves the same function as a Rhino, with both transport and battle tank variants. Except it&#039;s a hovercraft. Not fancy anti-grav tech either, it&#039;s pretty much just a conventional hovercraft. Apparently using big-ass fans to float an armored vehicle on regular old air (something we can do in friggin M2) is now, and we quote: [[Games Workshop|&amp;quot;barely understood, deadly technology from the Age of Darkness.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Skorpius Dunerider==&lt;br /&gt;
[[File:Fest2019-Sat12-Dunerider1kjcw.jpg|thumb|250px|left]]&lt;br /&gt;
&lt;br /&gt;
The Higgins Boat of 40k, the Dunerider works exactly the same as the WWII Landing Craft that inspired it: hit the &amp;lt;s&amp;gt;beach&amp;lt;/s&amp;gt; battlefield, suppress enemies with the many stubbers mounted on it, and then drop the front ramp and have the Skitarii within re-enact the opening scene of Saving Private Ryan. It&#039;s basically a smaller and more advanced version of the [[Gorgon Armored Assault Transport]].&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Skorpius Disintegrator==&lt;br /&gt;
[[File:Fest2019-Sat12-Disintegrator1jc.jpg|thumb|250px|left]]&lt;br /&gt;
&lt;br /&gt;
A battle tank variant of the Skorpius. Looks similar to a rubber duck, oddly enough. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Template:40k-Imperial-Vehicles}}&lt;br /&gt;
{{Template:Mechanicus}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]][[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:5B0:2440:D8D8:B483:7146:EEA6:2B47</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Skorpius_Hover_Tank&amp;diff=431104</id>
		<title>Skorpius Hover Tank</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Skorpius_Hover_Tank&amp;diff=431104"/>
		<updated>2019-05-13T00:38:10Z</updated>

		<summary type="html">&lt;p&gt;2001:5B0:2440:D8D8:B483:7146:EEA6:2B47: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A vehicle utilized exclusively by the [[Skitarii]], the Skorpius basically serves the same function as a Rhino, with both transport and battle tank variants. Except it&#039;s a hovercraft. Not fancy anti-grav tech either, it&#039;s pretty much just a conventional hovercraft. Apparently using big-ass fans to float an armored vehicle on regular old air (something we can do in friggin M2) is now barely understood, deadly technology from the Age of Darkness. The Skorpius is also one of the brickiest vehicles GW have yet made, and that&#039;s saying something.&lt;br /&gt;
&lt;br /&gt;
==Skorpius Dunerider==&lt;br /&gt;
[[File:Fest2019-Sat12-Dunerider1kjcw.jpg|thumb|250px|left]]&lt;br /&gt;
&lt;br /&gt;
The Higgins Boat of 40k, the Dunerider works exactly the same as the WWII Landing Craft that inspired it: hit the &amp;lt;s&amp;gt;beach&amp;lt;/s&amp;gt; battlefield, suppress enemies with the many stubbers mounted on it, and then drop the front ramp and have the Skitarii within re-enact the opening scene of Saving Private Ryan. It&#039;s basically a smaller and more advanced version of the [[Gorgon Armored Assault Transport]].&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Skorpius Disintegrator==&lt;br /&gt;
[[File:Fest2019-Sat12-Disintegrator1jc.jpg|thumb|250px|left]]&lt;br /&gt;
&lt;br /&gt;
A battle tank variant of the Skorpius. Looks similar to a rubber duck, oddly enough. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Template:40k-Imperial-Vehicles}}&lt;br /&gt;
{{Template:Mechanicus}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]][[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:5B0:2440:D8D8:B483:7146:EEA6:2B47</name></author>
	</entry>
</feed>