Warhammer 40,000: Kill Team (HoR)/Tactics/Deathwatch(7E)

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An unexpected addition to the list of playable armies for HoR Kill-Team, the Deathwatch enables for a greater variety of tactics to be used thanks to the small scale of the squad while still remaining a tough force to work with.

As a plus, you can make a team similar to your Pen and Paper Kill-Team and play them outside of FFG's rules.

General Rules

  • True Grit: As a callback to the old days of captain awesome (or pre-4E 40K), this enables marines to count their stalker boltguns as combat weapons. Enjoy that free attack!
  • Chapter Traits: Unlike the Chapter Tactics of the base SM codex (and HoR list), Chapter Traits are not only optional, but they cost 2 points a pop per member. However, nobody's stuck to being one chapter, so you have tons of diversity.
    • Black Templars: Models gain Crusader and Adamantium Will. Leaders also get re-rolls to-hit and Rending.
    • Blood Angels: Models gain the Red Thirst (meaning potential Fearless murder machines) and models with jump packs scatter 1d6" if they Deep Strike, and they can do this anywhere.
    • Dark Angels: Models get stubborn without option to auto-fail morale and Termies get Preferred Enemy (Chaos Marines). Generally better for holding lines at the back.
    • Imperial Fists: Models get Tank Hunters and re-roll 1's to hit with bolters.
    • Iron Hands: Models get FNP (6+) and Leaders get IWND. Solid as always, though not as optimal for mechanized armies.
    • Raven Guard: Same as codex; non-Bulky models can Scout, jump units can use their jump packs in movement and assault and can re-roll HoW.
    • Salamanders: Same as Codex; models can re-roll saves from flamers while re-rolling to-wound/pen with flamers. Leaders get MC weapons for free.
    • Space Wolves: Models get Acute Senses and Counter-Attack. They can also spend 5 points to add +1 to Power Swords/Axes, giving them counts-as Frost weapons.
    • White Scars: Same as codex; Models on bikes auto-pass Dangerous Terrain, get +1 to their Jink saves and +1S on their HoW. Anyone that's not in Termie Armour or Centurion Armour get Hit & Run too.

FOC

  • 1 Leader
  • 1-20 Core
  • 0-3 Special

Wargear

  • Stalker Bolter: The standard weapon of the Deathwatch units, these are essentially 30" bolters with two firing modes: An S4 AP4 Rapid Fire or an AP5 Heavy 1 Sniper shot.
  • Additional Ammo: Taken from FFG's Deathwatch, All leaders can take special sorts of ammo. Metal Storm Rounds are 18" Range S3 AP- Assault 2; Firestorm Rounds are plain bolters that force enemies to test for Initiative or catch fire and take an S3 AP- hit every turn after the first until they pass Initiative; Dragonfire Rounds are bolters that Ignore Cover; Vengeance Rounds are 18" S4 AP3 rounds with Gets Hot; Hellfire Rounds are bolters with S1 AP5 and Poisoned (2+). Kit out according to the model present, because each is meant for a specific situation. Metal Storms work on Gaunts and other armorless guys, Firestorms are flamers, Vengeance Rounds are for other Marines, and Hellfires are for killing small guys.
  • Master-Crafted Weapon: It's an MC weapon. If you have a Salamander, grab another for your leader for free.
  • Overcharged Weapon: Gives a single gun +1S but also Gets Hot, which makes it a bit risky. It's especially worse on Plasma weapons, as they now explode on a 1 or 2.
  • Suspensors: A rather nice upgrade, this allows a Heavy weapon to fire at full BS even if the model moved, but only at half-range.
  • Smoke Grenade: A harmless grenade that gives you a Large Blast worth of temporary 5+ cover until the next turn. If you ever felt like playing Cyrus, roll it.
  • Auxiliary Grenade Launcher: Allows a gun to fire a grenade as well as fire, this won't get much use unless you have a strict idea.
  • Auspex: See codex; spend a shooting turn to drop an enemy's cover save by 1.
  • Bionics: A way to grab a 6+ FNP, but it's usually cheaper to run Iron Hands unless you need another tactic.

Leaders Only

  • Triflame Vambrace: A curious item from the FFG catalog, this is a flamer with three modes: A murderous 6" S6 AP2 kill-shot, a 12" S5 AP3 blast, and a standard Template with S4 AP4. Remember that flamers work differently here, and that the enemy must test for initiative or go on fire, and for every successive initiative test they fail, they win an S3 AP- hit.
  • Refractor Field: A 5++ save. Nice if you can add it in.
  • Purity Seal: Increases the Leader's Inspiring Presence range to 12", which is a good help.
  • Marksman's Honour: Re-rolls 1's to-hit. Not a bad item, but some guys do have better ways with their specialties.
  • Skull of Brantor: A Servo-Skull that reveals absolutely anything within 24" of him. Nice and cheap.

Sergeant Only

  • Krixian Chainglaive: A fierce melee weapon with S+2 AP4, Rending, and Specialist Weapon.
  • Larraman's Blessing: An item now lifted from Dawn of War II's The Last Stand, this gives a Sergeant FNP. Neato.
  • Imperial Laurel: Gives models within 6" a re-roll on morale. If you're debating between using either this or the Purity Seal, take this. It's cheaper, and a bit more reliable.

Champion Only

  • Remembrance Shield: This replaces a Combat Shield and gives all models within 6" +2 to Deny the Witch. But watch out for the Eldar, as they'll now gain Hatred against you (it's got Soul Stones on it, who knew?).
  • Valour Crest: Gives all models within range of his Inspiring Presence Stubborn. If you're running more Dark Angels, it's generally advised not to use this. It could be useful for other Chapter Traits though.
  • Salvation of Correus: A CCW with Poisoned (2+), this is a really risky idea. If you can pull it off, kudos to you, but this IS just a CCW, do don't bet on winning with this.

Lexicanium Only

  • Soulstorm Staff: Dawn of War reference aside, this staff can shoot an Assault 1 Template with S4 AP1d6. Curiously, this doesn't count as a power, so you can fire this AND any other powers, meaning you can double-tap this with some free Smites.

Apothecary Only

  • Laurel of Endurance: Pricy, but it gives the Apothecary FNP (3+). Just remember that nobody else gets this, so don't try to suicidally charge someone with a whole team and think they'll make it.
  • Purification Vials: A one-use grenade that's S1 AP- and Poisoned (2+). Really not an advisable idea unless you're seeing hordes, and even then, you're practically within charging range.

Terminator Only

  • Auto-Launcher: Gives a Termie infinite Assault Grenades, but they can't be thrown as weapons.
  • Cataphractii-Pattern Terminator Armour: Gives a 4++, but exchanges Relentless with S&P. Beware using this, because you're giving up the option to Overwatch for a better Invul.
  • Tartaros-Pattern Terminator Armour: Grants the wearer Sweeping Advances. Definitely a more advisable choice over the Cataphractii, as this is cheaper and offers more mobility.
  • Teleporter: A Termie gives up assaulting for a turn and gets a 2d6" shunt wherever he wants. Good for setting up traps.

Techmarine Only

  • Photon Beam: If you want an alpha-strike from an unexpected source, this is it. A 36" Assault 1 blinding shot that causes no damage, but blinding opens them up to other assaults.

Leaders

  • Deathwatch Sergeant: The basic all-around leader, he gets a Veteran's statline with an extra wound. He can grab just about whatever he wants and then some, including a free Chainsword to replace a gun, a Hand Flamer and Infernus Pistol. He can also grab a banner, a teleport homer, and a shield.
    • Deathwatch Terminator: For 11 points, the Sarge gan grab Termie armour, granting him better protection, but costing him versatility. As a termie, he can only take the relevant Leader Wargear and normal Termie weapons.
  • Deathwatch Champion: Imagine taking out the Champion from your Command Squad, give him another wound, and you'll be pretty much what he is. He's the challenge-based HQ that can re-roll to-hit and to-wound, but he can benefit a bit from BT tactics. He can buy a Storm Shield if you want extra protection, and he can get a Relic Blade or a Thunder Hammer.
  • Deathwatch Lexicanium: A ML1 Librarian (with a Vet's statline plus a Wound) with the option to be more like a Librarian for 20 points. He doesn't get True Grit, so he can't expect to use the Stalker Bolter as a CCW (hence why he has to pay for the gun) and has to buy a Psychic Hood in order to protect his men. He can roll for any of the non-daemonology tables, so he's a very mobile source of powers. He cannot be Black Templars because of their anti-psyker club.
  • Deathwatch Warden: A Veteran aspirant to Chaplain, they can spend 20 to become a full-fledged Chaplain with reflecting statline for 20. They give all units within 6" Zealot and must buy a Rosarius for a hefty 25 points. He can also buy Termie Armour, but doing so locks him only to a slightly cheaper Rosarius, Combi-Weapons, and basic wargear. Take if you plan on charging him with assault forces.

Core Units

  • Deathwatch Marine: Basic Tac Marines with the ability to take a special or heavy weapon for every 5 men. They unfortunately don't get bonus ammo, so they're gonna be relying on their Stalker Bolters. Since they have a lot of slots for core choices, you can build them up for guns.
  • Assault Marines: Surprisingly cheaper than basic marines, you can buy jump packs (making them still cheaper than tacs) or bikes which make them a bit costlier. They can also give one guy per five a special pistol.

Special

  • Deathwatch Veterans: A mini-sarge, they can take all the ammo and accessories barring a few exceptions. They can also grab some melee and ranged guns, while only one of them can take heavy and special guns. These guys are pretty price for their cost.
  • Deathwatch Terminator: Basic termies, they're pretty much Deathwing with the specialness filed off and a smidge cheaper. Since HoR isn't as overrun by super-killer guns, they get to be a bit more useful, and they can even take different patterns of armour for extra mobility or protection.
  • Deathwatch Keeper: A marine with a statline akin to the Chaplain, these guys are like super-vets with Artificer Armour and Preferred Enemy (Xenos). The issue is that for his high price, he's limited on what he can take (as in no weapons at all) and is stuck with an S+1 AP2 Glaive that's Master-Crafted and Two-Handed, but gains Unwieldy after the first turn of combat, limiting you on what you can send him against.
  • Deathwatch Apothecary: A costly unique model, this guy is the same as a vanilla one with a 6" radius of FNP and the option for Hand Flamers, Inferno Pistols, and Stalker Bolters with the options of Bikes of Jump Packs for mobility. He's pretty much the same as he normally is.
  • Deathwatch Techmarine: Another high-price unique model, this is the same as a normal techmarine, but with True Grit. He's otherwise mostly similar except for the option for extra accessories including a bike. Since he's alone, he's more valuable for defenses as they lack vehicles, and his grit bolter allows him some help with that.
  • Deathwatch Kill-Marine: A Veteran in Scout Armour with lots of weapons to use. He can even grab a free knife instead of his grit bolter or buy a real Sniper or power weapon. His big draw is the ability to gain Preferred Enemy against an enemy model, though that's not quite as useful as before. If you don't want to risk him, you can grab power armour for him, but this costs him Infiltrate and Move Through Cover.
  • Deathwatch Black Shield: A kamikaze veteran, his big rules are re-rolls on the charge against Special and Leader models and being used as LoS! fodder if he's within 6" of someone else. Taking the hit from another model is helpful, but in such a small game, that does get costly.