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Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Angels(8E)
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===Leaders=== *'''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). **'''Veteran Sergeant''': Your basic sergeant, now slightly better and able to make Company Veterans Core. He has an additional use in adding towards any requirements for Tactical and Assault marines, which rocks. **'''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. *'''Ravenwing Sergeant''': Your first biker sarge. While he lacks the fancy gear, he's easier to include in a list. **'''Ravenwing Huntsmaster''': Leader for Core Black Knights. You get the more powerful Plasma Talons and Corvus Hammer, but 55 points is a bit steep if you plan on making a large force. *'''Deathwing Sergeant''': Your basic leader for Deathwing Teams. He's big, hard, and he's a force to be reckoned with in close combat. He's not really able to do much else outside of that, however, so you'll need to cover that. **'''Deathwing Cataphractii Sergeant''': Now in Cataphractii flavor! While he lacks the ability to go full melee, he does possess the Cataphractii's protection and an optional grenade harness to make up for it. **'''Deathwing Tartaros Sergeant''': In Tartaros flavor! This one gets to carry guns of the not-combi variety, so you can actually include a plasma blaster/volkite charger if you're so inclined. Also has options for a grenade harness. **'''Deathwing Knight Master''': Leads Deathwing Knights. He's got no options for weapons instead of the Flail, and in HoR, weapons like that have kinda fallen by the wayside without some reworking. In all honesty, you can do just as much with a base DW sarge. *'''Company Champion''': Your CQC-focused leader, he comes with the boss-ass Blade of Caliban. Make sure he keeps on killing and making use out of this sword. **'''Deathwing Champion''': See that issue with the Knight Master? This guy suffers from a similar issue, which might need some rewording to make use of it. **'''Ravenwing Champion''': Stack that champion on a Black Knight bike. You lose nothing, but are now the most expensive leader out there. *'''Codicier''': A Librarian with Smite and one other Interromancy power. The Force weapon means he can gib enemy leaders or multi-wound gribblies with relative ease. Unfortunately he can't take Terminator Armor or Bike, but he can grab a jump pack for some added mobility. **'''Primaris Codicier''': +13 points for a slightly beefier statline and less choices. *'''Excoriator-Chaplain''': A Veteran aspirant to the Confessor-Chaplain. These guys are the ones you grab to push into melee with Litanies of Hate. **'''Primaris Warden''': More expensive, but provides a more durable Chaplain. *'''Intercessor Sergeant''': Basic Primaris leader. He's still pricey, but he's only at 29 points with the option for melee weapons *'''Hellblaster Sergeant''': Unlike the Intercessor, this guy is pure range. He's also pure plasma boy, which is perfectly fine for the Sons of the Lion. In fact, it's better. *'''Aggressor Sergeant''': Bigger, beefier, and very much a bastion of mass destruction for any force. *'''Inceptor Sergeant''': Flyboys with the most powerful pistol-sized guns out there. You want these guys to rush in, rush out, and keep shooting. *'''Gravis Sergeant''': A weaker Gravis captain. You exchange the firepower for the ability to actually hit in melee. *'''Reiver Sergeant''': Your CQC Spook-boss. *'''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. He also adds to prerequisites for Tacs and Assault marines. **'''Primaris Second Lieutenant''': The Chad equivalent, with a fancier bolt rifle.
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