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Warhammer 40,000: Kill Team (HoR)/Tactics/Astra Militarum(8E)
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==Unit Analysis== Your FOC is as follows *1 Leader *1-30 Core *0-5 Special ===Leader=== *'''Veteran Officer''': A basic Platoon Commander with the loadout of a Company Commander, he's meant for support more than flat out combat. *'''Lord [[Commissar]]''': You know what this old hardass can do: <s>intimidate</s> motivate his men to victory by being a hardass. His Aura makes his team tougher to shake when close and his gun can make sure they stay where the hell they are. **'''Mounted Commissar''': A Commissar given a Rough Rider Commander's mount. They now remove the hardcap on Rough Riders and Death Riders on top of all their other rules. *'''Primaris Psyker''': Now you can have a legit psyker lead. He's not cut out for much else, he even lacks Voice of Command, so you're going to need to make the most of your casting. *'''Tempestor Prime''': The go-to Leader for a Tempestus army, he removes the hardcap on Scions. Even if you don't run them, he still offers a second command each turn if you give up the laspistol. *'''Rough Rider Commander''': The horseback leader, this guy's a Rough Riders sarge that removes the hardcap on Rough Riders and Veteran Riders. He's probably the most combat-dedicated of them, but he's still as fragile as the regular guardsmen. ===Core=== *'''Guardsman''': You know how flimsy these guys are, you know that they're only good in numbers. Make sure to get at least one for a Voxcaster to ensure that your orders reach. **'''Sergeant''': Taken once per 4 guardsmen/veterans. They have the functionality of a Voxcaster for order spreading, which is useful, but they also provide a mini IP for you. Sure he's only Ld7, but if you're ever in a situation where a guardsman's gotta hold and their sergeant is right there, you'll be thankful for him. **'''Heavy Weapons Team''': It's a guy grabbing a heavy gun, and he's hardcapped to only being 1 per 5 Guardsmen. Give them a weapon for the occasion, which can include snipers. *'''Veteran''': A bit more flexible than Guardsmen, these guys get extra options for combat. These guys can grab more guns and medkits, as well as a Standard to allow shooting or charging after an advance. Also fun is the single Commendation you can give a single vet. **'''Veteran Sergeant''': Taken once per 4 guardsmen/veterans. He's basically a Sergeant on a Veteran's statline and loadout. **'''Veteran Heavy Weapons Team''': It's a guy grabbing a heavy gun, and he's hardcapped to only being 1 per 5 Vets. Give them a weapon for the occasion. If you're feeling brave, this can even be a sniper rifle. *'''Conscript''': They're human grots. Use them and dispose of them. They shoot like shit, orders have a chance of failing on them. Don't value them more than their minimal worth. *'''0-5 Tempestus Scion''': They're a bit more elite than the basic Guardsmen, but they pay for it with a cost of two guardsmen. They get access to the guns, the medkit, and a standard of their own as well as a Commendation, like Vets. **'''Tempestor''': Limited at 1 per 4 Scions, these guys act as the sarges, including the order-boosting and miniature IP. *'''Servitor''': Your cheapest distractions, they're the same as you remember in the marines and AdMech codex. Don't expect them to be good Heavy Weapons platforms, just expendable ones that need a Techpriest to oversee. '''''THE FOLLOWING UNITS ARE HARDCAPPED A 0-5 MODELS BETWEEN THEM''' *'''Rough Rider''': A slightly fiercer guardsman who rides a pony. Fortunately, they can grab a Commendation if they want. **'''Rough Rider Sergeant''': Taken once per 5 Rough Riders/Veteran Rough Riders, ignoring the hardcap. You'll likely be taking one if you intend to keep them stuck in where they are. *'''Veteran Rough Rider''': A slightly fiercer vet who rides a pony. Fortunately, they can grab a Commendation if they want. **'''Veteran Rough Rider Sergeant''': Taken once per 5 Rough Riders/Veteran Rough Riders, ignoring the hardcap. He's a slightly better rider and gives you the broadcasting power since you lack voxcasters. *'''Tempersus Biker''': Well...this is unusual. You have stormtroopers on bikes, giving them Storm Bolters. Beyond that, they have a full 6" advancing distance, which you'll be needing to put them in range depending on what you're gonna do with them. ===Special=== *'''0-1 Junior Officer''': In the event that you took a Primaris Psyker or you just wanna throw around extra orders, you'll never regret him. He might lack IP, but you have sergeants for that. He might not be as strong as the Leader, but you should be throwing the boys in front of him. *'''0-1 Ministorum Priest''': These are the ones you take for melee slamdowns. On top of all his basic benefits, fit for guiding men to victory, he also gets plenty of weapons usually seen on the Minstorum and Inquisition lists, including the Psyker-fucking Condemnor. *'''0-1 Techpriest Enginseer''': Unless you're hauling Sentinels or Servitors, you're just wasting your points. Sentinels need him for repairs, Servitors need him to keep going. *'''Ogryn''': Ogryns are meant to be big beefy things. Take them if only to distract the enemy from shooting at your guardsmen. *'''Bullgryn''': Same as above, but these guys get big shields. It's usually more advisable to keep them stock, as protecting your men is a bigger priority, and that's what slabshields do best. *'''Ratlings''': In a dense area like this, these little hobbits can definitely make an impact on the field. keep them in cover and make sure they can shoot uninterrupted. *'''0-1 Astropath''': As a combatant, he's not much. As a mobile cover-negator and psyker, he's the best thing you can ask for, especially for an Explorator or Naval team that can mess around and get unusual means for LoS. *'''0-1 Tactica Ordinance Specialist''': A mini Master of Ordinance. He only has a mortar to protect himself (and even then, he's not shooting it, the lazy tit), but his big role is letting nearby heavy weapons re-roll 1s to hit and wound. *'''Commissar''': If you want a Commissar but don't feel like making him take command of the team. He has all the basic rules, but lacks a refractor. Curiously, he lacks any form of hardcap, which can be useful for making bunkers. *'''0-1 Scout Sentinel''': A lightweight unit to kite with. Aside from the standard weapons, it can also take an S+2 AP4 Rending melee weapon, but that's not highly advisable for it. You can also buy it an upgrade to BS 3+ and give it either the {{W40kKeyword|Veteran}} or {{W40kKeyword|Militarum Tempestus}} keyword. *'''Crusader''': Carried from the Ministorum Opus, he's your armored wall to intercept any attacks on your leaders. [[Category:Warhammer 40,000 Tactics/Kill Team (HoR)]] [[Category: Imperial Guard]]
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