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===AM Units=== *'''Infantry Squad Guardsmen (Leader [Sergeant Only], Heavy [Gunner Only], Comms [Vox-Caster Only], Medic, Demolitions, Scout, Sniper, Veteran):''' A regular old guardsmen with a lasgun isn't worth much more in Kill Team than they are in 40k, but like 40k, you can bring a ''lot'' of them for their cost, and they can shoot better than Boyz or Termagants **Cheap, with a base price of 5 points. **'''Infantry Squad Sergeant (1):''' Lacks a lasgun, but gets a choice of pistols and melee weapons. Your cheapest leader option when you want the most boys on the field, but even if you have something else as your leader, it might be a good idea to bring a sergeant anyway as a cheap melee scout or veteran specialist. **'''Infantry Squad Guardsman Gunner (1):''' The difference between the gunner and the average guardsman? This one gets a different weapon. He's pretty much here if you've run out of spaces for special weapons guardsmen. **'''Infantry Squad Guardsman with Vox-Caster (1):''' Only 5 points more than the run of the mill armydude and he becomes your most likely comms specialist. *'''Special Weapons Squad Guardsmen (Heavy [Gunner Only], Leader, Medic, Demolitions, Scout, Sniper, Veteran):''' Identical to regular guardsmen, except these are the guys that can bring the special weapons you'll ''need'' to bring down the bigger nastier stuff that would otherwise mulch right through [[your dudes]]. **There is basically no difference between the "Infantry Squad" Guardsman and this one, save a change in keyword, and that leader specialization isn't limited to specific models from this unit. The latter is likely a typo, but it was never FAQed, so if you want to keep your leader out of close combat, or even give him a special weapon, these are your dudes. You'll just be sacrificing the Ld of a Sergeant or Tempestor to do it. **'''Special Weapons Squad Gunner (3):''' Here's your means of grabbing the nice guns, which you'll probably need to fight anything tougher than a gaunt or a heretic. *'''Tempestus Scion (Leader [Tempestor Only], Demolitions [Gunner Only], Heavy (Gunner Only], Comms, Medic, Scout, Sniper, Veteran]:''' Bigger, tougher, better guardsmen (think MEQ shooting and armour save) that have have hot-shot las weapons instead of regular las, krak grenades, and can take hot-shot volley guns instead of sniper rifles for more [[dakka]]. Take if you want a team focused on quality over quantity. Or, even if you have a team of regular dolts, it might be a good idea to bring a Tempestor as your leader to have a more survivable source of orders. **A regular scion can take a vox-caster for 5 additional points. The model also gains a hot-shot laspistol for free with its vox-caster and has the option of keeping or ditching its hot-shot lasgun. A scion with a vox-caster is the only model that can be a comms specialist from this unit. **Near double the base price of a regular guardsman at 9, and 10 for the Tempestor or Scion Gunner, so you'll be running 10 dudes at best. **'''Tempestus Scion Gunner (4):''' An extra point permits the gunner to grab the nice guns, including the hot-shot volley. **'''Tempestor (1):''' Also a point more than the average scion, but this nets him a melee weapon (chainsword, power sword, or powerfist) to throw down. *'''Pious Vorne (BSF/Annual2019) (Zealot [Specialist Retainer]):''' If you wanted a zealot without dipping into the specialist pool (or at all as AM), Vorne's got you covered. Don't be fooled by that plate armor her model is wearing, though. With a 7+ save, apparently it's literally made of wet rotten cardboard. However, Vorne does get a Feel No Pain that works on 5+ and re-rolls attacks when charging or gets charged. Her lone weapon works in both melee with S+1 AP-1 or as a heavy flamer that re-rolls the number of hits when shooting {{W40kKeyword|CHAOS}} models. **Unlike the Ratling twins, she does qualify for Regimental Doctrines. **Unfortunately they took away her ability to take orders in Annual 2019, meaning no more Fix Bayonets! shenanigans. *'''Rein & Raus (BSF/Annual2019) (Sniper [Specialist Retainer][Rein Only]):'''The twin ratlings are always taken as a pair and Rein must take your sniper slot, but does not otherwise contribute to the 3 specialist limit. Armed with a BS2+, stub pistol and sniper rifle, Rein gets to re-roll hits and wounds with his rifle if his brother can see his target. Unfortunately it's still a sniper rifle, and so still underperforms compared to other weapons in your arsenal. He also prevents you from taking Sniper on a plasma gun for safe(ish) super charging. Raus gets his own stub pistol, a grappling hook to climb any distance as well as a single-use demo charge that's likely to insta-kill most things with his BS2+. Both of them can immediately move after shooting, and add -1 to any attacks against them if they're in cover. Combined with their two wounds and diminutive model size, the twins can actually be surprisingly durable, despite their T2 and 6+ save. Watch out for flamers or models that ignore cover though. **They are Auxilla, so do not qualify for Regimental Doctrines. *'''Gotfret de Montbard (WDSept2019/Annual2019) (Combat [Specialist Retainer]):''' Crusader originally from Blackstone Fortress Escalation. Armed with Power Sword and Storm Shield. While he unfortunately didn't keep his Deny the Witch ability from 40k, he is beast in melee with Hacking Advance generating 2 hits on every unmodified hit roll of 6. And thoughtfully, they made him a Combat specialist meaning you can take him with Pious Vorne and populate your entire kill team with the faithful. **Because his Specialist Retainer text doesn't include any text about the stat boost being included in his statline like every other Character does, this means he actually has 5 attacks. Add in Hacking Advance and thats a lot of attacks every turn. **Unfortunately they took away his ability to take orders in Annual 2019, meaning no more Fix Bayonets! shenanigans. *'''Ogryn (Leader [Bone 'ead only], Combat, Demolitions, Heavy, Veteran) :''' Ogryn can't shoot worth a damn, but that's okay. What Ogryn are for, and what an otherwise very shooty and very squishy team ''really'' needs them to do, is smash faces. And Ogryn do that rather well. Three S5 AP-1 attacks will certainly make a dent in just about anything. Post errata, can no longer take orders. **'''Ogryn Bone 'ead (1):''' Despite not being able to take orders post errata, a bone 'ead can be a leader and issue orders, so if you want the toughest source of orders you can get, a Bone 'ead is the way to do it. *'''Bullgryn (Leader [Bone 'ead only], Combat, Demolitions, Heavy, Veteran):''' Post errata, can no longer take orders. **'''Bullgryn Bone 'ead (1):''' Despite not being able to take orders post errata, a bone 'ead can be a leader and issue orders, so if you want the toughest source of orders you can get, a Bone 'ead is the way to do it. Plus the Bullgryn Bone 'ead is even tougher than the normal Ogryn, plus he can mix in melee with the best of them. ====AM Commanders==== *'''Janus Draik (BSF/Annual 2019) (Logistics):''' <span style='color:red>'''[ADD YOUR AM SPECIFIC OPINION HERE]'''</span> **Unclear if qualifies for Regimental Doctrines, as the ability comes from having a regular Keyword, but the Keyword is added to models with the Faction Keyword. *'''Inquisitor Eisenhorn (WD2019July) (Strategist):''' At 70pts at level 1 and cool 105pts at 4, Eisenhorn is the single most expensive Commander available to the AM. <s>Unfortunately he's the victim of another statline screw up, losing FOUR wounds, THREE attacks and dropping down from a Ld 10 and a 4+ to Ld7 and a 6+. In other words they copy pasted the Bloodletter statbox from the same issue and forgot to change the statline. And a damn shame too. Giving Ld10 to all your Guardsmen in 6", psyking and 4 attacks with a D-D3 weapon would have made him a solid contender despite the cost. As it is? Well lets just hope they release some errata. </s> - The White Dwarf that was released fixed this, making his LD 10 and with 5 wounds. ** Qualifies for Regimental Doctrines. *'''Espern Locarno (Blackstone Fortress) (Psyker):''' This navigator isn't much to write home about, with only a 4+ Invul and a melee weapon that deals Dd3 at S3 AP0 separating him from the common leader, but he has his psybolt that can deal mortal wounds to a designated model even if they're not the closest. Like the Grey Knights, his psybolt is limited to a 12" range. ** Qualifies for Regimental Doctrines. *'''Platoon/Company Commander (Leadership, Logistic, Shooting, Stealth, Strategist):''' The cheapest commander choice in the game, only the Commissar is as cheap as the platoon commander. You can almost always afford the extra five points for +1W, Ld, and order. In no way a beatstick, the commanders give extra orders, one for the platoon, two for the company commander. Their aura tactic makes an order affect all units within 6" of the ordered model, which can be a fantastic boost for a plasma blob. Has a refractor field for a 5+ invulnerable save, which can keep them a little more durable than your opponent may expect. It may be worth it to give them the plasma pistol and power fist for emergency combat, since they are cheap. ** Qualifies for Regimental Doctrines. *'''Tempestor Prime (Leadership, Logistic, Shooting Stealth, Strategist):''' More expensive and generally less useful than the Platoon and company commanders. Pays 10 extra points for the same statline as the Company Commander, except a 4+ save, but no invulnerable, a hot-shot laspistol, Krak grenades, and needing to pay an extra 2 points for the second order. Unless you think you can get a lot of extra mileage out of the 5+ overwatch from his aura, you should probably give him a pass in favor of the Company Commander. ** Like other Militarum Tempestus models, only qualifies for their Regimental Doctrine but does not prevent other doctrines. *'''Commissar/Lord Commissar (Fortitude, Leadership, Logistics, Melee, Shooting, Strategist):''' The Lord Commissar costs extra, but gets better Ld, Wounds, a BS/WS of 2+, and a 4+/5++ instead of just a 5+. While the base Commissar is a good choice if you just want the morale boosts, the LC can do fairly well in melee if equipped with a Power Fist. That said, the abilities are more geared towards holding together after everything's gone wrong, while the Platoon/Company Commander tend to be more proactive. No variant qualifies for Regimental Doctrines. **'''Feodor Lasko:''' A named Commissar with his own specialism. Really, really wishes he had a power fist. Without one, it's not worth going beyond level 1 for the durability boost. The 5 points he costs over a regular Commissar of the same level goes to paying for his Power Sword and Plasma Pistol. Can use normal Commissar exclusive tactics. Might have a 5++ Refractor Field depending on how you interpret the datacard. ***'''Commissar specialism:''' Feodor Lasko's unique skill tree, with the following skills. ****'''Level 1: True Grit:''' +1 to Toughness, built into the statline. ****'''Level 2: Skilled Swordsman:''' Re-roll unmodified 1s to hit and wound in the Fight phase. ****'''Level 3: Grav-Chute''' Acts like an always-on version of the Level 1 Logistics Tactic. ****'''Level 4: I've Had Worse!:''' FnP on a 5+. If he already has FnP from another source, choose which source applies and re-roll FnP results of 1. **'''Severina Raine (White Dwarf) (Leadership):''' Essentially a Commissar statline with a 4+ save and a slightly improved Chainsword and Bolt Pistol. Like Lasko, she can use regular Commissar exclusive tactics. She only costs 20pts but has no options for better weapons. She does have a special rule letting units within 6" automatically pass Nerve tests while she is in combat, but she doesn't have the gear, statline or specialism to survive there and neither do your guardsmen. While Annual2019 face her point values for higher levels if you're (rightfully) ignoring the Commander's FAQ, she's still basically terrible. If you like the model, take her as regular Commissar. *'''Taddeus the Purifier (Blackstone Fortress) (Ferocity):''' You got yourself a beefy preacher with only a rosarius and 4W for protection. As a melee combatant he's not much, but re-rolls hits on a charge or when he's charged and he's got a power maul and two pistols (neither are very effective, but he gets to fire both and one of them shoots three times). He's also handy to get the troops in on the fight with his free, always-on aura granting an additional attack to the troops within 6" and to himself. Ridiculously overpriced for what he offers, as a Power Fist Lord Commissar is 19 points cheaper, infinitely more capable in combat and more than makes up for the extra attacks from your useless guardsmen. **Qualifies for Regimental Doctrines, and was updated in Annual 2019 to not be affected by Orders. *'''Sly Marbo (Elites) (Legendary Hunter Level 4 Only):''' Youβre joking, right? You actually NEED a reason to take Sly Marbo? Well, he always wounds on a 2+, he can perform one of three different out-of-sequence attacks after being set up from reserves, and with Like Fighting A Shadow he can return to reserves to do it again. His lack of AP is annoying, but his unique Tactic makes that a non-issue in melee. Oh, and remember that Orders don't work on him, but now no orders work on any commanders, so this is a pointless distinction. Regimental Doctrines still do, so you can have a Mordian Sly Marbo if you like. **With the new Dev Commentary he's now not an option in Matched Play at all, as they've made it mandatory that all commanders be taken at Level 1 going against their own rules in the Commanders book, that's right he's so powerful kill team can't contain him. *'''Aradia Madellan (WDSept2019) (Psyker):''' Sanctioned Primaris Psyker originally from Blackstone Fortress Escalation. Armed with a Laspistol, Force Stave and her own mind. She can also give a single model within 6" Superior Transhuman Physiology for the round. ** Costing the exact same as Eisenhorn at every level basically puts her totally out of contention. Compared to the Inquisitor she has worse weapons, worse statline, no FNP, and her ability is likely going to be less useful than Unquestionable Wisdom which gives your weakwilled guardsman an Ld that makes Custodes look like cowards. She also doesn't qualify for Regimental Doctrines like Eisenhorn does (but doesn't prevent them either) *'''Neyam Shai Murad (WDSept2019/Annual2019) (Shooting):''' Rogue Trader originally from Blackstone Fortress Escalation. Armed with a pair of Negotiator pistols but weirdly not her own sword-leg. Is always considered readied and ignores obscurity. Not bad in combat, but too expensive **Unclear if qualifies for Regimental Doctrines, as the ability comes from having a regular Keyword, but the Keyword is added to models with the Faction Keyword. **Also unclear is if her Quick Draw ability lets her shoot when she advances. It needs to be FAQ'd but until then ask your opponent/TO before you try it in game. If you're the one being asked, consider allowing it - Neyam is not a particularly great Commander for her cost otherwise.
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