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==Space Marines== ===Why Play Space Marines=== *'''Pros''' **'''Transhuman Physiology''' lets Space Marines ignore the to hit penalties from the first Flesh Wound taken by a model, so that single wound is more valuable than others. It also basically means that Primaris Marines are even MORE resilient than their profile would indicate. **Reliable morale. Ld8 Sarges means they don't break easy, and with '''And They Shall Know No Fear''' they'll pass Nerve tests readily when they do start taking losses ***Technically broken by RAW, though RAI is so obvious nobody plays it that way. See below. **The sheer versatility of Space Marines coupled with easy access to 2W models and '''Transhuman Physiology''' makes Space Marines a very flexible, but also very forgiving choice, great for beginners or for when you don't know what you're playing against. ***Even Reivers, your primary melee unit outside of Elites, are flexible enough to be competent at range. **You get to play the music from Nolan's ''The Dark Knight'' whenever your Reivers Grapnel Launcher about. You can also do Bale's throat-cancer voice when they reach melee. **The Librarian lets you pull off some interesting stuff when you when you combine Might of Heroes and Veil of Time. **Absolutely ''spoiled'' for unit choice, with a selection of over 19 units across the various expansions, the most in the game. **'''Death Denied''' stratagem is able to save your marines from assured death, no other saving stratagem is as good as this. *'''Cons''' **As generalists, you'll find that other Kill Teams with a more dedicated focus towards Melee or Range might have better toys than you. Bolters are nothing out of the ordinary. ***Even Reivers, lacking melee AP, will struggle against other dedicated melee units. They can definitely deal with the enemy, but the point here is that you have to actually think in order to do it. **You can field a grand total of four heavy/special weapons, which are going to be your actual workhorses, since you want to aim for actual kills instead of just flesh wounds. Your enemy will know this and aim for the actual threats first. **While that's a barely below average number of special/heavy guns compared to what other Kill-Teams can field, your squad members are expensive enough that it'll be hard to hide the weapon bearers behind other teammates, and you'll find yourself outnumbered more often than not. **Most of your available Commander units are Primaris, which will restrict the wargear you can give them. ===SM Special Rules=== *'''And They Shall Know No Fear:''' Reroll your Failed Nerve Checks. With base Ld7, this means 2 models have to be dead for one of your solitary models to even have a chance to get Shaken after two consecutive 6s. **RAW this actually does nothing. Since re-rolls happen before any modifiers are applied to the outcome and you can't roll a 7+ with a d6, its impossible to fail a Nerve test before you check if you can reroll. After this however, the modifiers will apply, meaning that if you have 2 marines already out of action your other marines will fail their Nerve test on a 6, without their ability granting them a re-roll. The only way to re-roll a failed nerve test right now, is a tactical re-roll for 1 CP. However, RAI is so obvious here that literally nobody from LGS to the big Tournaments plays it that way. Not to mention the other things it breaks. As it stands, its mostly just another example of GW's amazing writing. *'''Transhuman Physiology:''' Ignore -1 penalty to hit from the first flesh wound suffered in a game. *'''Iron Halo:''' Exclusive to the Primaris Captain, it gives him a 4++. Useful for when someone thinks they can beat your space marines with just some big numbers in their AP stat. *'''Rosarius:''' Same thing as the Iron Halo, but for the Primaris Chaplain. *'''Psychic Hood:''' Exclusive to the Primaris Librarian, gives a +1 to his Deny the Witch roll when within 12" of the psyker he's attempting to deny. ===SM Wargear=== *'''Auspex:''' Excellent value for a single point, this lets one member of your killteam within 3" of it ignore the penalty for shooting and injuring an obscured target. Considering how extreme the rules for cover are, this thing is probably worth the price on a Tactical Comms officer, and not too bad on an Intercessor of any type either. *'''Auxiliary Grenade Launcher:''' Exclusive to the Intercessor Gunner, it radically changes the way to use grenades, from risky to an actual primary weapon. While only one model may use a grenade, this doesn't replace the Intercessor's weapon, and in the hands of a Demolitions specialist with Grenadier this turns grenades into budget missiles. 30", frags wounding obscured MEQs on 4+, Kraks wounding everyone on 2+. ZERO points, it's basically the Gunner's 1pt tax. Almost an auto-include. That said, keep in mind that with the errata it ''does'' have to deal with the long range penalty. *'''Camo Cloaks:''' Adds a further -1 to hit to obscured Scouts. Makes Sniper-Scouts and Missile-Scouts surprisingly survivable for a bargain price - you don't need armour if you aren't hit at all. *'''Combat Shield:''' For 5pts {{W40kKeyword|Dark Angels}} Company Vet or Vet Sgt get a 5++. *'''Grapnel Launchers:''' Allows Reivers to ignore vertical distance when normal moving (moving under and up to your model's Movement characteristic: charging and advancing fall under special cases as defined in the rulebook). It's hard to overstate the advantage that freedom of movement brings to a game as terrain-heavy as Kill Team. Turning Reivers into defacto jump troops allows you to use them at their full potential. *'''Grav-Chute:''' Allows Reivers to ignore falling damage. Considering how often your stabby boys will be leaping tall buildings and ziplining all over the place, these things can come in handy. The only downside is that it's a further points tax on an already pricey unit with an already existing points tax (''Always. Take. The. Grapnel. Launchers.''), but it's a nice way to avoid tempting fate with that Combat specialist you've come to love, protecting that investment from an idiotically underwhelming death. You can play without them, but just be aware that you're playing a risky game. Leave them behind if you are playing Arena matches, as they will be functionally useless. *'''Haywire Mine:''' A single incursor can take this. Drop it within 1" of your model and without 3" from any enemies at any point during that that model's move. Any time an enemy gets within 2", take it off the board and theres a 50/50 chance that all models (friendly and enemy alike) within 2" receive a single mortal wound. One time use. **You read that right, its taken off the board even if it doesn't go off. You're paying 5pts for a single shot weapon that has a flat 50% chance to do nothing, on top of the 50% chance to fail the injury roll. Also keep in mind that given you can't set it up within range of an enemy and it ALWAYS gets removed when an enemy comes within 2", it can only ever hit one enemy. Not to mention that half the time your opponent can just walk around it. Spend the points on a bigger gun for one of your other models. *'''Infiltrator Comms Array''' Add 1 to the Leadership characteristic of models within 6" of any friendly models equipped with an Infiltrator Comms Array **Largely a waste of 5pts in a High Ld, Low Model-Count faction with free nerve test rerolls. Especially with its piddly range. Avoid unless you really want a Infiltrator Comms spec. *'''Jump Pack:''' For 6pts a Vanguard Vet or Sgt, or a {{W40kKeyword|Space Wolves}} Company Vet or Vet Sgt can get a 12" Move characteristic, {{W40kKeyword|Fly}} and {{W40kKeyword|Jump Pack}} *'''Storm Shield:''' ===SM Faction Attributes=== *'''Imperial Fists - Siege Masters:''' Models in your kill team don't suffer the penalty to Injury rolls for the target of their attacks being obscured and within 1" of a model or terrain piece that is between the two models. *'''Dark Angels - Grim Resolve:''' You can re-roll unmodified hit rolls of 1 for shooting attacks for models in your kill team (including when firing overwatch) that have not moved in this battle round. You can also re-roll when determining whether or not your team is broken in the Morale phase. In addition, the Dark Angels get access to different wargear options on veterans and terminators. **While overcharging plasma is never without risks, the Dark Angels seriously mitigate that risk, and make running more than one plasma weapon viable, if expensive. Even without plasma, the tactic can still be useful for holding a line. *'''White Scars - Lightning Assault:''' Add 2" to all Advance rolls, and if they started their movement phase within 1" of an enemy, but the enemy is no longer present by the time they move, they can make a charge attempt **Excellent for when mobility is a must, or when you need to make sure an opponent stays stuck in that tarpit. *'''Space Wolves - Hunters Unleashed:''' Add 1 to hit rolls if they charge, were charged, or piled in with heroic intervention. You can also use heroic intervention within 6" of your commander instead of 3", and they move 6". In addition, Space Wolf terminators and veterans gain access to unique warghear options, but no you don't get your special wolf scouts. **The +1 to hit on charges is good enough on its own, as it lets the wolves hit on a 2+ if there are no other negative modifiers. The exclusive wargear options are awesome, and one of the better arguments for running Space Wolves. The extra distance on heroic intervention is just icing on the cake. *'''Blood Angels - Red Thirst:''' Add 1 to wound rolls if they charge, are charged, or piled in with heroic intervention. In addition, Blood Angels veterans can take the inferno pistol or hand flamer. **Good for dealing with high toughness models. *'''Iron Hands - The Flesh Is Weak:''' Roll a d6 when they lose a wound. On a 6, it's ignored. If they have a similar trait, reroll 1s. *'''Ultramarines - Codex Discipline:''' Add 1 to leadership and can fire even if they fell back or retreated, but need an unmodified 6 to hit. **The usefulness of this attribute is dubious. +1 leadership is never bad, but between the SM's already high leadership and the And They Shall Know No Fear special rule, it may not be very useful. And, as nice as being able to fire after falling back is, an unmodified 6 is a tall order. *'''Salamanders - Master Artisans:''' Reroll a single failed hit roll and wound roll per phase. **One of the better tactics, as it hypothetically allows for up to six rerolls in a turn: two in overwatch during the movement phase, two in the shooting phase, and two in the fight phase. This can free up vital command points to spend on tactics, especially Death Denied. Also, while most Chapter Tactics are geared either towards shooting (Dark Angels, Imperial Fists) or melee (Space Wolves, Blood Angels, Black Templars), the Salamanders tactic makes them better at both. *'''Raven Guard - Shadow Masters:''' Count as obscured if they're more than 12" away from an enemy model. **Sadly, in the small, often terrain-dense boards of Kill Team, this is of questionable usefulness. On the one hand, the extra protection while moving in the open is undeniably good. However, you really want to be hugging cover anyway for the bonus to injury rolls. More importantly, there are a lot of things that can ignore penalties to hit from a model being obscured, like the auspex/omnispex and the level 2 Shooting commander specialism, to name two. And demolition specialists add 1 to wound rolls against obscured models, actively using the Raven Guard's attribute against them. *'''Black Templars - Righteous Zeal:''' Reroll charges. **Simple, but effective. ===SM Ranged Weapons=== *'''Boltgun:''' The classic 24" Rapid Fire S4 gun everything else is compared against. Nothing to write home about, good or bad. And yet, you likely won't see too many of these in a Space Marine Killteam, as there are plenty of better weapons options and not enough bodies to wield them. *'''Combi-Weapon:''' A Bolter with an underslung flamer/grav/melta/plasmagun. You can fire either/or as per normal, or shoot both at a -1 penalty. It gives your Sergeant solid flexibility, but removes your bolt pistol as of the most recent errata. It pairs well with a nearby Comms Specialist to give it a +1 and fire both guns without penalty. It's also the only way to have a second special weapon, but, sadly, it's mutually exclusive with the Auspex. *'''Shotgun:''' 12" Assault 2 S4 that becomes S5 at half range. Useful in the hands of a ''Scout'' Scout - not only can they close the distance by moving up to 8" and re-rolling advances, but a lvl3 one can use '''Move unseen''' to teleport into S5 range. *'''Sniper Rifle:''' 36" Heavy 1 S4, it allows Scouts to score a mortal wound on a 6+ to wound. It also ignores the long range shooting penalty. Literally the only advantage the regular Sniper Rifle has over the Bolt Sniper Rifle is that bringing a Sniper rifle armed Scout is 7 points cheaper than an Eliminator armed with a Bolt Sniper Rifle. *'''Bolt Rifle:''' AP-1 Bolter with excellent 30" range, so it not only threatens the entire table from a suitable vantage point but it also shoots twice 3" before most enemies are able to do the same. Plus the AP makes it always useful. Most situations the Rapid Fire and -1 AP will make this weapon superior to the auto/stalker variants for your intercessors. *'''Auto Bolt Rifle:''' Two-shot Assault Bolter for your Intercessors. Shooting twice across its entire range, it's not in such a hurry to close in like other Rapid Fire weapons are. So, good rate of fire and mobility, a good all rounder. **'''Master-Crafted Auto Bolt Rifle:''' Exact same as the standard version, but with 2 damage. Exclusive to the Primaris Captain and Lieutenant. *'''Stalker Bolt Rifle:''' 36" Heavy 1 S4 AP-2 gun for your Intercessors. It ''doesn't'' ignore range like the actual Sniper rifle does, but it's used in a similar fashion, with better results due to its armour penetration. Its pretty decent for a free weapon, but doesn't compete with special weapons for true firepower. While it performs slightly better against MEQs and at range than the Auto Bolt Rifle, it is significantly less flexible, sacrificing more against GEQs and Invulns than it gains against MEQs. **'''Master-Crafted Stalker Bolt Rifle:''' Exact same as the standard version, but with 2 damage. Exclusive to the Primaris Captain and Lieutenant. Has exactly the same caveat about the Master Crafted Auto Bolt Rifle that its vanilla cousin has about the Auto Bolt Rifle. *'''Bolt Carbine:''' Literally the same as the Auto Bolt Rifle, for Reivers. If you want a more mobile Intercessor, you give this to a Reiver, otherwise you use something else. Quite simple, really. *'''Marksman Bolt Carbine:''' A bolt carbine with the bonus of auto-passing wound rolls on a hit roll of 6. Exclusive to Infiltrators. *'''Storm bolter:''' A boltgun with double the shots. The storm bolter is the default weapon for terminators, though company veterans and sternguard can also take one. Good for dealing with hordes, or for any situation where you need quantity over quality in terms of shots. *'''Wrist-Mounted Grenade Launcher:''' A wargear option only available to Terminator Captains equipped with a Power fist. This nifty weapon attaches to the power fist and provides the Captain with d3 extra shots. Because it is not a pistol or grenade weapon, it can be fired in the same turn as the Captain's main gun. The 12 inch range is pretty bad, but given the Captain's base to-hit is 2+, it isn't impossible for this to hit things at the edge of its range. Only costs 2 points, but that is on top of cost of the prerequisite power fist, which costs as much as a tactical marine. It does have one point of AP, which is still one more than the default storm bolter, so it has a slightly better chance of cracking open armored targets. If you are running a power fist anyway, this is a neat little bonus, but taking the powerfist just for access to this is a questionable decision. **Note: With the default storm bolter, the wrist-mounted grenade launcher gives the marine 5-7 shots per turn against anything inside 12 inches. With a combi-flamer, that turns to 3-5 shots, with an additional 1-6 auto-hitting flamer shots against anything within 8 inches. Few models in kill team have the power to make that many shots in one turn. This can be particularly deadly in overwatch, where the volume of attacks make it more likely for one to go through, and anything that survives has to tangle with the power fist. *'''Accelerator Autocannon:''' Exclusive to the suppressors these weapons are classed as heavy but have some the longest range of SM weapons and have a slightly OP ability.IF you wound a target (Not hard with St:7 and AP:-2) you prevent that model from shooting and this effect extends to all models within 2 inches. Currently the only option for suppressors. *'''Las Fusil:''' This gun is everything the lascannon wishes it could be but isn't, for a much more reasonable cost. It will wound all but the toughest units on 2s, and everything else on 3s, and the AP is just as good. Damage 3 arguably makes it better than its heavy cousin, the lascannon, since there is no chance of rolling a 1 for damage. *'''Occulus Bolt Carbine:''' The weapon of choice for the new incursor profile. Basically a regular bolt carbine with a scope that gives it +1 to it against obscured targets. Stacks nicely with the auspex buff. **'''Master-Crafted Occulus Bolt Carbine:''' Exact same as the standard version, but with 2 damage. Exclusive to the Lieutenant in Phobos Armour *'''Bolt Sniper Rifle:''' A choose-your-own-adventure weapon exclusive to Eliminators with stats entirely dependent on what round you use but all have strength 5. Ammo can be changed every time you shoot. **'''Executioner Round:''' St:5, AP:-2 and D3 damage. Useful for when you need to bring down targets reliably. **'''Mortis Round:''' Plus 2 to hit and doesn't require line-of-sight. If you're prioritizing keeping your Eliminator alive go with this. Pairs well with "Concealed position" **'''Hyperfrag Round:''' Does D3 shots. Good for when you need to need to deal more shots than damage for some reason. *'''Instigator Bolt Carbine:''' St:4, AP:-1, 2 damage with Assault 1, added by Annual and exclusive to the Eliminator Sergeant. Great on a White Scars Scout specialist. **'''Master-Crafted Instigator Bolt Carbine:''' Exclusive to the Captain in Phobos Armor, its rather different to its vanilla version. Changes to Heavy 1, gains an extra 6" of range, an extra point of AP and you ignore the long range penalty to hit rolls. All comes together to what should be a solid, reliable weapon, especially against GEQs, except that its on an 81pt model. *'''Special Issue Boltgun:''' The Sternguard's signature weapon and 1-point additional tax, the special issue boltgun is, as the name suggests, an upgraded boltgun. These upgrades take the form of 6 inches extra range and -2 AP, making it actually better than Belisarius Cawl's fancy new bolt rifle. '''Special Weapons:''' They all have their use, but their limited nature forces you to really think what its role will be. *'''Flamer:''' All the -1s to hit in kill-team make flamers a valuable pick, especially in the hands of a Demolitions Specialist. *'''Grav-gun:''' 18" Rapid Fire S5. D3 damage vs MEQs makes it a good counter against them (especially Rubrics), although the range and subpar strength make it somewhat less useful than the Plasma Gun. *'''Meltagun:''' While the vehicles that a meltagun is typically used against don't exist in Kill-Team, its short range is less of an issue on the small playing field and the high amount of damage it causes will all but guarantee that anything shot by it will be out of action. ''Heavy'' specialists can advance without shooting penalties, so they have an easier time getting it into range. *'''Plasma Gun:''' The classic sungun, you know the drill. High AP, two settings: Safe solid Str7 to wound everyone on a 3+, or Str8 to wound everyone on a 2+ and deal 2D, but risk blowing up. Not even flesh wounds, just death. That is <u>only natural 1s</u>, regardless of modifiers, so give it to a Sniper to re-roll them - it also means a Comms can't save you either. '''Heavy Weapons:''' They've got good range, so long shots won't be a problem. Moving is, so it makes sense for Heavy weapons to be handled by the Heavy specialist. *'''Missile Launcher:''' The longest ranged weapon you've got, good against both lightly armored enemies and tougher foes. Sternguard gunners and {{W40kKeyword|Dark Angels}} veterans can take them, but at double a scout or tactical marine would pay. *'''Heavy Bolter:''' Plenty of shots, AP-1, and 36" range makes this your staple heavy weapon. *'''Grav-cannon and Grav-Amp:''' A heavy four-shot grav-gun with longer range. Good for cracking heavily armored foes, but pricey. *'''Heavy Flamer:''' Exclusive to Sternguard Veterans and Terminator Gunners. A flamer with one extra strength and ap. Note that a Terminator with this retains access to their Power Fist or Chainfist. Put that combo on an objective and dare your opponent to get close to it. *'''Lascannon:''' The most expensive weapon available to Space Marines (excluding commander wargear), this costs one point more than a tactical marine. Its profile is nearly equivalent to a krak missile, but with one extra strength and AP. It will wound anything on a 3+, and all but the toughest on 2+, but so will a missile launcher. The extra AP is useful, but not necessarily useful enough to merit giving up an extra body on the field. *'''Multi-Melta:''' Heavy meltagun with twice the range. A heavy specialist with this will be slower than if they had a meltagun, but the range increase can make up for that. That said, it does cost as much as a scout. *'''Plasma Cannon:''' Heavy D3 plasma gun with longer range. Not bad, but arguable worse than the plasma gun in that the plasma gun gets a guaranteed two shots in within half range, where the cannon can always roll a 1. Also, rolling a high number of shots on overcharge just increases your risk of instantly losing the model carrying it. {{W40kKeyword|Dark Angel}} Terminators can carry one, and their chapter tactic mitigates the risk of overcharge melting your most expensive model. Costs the same as a tactical marine. *'''Assault Cannon:''' This Heavy 6 gun is so heavy only a Terminator Gunner can use it. It has decent strength and ap, and with that many shots something is bound to connect and do damage. The 24 inch range means that you might want to make the Terminator carrying this a Heavy specialist so they can get within optimal range. Surprisingly affordable for what it does, especially when you consider it replaces the cost of the Terminator standard Storm Bolter. *'''Cyclone Missile Launcher:''' Terminator-mounted missile rack that turns a marine into a walking artillery platform. Much like its smaller cousin, it has frag and krak missile profiles, with mostly the same stats save for extra shots. It does pay for this with shorter range, though. The Terminator carrying this gets to keep their Storm Bolter, though you probably shouldn't bother using it unless something closes to rapid fire range. '''Pistols:''' '''Remember everyone in your Kill Team (except combi-weapons sergeants) has a Pistol''', which can save your ass in combat, as not all enemies have one and [https://youtu.be/7YyBtMxZgQs?t=11 shooting happens before melee]. Furthermore, dealing a Flesh Wound in the shooting phase increases the chances of landing a true kill in melee. *'''Bolt Pistol:''' The classic bolt pistol. Really entertaining to have spam meleeists like hormagaunts slam into combat with Tacticals or Intercessors, fail to kill them and suddenly have the color drain from their face when they realize that they'll get shot apart in the next shooting phase before your marines even begin curb stomping. *'''Heavy Bolt Pistol:''' Reiver Bolt Pistol with AP-1, so it's their actual source of AP in melee. Anyone with an armour save will start sweating once your stabby boys pull out their ''DESERT EAGLES'' and begin dropping dudes before they even get into melee and steadily afterwards. Despite Kill Team being a close ranged affair, this is a pistol first and foremost - Carbine Reivers have no reason to use it over their main gun, as there are range penalties and two AP0 shots are better than a single AP-1 shot, especially with the Flesh Wound mechanic. *'''Grav Pistol:''' Sergeant sidearm. Extra punch for close combat, or something for your Auspex Sgt. to contribute with. Best against single wound MEQs, but good vs everything. *'''Plasma Pistol:''' Sergeant sidearm. Extra punch for close combat, or something for your Auspex Sgt. to contribute with. Best against GEQs, but good vs everything. You're sooo not supercharging this. Not on your Sergeant, at least not without re-rolls nearby you aren't. *'''Absolver Bolt Pistol:''' Chaplain exclusive. A heavy bolt pistol with extra range. Better than not having any gun. *'''Hand Flamer:''' {{W40kKeyword|Blood Angel}} exclusive. Weaker flamer with shorter range, and only D3 shots. However, as a pistol, it can be fired in melee. Unlikely to scare any but the squishiest of troops. *'''Inferno Pistol:''' {{W40kKeyword|Blood Angel}} exclusive. A half range meltagun that uses pistol instead of assault rules. At 6 inches of range, you practically need to be in melee to be within half range. The good news is, as a pistol, it can be used in melee. If you somehow survive but fail to kill your target, this is a good way to finish them off the next turn. The high strength practically guarantees a 2+ to wound, and the good AP means that the target will either be rolling a 6+ save at best, or falling back on an invuln save. And in melee, the special ability (roll two d6 for damage, drop the lowest) will always trigger, giving you a fairly reliable source of damage output. '''Grenades:''' You're not in 40K anymore, Kill Team's game mechanics make using a grenade a risky endeavour. Only 6" range, you can't use them after an Advance or failed charge, and being an I-go-You-go game, at such close range the enemy might charge before you get to shoot. And even in overwatch you're better off using another weapon, unless it's a bolt pistol. IF the enemy goes before AND they fail a charge AND they get so close to you that you'd need to have the initiative the next turn to have a chance of escape AND they're a unit you wouldn't want to be in combat with despite going first after an easy charge, THEN you might use them. See how hard to use they are? That's why the Intercessor Gunner's Auxiliary Grenade Launcher is such a game changer, especially if he's your Demolitions specialist. If playing a Campaign, a lvl2 Grenadier Demo also has an easier time using them, and a Scout can use '''Quick March''' to move farther before throwing the grenade. *'''Frag Grenade:''' It usually translates to a couple of lasgun shots. At 6" all your other weapons surpass it. *'''Krak Grenade:''' S6 AP-1 D3 dmg. An argument could be made for hurting tougher, multiwound boys like Tyranid Warriors, Gene-Cult Aberrants, Stealthsuits, Ork Nobs and the odd Primaris Marine. *'''Shock Grenade:''' Reiver exclusive. 1d3 shots, no damage but hit models can't neither Overwatch nor be Readied until the end of the next whole battle round, and they have to substract 1 from all hit rolls until then. The only argument that can be made for tucking this grenade ''instead of just charging/shooting it'' is that Grapnel launchers don't work on charges AND you're not confident you can kill the enemy with your Heavy bolt pistol/Carbine. That and the melee target being too dangerous to fight without playing dirty first. *'''Melta Bomb/s:''' A five point upgrade for the already expensive vanguard veterans. Basically acts as a 4-inch meltagun shot, without the meltagun's signature damage reroll. Even with the fact that grenades ignore range penalties, it still has a shorter range than the meltagun. There isn't much reason to take this. ===SM Melee Weapons=== *'''Chainsword/Combat Knife:''' Mechanically the same, this translates to an extra attack. The main weapon of melee Reivers, it turns Intercessor and Reiver sergeants into a terrifying whirlwinds of attacks without losing their primary guns. Especially against enemies with invuln saves. Your other sarges need to let go of their gun and are less impressive, so it's less of an attractive choice on them. Also available to regular Scouts, at the cost of their bolter. *'''Power Sword:''' Exclusive to Tactical and Intercessor Sergeants, its AP pretty much guarantees your opponent won't get more than a 6+ save, if that. A reliable tool for a dedicated CQC leader or just to serve as a deterrent to make the enemy think twice before charging you. Intercessor Sergeants will find those 3 attacks really useful with this thing. *'''Force Sword:''' Exact same as the power sword, but with d3 damage. Exclusive to the three variants of Librarian, and fairly terrifying in their hands. *'''Force Axe:''' Take a Force Sword and trade away 1 point of AP for 1 point of strength. The middle ground between the sword and the stave. While the other two are strong against some and comparatively weak against others, the axe is almost as good as the best option for every single possible enemy model. This makes it the best weapon of the three but it pays for it by costing 2 more points than the others. Exclusive to the Librarian in Terminator Armour. *'''Force Stave:''' Take a Force Sword and trade away 2 points of AP for 2 point of strength. Exclusive to the Librarian in Terminator Armour. *'''Power Fist:''' Strap on the Hulk Handβ’ if you ''absolutely'' want to wound everything (short of Plague Marines) in the game on a 2+, dealing valuable D3 dmg while at it. The tradeoff is that you'll be at -1 to hit, so your accuracy will suffer a bit. Interestingly, a Tactical Sergeant Veteran Specialist at Level 2 with Practiced and a Power Fist can reroll a hit roll per round, so that can go a long way toward mitigating the accuracy issue. *'''Thunder Hammer:''' The preferred whacking tool of Terminators, Company/Vanguard Veterans, and Intercessor Sergeants, this acts similarly to the Power Fist but always deals 3 damage. More importantly, it either comes on the moderately priced but surprisingly deadly Sergeant or with the always-valuable Storm Shield on Termies. For Vets, pair with a shield for a fast moving assault Termie flavor, or a Plasma pistol for an extra chance to kill. *'''Crozius Arcanum:''' S+1, AP-1, D2 Pimp cane exclusive to the two Chaplain variants. With WS2+ and 3 or 4 attacks, it makes Chaplains a melee combatant to be reckoned with. *'''Chainfist:''' A more expensive variant of the Power Fist, exclusive to Terminators. It gets an extra point of AP, and trades the D3 damage value for a reliable 2 damage. Has the same accuracy issues as the Power Fist, though. *'''Lightning Claw:''' Has one less point of AP than a power sword for the same cost (at least for Elites), but rerolls wounds, making the modest Strength less of an issue. You can take a second one at a premium for an extra attack. **A pair of Lightning Claws is actually the cheapest weapon option available to Terminators, costing half the price of the default wargear. Given how good these things are, that's not a bad deal. *'''Power Axe:''' Like a power sword, but trades a point of AP for an extra point of Strength, though it does cost a point more. Mathematically inferior to a lightning claw unless the target is double your base strength. Given that this is only possible in Kill team via combining multiple expensive buffs, the power axe should be left at home. {{W40kKeyword|Space Wolf}} Terminators can take these. *'''Power Maul:''' This is to the Power Axe what the Power Axe is to the Power Sword, trading another point of AP for another point of Strength. Also costs less than the Power Axe, but is only available to {{W40kKeyword|Dark Angel}} Veterans or {{W40kKeyword|Space Wolf}} Terminators. *'''Relic Blade:''' Aside from being cool and ancient, this weapon has the strength of a power maul, the AP of a power sword, and d3 damage to top it off. At 3 points, it isn't cheap, but it is far from overpriced, being able to deal with high toughness and good armor at the same time. It is also the cheapest multi-damage melee weapon available to space marines, and the only one that does not suffer a -1 to hit. Being a relic, only a vanguard sergeant or terminator captain is fit to wield it. *'''Paired Combat Blades:''' Annual 2019 takes what used to be an ability of the Phobos Lieutenant and turns it into a weapon so that both they and incursors can share them. Same as the regular close S-User AP0 D1 close combat weapon everyone is assumed to have, but every unmodified hit roll of 6 generates an additional hit. Better than nothing, but not a huge selling point for either model. ===SM Psychic Powers=== *'''[Orksbane] Stormcaller (Warp Charge 7):''' If manifested, the power allows all friendly models within 6" of the psyker to count as obscured. **Any {{W40kKeyword|Primaris Librarian}} can trade any power they know for this. Given it uses the keywords rather than just the name, this includes both the Primaris Librarian and the Librarian in Phobos Armor. Notice that the Primaris Librarian does not have {{W40kKeyword|Primaris Librarian}} as a single keyword, but rather {{W40kKeyword|Primaris}} and {{W40kKeyword|Librarian}}. ====Librarius==== Exclusive to the Primaris Librarian and Librarian in Terminator Armour. *'''[Commanders] Might of Heroes (Warp Charge 6):''' Select an allied model within 12" of the user. It gets +1 to Strength, Toughness, and Attacks. *'''[Commanders] Veil of Time (Warp Charge 5):''' Pick a friendly model within 18" of the psyker. Until the next Psychic phase, that model can re-roll Advance and charge rolls, and always fights in the Hammer of Wrath section of the Fight phase, whether they charged or not. *'''[Commanders] Null Zone (Warp Charge 8):''' Until the start of the next Psychic phase, enemy models within 3" of the user can't use invulnerable saves and divide their Psychic tests in half, rounding up. ====Obscuration==== Exclusive to the Librarian in Phobos Armor. *'''[Elites] Shrouding (Warp Charge 6):''' Pick a {{W40kKeyword|PHOBOS}} model within 8" of the psyker. Until the next psychic phase enemy models can only shoot this model if its the closes target visible to them. **Effectively a Psychic Cloud of Flies. Limited in its selection and not as reliable, but still powerful when you need a model to survive. Notably it can be applied to the Phobos Librarian himself. *'''[Elites] Hallucination (Warp Charge 7):''' Pick a visible enemy model within 12". They take -1 to to Ld and to Hit Rolls until the next psychic phase. *'''[Elites] Mind Raid (Warp Charge 6):''' Pick a visible enemy model within 18". It suffers a mortal wound. If your team is Battleforged and you picked an enemy Leader or Commander, you gain 1CP **Although it seems to just be a Psybolt that does less damage and is harder to manifest, it has some benefits. Obviously theres the CP gain, but also the fact that you can choose your target unlike Psybolt which can only target the closes model without using the Psyker specialism. Additionally because the Phobos Librarian can manifest twice but can't use Psybolt twice without spending 2CP, this allows you to increase damage output for nothing. A solid choice. ====Eisenhorn==== Exclusive to Eisenhorn *'''[WD2019July] Enforce Will (Warp Charge 8):''' Pick a visible enemy model within 12". You can immediately shoot or fight with that model as if it were your own and it was the respective phase. **Its essentially CP-free Mindshackle Scarabs. A WC of 8 is effectively the same check you'd have to make against an Ld7 so its no different against a Marine but you get no bonus for targeting a weak-willed guardsman, but now its at 12" instead of 6" and the model can fight, not just shoot. Its not often that you're going to want to use this over Psybolt but in rare instances like hitting the plasma gunner and overcharging for a chance at 2 kills or turning a powerful special weapon on their own team might pay off. ===SM Units=== *'''Scouts (Leader [Sgt only], Heavy [Gunner only], Comms, Demolitions, Scout, Sniper):''' Your cheap''er'' way to add bodies to your Kill Team. They come armed with a Bolter, and can exchange it for a Sniper & Camo cloak to provide long range support, the -1 to hit in a game already filled with -1 hit modifiers will drive the enemy crazy. They can also exchange it for a Shotgun to get mobility (useful with ''Scout''), or for a combat knife if you want to send them into melee. At a save of 4+, they are just a tad less durable than regular tactical marines, and have an otherwise identical statline. If you just need to put more bolter rounds down the field, these guys are your best option. **'''Scout Gunners (2):''' A cheaper source of heavy weapons than the Tactical gunner. A ''Demolitions'' Missile Gunner is the bane of models in cover, and infuriatingly difficult to hit in return when equipped with a Camo cloak. Heavy Bolter gunners can't get a camo cloak, but them and Sniper Rifles both can make good of any of the available Special, except maybe, ironically, lvl1 Scout. **'''Scout Sergeant (1):''' Interesting if you want a <u>cheap</u> ''Leader'' who is hard to hit. Differentiated from his battle-brothers in that he can take a chainsword instead of a combat knife, which is a purely cosmetic difference. *'''Tactical Marines (Leader [Sgt only], Heavy [Gunner only], Comms, Demolitions, Medic, Sniper, Veteran):''' Not versatile, that's Tactical Gunners you're thinking of. Bolter marines are basic but reliable - not everyone in your team has to have a Heavy bolter. Though Intercessors are better, Tacticals still do a good job, and the Flesh Wound mechanic paired with Transhuman Physiology means them having a single wound isn't that much of a disadvantage when compared to them. **'''Tactical Gunners (2):''' Real tactical flexibility here, he brings the only Special weapon in your team; the other guy is restricted to heavy weapons like the Scout Gunner. A good model to turn into a specialist: a Plasma gun re-rolls 1s in the hands of a ''Sniper''. A ''Heavy'' has an easier time moving around with either Missile Launcher or a Meltagun, and he can also increase the Heavy Bolter's RoF with '''More Bullets'''. A Heavy Bolter can also <u>wound most infantry on a 2+</u> in a ''Demolition'' specialist's hands. So does a Grav gun while ignoring almost all armour saves, and a flamer benefits as well. You'll run out of points and specialists sooner than of options with these guys, they can be the backbone of your Kill Team. **'''Tactical Sergeant (1):''' Versatile in the extreme. He can take a Combi-weapon in lieu of carrying a pistol, which gives him even more flexibility than what Special Gunners have, BUT he can also opt to exchange one of his weapons for the amazing Auspex, of which he's the only non-Primaris source in your Kill Team. Since he'll be next to other teammates to buff, it also makes sense to make an Auspex-bearing Sergeant your ''Comms'' specialist. He still has his Boltgun or a bolt pistol sidearm, which can be upgraded to a grav-pistol or plasma pistol if you want more close range punch. Despite being a competent fighter and able to take a melee weapon instead of the Auspex, and your only model with a power fist, he can't take any Combat Specialty, ''unlike the Intercessor''. Make him a Veteran if you want to run him with a power fist; the rerolls from Practiced will fix its accuracy issues and with Survivor it'll be protected by a 2+ armor save. *'''Reivers (Leader [Sgt only], Combat, Comms, Demolitions, Scout, Veteran):''' While not cheap, Reivers are almost tailor-made for Kill Team and surprisingly effective when properly employed. They've got two wounds, fantastic vertical mobility, debuffs, and can hold their own in both the shooting and combat phases. They're better ''Scout''s than Scouts themselves, since they have a better Assault gun, Grapnel gun, and can use '''Quick March''' to have a 14" Shock grenade radius. Plus, you get to field the 40K equivalent of ''Batman''. **'''Reiver Sergeant (1):''' Unlike the regular Reivers, he can have a combat knife and still keep the carbine. 4A is a not only a deterrent, but actually useful. A model like that does alright even when solo, so a Veteran can make good use of his Grapnel and use '''Adaptive tactics''' and Marbo his way around. Or swap the carbine for the pistol and fully specialize in Combat to get 5 attacks in melee and an occasional little poke with the pistol if your opponent survives your onslaught of attacks the turn before. Combine this with a Medic's Stimm Shot to briefly unleash a ludicrous ''6'' attacks, for when there's someone you need to [[Eversor|assassinate with extreme prejudice]]. Even without AP, that will eat through the saves of just about anything in the game. *'''Intercessors (Leader [Sgt only], Demolitions [Gunner only], Combat, Comms, Medic, Sniper, Veteran):''' More tactical than the actual Tacticals, as they have a choice of Bolt Rifle variants on top of their extra wound and attack, so they live longer, are harder to shift in melee and are thus generally better at holding objectives. Plus they have access to Masterful Marksmanship. They do cost a bit more than Tacticals, so you pay for what you get. Also, thanks to the errata, intercessors can now take an auspex for a single little point. **'''Intercessor Gunners (2):''' An Intercessor with the awesome Auxiliary Grenade Launcher. They keep whatever bolt rifle flavor they want, so you can combine ''Demolitions'' with an Auto Bolt rifle to be very mobile. You can take two, but you can only really use one. Because of the errata, the grenade launcher is now affected by half range penalties. **'''Intercessor Sergeant (1):''' What peak efficiency looks like, being able to take a melee weapon without making you lose their guns. Thus, he'll always have a free chainsword, and can also take a power sword to be truly scary with his extra attack. *'''Incursor (Leader [Sgt. only], Comms, Demolitions, Scout, Veteran):''' Incursors are a new primaris vanguard unit, complete with standard primaris stat block. Much like their infiltrator brothers, they bring only one loadout to the table: an occulus bolt carbine and paired combat blades. This makes them serviceable at range or in melee, but worse at either than a more specialized unit. Annoyingly, they don't have the concealed position special rule to help them get into melee faster. They can also take haywire mines, but, a word of advice, don't. **'''Incursor Sergeant:''' Designated leader with the extra attack and point of leadership that is to be expected. His three attacks and paired combat blades might make him a decent melee fighter, if you didn't have better in the form of vanguard veterans. *'''Infiltrator (Leader [Sgt. only], Medic [Helix Adept only], Comms [Comms Array Only], Demolitions, Scout, Veteran):''' Infiltrators have the standard Primaris stat line, same as Reivers and Intercessors. They have one wargear configuration: marksman bolt carbine, bolt pistol, and the standard issue frag and krak grenades that almost every marine has. The concealed deployment special rule lets them live up to their name, letting them start anywhere outside 9 inches from the enemy deployment zone. They also have omni-scramblers, which prevent anything from deep striking within 7 inches of them, but unless you know your opponent will be using reserves, this is not a reason to take them on its own. Good for capturing objectives further up the board, and just tough enough to make dislodging them a nuisance, but not good for much else. The marksman bolt carbines are just bolt carbines with the ability to auto-wound on a roll of 6. **'''Infiltrator Helix Adept:''' Gains access to the Medic specialism, and nothing else. Serves as a one point tax on infiltrator medics. **'''Infiltrator Sergeant:''' Standard sergeant, +1 attack and leadership for an extra point. No extra wargear options. Can be a leader specialist, but if you think putting your leader closer to the enemy is a good idea, you should probably rethink your tactics. Though the omni-scrambler does make him more difficult to pick off with a deep striker. *'''Suppressor (Leader [Sgt. only], Demolitions, Scout, Sniper, Veteran):''' Take a reiver. Then give him FLY and a 12" move and chuck in a free Grav Chute because why not. Now give him the an autocannon that hits like a plasma gun but with a half range as long as a plasmas full range. And to top it off, give it the ability to nullify shooting of any model within 2" of a model it can damage. Which is everything. Costs 30pts but he's worth it. *'''Eliminator (Leader [Sgt. only], Comms, Scout, Sniper, Veteran):''' For only 5 more points than a scout sniper, you get the camo cloak, 2 wounds, concealed deployment at least 9" away from the enemy, and a rifle with 3 ammo options. There's an S5 mutagenic acid round with -2 AP, D3 damage and mortals on 6s. There's an S5 AP-1 smart bolt profile that can hit targets without line-of-sight on a 6 and adds +2 to hit on targets you can see! Oh, and a S5 Heavy D3 standard sniper rifle round (that is actually a frag bolt to thin out hordes). As of the Annual update, they can now take the las fusil which turns them from a decently powerful sniper to a deadly anti-armor piece. Apart from lack of points, there's really no reason to take the standard scout sniper at this point. *'''Terminator (Leader [Sgt. only], Heavy [Gunner only], Combat, Comms, Demolitions, Zealot):''' Ah, the Terminators. Expensive as always, but they'll be worth every point. Any of them can switch the standard Power Fist for a Chainfist, or become Assault Terminators with Lightning Claws or the TH/SS combo. Space Wolf Terminators can also replace either their storm bolter or power fist (power sword in the sergeant's case) for any other power weapon (except for the relic blade) or storm shield, and may also swap the storm bolter for a combi-weapon, allowing them to act as a melee-ranged hybrid. **'''Terminator Gunner (2)''': Your source for Assault Cannons, Heavy Flamers, and Cyclone Missile Launchers. Dark Angels can also bring along a Plasma Cannon! Gunners also retain their Power Fist or Chain Fist, so anything that tries to tie up the heavy weapon in melee is liable to regret it. Also note that, as expensive as the heavy weapons are, you are paying for a storm bolter anyway, so factor that into the cost. **'''Terminator Sergeant (1)''': Gains one more attack and Ld, as is the standard for sergeants, for an additional two points. He also comes standard equipped with a power sword instead of a power fist. The sword is three points cheaper than the fist, so a terminator sergeant with default wargear is actually a point cheaper than a terminator with default wargear. Take a terminator sarge when you want to make your leader as durable as possible. Or alternatively, give him lightning claws and use him as a combat or zealot specialist to take full advantage of the extra attack. **'''Space Wolves Terminator''': The Wolf Guard get a lot more versatility than their more codex-compliant brethren. They can swap their power fist for any other power weapon (axe, sword, maul), a lightning claw, a chainfist, a thunder hammer, or a storm shield. They can also upgrade their storm bolter to a combi-plasma, combi-flamer, or combi-melta, or switch it for any of the previously listed melee weapons. Mix and match to your heart's content. Also, do note that combi-weapons are conspicuous by their absence from loyalist terminator kits, so be prepared to convert or kitbash. **'''Dark Angels Terminator''': Gain access to...a plasma cannon. On the gunner only. After the Space Wolves, frankly a bit disappointing and lackluster. Especially considering that the Deathwing Terminator kits come with halberds, maces, and flails. *'''Veteran (Leader [Sgt. only], Heavy (Gunner only), Combat, Comms, Demolitions, Sniper, Veteran, Zealot]:''' Your pick of Sternguard, Vanguard, and Company Veterans, each of which has a Sergeant option that has an extra attack and point of leadership. Sternguard also get a gunner variant. Keep in mind that sternguard and vanguard veterans are off-limits to Space Wolves and Dark Angels, but their Company Veterans get access to unique wargear options to compensate for it. **'''Sternguard Veteran''': They come equipped with special issue boltguns by default, which act as an additional one point tax. However, they can also swap those out for combi-weapons, admittedly at a higher cost than a tactical sergeant would pay. Still, if you want to spam combi-weapons, these guys are a good way to do it. ***'''Sternguard Gunner''': Sternguard Veterans with access to the Heavy specialism. Like their regular variant, they can take a special issue boltgun or a combi-weapon, but that probably isn't why you are bringing these. They are your ticket to the new (and expensive) heavy weapon options. They can take a heavy bolter, missile launcher (at more than three times the cost a Scout or Tactical Marine would pay), heavy flamer, multi-melta, lascannon, plasma cannon, or a grav-cannon and grav-amp. ***'''Sternguard Sergeant''': Leader variant of a Sternguard Veteran. Can take an auspex, and has a mess of other wargear options. Fully loaded, a Sternguard Sergeant can take up to two pistols or melee weapons while keeping their special issue boltgun, or replacing it with a combi-weapon. **'''Vanguard Veteran''': These guys are armed with a bolt pistol and chainsword by default, but can swap each of those for any other pistol or melee weapon. This means that they can wield crazy combinations of weapons, like dual chainswords or akimbo plasma pistols. They can also take jump packs (though, suprisingly, they don't come with them by default) and melta bombs. ***'''Vanguard Sergeant''': The Vanguard Sergeant has access to all the same wargear as Vanguard Veterans, which is a lot. In addition, they are one of only two models that can take a relic blade, the other being a commander. You can make him your Leader, but more likely you'll want him as a Combat or Zealot specialist to get the most mileage out of that extra attack. **'''Company Veteran''': Come with a bolt pistol and chainsword, but can swap the chainsword for a boltgun, combi-weapon, special weapon, pistol, or melee weapon, and the bolt pistol for any other pistol or melee weapon. These guys provide a good way to get around the tactical marine's cap on one special weapon only, but keep in mind they will be paying increased costs for plasma and melta guns. Space Wolves have no limit to how many Company Veterans they can take and may give them Jump Packs (making them de facto Vanguard Vets), while Dark Angels Company Veterans can use heavy weapons like Sternguard Gunners and take combat shields for a 5++. ***'''Veteran Sergeant''': Leader variant of the Company Veteran. Has access to the same wargear options as the Sternguard Sergeant, excluding the auspex and special-issue boltgun. ****An interesting note is that Veterans can take a power sword at one point cheaper than Tactical Sergeants and Intercessors. This means that a Veteran, Vanguard, or Sternguard Sergeant with a power sword and bolt or grav pistol costs the same as a Tactical Sergeant with the same weapons, but gets an extra attack and point of leadership. Not a bad way to outfit a Combat or Zealot specialist, or give a Leader a better chance in melee. A more interesting note is that Company Veterans can take both a Chainsword and a Flamer for the same points as a regular Gunner, giving you access to a cheap anti-horde special weapon AND Reiver-like combat ability, or a Storm Shield and Combibolter on your Veteran Sergeant because T'au. ***'''Dark Angels Veteran''': Gets access to a Combat Shield and Power Maul in addition to all the other weapons available to Company Veterans. The combat shield costs the same as a storm shield while only providing a 5++ instead of a 3++, but can be taken without sacrificing another weapon. In addition, one Dark Angel veteran can take a heavy weapon, giving them an equivalent to a Sternguard gunner minus the option for a heavy flamer. Because you don't have access to the uncapped Sternguard and Vanguard, you can only run four veterans and one sergeant at the most. ***'''Space Wolves Veteran''': To begin with, Space Wolves veterans have no availability cap, which is a step up from the Dark Angels. They can also take jump packs, meaning that they are almost Vanguard equivalent, except for the absence of melta bombs and relic blades. They are also locked out of taking the grav-pistol or combi-grav, though, inconsistently, not the grav-cannon or grav-gun. *'''Assault Intercessor (?):''' Announced but not yet released. Has a heavy bolt pistol and Astartes chainsword (with extra AP) and the standard Reiver statline **'''Sergeant:''' Can swap the chainsword for a power sword, power fist or thunder hammer, and his Heavy Bolt Pistol for a Hand Flamer or Plasma pistol. ====SM Commanders==== *'''Janus Draik (BSF/Annual 2019) (Logistics):''' He's a rather unique card, considering he can be either used for {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Astra Militarum}}, and {{W40kKeyword|Adeptus Mechanicus}} kill-teams without being able to use the rules of either. What he does offer is plenty of anti-armor between His S4 AP-2 pistol, his S3 AP-4 rapier, and his S6 AP-1 Dd3 single-use grenade as well as the ability to use a one-time ability to instantly score d3 mortal wounds. Unfortunately, he's man-tier squishy with a 4+/4++ save, so he'll need some degree of protection in order to last. *'''Primaris Captain (Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength):''' The Captain hasn't changed much from vanilla 40k, although the free 4++ is nice. Being a Primaris, he's stuck with the basic power sword and bolt pistol, the only thing that's customizable being the bolt rifle. He can take either a master crafted stalker bolt rifle or a master crafted auto bolt rifle (does 2D instead of 1), the former for sitting and the back and sniping, and the latter for rapidly advancing on the enemy. Remember that the auto bolt rifle is Assault 2, meaning you can split-fire with it unlike the Stalker, and the 2D is especially punishing vs GEQs. Despite the inflexible wargear setup, he can fill a lot of roles since he can take nearly any Commander-exclusive Specialism. *'''Primaris Lieutenant (Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength):''' As a watered-down Captain, don't expect the Lieutenant to make as much of an impact as his counterpart. His re-rolling 1's to wound aura tactic can be useful, but many others have auras that are strictly better than his. Like the Captain, he's stuck with the basic power sword and bolt pistol along with one of the master-crafted bolt rifles. Since the lieutenant has WS 2+ and 4A but only BS 3+, the auto bolt rifle will often be better because his strong suit is melee and the auto rifle lets him advance and still shoot; Usually, though, if you want to get melee then the chaplain will be a better idea due to the superior buffs, stronger melee, and invuln save that he has. That said, he can be almost as flexible as the Captain without having to pay as many points to do so due to how many specialisms he can take. **'''Interesting Note:''' A level 3 Lieutenant with the Iron Will and Tactical Planner traits is exactly 100 points, allowing them to fit nicely into any preexisting Killteam. If you take the Logistic specialism, you can use 1 of those D3 bonus command points from Tactical Planner to purchase yourself a 5++ save, and upgrade your sword to 2 Damage with the Master Artisan trait. That gives you a well rounded front-line warrior who can also contribute to shooting with the Armed to the Teeth trait allowing him to throw a grenade every turn. *'''Primaris Librarian (Fortitude, Melee, Shooting, Psyker, Strength):''' The Primaris Librarian is the most expensive Adeptus Astartes Commander, and for good reason. He can use 2 psychic powers per phase, and has a wide variety of powers to choose from. Sitting right at 81 points, the Librarian has a pitiful little bolt pistol for ranged weapons, but has a 4A Force Sword to cut apart multi-wound models in melee. Don't forget that you can manifest psychic powers '''''WHILE IN MELEE''''', so don't be scared to get up in the enemy's face and spam Might of Heroes and Veil of Time. One very important aspect of the psykers in Kill Team are the fact that they can replace psybolt with a different power. For example, you could run 2 power from the Librarius discipline, and 1 power from the universal psychic powers everyone gets. One small disadvantage the Librarian has is that he has 3+ WS/BS, as compared to many other commanders having 2+ in some stat. Overall, the Librarian is likely the best commander because it unlocks an entirely new phase for the Space Marines, and many Commanders Missions make the commander cost no points, so most of the time the higher cost won't have much of an impact. **'''Torrvald Orksbane:''' Even though the named characters are supposed to be superior versions of the standard model, this guy really does the opposite. He's often ''WORSE'' than the normal Primaris Librarian because of the specialism he's stuck in. His statline is entirely unchanged, the only difference between him and a normal librarian being his "Primaris Librarian Specialism". The reason he is inferior to the normal librarian is that he has '''0''' tactics specific to him. Not only that, but his specialism gives him a +1 to psychic tests at level 1, which is good, but the "Psyker" specialist already does the same thing ('''BUT THE PSYKER SPECIALISM HAS TACTICS SPECIFIC TO IT'''). The normal Primaris Librarian also has the ability to be a few other specialisms, and can help to shore up its weakpoints instead of wasting its time enhancing its already strong psychic phase. The level 4 ability he gets is literally useless outside of a campaign (Like, what were you thinking when you made this guy's abilities GW?) and his level 3 ability, Icy Kiss of Fenris won't work alot of the time because you'll probably just replace psybolt with another power anyways. Buy this guy's box just for the free tokens and psychic powers, don't actually use his ruleset and just have him count as a normal Librarian. ***'''Primaris Librarian Specialism:''' Torrvald Orksbane's unique skill tree, with the following skills. ****'''Level 1: Wyrdsborn:''' +1 to Psychic tests. Good, but you can get this by just using the Psyker specialism. ****'''Level 2: Ork Hunter:''' Reroll hit rolls of 1 in the fight phase. If you're fighting Orks, its failed hit rolls instead. ****'''Level 3: Icy Kiss of Fenris:''' When Torrvald uses psybolt on someone and they don't die, automatically make them shaken. Useful for fighting bigger enemies that won't die to one bolt. ****'''Level 4: Trophy Hunter:''' Roll a d6 for every enemy specialist you killed at the end of the game. If Torrvald didn't go out of action, you get 1 morale if any of them come up as 5+. Obviously only for campaign. *'''Primaris Chaplain (Ferocity, Fortitude, Leadership, Melee, Shooting, Strength):''' If you have a very stabby kill team, this is gonna be the right guy for you. He's really good at melee, and really good at providing buffs for melee, but that's it. Even though his skill set is limited, he is '''''VERY''''' good at what he does. With his 4++, Arcanum melee, 2+ WS, '''AND''' aura tactic for melee, he's a force to be reckoned with in the fight phase. If you have alot of reivers in your team, this guy works wonders with them. You'll be ripping your enemy to shreds with the right setup. However, his only ranged capability is his pistol. With almost no range to work with, he won't work very well on your team if you're not going for melee. If you're playing a mission that has objectives, probably avoid using the chaplain, because sitting on the objective doing nothing doesn't really work for him. On the other hand, if the mission is about killing the enemy or the enemy's commander, then this guy works great. He performs especially well against enemies with high AP melee like GSC or Dark Eldar (because of his 4++). *'''Primaris Captain in Phobos Armor (Elites) (Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength):''' This model has only one wargear loadout, but what a loadout it is. Camo Cloak and Iron Halo for extra protection. Combat knife gives him an impressive 6 attacks if he ends up in melee (but since they have no AP or strength boosts, don't let him get caught in melee against tougher opponents). A Master-Crafted Instigator Bolt Carbine that trades six inches of range from its Master-Crafted Stalker Bolt Rifle cousin for the ability to ignore range penalties. Concealed deployment gives him a chance to get a good vantage point and make the most of that thirty-inch range, and the omni-scrambler ensures that your opponent will have a harder time dislodging him with a deep-strike. Otherwise, he costs five more points at every level than the regular Primaris Captain, but makes himself well worth it. **Note: If you make the Captain a Level 2 Shooting specialist with the Trick-Shooter ability, he will ignore both range and obscured penalties to hit (the two most common hit penalties), and reroll ones, meaning that he would have to roll a one twice to miss anything without additional sources of hit penalties. Then, when he almost invariably does hit his target, he can use the Lucky Hit tactic to auto-pass both wound rolls. A Captain with this setup can ruin the day of any model he can see within thirty inches. Have fun with that. *'''Primaris Lieutenant in Phobos Armor (Elites) (Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength):''' <span style='color:red>'''[ADD YOUR SM SPECIFIC OPINION HERE]'''</span> *'''Primaris Librarian in Phobos Armor (Elites) (Fortitude, Melee, Psyker, Stealth, Strength):''' <span style='color:red>'''[ADD YOUR SM SPECIFIC OPINION HERE]'''</span> *'''Librarian in Terminator Armor (Elites) (Fortitude, Melee, Psyker, Shooting, Strength):''' The Terminator variant of the Librarian acts pretty similarly to his Primaris brother, with access to the same psychic discipline and a similar statline. He does, however, only have 3 attacks and 5 inches of movement, making him moderately less well-suited to dealing damage in melee. He can choose between a force stave, force axe, and force sword, depending on whether strength or AP is a priority. Note that he does not come with a ranged weapon by default, though, as is the standard for Terminators, the storm bolter and full complement of combi-weapons are available to this model. Just know that you will be paying a premium for those. Take this over the Primaris Librarian if you want a psyker that will be harder for the enemy to get rid of. *'''Chaplain in Terminator Armor (Elites) (Ferocity, Fortitude, Leadership, Melee, Shooting, Strength):''' Much like the Terminator Librarian, the Terminator Chaplain is a more durable but less mobile variant of the Primaris Chaplain, sacrificing an inch of movement an one attack for a 2+ save. Unlike the Terminator Librarian, however, the Chaplain does not have an invulnerable save over his Primaris variant, as both have the 4++ from the Rosarius. The Terminator Chaplain's biggest advantage, then, is the fact that he comes equipped with a storm bolter and can take any combi-weapon, which better than the Absolver Bolt Pistol for ranged combat. That said, the Chaplain is oriented towards melee, where the Absolver is actually more useful. *'''Captain in Terminator Armor (Elites) (Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength):''' The Terminator Armor is definitely nice, but this Captain's main draw is the fact he can be kitted out for nearly anything. He can fight in melee with Lightning Claws (single or paired), a Thunder Hammer, or a relic blade (not available for the Space Wolves although they can take a Power Sword, Power Axe, or Power Maul instead), or just stick with a power fist or chainfist. For ranged combat, he can swap out his storm bolter for a combi-weapon. And he can replace either his storm bolter or his melee weapon with a storm shield for extra durability at range or in melee. And a Terminator Captain with a power fist can also take a wrist-mounted grenade launcher. Mix and match to fit your needs. Just be mindful that the only free weapons are the power sword and storm bolter, with the rest of the options getting expensive fast. Before kitting your Terminator Captain out with a combi-melta and thunder hammer (the two most expensive options), consider that any turn in which he uses one, he will not be using the other (barring overwatch shots), and that replacing either weapon with a cheaper option could pay for an extra body on the field. **Modelling Note: While all of these options sound nice on paper, the sad fact is that, at the time of release for Elites, only three Terminator Captain models are in production: a Blood Angels Terminator Captain with Storm Bolter and Thunder Hammer, a Deathwatch Terminator Captain (who can simply be assembled with the regular shoulder pad instead of the Deathwatch one) with Storm Bolter and Power Sword, and the Cataphractii Terminator Captain from the Space Marine Heroes box with a combi-melta and chainfist. While you could run a regular terminator as a Captain to gain access to all the default Terminator equipment, or use spare terminator bits to convert the wargear on the Captain models, the combi-plasma and combi-flamer remain unseen on loyalist Terminators, and the wrist-mounted grenade launcher is not available on any model. If you want these options, get to converting. ***Conversion Note: The Cataphractii Terminator Captain's combi-melta is a two-part assembly, consisting of a bolter half which the handle is attached to, and a meltagun half which attaches to the side of the bolter. Given that the bolter half features a flat face for the melta half to be glued to, it wouldn't take much to replace it with a cut down plasma or flamer barrel. You would still be stuck with a chainfist, but it isn't the worst option. *'''Inquisitor Eisenhorn (Strategist):''' <span style='color:red>'''[ADD YOUR SM SPECIFIC OPINION HERE]'''</span> *'''Neyam Shai Murad (WDSept2019/Annual2019) (Shooting):''' Rogue Trader originally from Blackstone Fortress Escalation. Armed with 2 Negotiator pistols but weirdly not her own sword-leg. <span style='color:red>'''[ADD YOUR SM SPECIFIC OPINION HERE]'''</span> ===SM Tactics=== *'''[Core] Death to Traitors! (1 CP):''' Melee hit rolls of 6+ against {{W40kKeyword|Heretic Astartes}} models generate an additional attack. These attacks can't create further attacks. **Its a relatively niche tactic but keep in mind its against {{W40kKeyword|Heretic Astartes}} models. Obviously this includes Chaos Space Marines from the Heretic Astartes faction as you'd expect, as well as Rubrics, Deathguard marines, SoTA Legionnaires who have it as a non-faction keyword. But it also includes Chaos Cultists, Tzaangors and Poxwalkers and this is often missed. Still niche but less so than many people think at first look. *'''[Core] Armour of Contempt (1 CP):''' In response to a mortal wound, get a 5+ save against mortal wounds for the rest of the round, including the one you just took. Snipers, booby traps, Psykers, Chaos stratagems, GSCult Rock drills. Even ''tripping and falling'' gets around power armour. That's when you use this strat. *'''[Core] Honour the Chapter (2 CP):''' A unit can immediately fight again at the end of the Fight phase. Turns Reivers into Khorne Berserkers, with expected results. *'''[Core] Masterful Marksmanship (1 CP):''' This lets an Intercessor with a Stalker Boltrifle add 1 to hit and wound rolls in the Shooting Phase. Demo, Sniper, Comms, Auspex. Either of those rules can further assist an Intercessor so armed. *'''[Core] Hellfire Shells (2 CP):''' A Heavy Bolter can fire one shot, but if it hits, do D3 Mortal Wounds instead of usual wound rolls. Look at you, who's dealing the mortal wounds now? But for the cost, better make that shot count - the same assists for Masterful Marksmanship apply here. *'''[Core] Shock and Awe (2 CP):''' Normally, Shock grenades are used in the Shooting phase, ''after'' you decided to move instead of charge. This strat allows a Reiver to chuck a shock grenade ''before'' the charge actually happens, protecting him. As it connects, the affected model can't Overwatch that very phase, on top of -1 to hit & inability to use Overwatch or be Readied until the end of the ''next'' battle round. **So, remember how risky it is to use a grenade after you moved? Now try to do it ''before'' you move. Since the strat doesn't say you increase the grenade's range to match your charge's, this would mean you were already within 6" of the enemy when you begin the charge, meaning the ''previous battle round ended with you at that distance''. Maybe you consolidated 3" towards an enemy 9" away from a previous combat, and the enemy decided to Ready instead of moving away - can't let go of that objective. Maybe it is the enemy who is moving towards you, attempting to use a grenade/half-range Shotgun or Meltagun trick on your Reiver. Or you're punishing a failed enemy charge. It can happen, and if you do, by all means use this to charge the fool who thought a readied flamer meant anything against a Reaver THAT close. Everything has its place, you can nudge it but you can't force it. That's if the enemy has the initiative - if you do, then it's a bit easier. *'''[Ulfrich] Battle-Brothers (1 CP):''' Use this Tactic after failing a saving throw for a model that is within 3" of another friendly model that is not shaken. No damage is inflicted upon the target model, but one friendly model of your choice, that is within 3" of the target model and not shaken, suffers a number of mortal wounds equal to the Damage characteristic of the weapon used in the attack. **Note that while you need ''another'' friendly model within 3" to activate this tactic, you don't have to give that model the mortal wounds. You can give those to ''any friendly model'' within 3", which notably includes the targeted model. Which means you can turn a multidamage attack into a D1 attack just by using this ability, and without risking any other models. Niche, and definitely not RAI, but useful when it comes up. *'''[Ulfrich] Adaptive Strategy (1 CP):''' Gain d3 CP after your kill-team is broken. You'll probably need them to stay in the game if you do break, and even on a roll of 1 the Tactic will be essentially free. *'''[Ulfrich] Auspex Scan (2 CP):''' When selecting a Readied model to shoot, that model will ignore all negative hit modifiers. **Notably, this doesn't actually require an Auspex. *'''[Ulfrich] Psychological Warfare (1 CP):''' In the morale phase, select a {{W40kKeyword|Reiver}} that took a model out of action this turn and is not shaken. All enemy models within 6" of it add 1 to their Nerve tests. *'''[Ulfrich/Elites] Angel of Death (1 CP):''' In the fight phase, select a model that charged this turn. It gains an extra attack. *'''[Ulfrich/Elites/Annual2019] Death Denied (<s>2</s> 3 CP):''' Use this Tactic when a model would be taken out of action. It takes a flesh wound instead. Remember that Transhuman Physiology negates the penalties of the first Flesh Wound you receive. (Seriously, this may be the single most powerful stratagem in the entire tabletop game, and is perhaps the only reason why the Deathwatch Faction is not hands-down superior to the Space Marines Faction.) **Increased to 3CP in Annual 2019. Because SM was doing so well and needed the nerf while Tau are perfectly balanced. *'''[Elites] Grav-Chute Descent (Reserve) (1 CP):''' Take up any combination of 3 {{W40kKeyword|Grav-Chute}} and/or {{W40kKeyword|Reiver}} models out of reserve and set them up anywhere more than 5" from an enemy. *'''[Elites] Teleport Strike (Reserve) (1 CP):''' Take up to 3 {{W40kKeyword|Terminator}} models out of reserve and set them up anywhere more than 5" from an enemy. *'''[Elites] Jump Pack Assault (Reserve) (1 CP):''' Use this Tactic at the end of the Movement phase. Choose up to three {{W40kKeyword|Jump Pack}} models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models. *'''[Elites] Smoke Grenade (1 CP):''' Chose a non-shaken {{W40kKeyword|Infiltrator}} or {{W40kKeyword|Suppressor Sergeant}} at the beginning of the Shooting Phase. They can't shoot this phase, but until the end of the phase all models within 3" of it are considered obscured against shooting attacks. *'''[??/Annual 2019] Alchomite Detonation (2CP, Sector Mechanicus Killzone):''' Chose an Alchomite Stack within 1" of a non-shaken model of yours at the end of the Movement Phase. At the end of the next movement phase, roll a d6 for each model within 3". On a 4+ they get a mortal wound. Remove the Alchomite Stack from the battlefield and any models hat were standing on it are placed directly below where they were standing. ===SM Commander Tactics=== *'''[Orksbane/Annual 2019] Champion of Humanity (2 CP):''' Use at the start of the Fight phase if you have any non-shaken Adeptus Astartes commander. When you use this, it allows you to choose one - reroll all failed wound rolls or all failed hit rolls until the end of the battle round. The tactic lets you to adapt to various situation, and can be particularly useful when using a power sword/force sword, as it sometimes has a hard time wounding targets. However, many commanders have auras that can give the same effect, but at a lower cost ''AND'' affecting the models around them. *'''[Commanders/Elites] Rites of Battle (Aura) (1 CP):''' Use at the start of the Shooting phase if you have a non-shaken {{W40kKeyword|Primaris Captain}}. As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model until the end of the battle round. **Given it uses the {{W40kKeyword|Primaris Captain}} keywords rather than just the name, this includes both the Primaris Captain and the Captain in Phobos Armor. Notice that the Primaris Captain does not have {{W40kKeyword|Primaris Captain }} as a single keyword, but rather {{W40kKeyword|Primaris}} and {{W40kKeyword|Captain}}. *'''[Commanders/Elites] Tactical Precision (Aura) (1 CP):''' Use at the start of the Shooting phase if you have a non-shaken {{W40kKeyword|Primaris Lieutenant}}. As long as this model is not shaken, you can re-roll wound rolls of 1 for friendly models within 6" of this model until the end of the battle round. **Given it uses the {{W40kKeyword|Primaris Lieutenant}} keywords rather than just the name, this includes both the Primaris Lieutenant and the Lieutenant in Phobos Armor. Notice that the Primaris Librarian does not have {{W40kKeyword|Primaris Lieutenant}} as a single keyword, but rather {{W40kKeyword|Primaris}} and {{W40kKeyword|Lieutenant}}. *'''[Commanders/Elites] Litanies of Hate (Aura) (1 CP):''' Use at the start of the Fight phase if your Kill Team has a {{W40kKeyword|Primaris Chaplain}} that is not shaken. You can re-roll failed hit rolls in the Fight phase for any friendly model within 6" of the chaplain until the end of the battle round. *'''[Commanders/Elites] Spiritual Leader (Aura) (1 CP):''' Use at the start of the movement phase if your Kill Team has a {{W40kKeyword|Primaris Chaplain}} that is not shaken. Friendly models within 6" can use the chaplain's leadership (9) as their own when making nerve tests until the end of the battle round. ===SM Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''SM Strategies:''' <div class="mw-collapsible-content"> Asking how to optimize space marine teams is an interesting proposition, considering how many possibilities this team has. SM are the ultimate jack of all trades here, with high saves and decent morale that can be re-rolled, plus all of the variety of weapons (both melee and ranged) you could want. So first of, you want to choose between a CQC focused KT, a ranged KT, or a mixed one. *Ranged teams will use a decent amount of scouts and camuflage cloaks. *Melee teams will have a decent amount of Primris Reivers, their melee skills, plenty of attacks and W2 making them reliable choppy machines that could take a hit before falling, plus a lot of movility in high cover maps. *Mixed teams are mixed. It's a great generalist team, though DeathWatch will outperform them by far here, even if outnumbered by one or two units. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> The best way to deal with SM is experience. Really, once you see the opponent's list, you may know what he can do, but SM are the ultimate jack of all trades in KT, and can adapt well enough to most situations. Generalist lists only get you so far, though, and will leave the player using them rather exposed to the strategy of his opponent. But even without looking at the list, most SM units share a 3+ save, so anything that could reliably lower that is a safe bet. Plasma spam with the IG is a good strategy, considering that even the heaviest loadout team will outnumber them, and overloading plasma will deal with the Primaris as well (more so if you play as Cadian, with those sweet 1 rerolls). Melee SM teams against plasma spam devolve in two different ways: either the plasma hits them before the astartes reach the guard lines, weakening them enough to have a chance of surviving melee (as in, killing them and/or leaving them wounded enough so that the negative modifiers make their melee attacks reliably fail), or the astartes reach the lines relatively fresh and slaughter the mortals. Beating them in melee is difficult, but teams like the harlequins, Death Guard and (obviously) the Custodes have good chances against them. However, Astartes can easily adapt to this by fielding specialist units, as they are one-man army knives. Against Custodes, Relic Blades or Power Fists with enough hits will put them in pain, and against harlequins enough chainswords + flamers will make it hurt for them to be around you. If you have to fight against a good Astartes player, consider what your strengths are and how his roster would allow to circumvent them, and try to play your faction differently. </div> </div> ===SM Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> *6 models, 100 points **Intercessor sergeant with power sword, 18 pts **2 Reivers with grapnel, 34 pts **Intercessor with auspex, 16 pts **Tactical gunner with heavy bolter, 16 pts **Tactical gunner with plasma gun, 16 pts </div> <div class="mw-collapsible-content"> *6 models, 100 points **Intercessor sergeant with power sword, 18 pts (Combat) **Reiver sergeant with grapnel and grav-chute, 19 pts (Leader) **Intercessor Gunner with auspex and Aux grenade launcher, 17 pts (Comms) **Intercessor Gunner with Stalker bolt rifle and Aux grenade launcher, 17 pts (Sniper) **Intercessor, 16 pts **Intercessor, 16 pts </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Commanders Kill Teams''' <div class="mw-collapsible-content"> ''For When Commanders Cost Points'' *8 models, 200 points **Primaris Librarian, 81 pts (Psyker) **Intercessor Sergeant with power sword, 18 pts (Leader) **Intercessor Gunner with grenade launcher, 16 pts (Demolitions) **Tactical Gunner with plasma gun, 16 pts (Sniper/Medic) **Scout Gunner with heavy bolter, 14 pts (Heavy) **Tactical Sergeant with combi-melta, 16 pts **Reiver Sergeant with grapnel and grav-chute, 19 pts **Scout Gunner with launcher and camo cloak, 18 pts ''For When Commanders Cost Nothing'' *13 models, 197 points **Primaris Librarian, all commander traits, level 4 (Psyker) **Intercessor Sergeant with power sword, 18 pts (Leader **Intercessor Gunner with grenade launcher, 16 pts (Demolitions) **Reiver Sergeant with grapnel and grav chute, 19 pts (Combat) **Intercessor with auspex and stalker bolt rifle, 16 pts (Comms) **Reiver with grapnel and grav chute, 18 pts **Reiver with grapnel and grav chute, 18 pts **Tactical Sergeant with combi-melta, 16 pts **Tactical Gunner with heavy bolter, 16 pts **Tactical Gunner with plasma gun, 16 pts **Scout Sergeant with sniper and camo cloak, 13 pts **Scout Gunner with missile launcher and camo cloak, 18 pts **Scout with sniper and camo cloak, 12 pts </div> </div>
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