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Warhammer 40,000: Kill Team (HoR)/Tactics/Black Templars(8E)
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==Army List== Your FOC is as follows *1 Leader *1-20 Core *0-3 Special ===Leaders=== *'''Sword Brother''': Your elite crusading fool. They're about as effective and versatile as the tac marine, with an aura to make allies within 6" re-roll their WS rolls in close combat. **'''Terminator Sword Brother Sergeant''': Your terminator sarge with the Sword Brother's rule. They don't have access to combi-weapons or any of the older suits, but you have unfettered access to melee weaponry. *'''Tactical Sergeant''': Your utility HQ with options for almost anything he desires. In most cases, you'll end up settling with this guy unless you're kitting around a specific tactic since he's the middle of the road guy. Make use of the Look out Sir! rules and keep a couple of meatshields with him to dramatically increase his survivability (given the small amount of low AP weapons you should almost always have an Armor save even for your bullet-catchers). **'''Biker Sergeant''': **'''Assault Sergeant''': He's the Tac Sarge with a chainsword instead of a bolter. He's about as expensive this way, but you'll more than likely grab the jump pack and a better weapon if you really want to go rip and tear. **'''Vanguard Sergeant''': Slightly more expensive than the Assault Sergeant, but he has access to the premium toys for that extra price. **'''Sternguard Sergeant''': Slightly pricier than the tac, but you get the vet statline and a slightly better bolter in exchange. He's otherwise not much more unless you plan to spam Sternguards. **'''Terminator Sergeant''': He's got the armaments available to basic Termies and can grab up to 5 termies of the same type as Core. His loadout is based upon what type of termie he is, so be sure you want to focus on that particular terminator type. *'''Warden''': A Veteran aspirant to Chaplain. These guys are the ones you grab to push into melee with Litanies of Hate. *'''Scout Sergeant''': About the same as the basic Sergeant, but as a Scout. He can grab a CCW or Shotty if he needs to make a stand, a sniper to pair with the Camo Cloak for proper snipery, and basic special-issue gear. **'''Scout Biker Sergeant:''' If he grabs a bike, then he can take more than 3 Scout Bikes. *'''Second Lieutenant''': Another veteran, this one with the re-rolls to wound of a Lieutenant. He's not as dependent on hitting as the normal sergeant is, so he can be useful for a gunline. ===Core=== *'''Initiate''': Your basic tac has the tac's ability to grab heavy and special weapons, but the standout thing here is the access to the power weapons, which you'll be needing. *'''Neophyte''': A scout that can grab a chainsword, letting them actually throw their weight in combat. *'''Tactical Marine''': The basic marine with access to a rather broad set of weapons of any sort for 1 out of 5. Even with the Initiate being their duplicate, these guys are also the sorts you'll need for costs and for extra weaponry. *'''Scout''': They're Scouts. They'll be needed for the dakka since you would otherwise be taking Neophytes to do combat. *'''0-5 Assault Marine''': These guys are rather confined, hardcapped at 0-5 and only 2 out of the 5 can grab a Flamer or Plasma pistol. Don't even consider the Eviscerator unless you have backup. When you take a Jump Pack sarge, it's still advisable to take some shooty units to keep them distracted while you tie them up. A flying flamer can be decent against some of the most cover-reliant enemies. *'''0-3 Scout Biker''': They're Scouts. On Bikes. Hardcapped at 0-3 without a Scout Sarge on a bike. Only thing of note is that one of them can grab a Grenade Launcher (and another one if you take 3+ models), but that's it. *'''0-3 Space Marine Biker''': These guys are always welcome (especially among the White Scars), but are limited to 0-3 without a biker Sarge. Each 1 out of 3 can grab a new gun for their bike. The special weapons here are particularly vulnerable, since you can't have redshirt bikers catching bullets with their faces for the gravgunner. If in normal games bikes are good here they are god-tier. Obviously White Scars CT is hotly recommended since Hit and Run, and especially ignoring all the metric fuckton of terrain you *should* be playing with, is a huge bonus. **'''0-1 Attack Bike''': It's slightly more than your base bike, but you now have a heavy bolter or multi-melta stuck onto it. Never leave this thing alone because you don't want this lost. ===Special=== *'''0-1 Cenobyte Servitor''': You can steal one from [[Grimaldus]]' rack to apply their support aura. Do NOT use it as a beaststick, as it's pretty much shit there. *'''Sternguard Veteran''': Good solid shooty units, though they will end up pricy to kit out. With the limits in this category, you need to make sure you're picking the smartest weapons for the job. Let your Plasma gunners worry about the 2+ saves and mulch infantry (which Kill-Team has aplenty of). If your enemy gets too close remember they have 2 attacks base, so they aren't totally harmless against non power weapon wielders. One of them can also take a Heavy or Special weapon, a nice idea if you want a Heavy Flamer. *'''Vanguard Veteran''': A solid model that will cost as much as a Sternguard when kitted with a Jump Pack. While he can't Deep Strike unlike his [[Blood Angels]] variant, he can be just as effective in combat. With a storm shield, he becomes even tougher. Beware of Overwatch and Dangerous Terrain. *'''Terminator''': Your fave super-armored kill-tanks, these guys have a good lot of versatility to them, and can be kitted to fit most of your needs, especially with the ability to buy the other marks of armor. Even if you grab a Termie Sarge to make them core, make sure you bring other support units to at least keep from draining all the points. In Kill team they are nothing to scoff at, being resistant and with decent weaponry. **'''Terminator Sword Brother''': Your assault marine. You also have access to the full power weapon list. They're otherwise no different from the others. *'''Apothecary''': The standard Apothecary, though he now has the option to grab a Bike. He is a mixed bag: he costs as much as 2 Marines, but if you keep your soldiers close he can act as a good force multiplier. On the flip side if you bunch up you can have difficulties capping Objectives and are more susceptible to flanking manoeuvers. If you happen to run Iron Hands enjoy your 3+/4+++ tacticals. Congratulations, your basic goon is as resilient as a terminator for less than half the price. *'''Tech-Adept'': Virtually identical to a Techmarine. Unlike the base techie though, this guy has some special effects that can influence the turn (One enemy takes -1 to hit with a weapon, one ally and nearby allies remove penalties for heavy weapon movement, robbing cover from an ally, a save from overheating, or possibly forcing an ally to spend more TP for a Tactic), making him especially handy.
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