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==Deathwatch== ===Why Play Deathwatch=== *'''Pros''' **Perhaps the easiest Kill Team to build and convert - one five-man Kill Team set gives you practically every combination of gear that you'd like on your Kill Team - barring multiple Frag Cannons. Huge wealth of bits in the kit. **The Frag Cannon is currently the most powerful gun in the game...and you can bring 4 of them in a 100 point list. **Small model count + high customisation = severe [[Your Dudes]]. Flexible as hell, not only everyone can do whatever you want them to, but their guns have multiple profiles. **Special and power weapons without hard caps unlike other factions. *'''Cons''' **Even without hard caps, you'll bring only what you can afford. Compromises will be made. **All of the possible combinations of gear in the DW Codex haven't translated to Kill Team. No lightning claws, storm bolters or non-combi flamer/plasma/meltaguns. No power axes, no guns alongside a storm shield. **Small model count. Your kill team will most likely number five to seven Marines. Casualties will be felt. **In addition to making you That Guy, a 4-Frag Cannon loadout will leave you with no points to level up your Specialists with. **<s>No Medic.</s> ===DW Special Rules=== *'''And They Shall Know No Fear:''' Reroll your Failed Nerve Checks. Vets having Ld8 means you can lose 4 models (aka 4/5ths of the team) and the last one would still need a rerollable 5+ to fail. *'''Transhuman Physiology:''' Ignore -1 penalty to hit from the first flesh wound suffered in a game. *'''Special Issue Ammo:''' All Bolt weapons (except the Infernus Heavy Bolter) can use one of the four ammo types whenever they fire. As to when to use what, remember benefit is proportional to how much the characteristic was modified, like so: **'''Dragonfire Bolts:''' Add +1 to hit when targeting obscured models. Ranged hit penalties are fairly common in Kill Team, and the +1 is just enough to nullify the penalty for hitting obscured targets. A +50% benefit if you're forced to hit on 5s (enemy in cover at long range), +100% if you do so on 6s. Good against T3 models, where the issue is to hit them in the first place. **'''Hellfire Rounds:''' Always wounds on a 2+. Better than a mere +1 to hit, it's the best single round against T4 and up. BE ADVISED: Hellfire ROUNDS are "special ammunition" for DW Bolt Weaponry. Hellfire SHELLS are a Tactic for both SM and DW. They are NOT the same thing. You can fire multiple DW "special ammunition" Hellfire ROUNDS from your bolt weaponry, versus the single shot taken with the Hellfire SHELLS Mortal Wound(s) Tactic. **'''Kraken Bolts:''' +3" to the range of Pistols, +6" otherwise. Improve the AP by one, to a maximum of AP-2. Mighty useful since it both debuffs the enemy AND lets you play with range, which is even more important in Kill Team since does away with the Long Range hit penalty. **'''Vengeance Rounds:''' -3" to the range of Pistols, '''-6"''' otherwise. Increase the AP by two, to a maximum of AP-3. It's the best round against everything but Plague Marines...UNLESS the range reduction applies the Long Range penalty. Great otherwise. *'''Fortis Kill Team:''' The Deathwatch can use Primaris Marines, but they need to use the Deathwatch's prices for wargear. *'''Auspex:'''Now available to the Deathwatch by being added to the Intercessor's datasheet. One of your marines within 3" of the Intercessor ignore the penalty for shooting and injuring an obscured target. Because Frag Cannons weren't nasty enough. *'''Storm Shield:''' A 3++ invulnerable save, the highest in the game, but it can't be combined with a gun unlike 40k. *'''Atonement Through Honor:''' Black Shields can re-roll failed charges. *'''Grapnel Launchers:''' Allows Reivers to ignore vertical distance when normal moving (moving under and up to your model's Movement characteristic: charging and advancing fall under special cases as defined in the rulebook). It's hard to overstate the advantage that freedom of movement brings to a game as terrain-heavy as Kill Team. Turning Reivers into defacto jump troops allows you to use them at their full potential. *'''Grav Chutes:''' Allows Reivers to ignore falling damage. Considering how often your stabby boys will be leaping tall buildings and ziplining all over the place, these things can come in handy. The only downside is that it's a further points tax on an already expensive unit with an already existing points tax (''Always. Take. The. Grapnel. Launchers.''), but it's a nice way to avoid tempting fate with that Combat specialist you've come to love, protecting that investment from an idiotically underwhelming death. You can play without them, but just be aware that you're playing a risky game. *'''Auxiliary Grenade Launcher:''' Like with vanilla SM, this is good - the Intercessor keeps his gun (and Special Ammo), gets a powerful way to use grenades, the Demolitions guy turns it into a killer machine and makes it behaves like a missile launcher (which you don't actually have) at no cost beyond a Gunner's tax. The thing is you (and especially the Demo) have better weapons to use, and grenades can't be used with other guns. Will you pay 4pts more than regular marines to bring a Deathwatch Primaris that won't use his special ammo? That's up to you to think about - the option is still good and not everything has to be super optimized. *'''Iron Halo:''' Exclusive to the Primaris Captain, it gives him a 4++. *'''Rosarius:''' Same thing as the Iron Halo, but for the Primaris Chaplain. ===DW Faction Attributes=== *'''Mission Tactics:''' Similar to their 40k version, but now directed against a specific datasheet chosen at the beginning of the first round; everyone in the kill-team rerolls 1s to wound against models from that datasheet (e.g. if Tactical Marines are chosen the bonus applies against Gunners and Sergeants as well). ===DW Ranged Weapons=== *'''Boltgun:''' The classic Special Ammunition dispenser, it lets your Vets dominate other MEQs. Given how spoiled for choice you are with special weapons, though, you're probably not going to have any room for standard boltguns unless you're deliberately running a bare-bones team, or are using a bare-bones sergeant to fit in four frag cannons. *'''Combi-Melta/Plasma:''' Same as vanilla Space Marines, but since the bolter part has special issue ammo shooting both at the same time is a bit more appealing, as 6s always hit. *'''Deathwatch Shotgun:''' It uses its own selection of special shells and slugs to deal with a variety of enemies. It's also your Veterans' only multishot assault gun, a counterpart to the Stalker boltgun. **'''Cryptclearer:''' 16" Assault 2 S4, re-rolls failed wound rolls. A re-rollable 3+ is stronger than a 2+ against GEQ. **'''Xenopurge:''' 16" Assault 2 S4 AP-1. It deals ''2 dmg'' within 8", and multiple damage is so valuable in Kill Team. It's main purpose is to be on the hands of someone who will close into double damage range, otherwise a Kraken bolter gives similar results without that much struggle. **'''Wyrmsbreath:''' 7" Assault D6 S3 flamer to deal with entrenched GEQ. Good deterrent and sidearm to a close range Xenopurger. *'''Stalker Pattern Boltgun:''' 30" Heavy 2 AP-1 Bolter to let your Veterans shoot twice as much as Intercessors at full range. '''Primaris weapons''' *'''Bolt Pistol:''' Comes with Intercessors, and while not amazing it can be a nice sucker punch if stuck in melee. *'''Heavy Bolt Pistol:''' Better AP than the standard bolt pistol gives it distinctly more punch than its smaller cousin. Never forget you have them. *'''Bolt Rifle:''' Its ''excellent range'' coupled with natural AP-1 humbles vanilla SM by using Vengeance like it was an AP-3 bolter, or Tau by rapid firing AP-2 from 18". *'''Auto Bolt Rile:''' Assault 2 Bolter. Thus, from 12+" away it's basically a ''double bolter'' you can advance with. While it lets you fire two Vengeance shots from 18", two Kraken rounds from a Bolt rifle will do more damage, as they won't suffer the long distance penalty at that range. *'''Stalker Bolt Rifle:''' 36" Heavy 1 AP-2 Bolt Rifle. *'''Bolt Carbine:''' Reiver tactical-looking Auto Bolt Rifle. '''Gunner weapons''' *'''Deathwatch Frag Cannon:''' Hoo boy, this is quite possibly '''THE''' single strongest ranged weapon in Kill Team. 24" Assault 2 S7 AP-2 dealing 2 dmg a shot. When you ditch the long range penalty, it becomes S9 AP-3. As if that wasn't all, it can deal with swarming enemies with its 8" Assault '''2'''D6 S6 AP-1 D1 ''autohit'' profile, making GK Incinerators jealous. You can fit 4 of them in a Kill Team, but that will make you [[That Guy]]. *'''Infernus Heavy Bolter:''' A combi-Heavy Bolter/Heavy Flamer. The Heavy bolter wounds pretty much everyone on a 3+, and 36" range means it loses the long range penalty a turn before everyone else. And if anyone get too close, you still have the Heavy flamer. All of that costing less than half of a Frag cannon, meaning you can have a more varied Kill Team. '''Grenades:''' Just not worth it when your army has such cool guns. *'''Frag Grenade:''' You're not closing within 6" of the enemy to deliver a bunch of lasgun shots. A storm shield Vet could use it to overwatch enemies dumb enough to charge a 3++ power weapon model from within 6" away. *'''Krak Grenade:''' While it does D3 damage, your main guns already wound Plague Marines on a 2+. *'''Shock Grenade:''' 6" Grenade 1d3, can't kill but stunned enemies can't shoot Overwatch or be Readied, and suffer a -1 to all hit rolls until the end of the next battle round. Since we don't get that SM shock grenade stratagem, you'll use this when you want your Reiver to debuff the enemy's damage rather than have him debuff his head off by means of blade or a Kraken bolt - if you're scared of an enemy's flamer overwatch, you're better off killing it with the Special Ammo you're paying for rather than committing a Reiver + another model to kill it. ===DW Melee Weapons=== *'''Power Maul:''' S+2 AP-1 to bully the GEQ so common in Kill Team, and people who rely on invulns with a high armour save to back it up, like other stormshield Deathwatch. *'''Heavy Thunder Hammer:''' An even more offensive oriented version of the Power Fist (which you lack), with the same hit penalty and profile but doing 1d6 damage, or automatic 6D on a 6+ To Wound. That's a 72.2% of dealing more damage than its smaller brother (and multiple damage is extremely valuable) at the cost of the model's gun/storm shield. A Combat specialist armed with it turns into an executioner who can consistently deliver true kills with it. *'''Power Sword:''' Reliable can opener. A Zealot complements its relative lack of strength. *'''Xenophase Blade:''' Power sword that forces re-rolls on successful invulnerable saves. Only one point more expensive than the power sword, so might as well take it if you don't know what you're going up against and want your sergeant to have a melee weapon. Fantastic against anything that relies heavily on its invuln to stay competitive (Wyches, Genestealers, Aeldari), but against tougher beasties like Plague Marines, wounding on 5s is rough. ===DW Psychic Powers=== ====Eisenhorn==== Exclusive to Eisenhorn *'''[WD2019July] Enforce Will (Warp Charge 8):''' Pick a visible enemy model within 12". You can immediately shoot or fight with that model as if it were your own and it was the respective phase. **Its essentially CP-free Mindshackle Scarabs. A WC of 8 is effectively the same check you'd have to make against an Ld7 so its no different against a Marine but you get no bonus for targeting a weak-willed guardsman, but now its at 12" instead of 6" and the model can fight, not just shoot. Its not often that you're going to want to use this over Psybolt but in rare instances like hitting the plasma gunner and overcharging for a chance at 2 kills or turning a powerful special weapon on their own team might pay off. ===DW Units=== *'''Deathwatch Veterans (Leader [Sgt. only], Heavy [Gunner only], Combat, Comms, Demolitions, Sniper, Veteran, Zealot):''' Operators operating operationally, now with Specialists & Stratagems. Where other factions need gunners and fighters, [[Your dudes]]' vast wargear options allows them to excel in either melee or ranged combat (or both, but that's expensive). Besides being your cheapest source of special weapons, they're also the only ones who can bring Deathwatch Shotguns or Heavy Thunder Hammers. **'''Deathwatch Veteran Gunners (4):''' Source of Frag cannons, Infernus and the ''Heavy''. It's very easy to go overboard; bringing 4 frag cannons means you can't afford any of the DW's options, only a naked Watch Sergeant. You might want to exercise restraint here. **'''Deathwatch Black Shield (1):''' +1A Veteran that re-rolls failed charges, so he's a good candidate to be the team's Zealot or Combat specialist. Besides a power weapon give him either a Combi-melta to have him do something while closing in (offensive), or a Storm Shield to protect him from mean blades (defensive). **'''Watch Sergeant (1):''' Good leader material, with the highest Imperial Ld9 so your team never breaks. He can wield the Xenophase Blade to put even Harlequins on the run, if you didn't splurge all your points on frag cannons. *'''Intercessors (Leader [Sgt only], Demolitions [Gunner only], Combat, Comms, Medic, Sniper, Veteran):''' Since they cost even more than already expensive SM Intercessors, bring them when you need to use Special Ammo at maximum range/speed, otherwise Vets might serve you better. Still, a Primaris specialist has a better chance of surviving a match. **'''Intercessor Gunnners (2):''' Still a powerful option able to deal with anything at both long, medium and short ranges, but he's paying for 3 guns and he can't use all once. **'''Intercessor Sergeant (1):''' Mighty leader figure with the same "can't do everything at once" issue as the Gunner, although he can swap one of his guns for a melee weapon to keep his cost down. But his melee capabilities are top echelon, so he can keep up pace and actually lead a melee-oriented Kill Team, if by dint of being [https://youtu.be/_DKNLSkD8t8?t=8 the teammate who can withstand the most punches to the face and yet keep on fighting]. *'''Reivers (Leader [Sgt only], Combat, Comms, Demolitions, Scout, Veteran):''' Use them when you absolutely NEED mobility and resilience to small arms. The Carbine works very well with the Grapnel gun and contributes to their speed, but it makes them worryingly expensive. And while their melee loadout is cheaper, for that cost Deathwatch players can bring a melee Vet with actual AP and even a 3++. **'''Reiver Sergeant:''' Actually <u>cheaper than regular ranged Reivers</u> when using the Carbine + Knife loadout, and it makes him cost the same as an Intercessor but with '''+2A''' & +1Ld. If you want someone with a two shot Assault bolter this is your guy, and a ''Veteran'' can reposition himself better than an Intercessor can. *'''Terminators''': Same as the Space Marine version. *'''Vanguard Veterans''': Same as the Space Marine version, though they have to buy the jump pack. ====DW Commanders==== *'''Watch Master (Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> **'''Gaius Acastian:''' Standard Watch Master, but with a unique Specialism. ***'''Watch Master Specialism:''' Gaius's unique skills, focused on being a front-line leader that retains some buffing potential. ****'''Scion of Guilliman (Lvl 1, 125 pts):''' This model can Fall Back and shoot in the same turn, but it takes a -1 to hit for those Shooting attacks. The Smurfs may have their Chapter Tactic back, but yours is more likely to actually hit what you shoot at. Stronger than it seems at first glance, since if your opponent falls back while you were in melee, the only move you can make is a fall back move of your own. Now you don't have to choose between moving to cover or shooting in this situation. Still, try to avoid these situations by ending combats in one round or having another model in position to charge into the fight to prevent an enemy from falling back (Use decisive move if you lose initiative). ****'''Instinctive Strategist (Lvl 2, 145 pts):''' When this model is on the battlefield and not shaken, roll a D6 each time an opponent uses a Tactic. You get a Command Point on every 5+. Ankra the Colossus has to wait until Level 4 to get this power, pathetic xenos scum. Never not useful. ****'''Lead by Example (Lvl 3, 165 pts):''' When Gaius takes an enemy out of action, then the CP cost for Master of Battle decreases by 1, to a minimum of 0. If your Leader has Tactician as a Level 3 ability, it is possible to ''gain'' net CP if your Commander can consistently kill enough dudes each turn. ****'''Artisan Weapon (Lvl 4, 190 pts):''' The Melee profile of your Guardian Spear goes from D3 damage to a flat 3. Can turn Gaius into a one man army, which is good, because outside of some specific missions that make Commanders free, you won't have any points left for other guys. Or too many points for other commander traits, at that matter. *'''Primaris Captain (Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength):''' Identical to Space Marine version but with special issue ammo. *'''Primaris Librarian (Fortitude, Melee, Shooting, Psyker, Strength):''' Identical to Space Marine version but with special issue ammo. *'''Primaris Chaplain (Ferocity, Fortitude, Leadership, Melee, Shooting, Strength):''' Identical to Space Marine version but with special issue ammo. *'''Captain in Terminator Armor (Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength):''' Identical to Space Marine version but with special issue ammo, but weapons compatible with the ability cost several points extra. *'''Librarian in Terminator Armor (Fortitude, Melee, Psyker, Shooting, Strength):''' Identical to Space Marine version but with special issue ammo, but weapons compatible with the ability cost several points extra. *'''Chaplain in Terminator Armor (Ferocity, Fortitude, Leadership, Melee, Shooting, Strength):''' Identical to Space Marine version but with special issue ammo, but weapons compatible with the ability cost several points extra. *'''Inquisitor Eisenhorn (WD2019July) (Strategist):''' The greatest advantage of Eisenhorn for a Deathwatch team is its ability to cost just 70 points, giving you the possibility to add more marines or fancy weapons compared to costly Commander, but at the same time gives an extra CP (a godsend for Deathwatch) and the Psychic Phase. Against xenos (and why should you fight anything else? You're the Deathwatch) is particularly good due to it's re-rolls to hit and wound (the pistol has a short range, but has good strength and damage, being an Artificier Bolt Pistol) that mitigate the numerous penalties to hit (when shooting) and its S3 (when fighting, where he can choose between two force weapons, one at S3 AP-3 Dd3 with a +1 ti hit and a S6 AP-1 Dd3). Also, it's a damn fluffy choice. **Something to note, while Deathwatch Veterans have {{W40kKeyword|ADEPTUS ASTARTES}} as a non-faction keyword, <s>Reivers, Intercessors,</s> Terminators and Vanguard Veterans only have it as a faction keyword, and technically lose it when taken by Deathwatch. This means by RAW they don't benefit from Eisenhorn's "Unquestionable Wisdom". Reivers, Intercessors had this problem fixed by Errata, but not Terminators and Veterans. ===DW Tactics=== *'''[Core] Decapitation Doctrine (1CP):''' If one of your units attacks the enemy leader during the Shooting or Fight phase, re-roll failed wound rolls until the end of the phase. *'''[Core] Hellfire Shell (1 CP):''' A Heavy Bolter (or Heavy Bolter part of the Infernus Heavy Bolter) can fire one shot, but if it hits, do D3 Mortal Wounds instead of usual wound rolls. The Deathwatch Frag Cannon is better, but this is much, much less cheesy. *'''[Core] Only In Death Does Duty End (2 CP):''' When one of your units is taken out of action, it can either shoot as if it was the shooting phase or make a single attack as if it was the fight phase. *'''[Core] Rival Chapters (1CP):''' If one of your units attacks in the Shooting or Fight phase while a friendly unit is within 2", both units re-roll hit rolls of 1 for the rest of the phase. Use it to have up to three supercharged Combi-plasma Snipers on a given turn. *'''[Mordelai/Annual 2019] Priority Execution (1CP):''' Use this tactic when you choose a model in your kill team to fight in the Fight Phase. Add 1 to all wound rolls for that model until the end of the phase. *'''[Mordelai/Annual 2019] Death to the Alien! (1CP):''' Choose a model in the fight phase, each time you hit on a roll of 5+ for that model during this phase, that model can make an additional attack against that same model if the target was not Imperium, Chaos, or Unaligned. *'''[Mordelai/Annual 2019] Tactical Disengagement (1CP):''' Use this in the movement phase when a model in your team retreats. That model may retreat up to 6" rather than up to 3" and may shoot as if it had not retreated. *'''[Mordelai/Annual 2019] The Beheading (2CP):''' Use at beginning of fight phase, until end of phase, you can re-roll hit rolls for attacks targeting an enemy leader. *'''[Mordelai/Annual 2019] Unrelenting (1CP):''' In the shooting phase, choose a model from your kill team to shoot. When rolling to hit for this model's shooting attacks, it is considered not to have moved in the previous movement phase. *'''[Mordelai/Annual 2019] My Armour is Contempt (1CP):''' Use this tactic when a model suffers a mortal wound, roll a d6 for that wound and each other mortal wound inflicted for the rest of phase. Mortal wound is ignored on 5+. *'''[Elites] Tactical Priority (1CP):''' Use this Tactic at the start of any battle round after the first. When you do, choose a datasheet. That datasheet is now your kill teamβs priority target as described in Mission Tactics (above), rather than the datasheet you chose previously. All you model have re-roll of 1 to wound rolls by models with this datasheet. *'''[Elites] Teleport Strike (Reserve) (1 CP):''' Take up to 3 model with Terminators out of reserve and set them up anywhere more than 5" from an enemy. *'''[??/Annual 2019] Trust in Your Armour (1 CP, Death World Forest Killzone):''' Treat Barbed Venomgorse as open ground, and move through it as if it were not there. All moves must end on a proper surface though. ===DW Commander Tactics=== *'''[Commanders] Litanies of Hate (1 CP):''' Use in the Fight phase if your Kill-Team has a {{W40kKeyword|Primaris Chaplain}} that is not shaken. You can re-roll failed hits in the Fight phase for any model within 6" of the chaplain until the start of the next battle round. *'''[Commanders] Spiritual Leader (1 CP):''' Use at the start of the Movement phase if your Kill-Team has a {{W40kKeyword|Primaris Chaplain}}. As long as it isn't shaken, friendly models within 6" can use the Chaplain's leadership instead of their own. *'''[Commanders] Rites of Battle (1 CP):''' Use at the start of the Shooting phase if your kill team has a non-shaken {{W40kKeyword|Primaris Captain}}. Friendly models within 6" re-roll hit rolls of 1. *'''[Commanders] Master of Battle (2 CP):''' Use at the start of the Shooting phase if your Kill-Team has a {{W40kKeyword|Watch Master}} who is not shaken. Re-roll failed hits for any model within 6" of the Watch Master until the start of the next battle round. *'''[Acastian] Steel Your Minds (1 CP):''' Use at the start of the Movement Phase if your Kill-Team includes a {{W40kKeyword|Watch Master}}. As long as it is not shaken, friendly models within 6" ignore the hit penalty for ''all'' flesh wounds suffered. Transhuman Physiology already protects you from the first flesh wound, now you can ignore the rest too! *'''[Acastian] Vigilance Incarnate (Aura) (1 CP):''' Use at the start of the battle round if your Commander is not shaken. Friendly models within 3" of the model get 6+ FnP. If they already have a similar power, choose which one to use and re-roll 1s. ===DW Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''DW Strategies:''' <div class="mw-collapsible-content"> Stratgies for playing as this faction go here </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Stratgies for playing against this faction go here </div> </div> ===DW Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> * 100 points, 5 models ** Watch Sergeant with Xenophase Blade, Combi-Melta, and Grenades. Leader Specialist. (22pts) ** 2x Veteran Gunner with Frag Cannon and Grenades. Demolitions or Heavy Specialist, depends on the mission. (42pts) ** Veteran with Storm Shield, Power Maul, and Grenades. Combat or Zealot Specialist, depends on the enemy you expect to face. (19pts) ** Veteran with Shotgun and grenades. The most 'expendable' of your dudes. (15pts) * 99 points, 5 models (Typical all-comers list, nice shooting but also nice melee. Can be built from a single Kill Team box) ** Watch Sergeant with Combi-Plasma and Grenades. Leader Specialist. (20pts) ** Veteran Gunner with Frag Cannon and Grenades. Demolitions or Heavy Specialist, depends on the mission. (21pts) ** Veteran Gunner with Infernus Heavy Bolter and Grenades. Demolitions or Heavy Specialist, depends on the mission. (18pts) ** Veteran with Heavy Thunder Hammer. Combat specialist. (19pts) ** Black Shield with Storm Shield, Power Sword, and Grenades. (21pts) * Full on Cheese (5 models, 100 points) ** Watch Sergeant with Boltgun and grenades. Leader Specialist (16pts) ** 4x Veteran Gunner with Frag Cannon and Grenades. Demolitions or Heavy specialists. Be [[that guy]]! (84pts) * 100 points, 5 models Fortis Team Can be assembled with both easy to build Intercessors and Reivers kits sans Power Sword, the kits are 15 usd and Primaris marines are a thing ** Intercessor Sergeant with Bolt Rifle, Power Sword, Pistol, and Grenades. Leader Specialist. (22pts) ** Intercesor Gunner with Bolt Rifle, Auxiliary Grenade Launcher, Pistol, and Grenades. Comms Specialist (20pts) ** Intercesor Gunner with Stalker Bolt Rifle, Auxiliary Grenade Launcher, Pistol, and Grenades. Sniper Specialist (20pts) ** Reiver Seargent with Heavy Bolt Pistol, Combat knife, Grapnle Launcher and Grenades. Combat Specialist (20pts) ** Reiver with Heavy Bolt Pistol, Combat knife and Grenades. (18pts) </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Commanders Kill Teams''' <div class="mw-collapsible-content"> ''For When Commanders Cost Points'' ''For When Commanders Cost Nothing'' </div> </div>
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