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Warhammer 40,000: Kill Team (HoR)/Tactics/Space Marines
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==Wargear== *'''Team Standard''': A single Veteran, Honour Guard, or non-core Termie can grab this standard to help with combat and grant anyone within 12" re-rolls on morale. A good alternative to the Sergeant's Sacred Standard, if you really need to take another leader. *'''Master-Crafted Weapon''': It's an MC weapon. Grab another for free with Salamanders. *'''Overcharged Weapon''': Gives a single gun +1S but also Gets Hot, which makes it a bit risky. It's especially bad on Plasma weapons, as they now explode on a 1 or 2. Take on a Storm-bolter wielding Imperial Fists dude for S5 boltgun almost without risks. Also works wonders if you take Special Issue ammunition, but beware of Vengeance Rounds blowing up on 1s and 2s. *'''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 Shrouding until the next turn. If you ever felt like playing [[Cyrus]], roll it. Nice for passing through open plazas and places more than 6" away in the open. Though if you have an open area larger than 6" means you don't use enough terrain. *'''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 within 12". As usual, take it on a choppy Leader, since he will be close to the enemy anyways. *'''Bionics''': A cheap way to grab a 6+ FNP if you don't run Iron Hands. *'''Targeter''': Re-roll to-hit rolls of 1 while shooting if you don't move. Not a bad way to reinforce a static gunline. Take this on some heavy weapons guy and watch him blow up stuff. ===Leaders Only=== *'''Armour of Alacrity''': Surprisingly from the multiplayer Force Commander from [[Dawn of War II]], this Power Armour gives a re-rollable 3+ save. Pretty handy, this gives you almost total immunity to small arms fire (89% of success). *'''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, especially if you don't run Fists or if you have a Gets hot! weapon. *'''Oath of the Tireless Crusader''': A tool from [[Last Stand]], this grants your model Zealot. Nice to add on Templars and other assaulty leaders. *'''Refractor Field''': A pretty nice 5++ for 15pts. Pretty good if he gets melta-gunned in the face. ===Sergeant Only=== *'''Sacred Standard''': A Banner that boosts a Sarge's Inspiring Presence to 12". If he dies, all models within this range gain Preferred Enemy. A good insurance plan, if not a bit pricy. *'''Teeth of Legion''': An opportunistic man's Teeth of Terra, it's an S+1 AP4 MC Chainsword that forces anyone that takes an unsaved wound to test T or die, this baby is hella fierce in a different way. *'''Larraman's Blessing''': An item lifted from [[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. *'''Signum''': Like from the codex, but it gives a model within 6" BS5 for a turn. Obviously better served on heavy weapons. ===Champion Only=== *'''Valour Crest''': Gives all models within range of his Inspiring Presence Stubborn. ===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 but as a shooting attack, so you can fire this AND any other powers, meaning you can double-tap this with some Smite. Can be good if you manage to roll low, though you shouldn't rely too heavily on it. ===Apothecary Only=== *'''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. Just...no. ===Terminator Only=== *'''Auto-Launcher''': Gives a Termie infinite Assault Grenades, but they can't be thrown as weapons. Sexy on Lightning Claws guys to benefit fully of them. *'''Cataphractii-Pattern Terminator Armour''': Gives a 4++, but exchanges Relentless with S&P. Beware using this, because you're giving up the option to Run and Overwatch for a better Invul. Better served on heavy weapons toting termi. *'''Tartaros-Pattern Terminator Armour''': Grants the wearer Sweeping Advances. A more advisable choice over the Cataphractii for a CC loadout, 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.
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