Warhammer 40,000: Kill Team (HoR)/Tactics/Blood Angels(8E)

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The Blood Angels are one of several assaulty builds for the Space Marines, though these ones have the defining ability to prefer airborne assault. Granted, like all of them, you're good for charging, but your particular ability in the Red Thirst makes you especially good in dropping anything above MEQ.

Your common keywords are Imperium, Adeptus Astartes, Blood Angels

Rules[edit | edit source]

  • 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]

  • Wings of Saronath : Jump Pack Leader only. This adds +2" to your movement, which is pretty remarkable for only 3 points.
  • Sanguine Armour: Leader in power armor only. Essentially gives you the Death Company's 6+++.
  • Vermillion Blade: S+1 AP-3 and D2 is pretty freaking insane on a power weapon, though 10 points does mean that you'll want to make sure your wielder's always making use of it and not in anyone's sights.

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.
  • 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.

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 Sanguinus!: +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 Archangels: +1 TP for having a team that only uses Sanguinary Guard 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.
  • The Black Rage Beckons (2 TP): If a model kills everyone within 1" in combat, you can have them re-consolidate and attack again, making sure you keep the momentum in combat.

Army List[edit | edit source]

Your FOC is as follows

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

Leaders[edit | edit source]

  • 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: Your fast and durable sergeant. Considerably faster and more than able to cover distances.
    • 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 good weapon if you really want to go rip and tear. Don't forget to factor in your Red Thirst when charging, because that's how you make your mark on things.
    • 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.
  • Codicier: A ML1 Librarian (with a Vet's statline plus a Wound) with Smite and one other Librarius power. The Force weapon means he can gib enemy leaders or multi-wound gribblies with relative ease. Unfortunately he can't take Terminator Armor, but he can grab a jump pack for some added mobility. Sadly cannot bike, as this doesn't have the Index on hand.
  • 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.
  • Sanguinary Priest: Of course, this iconic piece of Sanguinius' legacy is available as an HQ. More than any other chapter, your guys make for a bigger multiplier when combined with everything else. While the +1 to Strength won't really matter much on the charge, it's a good means to keep your advantage against other MEQs for the rest of the fight.
  • Sanguinary Guard: It's pretty weird that these guys are even here. Without any Leaders to guarantee re-rolls, they're just shinier marines with cool swords. Without their Death Masks (which you need to buy), then they're not even good at morale-breaking when compared to a Reiver.

Core[edit | edit source]

  • Tactical Marine: The basic marine with access to a rather broad set of weapons of any sort for 1 out of 5, and with the ico- No, hey, where are you going? Why are you scrolling? Tacticals are essentially one of the best Core choices in HoR, mostly because of the statline combined with the amount of gear makes a normal Marine able to deal with almost anything. Of course, the steep price of 14 pt is still quite high for its damage output, but if you can place enough models (7-10 Tacs, instead of just a few), the number itself should do you a favour by allowing you to keep on Bolter fire even with a few casulties. If you are playing with Injuries, these guys become the hardest motherfuckers in the game for the price.
  • Scout: They're Scouts. Keep them out of the line of fire. They can grab whatever they normally can, meaning that cover-snipers are in. Since in Kill-Team there's a fuckton of cover Camo cloaks are a good choice, giving the scouts basically a 3++.
  • 0-5 Assault Marine: These guys are rather confined, hardcapped at 0-5 and only 2 out of the 5 can grab a special weapon or 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 like orks or Dark eldar. Beware Dangerouos Terrain tests when using Jump Packs, keep him behind LOS blocking terrain but stay out of it when possible.
  • 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]

  • 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. With a storm shield, he becomes even tougher. Beware of Overwatch and Dangerous Terrain.
  • Aporhecary: If you don't bother with a Sanguinary Priest, you'll be probably inclined to grab him just for the chance at survival.
  • 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.
  • 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.
  • Sanguinary Guard: The more expected slot for these guys. At this position and backing up a leader, you can better guarantee that your attacks will destroy even if you don't select a Tactical Sergeant.
  • Death Company: And here are the stars of the show. Each of them legit monsters in melee and capable of grabbing any manner of power weapons in order to bring the hurt in all ways.


Building Your Army[edit | edit source]