Warhammer 40,000: Kill Team (HoR)/Tactics/Black Templars(8E)

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The thing that differentiates the Black Templars from the stock marines is a basic focus on assaulting. While you still have plenty of firepower and flexibility, you have a good number of things that only benefit from hacking away at things.

Your common keywords are Imperium, Adeptus Astartes, black templars

Rules[edit | edit source]

  • Chapter Tactics: Same as the codex. IF you need a reminder, it lets you re-roll charges. This means that you'd prefer to be in melee with some short-range fire. You also will have no psykery in your army.
  • Experienced Leader: Your leader allows you to take any Special models that share the all same keywords as they do as Core models. If the leader has models that are already core and share all the same keywords, then you can take twice as many.
  • Teleport Homer: If you have a model in your team that can take a teleport homer (Read: Termies), they can take one, with extras costing 5 points a pop. They also give you the ability to make an emergency teleport if you want to bail out models that are in danger of getting killed.

Armoury[edit | edit source]

Honoured Relics of the Chapter[edit | edit source]

  • Witchbane: Leader only. This special chainsword is custom made to fuck up psykers.
  • Holy Relic: Sword Brother or Warden only. This can stack with your hit aura to re-roll wounds, which is incredibly useful for your team.
  • Master Swordsman: Sword Brother only. WS 2+ for only 5 points? TAKE IT!
  • Malleus Malificarum: 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: 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.). If you intend to fight more multi-wound enemies and don't plan on using a power axe/maul, then you should be taking this. Otherwise, take Master Swordsman.

Armour Upgrades[edit | edit source]

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 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[edit | edit source]

  • 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[edit | edit source]

  • 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.
  • 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.

Philosophies[edit | edit source]

  • The Emperor Protects: +1 TP for never using Tactical Re-Roll.
  • Hammer of the Imperium: +2 TP, but you really need to make the first Tactical Action or else lose those TP.
  • For the Primarch!: +1 TP for only using your chapter's Tactical Action.
  • The Old Guard: +1 TP for not including Primaris or Scouts. Well, you'll find this an easy grab if you use this one.
  • The First Company: +1 TP for having a team that only uses veterans and termies. Considering their cost, you'll be needing any TP you can get.
  • Unseen Warfare: +1 TP for having a a team that only has Scouts and Reivers.

Tactical Actions[edit | edit source]

  • Bathed in Glory (1 TP): This makes sure that you hold onto an objective when confronted with many assailants, but it expects that the model you pick can hold on long enough for backup to arrive because you'll otherwise give up a free VP if they die.
  • Against the Odds (1 TP): Considering the cost of a marine, it's very likely that you'll end up outnumbered. This can be the nudge to keep your odds even.
  • Battleforged Wisdom (2 TP): Whenever your leader kills another character or 3 lesser models, you can give him a Warlord Trait, which is pretty awesome to consider.
  • Sign of the Aquila (1 TP): You can force an enemy to charge one model of your choice, which is really good for directing attention to your terminators while leaving the backup to handle the original target. Do be careful however, as this only attracts the closest model, and this might leave a deadlier enemy free to charge on their own initiative.
  • Burning Zealotry (2 TP): Black Templars only. This will double the range of all your leader's aura effects and lets anyone inside it ignore terrain for movement. If stacked with a Sword Brother's Holy Icon, prepare for the mother of all massed charges.

Rites[edit | edit source]

These are special rules that your leaders can grab (2 for Tac and Scout sarges, 1 for any others).

  • Boarding Honour: Lets your leader and anyone also fighting the same enemy re-roll to hit the target, which you'll really want.
  • Gunnery Laurels: Your leader can re-roll random hits, so you'll only use this when using a flamer. Odds are, you'll ignore this for more manly crusading.
  • Fleet Command Laurel: You gain another TP. Your leader also gains +d6 to Leadership, giving you a good chance for Ld12 and another free TP.
  • Way of the Boltgun: In the event that you wanna specialize in bolters, this is the best pick. All 6s to hit with them double the number of hits you score, which can be painful.
  • Way of the Sword and Gun: It's possible to set up a charge against someone your guy shot, but this will limit what you can use for the shooting to pistols.
  • Rites of War: Sergeant leader only. Your sarge now has an aura letting allies re-roll any 1s to hit, which is nice. The downside is that this is expensive for a rite.

Army List[edit | edit source]

Your FOC is as follows

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

Leaders[edit | edit source]

  • Sword Brother: Your elite crusading fool. They're about as effective and versatile as the tac marine, with an aura to make allies within 6" re-roll their WS rolls in close combat.
    • Terminator Sword Brother Sergeant: Your terminator sarge with the Sword Brother's rule. They don't have access to combi-weapons or any of the older suits, but you have unfettered access to melee weaponry.
  • Tactical Sergeant: Your utility HQ with options for almost anything he desires. In most cases, you'll end up settling with this guy unless you're kitting around a specific tactic since he's the middle of the road guy. Make use of the Look out Sir! rules and keep a couple of meatshields with him to dramatically increase his survivability (given the small amount of low AP weapons you should almost always have an Armor save even for your bullet-catchers).
    • Biker Sergeant:
    • Assault Sergeant: He's the Tac Sarge with a chainsword instead of a bolter. He's about as expensive this way, but you'll more than likely grab the jump pack and a better weapon if you really want to go rip and tear.
    • Vanguard Sergeant: Slightly more expensive than the Assault Sergeant, but he has access to the premium toys for that extra price.
    • Sternguard Sergeant: Slightly pricier than the tac, but you get the vet statline and a slightly better bolter in exchange. He's otherwise not much more unless you plan to spam Sternguards.
    • Terminator Sergeant: He's got the armaments available to basic Termies and can grab up to 5 termies of the same type as Core. His loadout is based upon what type of termie he is, so be sure you want to focus on that particular terminator type.
  • Warden: A Veteran aspirant to Chaplain. These guys are the ones you grab to push into melee with Litanies of Hate.
  • Scout Sergeant: About the same as the basic Sergeant, but as a Scout. He can grab a CCW or Shotty if he needs to make a stand, a sniper to pair with the Camo Cloak for proper snipery, and basic special-issue gear.
    • Scout Biker Sergeant: If he grabs a bike, then he can take more than 3 Scout Bikes.
  • Second Lieutenant: Another veteran, this one with the re-rolls to wound of a Lieutenant. He's not as dependent on hitting as the normal sergeant is, so he can be useful for a gunline.


Core[edit | edit source]

  • Initiate: Your basic tac has the tac's ability to grab heavy and special weapons, but the standout thing here is the access to the power weapons, which you'll be needing.
  • Neophyte: A scout that can grab a chainsword, letting them actually throw their weight in combat.
  • Tactical Marine: The basic marine with access to a rather broad set of weapons of any sort for 1 out of 5. Even with the Initiate being their duplicate, these guys are also the sorts you'll need for costs and for extra weaponry.
  • Scout: They're Scouts. They'll be needed for the dakka since you would otherwise be taking Neophytes to do combat.
  • 0-5 Assault Marine: These guys are rather confined, hardcapped at 0-5 and only 2 out of the 5 can grab a Flamer or Plasma pistol. Don't even consider the Eviscerator unless you have backup. When you take a Jump Pack sarge, it's still advisable to take some shooty units to keep them distracted while you tie them up. A flying flamer can be decent against some of the most cover-reliant enemies.
  • 0-3 Scout Biker: They're Scouts. On Bikes. Hardcapped at 0-3 without a Scout Sarge on a bike. Only thing of note is that one of them can grab a Grenade Launcher (and another one if you take 3+ models), but that's it.
  • 0-3 Space Marine Biker: These guys are always welcome (especially among the White Scars), but are limited to 0-3 without a biker Sarge. Each 1 out of 3 can grab a new gun for their bike. The special weapons here are particularly vulnerable, since you can't have redshirt bikers catching bullets with their faces for the gravgunner. If in normal games bikes are good here they are god-tier. Obviously White Scars CT is hotly recommended since Hit and Run, and especially ignoring all the metric fuckton of terrain you *should* be playing with, is a huge bonus.
    • 0-1 Attack Bike: It's slightly more than your base bike, but you now have a heavy bolter or multi-melta stuck onto it. Never leave this thing alone because you don't want this lost.

Special[edit | edit source]

  • 0-1 Cenobyte Servitor: You can steal one from Grimaldus' rack to apply their support aura. Do NOT use it as a beaststick, as it's pretty much shit there.
  • Sternguard Veteran: Good solid shooty units, though they will end up pricy to kit out. With the limits in this category, you need to make sure you're picking the smartest weapons for the job. Let your Plasma gunners worry about the 2+ saves and mulch infantry (which Kill-Team has aplenty of). If your enemy gets too close remember they have 2 attacks base, so they aren't totally harmless against non power weapon wielders. One of them can also take a Heavy or Special weapon, a nice idea if you want a Heavy Flamer.
  • Vanguard Veteran: A solid model that will cost as much as a Sternguard when kitted with a Jump Pack. While he can't Deep Strike unlike his Blood Angels variant, he can be just as effective in combat. With a storm shield, he becomes even tougher. Beware of Overwatch and Dangerous Terrain.
  • Terminator: Your fave super-armored kill-tanks, these guys have a good lot of versatility to them, and can be kitted to fit most of your needs, especially with the ability to buy the other marks of armor. Even if you grab a Termie Sarge to make them core, make sure you bring other support units to at least keep from draining all the points. In Kill team they are nothing to scoff at, being resistant and with decent weaponry.
    • Terminator Sword Brother: Your assault marine. You also have access to the full power weapon list. They're otherwise no different from the others.
  • Apothecary: The standard Apothecary, though he now has the option to grab a Bike. He is a mixed bag: he costs as much as 2 Marines, but if you keep your soldiers close he can act as a good force multiplier. On the flip side if you bunch up you can have difficulties capping Objectives and are more susceptible to flanking manoeuvers. If you happen to run Iron Hands enjoy your 3+/4+++ tacticals. Congratulations, your basic goon is as resilient as a terminator for less than half the price.
  • 'Tech-Adept: Virtually identical to a Techmarine. Unlike the base techie though, this guy has some special effects that can influence the turn (One enemy takes -1 to hit with a weapon, one ally and nearby allies remove penalties for heavy weapon movement, robbing cover from an ally, a save from overheating, or possibly forcing an ally to spend more TP for a Tactic), making him especially handy.

Building Your Army[edit | edit source]