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Warhammer 40,000: Kill Team (HoR)/Tactics/Space Marines(8E)
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==Rules== *'''Chapter Tactics''': Same as the codex, though there are tactics for a slew of new chapters as well as a few tweaks. If you decide not to take a chapter tactic, you can just take a free TP. **'''[[Salamanders]]''': Only your Leader and up to 5 other models can benefit from the re-rolls, which is only fair because otherwise they'd be too fucking OP. **'''[[Iron Hands]]''': You can grab a Tech-adept as a leader. For 20 points extra, you can upgrade them to Iron Father and give +2 Wounds and +1 A. **'''[[Red Scorpions]]''': ''Purity Above All'' - A Tactical, Sternguard, or Intercessor Sergeant can grab a narthecium for 15 pts, but it bars you from taking an Apothecary. **'''[[Carcharodons]]''': ''Reavers of the Outer Darkness'' - Your tacs and Intercessors can replace their bolter with a chainsword/knife for free. They can also buy a second chainsword for 1 point or a chainaxe for 2. Enemies within 1" of them take -1 to Ld. **'''[[Howling Griffons]]''': ''Hold to Your Oaths!'' - A model can re-roll 1s on the fight phase if they are in a battle where your side outnumbers the enemy. All auras also gain +3". **'''[[Fire Angels]]''': ''No Mercy From the Edge of the Blade'' - All models gain a 6++ save. Anyone with a chainsword can spend 3 pts for a power sword instead. **'''[[Marines Errant]]''': ''Void Warriors'' - All models re-roll any saves against weapons with random damage. Their frags are all S4 now as well, because TACTICOOL. **'''[[Raptors (Chapter)|Raptors]]''': ''Legendary Marksmen'' - Their bolt weapons can turn into Heavy 1 weapons and suffer no penalties from range or cover. If they roll a 6 to hit, the AP becomes -3. As an added bonus, they gain a +2 bonus from cover for turn 1 only. **'''[[Exorcists]]''': ''Armour of Contempt'' - All models can deny one power a turn at a -1 penalty, while Librarians can re-roll their deny checks. If any model takes a wound from a power, they ignore it on a 5+, making them a pretty strong anti-psyker army. **'''[[Mantis Warriors]]''': Models without the {{W40kKeyword|Fly}} or {{W40kKeyword|Terminator}} keywords can ignore difficult terrain penalties and if they charge from cover, they get an extra attack. **'''[[Executioners]]''': ''Head-Takers'' - A model that rolls a 6 to hit in close combat adds +1 to the damage for that hit. They also ignore penalties to Ld and Hit rolls in melee that are caused by enemy abilities or psykers. **'''[[Red Hunters]]''': ''Mnemonic Redaction Protocols'' - Roll 1d6 for random effects! ***#All models can fire rapid-fire weapons after advancing, though be wary of the penalty. ***#Any models that are charged get a bonus attack on the next turn. ***#Your models can automatically advance 6" instead of 3", making your mobility game frightening. ***#Any models that charge gain +1 S for the turn. ***#All models may re-roll to hit when overwatching. ***#Sorry, you get shit this game. **'''[[Star Phantoms]]''': ''Lords of Ruin'' - All models can hit on 5+ when using Overwatch and can adjust their reserve rolls by +/- 1. Once per game, you can also make all models re-roll any 1s to hit while shooting. **'''[[Minotaurs (Chapter)|Minotaurs]]''': ''Brazen Fratricide'' - Your models gain +1 to advance and charge distances. In addition, any time you roll a 6 to hit against other space marines in close combat, you get a free attack. **'''[[Sons of Medusa]]''': ''Strength of the Machine'' - Your tactics are similar to your forebears in that you can take a Tech-Adept as an HQ (though no upgrades) and gain a 6++ Invuln save. However, your techboys can also fix up marines just as good as vehicles, making your durability really high for cheaper. **'''[[Novamarines]]''': ''Xeno Hunters'' - Your models can re-roll 1s to wound models without the {{W40kKeyword|Imperium}} or {{W40kKeyword|Chaos}} keywords. If you already have this (Like, say, having a Lieutenant), then you re-roll 1s to hit rolls. **'''[[Black Dragons]]''': ''Curse of the Dragon'' - Any models without melee weapons that roll a 6 to hit in close combat roll count that hit as having AP-2. Any models with proper weapons just get +1 S on the charge. **'''[[Storm Wardens]]''': ''Unparalleled Duelists'' - Any model with a power sword can instead buy a relic blade ad the proper cost. If any model ends up in one-on-one combat with an enemy model, then the enemy must re-roll all saves. **'''[[Soul Drinkers]]''': ''Cold and Fast'' - Any model that rolls a 6 to hit with any bolt weapon at half-range gets to make another attack. All models can also consolidate 4" and can move towards any battle they wish. **'''[[Blood Ravens]]''': ''Knowledge is Power'' - Whenever an enemy spends a TP, you roll a d6: on a 4-5, you gain a TP, on a 6, you gain that TP and foil the enemy's Tactical Action unless they spend a second TP. Psykers also gain +1 to cast. **'''[[Iron Snakes]]''': ''The Strongest are Strongest Alone'' - Tactical, Assault, and Intercessor marines all get +1 to hit if they are outnumbered in close combat. Apothecaries also gain +1 to their heal rolls. *'''Experienced Leader:''' Your leader allows you to take any Special models that share the all same keywords as they do as Core models. If the leader has models that are already core and share all the same keywords, then you can take twice as many. *'''Teleport Homer:''' If you have a model in your team that can take a teleport homer (Read: Termies), they can take one, with extras costing 5 points a pop. They also give you the ability to make an emergency teleport if you want to bail out models that are in danger of getting killed.
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