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Warhammer 40,000: Kill Team (HoR)/Tactics/Space Marines(8E)
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==Armoury== ===Honoured Relics of the Chapter=== *'''Wings of Night''' ({{W40kKeyword|Raven Guard}}): Your jump pack gains a single-use smoke launcher for 5 points. Honestly not the worst thing to throw onto an assault sarge. *'''Shadow of Death''' ({{W40kKeyword|Raven Guard}}): An uber-sniper with Heavy 2 S5 AP-1. This power, however, is quite costly. *'''Gladius Honorifica''' ({{W40kKeyword|Ultramarines}}): An off-hand weapon that's otherwise a glorified CCW with AP-1, but you can make d3 attacks with this sword if you throw all your model's normal attacks with a power weapon that isn't a fist. It's even a pretty cheap grab. *'''Banner of Black Reach''' ({{W40kKeyword|Ultramarines}}): Sergeant or Veteran only. If an enemy ends a charge within 1" of a model within 6" of the bearer, that enemy must test Ld to pile in and immediately fight, but cannot fight in the following Fight phase. *'''Blizzard of Inwit''' ({{W40kKeyword|Imperial Fists}}): Leader only. It's a beefier storm bolter. *'''Phalanx Shield''' ({{W40kKeyword|Imperial Fists}}): Leader without bike or jump pack only. This is essentially a storm shield that robs your guy of 1" of movement and forces all advance moves to be 3" or less, but any attacks with AP0 must re-roll to wound. This is pretty great for a terminator or vanguard who wants to show how to tank shit. *'''Fist of Vengeance''' ({{W40kKeyword|Crimson Fists}}): Non-Primaris Leader only. You gain a beefier power fist that can even ignore the penalty to hit when facing Orks. Do note that this has a different price when put on a terminator, in which case it becomes much more of a steal. *'''Combi-Shotgun''' ({{W40kKeyword|Crimson Fists}}): It's a shotgun. It's a bolter. Why did someone put this together? Because you like the bolter but want the shotgun's close-quarters boost. *'''Malleus Malificarum''' ({{W40kKeyword|Black Templars}}): Leader only. See that Psyker over there? Now your boys hate it. Any 6s to hit deal a mortal wound instead of whatever else, which may be keen for your chainswords and bolters, but it'll fuck over flamers and fists. You can even redirect it in the event of facing Grey Knights or Thousand Sons. *'''Sword Savant''' ({{W40kKeyword|Black Templars}}): Leader only. Your boss is now better at swinging swords, granting a +1 to attacks and they can re-roll 1s to hit with any swords (meaning chainswords and power swords. No Eviscerators.) *'''Heartseeker Lance''' ({{W40kKeyword|White Scars}}): Leader only. It's a power spear that can be thrown, though it can be used on the charge. Charging deals damage equal to half the enemy's Toughness, which is damn scary. The ranged statline isn't as remarkable. *'''Auxiliary Ramjet''' ({{W40kKeyword|White Scars}}): Leader on Bike only. It gives your biker the ability to charge after advancing during the first two turns, which is just as well for the alpha strike. *'''Breath of the Forge''' ({{W40kKeyword|Salamanders}}): Leader or Tech-Adept only. This is a pretty frightening flamer, but it's very variable. Its damage and AP are ad +d3 and Strength is the sum of both of these values +1. The only constant is the four shots it fires. *'''Drakescale Raiment''' ({{W40kKeyword|Salamanders}}): This gives your model some resistance against random-hit weapons like the flamer by forcing a re-roll if they shoot within 8". *'''Ice-Cold Logician''' ({{W40kKeyword|Iron Hands}}): Your model can still shoot a enemy if they're within 1" of an ally. *'''Enhanced Tactical Cognition''' ({{W40kKeyword|Iron Hands}}): This lets you score first turn on a 5+ but this can't be re-rolled. In all honesty, this is kinda rough for a single-use chance for a first turn. ===Armour Upgrades=== Your models can only take two upgrades unless they're the leader. *'''Sanctified Warplate''': Leader only. It gives a little perk if you roll a 6 on a save, which is decent for the price. *'''Purity Seals''': Your model can re-roll a single hit, wound, or save roll, which might be pretty critical. *'''Perigrinus Targeter Helm''': Model with {{W40kKeyword|Fly}} only. If you wanna hit other flyers, this is how you can even the field, and for dirt cheap. *'''Bionics''': Ability to ignore wounds, check. No clue if this stacks with the Iron Hands tactic, but if it doesn't, it's a wash. *'''Containment Field''': Leader only. This gives you a 4++ against shooting and reduces the damage from random weapons, which is a good deal stronger but quite costlier. *'''Teleporter''': Terminators only. Instead of moving, your fattie can now jump 2d6" around, which is useful, but you can't fall back and shoot. *'''Suspensors''': Your heavy weapon ignores the penalty for shooting on the move, but your weapon's range is halved. *'''Armour of Alacrity''': Non-Terminator leader only. This gives a slightly better move rate, but the bigger draw is the re-rollable save, which you'd really want for a tanky marine. *'''Larraman's Blessing''': You now have a regenerating save. Not quite the thing you need for a Smashfucker, but it's a start. *'''Refractor Field''': A 5++ Invuln, same as always. ===Additional Wargear=== *'''Auspex''': If you find reinforcements, you bring one of these and make the team shoot the crap outta them. *'''Auxiliary Grenade Launcher''': If you really need to use your grenades, this will give you a hefty boost to the range. *'''Marksman's Honour''': Leader only. This lets your boss re-roll 1s to hit on shooting if they didn't move, but it's not gonna save you against plasma. *'''Signum''': Leader only. Sacrifice one round of shooting to boost an ally's BS by +1. *'''Master-Crafted Weapon''': Adds +1 to one weapon's damage. This won't stack on anything already master-crafted, and won't stack on a relic. *''' Armourium Cherub''': You can grab up to two of these freaky robot-babbies. *'''Oath of the Crusader''': Damn cheap for such a major effect. Do yourself a favor and grab these babies. *'''Sacred Standard''': This gives you either a second source of IP or doubles the range of an existing one, both of which can be vital. If the bearer kicks it, anyone who was within its range gains a bonus attack, and the enemy gains a VP if your leader was the one who carried it. *'''Smoke Grenade''': It's a bit shorter range than a basic grenade, but it gives a 3" bubble that you can hide in to avoid gunfire for the turn. Do note that grenade launchers cannot work with this, so it won't matter who you give it to, and this isn't cover. *'''Turbo Maximus''': Bike or Jump Pack only. This is costly, but it'll pretty much guarantee you one vital charge. *'''Hypercharger''': You exchange 1 BS for 1 damage, which can make this an auto-buy for flamers and can give you the shot you need to wipe off an enemy if you can game the odds enough. ===Weapons of the Armoury=== *'''Photon Beam''': Tech-Adept only. This is a debuffing weapon, with one mode giving the debuff on top of a pretty nice gun (S5 AP-2 D1) while the other one just deals the debuff at a long range. *'''Purification Vials''': Apothecary only. You can grab multiples of this special poisoned grenade. It'll wound anyone it hits on a 2+, though it's useless on vehicles. *'''Soulstorm Staff''': Lexicanum only. It's a force stave with a flamer on top, giving a flamer with a variable AP cost, which can possibly be devastating. *'''Teeth of the Legion''': Leader only. This chainsword's nicer than the basic build and it can deal a lot of damage if you score a 6 to hit. It's also quite cheap if you have a need to go to town.
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