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==Space Marines== ===Why Play Space Marines=== *'''Pros''' **Space Marines are very flexible and forgiving all-rounders, great for beginners or for when you don't know what you're playing against. **Each model is a massive mountain of wounds. They can reliably tank lasguns and things like that fairly easily, and their armour can mitigate quite a bit beyond that. **All of your marines have at the very least a 3+ WS/BS with their weapons and their sergeants are usually at a 2+. They'll usually hit their marks. **Your average marine has 3 APL, allowing them to handle objectives while gunning down the opposition. **Low model count typical to marines makes teams relatively quick and easy to build and play. *'''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. **Low model count typical to marines means any casualties will ''hurt.'' Most of your fire teams will max out at just five models. **Only get one fire team deployment. They lack the ability to mix and match (which makes the specific rule that scouts and tacticals can't be in a Deathwatch affiliated team, while flavorful, kind of pointless) despite your massive range of models compared to other kill teams, especially the ones with only one fire team deployment. **A lot of your primaris models are locked in their loadouts. While your firstborn aren't so stuck to a specific loadout, their melee capabilities are a little lacking without using the Deathwatch. **No options for firstborn veterans outside of simply [[count_as|count as]]'ing them as a Deathwatch team. Which, to be fair, you were probably going to do anyway, but it's the principle of the thing. **Chapter affiliation has no tangible effect. **Being one of the most popular and common armies means everyone is going to be familiar with what you can bring and what you can do, and build their teams with killing Marines as a baseline requirement. **Compendium Space Marines have largely fallen into obsolescence for Primaris, with everything except Heavy Intercessors now being grouped into the Intercession Squad and Phobos Strike Team respectively. ===SM Wargear=== *'''0-1 Auspex (3 EP):''' Provides a unique action that costs 2 AP. They allow one friendly marine within square/3" to shoot as though they have the No Cover rule, making it incredibly useful for certain guns that otherwise suffer from cover. *'''0-1 Auxiliary Grenade Launcher (1 EP):''' {{W40kKeyword|Intercessor}} operatives only. It radically changes the way to use grenades, from risky to an actual primary weapon. While the bearer can fire a grenade, this doesn't replace the Intercessor's weapon. Instead, this lets them throw out a frag or krak grenade, ignoring the range cap as well as the Indirect rule they have. Also helpful is that this lets grenades be used twice, giving you an extra shot with them. **'''Frag Grenade (2 EP):''' Frag grenades have limited damage, but Blast lets them hit multiple people at once. As a grenade, this also carries a range cap and Indirect to go through cover - if you grab an AGL for an intercessor, you can make it a more direct blast. **'''Krak Grenade (3 EP):''' Krak grenades are more dangerous than the frag grenade and use AP1 to punch past armor. This makes it a more viable option for the intercessor's AGL if you need to break armor as the typical intercessor lacks that sort of power. *'''Grapnel Launcher (1 EP):''' {{W40kKeyword|Reiver}} operatives only. This allows the reivers to traverse up and down terrain far more easily, making your drop distance count as half the distance while climbing far higher. *'''Grav-Chute (1 EP):''' {{W40kKeyword|Reiver}} operatives only. Like the grapnel launcher, this allows the spooky marines to float down from a vantage point as if they had Fly. In addition, if they're within your DV during the Scouting step of the game, they can fly 2 circles/4" around, giving them a chance to get better ground immediately. *'''0-1 Haywire Mine (3 EP):''' {{W40kKeyword|Incursor Warrior}} operatives only. This allows the bearer to drop the mine and flee. During any shooting phase, they can trigger the mine on any enemies close to the mine, a Silent explosion that also deals Stun on a crit. *'''0-1 Helix Gauntlet (2 EP):''' {{W40kKeyword|Infiltrator Warrior}} operatives only. This grants the marine a {{W40kKeyword|Medic}} keyword as well as a special action that allows them to restore 2d3 wounds to a nearby marine if they're not dealing with enemy combatants. *'''Purity Seal (3 EP):''' Allows the bearer to trigger the Command Re-Roll tactical ploy once for free when using it on a fight, shoot or save roll. This is pretty important and will likely be used to preserve a vital part of your team. *'''Shock Grenade (3 EP):''' {{W40kKeyword|Reiver}} operatives only. This is another single-use grenade that allows them to potentially rob AP from an enemy on a 4+ (-1 if the enemy is concealed) if within the blast zone. *'''Smoke Grenade (3 EP):''' {{W40kKeyword|Infiltrator}}, {{W40kKeyword|Incursor}}, {{W40kKeyword|Reiver}} or {{W40kKeyword|Scout}} operatives only. This permits the user to throw a single-use grenade to make a bubble with a radius of 2"/circle, allowing your team some protection from enemy fire for the turn. Note that this is for any lines of fire going THROUGH the smoke cloud, not just those inside it. *'''Suspensor (3 EP):''' Allows an operative with a Heavy weapon to move three circles/6" before shooting, providing some more flexibility for a weapon that seriously needs it like a heavy intercessor's heavy guns or a heavy bolter. ===SM Units=== '''NOTE''' Tactical Marines and Scouts cannot be used in kill-teams that pick {{W40kKeyword|Deathwatch}} for their chapter keyword. Similarly, Deathwatch Veterans can only be used in kill-teams that pick {{W40kKeyword|Deathwatch}} for their chapter keyword. <tabs> <tab name="Intercessor Fire Team"> As of the free PDF this fire team has largely been superseded by the Intercession Squad below *'''Pros''' **A modest bit of flexibility in firepower with the different bolt rifles. *'''Cons''' **Melee is an absolute joke outside of the sergeant. This Seek & Destroy/Security fireteam is composed of the following: *1 Intercessor Sgt *5 Intercessor Warriors *'''Intercessor Sergeant (Staunch, Marksman):''' The sarge gets to utilize a bunch of other weapons - something the rest of the lot is incapable of doing. ** All of your pistols remain confined by the 6"/pentagon range for shooting. Aside from the base bolt pistol, you also have the hand flamer, which has Torrent to handle multiple foes but deals pitiful damage. The potent plasma pistol grants the more reliable AP1 that punches armor on any hit, as well as the ability to overcharge for more AP but the risk of overheating and eating three mortal wounds. Of course, you could instead just grab the regular bolt rifles available to intercessors for full ranged firepower. ** Aside from the chainsword, you've got more melee options as well. Power weapons are all mothballed into one generalized "power weapon", which deals a bit more damage on a crit, which is triggered on a 5+ thanks to Lethal. The thunder hammer does more damage at the cost of WS, though crits let you overpower an enemy's defenses and rob an enemy of precious AP with each successive crit. The power fist also provides major pain at the cost of WS, with the addition of Brutal in case you really just want to murder the enemy - crits are the only way to parry it. *'''Intercessor Warrior (Staunch, Marksman):''' As a primaris marine, you get a good lot of wounds over your firstborn brethren, letting them tank some punishment. Of course, your strong Defense and armour save also lets you ignore a few hits in the process. **Your base bolt rifle has P1, allowing crits to puncture armor. The auto bolt bolt rifle have Ceaseless, re-rolling all 1s to hit - a decent insurance policy. The stalker bolt rifle hobbles your guy with Heavy, but AP1 lets them punch through armor on any hit. </tab> <tab name="Assault Intercessor Fireteam"> As of the free PDF this fire team has largely been superseded by the Intercession Squad below *'''Pros''' **Chainswords are quite powerful for melee weapons. *'''Cons''' **Get used to the chainswords and bolt pistols. You can't do crap about them. **All of your guns have range limitations. This Seek & Destroy/Security fireteam is composed of: *1 Assault Intercessor Sergeant *5 Assault Intercessor Warriors *'''Assault Intercessor Sergeant (Combat, Staunch):''' The sarge gets to utilize a bunch of other weapons - something the rest of the lot is incapable of doing. ** All of your pistols remain confined by the 6"/pentagon range for shooting. Aside from the base bolt pistol, you also have the hand flamer, which has Torrent to handle multiple foes but deals pitiful damage. The potent plasma pistol grants the more reliable AP1 that punches armor on any hit, as well as the ability to overcharge for more AP but the risk of overheating and eating three mortal wounds. ** Aside from the chainsword, you've got more melee options as well. Power weapons are all mothballed into one generalized "power weapon", which deals a bit more damage on a crit, which is triggered on a 5+ thanks to Lethal. The thunder hammer does more damage at the cost of WS, though crits let you overpower an enemy's defenses and rob an enemy of precious AP with each successive crit. The power fist also provides major pain at the cost of WS, with the addition of Brutal in case you really just want to murder the enemy - crits are the only way to parry it. *'''Assault Intercessor Warrior (Combat, Staunch):''' Assault Intercessors are specially geared for fighting up-close. Their chainswords are a good deal more effective than the base intercessor's fists and you get one attack over even the intercessor sarge who grabs one. Their ranged game suffers though, as their bolt pistol has range limits despite P1 making crits breach defenses. </tab> <tab name="Incursor Fire Team"> As of Warzone: Moroch this fire team has largely been superseded by the Phobos Strike Team below *'''Pros''' **No Cover is a very powerful buff to slap upon their guns. *'''Cons''' **Melee is only slightly better than punching. This Seek & Destroy/Infiltration/Recon fireteam is composed of the following: *1 Incursor Sergeant *5 Incursor Warriors *'''Incursor Sergeant (Marksman, Scout):''' Phobos armor actually only provides a minor downside in Kill Team by docking your marines by a wound compared to Tacitus armor. Aside from that, these sergeants aren't any different than the base incursor. *'''Incursor Warrior (Marksman, Scout):''' Your basic incursor is relying upon their oculus bolt carbine to pick out the opposition, as it has the ability to circumvent cover wherever it shows. Rather than base fists, your incursor gets a combat blade, which merely deals an extra hit on a crit. </tab> <tab name="Infiltrator Fire Team"> As of Warzone: Moroch this fire team has largely been superseded by the Phobos Strike Team below *'''Pros''' **A bit of sniping power on their guns. *'''Cons''' **Melee is absolutely disposable. This Seek & Destroy/Infiltration/Recon fireteam is composed of the following: *1 Infiltrator Sergeant *5 Infiltrator Warriors *'''Infiltrator Sergeant (Marksman, Scout):''' Phobos armor actually only provides a minor downside in Kill Team by docking your marines by a wound compared to Tacitus armor. Aside from that, these sergeants aren't any different than the base infiltrator. *'''Infiltrator Warrior (Marksman, Scout):''' Your basic infiltrator is pretty much reliant upon their marksman bolt carbine, a base bolt rifle with Lethal 5+ to ensure a better number of crits than usual. </tab> <tab name="Reiver Fire Team"> As of Warzone: Moroch this fire team has largely been superseded by the Phobos Strike Team below *'''Pros''' **Flexibility in going between ranged and melee. *'''Cons''' **Your weapons are a bit limited when compared to others. **Most of the gadgets that give Reivers their special abilities and mobility (grapnels, grav-chutes, smoke and shock grenades) have to be bought with EP. This Seek & Destroy/Infiltration/Recon fireteam is composed of the following: *1 Reiver Sergeant *5 Reiver Warriors *'''Reiver Sergeant (Combat, Marksman, Scout):''' As with the other Phobos marines, this guy doesn't come with as many wounds as his Tacitus brethren. As the leader, this guy gets to cart around both of the weapons his troops have access to on top of his bolt pistol for some short-ranged AP1. If you go for the knife and not bolt carbine you get Lethal 5+, allowing for a bit of extra sting up close. *'''Reiver Warrior (Combat, Marksman, Scout):''' All reivers come with a short-ranged bolt pistol with AP1 to rip through enemy armor. From there, they're split between two forms of fighting: The combat knife gives you an extra attack over the base fists, and unlike the sergeant there is no Lethal to make it any more enticing. The bolt carbine is effectively as same as the base bolt rifle given to intercessors. </tab> <tab name="Heavy Intercessor Fire Team"> *'''Pros''' **Gravis armour makes them literal mountains of wounds. **A bit of variety in your guns. *'''Cons''' **Melee remains pointless. **The smallest Marine fire team, capping off at just five models. This Seek & Destroy/Security fireteam is composed of the following: *1 Heavy Intercessor Sergeant *4 of the following: **2-4 Heavy Intercessor Warriors **0-1 Heavy Intercessor Heavy Gunner *'''Heavy Intercessor Sergeant (Staunch, Marksman):''' Unlike most sergeants, your heavy intercessor sarge is pretty much a normal guy with an extra wound and better accuracy. *'''Heavy Intercessor Warrior (Staunch, Marksman):''' The bulk of gravis armor limits your heavy intercessors to only a poor APL of 2. Thankfully, these guys have all the wounds to prove their worth. Their guns also deal more damage than the basic intercessor. **Your base heavy bolt rifle has P1, allowing crits to puncture armor. The hellfire bolt rifle have Ceaseless, re-rolling all 1s to hit - a decent insurance policy. The executor bolt rifle hobbles your guy with Heavy, but AP1 lets them punch through armor on any hit. *'''Heavy Intercessor Heavy Gunner (Staunch, Marksman):''' Heavy gunners are hardcapped to only one model for your kill-team. With the sorts of shenanigans you have, you're pretty keen to find out why. All of your guns have heavy, meaning that they'll probably confined to camping in order to rain fire upon your opposition. **Your base heavy bolter has P1 and Fusillade, letting you re-roll as many hits as you want to guarantee some extra crits. The hellstorm heavy bolter have Ceaseless and Fusillade, letting you at least guarantee that you can hit whoever you split your firepower to. The executor heavy bolter provides AP1 and Lethal 5+, a pretty deadly combination. </tab> <tab name="Tactical Marine Fire Team"> *'''Pros''' **The most flexible loadouts in the list short of the Deathwatch. **Your sergeant has access to hand flamers and inferno pistols regardless of chapter choice. *'''Cons''' **You were expecting your melee situation to get better? Fat chance. **Some particular bits of wargear and combos on your sergeant haven't made it over to Kill Team. No melee weapons paired with combi-weapons or storm bolters, no thunder hammer. **Your heavy weapons are limited to just a missile launcher or heavy bolter. No multi-meltas or grav/las/plasma cannons. This Seek & Destroy/Security fireteam is composed of the following: *1 Tactical Marine Sgt *5 of the following: **3-5 Tactical Marine Warriors **0-1 Tactical Marine Gunner **0-1 Tactical Marine Heavy Gunner *'''Tactical Marine Sergeant (Combat, Staunch, Marksman):''' The base tactical marine is about on level with Phobos marines with less wounds when compared to intercessors but the same good defenses and improved APL. Where the firstborn excel is in their more diverse loadouts, where primaris are mostly static in their equipment. **If you go barehanded, you can pick up the basic bolter or grab one of the combi-weapons. As we're rolling with pre-8E combi-weapons, you'll have to be very judicious in picking when to blow your singular use of that alternate weapon and unlike Deathwatch, you're not getting special ammo. **Picking pistols obviously limits you in range. Aside from that limitation of range (which will also hinder the spread of your hand flamer), these guns all remain as deadly as their full-sized counterparts. They also provide the choice of actual melee weapons: The chainsword gives you better damage than your basic fists, as does the power weapon thanks to including Lethal for more crits. Power fists lay down serious hurt with Brutal to overwhelm defenses. *'''Tactical Marine Warrior (Staunch, Marksman):''' Your basic beakie, given only a boltgun and a slap on the back. The bolter is statistically the same as a bolt rifle, dealing 3 damage or 4 on a crit. With 4 shots at a 3+ BS, they can easily gun down a weaker enemy and ding up anything close to their level of tankiness. *'''Tactical Marine Gunner (Staunch, Marksman):''' Your special weapons marines, given the most potent of arms. The flamer deals the least damage and suffers range caps, but it has a 2+ BS and Torrent lets it spread through clumps of enemies. The grav-gun can handle most armor with AP1 but it's especially dangerous against 3+ saves, where it becomes Lethal 4+. The meltagun has issues with range too, but between AP2 and a guaranteed 4 mortal wounds on a crit, you can easily demolish the competition. The plasma gun also deals a lot of damage and AP1 lets it weaken armour, though if you want to play dangerous you can overcharge it for AP1...just be careful not to suffer from Hot and lose wounds. *'''Tactical Marine Heavy Gunner (Staunch, Marksman):''' Sadly, your heavy gunners don't get to carry some of the fancier guns like plasma cannons and heavy flamers. All you're stuck with is the heavy bolter and missile launcher. In either case, you're likely going to be camping behind the rest of your team, blowing up enemies like there's no tomorrow. **The heavy bolter lets you mow down gunlines with Fusillade letting you split fire across visible targets. The missile launcher has two profiles to pick between. The frag missiles do less damage, but get Blast to cover crowds in the open. Krak missiles do more damage and pierce armour with AP1, making it more keyed to nailing enemy marines. </tab> <tab name="Scout Fire Team"> *'''Pros''' **Your most numerous Fire Team **Scouts are the most capable of utilizing cover to their advantage **Between bolters, shotguns, sniper rifles, heavy bolters, and missile launchers, Scouts offer a surprisingly decent choice of shooting. **Sniper rifles allow you to hit things while still hiding *'''Cons''' **Your weakest fireteam, being only slightly better than basic humans **While you ''can'' specialize in melee with Scouts, it's probably not a good idea, considering your combat knife and pistol are little better than a power armored marine's fists with an extra attack. Decent shooting is the Scout's strength, use it. This Seek & Destroy/Infiltration/Recon fireteam is composed of the following: **0-1 Scout Sergeant or Scout Sniper Sergeant *9 of the following: **4-9 Scout Warriors **0-2 Scout Heavy Gunners **0-3 Scout Sniper Warriors *'''Scout Sergeant (Combat, Marksman, Scout):''' Your scouts are sadly little better than hampered humans with APL2, GA1, and only 9 wounds compared to the Krieger's 7. What you do have is the best WS/BS to crush the opposition as well as the numbers to actually compete with the enemy. In addition, this guy has various equipment loadouts. **The shotgun is short-ranged, but Balanced lets you re-roll one of your hits. This is pretty handy as the shotgun deals the most damage without regard to crits. **The Boltgun offers no range limitations, dealing 3 damage normally but 4 damage on a crit. **The bolt pistol has limited range, but comes with the chainsword, which has a 2+ WS and deal more damage than barehanded. *'''Scout Sniper Sergeant (Marksman, Scout):''' This sergeant only has the sniper rifle as a gun, but this rifle has Balanced to re-roll a hit and Silent lets you shoot it while concealed, an option even Phobos marines lack. A crit even stacks on a Mortal Wound on top of everything else. In addition, you also get a Camo Cloak to add another roll to your defenses when he gets shot at behind cover. *'''Scout Warrior (Combat, Marksman, Scout):''' The scout is the most like the average human with APL2, a 4+ save and 8 wounds, but a GA of 1 means that you'll often be outpaced by actual guardsmen and gaunts. **The shotgun is short-ranged, but 2+ BS makes it an accurate choice. This is pretty handy as the shotgun deals the most damage without regard to crits. **The Boltgun offers no range limitations, dealing 3 damage normally but 4 damage on a crit. **The bolt pistol has limited range, but comes with the combat knife, which gives an extra attack over the fist. *'''Scout Heavy Gunner (Marksman, Scout):''' The heavy gunner can't pick up a knife, but will often sit in the back lines, firing with their heavy weapons. **The heavy bolter has P1 so crits can rip through armour. Fusillade lets you re-roll as many hits as you want, allowing you to perhaps turn misses into crits. The missile launcher has two profiles to pick between. The frag missiles do less damage, but get Blast to cover crowds in the open. Krak missiles do more damage and pierce armour with AP1, making it more keyed to nailing enemy marines. *'''Scout Sniper Warrior (Marksman, Scout):''' Like the sniper sergeant, you will make use of the camo cloak for better defenses while in cover. Their lone implement is the sniper rifle, a Heavy gun with Silent to fire while concealed and deals a mortal wound on a hit. </tab> <tab name="Deathwatch Veteran Fire Team"> *'''Pros''' **High variety of potent special and heavy weapon choices, both melee and ranged, allows Deathwatch to be customized for any situation. **Special ammo bolters + power weapons makes a team of regular warriors not only viable, but ''powerful''. **If you want to represent a team of firstborn veterans, of ''any'' chapter, [[count_as|Deathwatch is the best way to do it]] in Kill Team. **Even with the limitations, Kill Team is a game that ''really'' plays to the Deathwatch's strengths. These are the operations they were meant for, rather than the open battlefields of 40k. *'''Cons''' **Some particular bits of wargear and combos haven't made it over to Kill Team. No melee weapons paired with combi-weapons or storm bolters, no guns alongside a storm shield, etc. **No more frag cannon spam, though that's probably for the best. Nobody (except possibly the asshole running Custodes) deserves that. **Only two of your dudes can truly specialize in melee. Not that you ''really'' need more than that, when everyone else can be running with a power weapon. This Seek & Destroy/Security fireteam is composed of the following: *1 Deathwatch Veteran Watch Sergeant *5 of the following: **1-5 Deathwatch Veteran Warrior **0-1 Deathwatch Veteran Fighter **0-1 Deathwatch Veteran Gunner **0-1 Deathwatch Veteran Heavy Gunner *'''Deathwatch Veteran Watch Sergeant:''' Your most widely-equipped veterans. Literally, all the weapons available to the base DW team are available to him and then some. For sake of expediency, the following bullets are of particular loadouts available to him. **The heavy thunder hammer is so powerful that it's capped to only one per kill-team if you didn't grab it on a fighter. This weapon can easily splat most enemies, with Stun allowing crits to overpower those that survive. Of course, you'd need him to actually make it into the fight first. **Paired lightning claws naturally provide a step up from the base fists in regard to damage, with Lethal giving you a lower barrier for crits. As if that's not enough, there's Relentless to make sure you can re-roll any rolls you want to guarantee those crits. Again, the lack of shooting requires that he be protected enough to rip into the opposition. **Going with fists provides you all the guns available to the gunner. Combi-weapons sound like a really tempting option, but since we're counting on pre-8E combi rules, that other gun will only be usable once before being just another bolter. Consider your use carefully. **Going for the melee weapon will restrict you to the loadout of the warrior, though at an improved WS/BS. Unique among the options is the xenophase blade, a power weapon that also includes Brutal to utterly crush the opposition without impacting WS. **The one thing the Sergeant ''can't'' be equipped with is a combi-weapon and melee weapon, which is ironic considering [[derp|the model example pic ''in the fucking datasheet'' has that loadout]]. Even the most recent FAQ has overlooked this, only letting you grab a power weapon and bolter as a separate option. *'''Deathwatch Veteran Warrior:''' Standing out amongst other marines, your veterans have two loadouts capable of levying different types of mayhem depending on how you use it. ** Taking the bolter also includes a welcome power weapon for easy crits. The deathwatch bolter is mostly a base bolter with a few minor tweaks depending on which ammo type you utilize: the Dragonfire bolts ignore all cover, the Hellfire bolts add a bonus crit on top of any other crits you have thanks to Rending, the Kraken shells pack P1 for more dangerous crits, and the Vengeance shells make the bolter's base damage equal to its crit damage. **Going barehanded allows access to other guns. The stalker boltgun lacks the ammo types and is limited by Heavy, but AP 1 lets it rip through armor. The storm bolter has Relentless, allowing you to guarantee all the hits you can get. The shotgun, like the base bolter, has different ammo types: Cryptclearer shells lack a range restriction and deal serious damage at the cost of a 3+ BS, Wyrmsbreath shells carry Torrent and a bundle of shots but suffer the shortest range and pitiful damage, and Xenopurge shells get decent range and P1 at a basic bolter's statline. *'''Deathwatch Veteran Fighter:''' Fighters carry the most melee weapons, though they're not the only source of melee power with warriors carrying power swords. This makes fighters more specialized in facing off in melee, likely against other warriors. **The heavy thunder hammer is so powerful that it's capped to only one per kill-team if you didn't grab it on your sergeant. This weapon can easily spat most enemies, with Stun allowing crits to overpower those that survive. Of course, you'd need him to actually make it into the fight first. **Paired lightning claws naturally provide a step up from the base fists in regard to damage, with Lethal giving you a lower barrier for crits. As if that's not enough, there's Relentless to make sure you can re-roll any rolls you want to guarantee those crits. Again, the lack of shooting requires that he be protected enough to rip into the opposition. **Most of your loadouts will usually compose of a pistol and hand weapon: ***All of your pistols will all have to contend with range limitations. Grav-pistols have good damage with AP1, and Grav makes it the most effective against 3+ saves or better by making it Lethal 4+. Hand flamers have the worst damage, but are the easiest to hit and have Torrent to cover groups. The inferno pistol has the shortest range, but AP2 makes armor a non-issue and crits deal mortal wounds. Plasma pistols provide good damage and AP1, but you can overcharge for AP2 if you feel lucky. If you don't care about shooting at all, you can instead grab a shield to improve your save to 2+. *'''Deathwatch Veteran Gunner:''' As with the warrior, you have access to the ever-versatile bolter ammo. However, the gunner lacks access to power weapons. They compensate by allowing access combi-weapons, allowing a single use of a flamer/plasma/grav/melta. **Flamers are short-ranged and deal miserable damage, but Torrent lets them cover plenty of enemies and scores hits the easiest. The grav-gun deals decent damage and AP1 manages some armor, but Grav makes its preferred prey obvious: Space Marines and other 3+ saves make it Lethal 4+. The meltagun is devastating despite its range, with AP2 to negate most armor and crits dealing a LOT of mortal wounds. Plasma guns deal quite a lot of damage at AP1 with the option to gamble overloading for AP2. *'''Deathwatch Veteran Heavy Gunner:''' Unless you tote the frag cannon, Heavy will force this guy to hunker down at a certain point just to unleash hell upon whoever he sees. **The frag cannon lacks Heavy, allowing you to use it while carrying out other tasks: The frag rounds deal Blast to cover blobs and crowds while shell rounds deal more damage at AP1 for direct fire. The heavy bolter lets you mow down gunlines with Fusillade letting you split fire across visible targets. The heavy flamer lacks range and damage, but has a lot of attacks and Torrent. The infernus heavy bolter, naturally, combines both the heavy flamer and heavy bolter without the worried of limited ammo like combi-weapons. The missile launcher lets you switch between Frag missiles for limited-strength crowd coverage with Blast or high-damage AP1 krak missiles. **Without points, there really isn't any practical reason ''not'' to take an infernus over a regular heavy bolter or flamer, unless you just really want to use a model that's already been built with one or the other. </tab> </tabs> ===SM Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Bolter Discipline (1 CP):''' This allows any of your non-scout marines to fire all their bolt weapons twice until the end of their turning point so long as they don't fight up-close. This is especially powerful for your heavy bolters so they can clean up anything they don't blast the first time around. *'''Shock Assault (1 CP):''' This allows any of your non-scout marines to fight twice until the end of their turning point so long as they don't shoot. A lot of your weapons are quite dangerous, and this is especially the case for some of the more attack-laden ones like what your fighters and sergeants wield. If you're stuck with your hands, then this might let a lone marine still nail one enemy in the fight. *'''Tactical Precision (1 CP)''' Anyone within square/3" of a visible {{W40kKeyword|Leader}} operative (Read: Sergeants) can re-roll one hit die when shooting or fighting, which can be a bit helpful. </tab> <tab name="Tactical Ploys"> *'''And They Shall Know No Fear (1 CP):''' The chosen marine ignores all penalties to AP and won't count as injured for their activation. Helpful if you need to shut off a battle scar for a critical moment. *'''Multi-Spectrum Array (1 CP):''' When activated, your chosen {{W40kKeyword|Incursor}} can ignore the obscured condition in case terrain is being annoying. *'''Omni-Scrambler (1 CP):''' Pick an enemy within pentagon/6" of an {{W40kKeyword|Infiltrator}}. This operative can't be activated until the enemy activates someone else. *'''Only in Death Does Duty End (1 CP):''' Any time a marine dies, you can pull this and let them stay up a little longer until your next activation ends. Even after that, they won't count as injured, which can help avoid the more crippling battle scars. *'''Terror Troop (1 CP):''' The stratagem for your {{W40kKeyword|Reivers}}. Any operatives that pick up something while within square/3" of your chosen reiver must spend an additional AP to block out the spoopy noises. In addition, when determining control over an objective, Reivers count enemies as having one less APL. *'''Transhuman Physiology (1 CP):''' Your {{W40kKeyword|Primaris}} operatives can reduce one critical hit to a basic hit after rolling for saves. This can be useful considering how you'll run into guns that fire enough times to overwhelm your defenses. </tab> </tabs> ===SM Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''SM Killteams:''' <div class="mw-collapsible-content"> Fireteams. Instead of mixing fire teams and/or operative types like most other factions, you get only one pick from a single type of marine. the Firstborn and 2 out of the 6 Primaris Fire teams have the flexibility to pick gear, with the rest being identical static outside of wargear. <tabs> <tab name="Intercessors"> </tab> <tab name="Assult Intercessors"> </tab> <tab name="Heavy Intercessors"> </tab> <tab name="Incursers"> now getting into the Phobos primaries, the guys that are supposed to specialize in stealth. All geared the same being Intercessors with rifles that ignore cover and have +1 on crit damage in melee. Don't get that superior firepower or melee of an Intercessor, but gets additional tools. They play the mid-game while on the move, a theme of denying enemy things, Removing the benefit of an enemy shooting behind cover, while denying sight with a smoke grenade and area with a Haywire Mine. </tab> <tab name="Infiltrators"> The sneaky marksmen of primaries. Will get lots of crits on their ranged attacks and some good abilities like the rare ability to heal each turn and prevents an enemy within a pentagon/6" from acting, especially stops them from doing something important before gunning them down. While also getting that smoke grenade, and Primarius Transhuman Physiology, make this a durable and allrounder fire team as long your using your resources correctly, but more focused on keeping distance than Incursers or Reivers due to only having fists. </tab> <tab name="Reivers"> Infiltrators but way more in your face. Less strong than Incursers or Infiltrators in firefights as they lack special rules on their guns, but prefers to get close up with their heavy pistols and more so if you picked knife on your operatives. Your wargear tools make you the most mobile of marines as the Grapnel Launcher and Grav-Chute when it comes to the verticality encouraged in kill team terrain pieces. while also having Terror Troop and shock grenade to prevent the enemy from fulfilling objectives while your close by. </tab> <tab name="Tactical"> </tab> <tab name="Scout"> </tab> <tab name="Deathwatch"> </tab> </tabs> </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. Weapon-wise, marines are strong against basic weapons, particularly when wielded by BS4+ models since they can reliably save most hits and have the wounds to soak a bolter shot before feeling the effects. A single shot from something like a meltagun or overcharged plasma gun however has a high likelihood of causing critical existence failure, and those weapons are often powerful enough that any cover a marine uses to protect his ass ends up mostly irrelevant. Any team that can get plenty of AP should also enjoy good success against marines, as those guns will very reliably whittle the marines down in just a few shots. The main weakness off a marine team is the low number of activations. With the exception of scouts, which are a whole nother deal to the rest of their brothers, marines cap out at 6 operatives. This means that for every additional model you have on the table above that, you can keep a hard-hitting gunner concealed and ready to strike until after each marine has moved. Marines can use their 3APL to do some cool tricks, but if you conceal your operatives - especially behind heavy cover if there is a high ground for the marines to abuse - they will be forced to engage to clear out your operatives from objectives eventually. Once they do, they will be exposed to whatever horrors you have in store for them. Wait until your last activation possible to ensure you do not eat any overwatch on the return. Even if your gunner dies on return fire, this is a positive trade for most teams; once a marine team loses two or three operatives this way, they'll no longer have the presence on the board required to contest objectives effectively against even your basic models. There are three big tricks that marines can use against you if you don't stay aware of them. First, always remember that 3APL lets a model move up, shoot, and dash away. In combination with either the right kind of heavy terrain or a vantage point, this lets a marine stay invulnerable while still going on the attack. If at all possible, do not let a marine player do this. Another trick of the increased actions of a marine is the ability to pop the heads of two enemies in one turn. This is where bolter discipline becomes a problem, especially when those bolters are more than just your standard D3/4 basic gun. Furthermore, this sort of 2 kills in one activation can be done even without the strategic ploy by charging, fighting, and then shooting from the new position. Be careful if you have a model weak on wounds within charging distance of a marine. Fortunately, any marine that goes on the offensive only has one more action for movement for that turn. If it has to move out of concealment for this, then you can earn compensation by taking the marine out later in the turn. However, just about the biggest loss you can take is to expose two models to a marine waiting with a conceal order. This lets them kill or injure both and then move away back into cover. Finally, Only In Death Does Duty End can be a serious tool for vengeance in their hands. You cannot easily avoid this, but it is good to keep it in mind so you don't get taken by surprise. It allows the marine to potentially go out guns blazing for one or even two kills, or to run up and press an objective to deny VPs. tl;dr use plenty of conceal early in the game, use higher number of models to force the marine player to engage first, don't let them cheese you, and then start trading your gunners one-for-one for marine lives. </div> </div> ===SM Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> </div> <div class="mw-collapsible-content"> </div> </div>
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