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===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>
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