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Warhammer 40,000: Kill Team (HoR)/Tactics/Primaris Space Marines(8E)
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Now one may ask, "OP, why the hell are those [[Primaris Marines|Chads]] getting their own armylist? They're essentially space marines with slightly better statlines!" Well, that is true, but the bigger deal is that they're by and large incompatible with most of the things that most base marines have available. Granted, there are things that still work for them, but the armoury is the part with the big rework. The issues of cost are a much more visible threat to you as well, as these guys are over twice the price of an equivalent marine. Your common keywords are {{W40kKeyword|Imperium, Primaris, <Chapter>}} ==Rules== *'''Chapter Tactics''': Same as the codex, though there are tactics for a slew of new chapters as well as a few tweaks. If you decide not to take a chapter tactic, you can just take a free TP. **'''[[Salamanders]]''': Only your Leader and up to 5 other models can benefit from the re-rolls, which is only fair because otherwise they'd be too fucking OP. **'''[[Iron Hands]]''': You can grab a Tech-adept as a leader. For 20 points extra, you can upgrade them to Iron Father and give +2 Wounds and +1 A. **'''[[Red Scorpions]]''': ''Purity Above All'' - A Tactical, Sternguard, or Intercessor Sergeant can grab a narthecium for 15 pts, but it bars you from taking an Apothecary. **'''[[Carcharodons]]''': ''Reavers of the Outer Darkness'' - Your tacs and Intercessors can replace their bolter with a chainsword/knife for free. They can also buy a second chainsword for 1 point or a chainaxe for 2. Enemies within 1" of them take -1 to Ld. **'''[[Howling Griffons]]''': ''Hold to Your Oaths!'' - A model can re-roll 1s on the fight phase if they are in a battle where your side outnumbers the enemy. All auras also gain +3". **'''[[Fire Angels]]''': ''No Mercy From the Edge of the Blade'' - All models gain a 6++ save. Anyone with a chainsword can spend 3 pts for a power sword instead. **'''[[Marines Errant]]''': ''Void Warriors'' - All models re-roll any saves against weapons with random damage. Their frags are all S4 now as well, because TACTICOOL. **'''[[Raptors (Chapter)|Raptors]]''': ''Legendary Marksmen'' - Their bolt weapons can turn into Heavy 1 weapons and suffer no penalties from range or cover. If they roll a 6 to hit, the AP becomes -3. As an added bonus, they gain a +2 bonus from cover for turn 1 only. **'''[[Exorcists]]''': ''Armour of Contempt'' - All models can deny one power a turn at a -1 penalty, while Librarians can re-roll their deny checks. If any model takes a wound from a power, they ignore it on a 5+, making them a pretty strong anti-psyker army. **'''[[Mantis Warriors]]''': Models without the {{W40kKeyword|Fly}} or {{W40kKeyword|Terminator}} keywords can ignore difficult terrain penalties and if they charge from cover, they get an extra attack. **'''[[Executioners]]''': ''Head-Takers'' - A model that rolls a 6 to hit in close combat adds +1 to the damage for that hit. They also ignore penalties to Ld and Hit rolls in melee that are caused by enemy abilities or psykers. **'''[[Red Hunters]]''': ''Mnemonic Redaction Protocols'' - Roll 1d6 for random effects! ***#All models can fire rapid-fire weapons after advancing, though be wary of the penalty. ***#Any models that are charged get a bonus attack on the next turn. ***#Your models can automatically advance 6" instead of 3", making your mobility game frightening. ***#Any models that charge gain +1 S for the turn. ***#All models may re-roll to hit when overwatching. ***#Sorry, you get shit this game. **'''[[Star Phantoms]]''': ''Lords of Ruin'' - All models can hit on 5+ when using Overwatch and can adjust their reserve rolls by +/- 1. Once per game, you can also make all models re-roll any 1s to hit while shooting. **'''[[Minotaurs (Chapter)|Minotaurs]]''': ''Brazen Fratricide'' - Your models gain +1 to advance and charge distances. In addition, any time you roll a 6 to hit against other space marines in close combat, you get a free attack. **'''[[Sons of Medusa]]''': ''Strength of the Machine'' - Your tactics are similar to your forebears in that you can take a Tech-Adept as an HQ (though no upgrades) and gain a 6++ Invuln save. However, your techboys can also fix up marines just as good as vehicles, making your durability really high for cheaper. **'''[[Novamarines]]''': ''Xeno Hunters'' - Your models can re-roll 1s to wound models without the {{W40kKeyword|Imperium}} or {{W40kKeyword|Chaos}} keywords. If you already have this (Like, say, having a Lieutenant), then you re-roll 1s to hit rolls. **'''[[Black Dragons]]''': ''Curse of the Dragon'' - Any models without melee weapons that roll a 6 to hit in close combat roll count that hit as having AP-2. Any models with proper weapons just get +1 S on the charge. **'''[[Storm Wardens]]''': ''Unparalleled Duelists'' - Any model with a power sword can instead buy a relic blade ad the proper cost. If any model ends up in one-on-one combat with an enemy model, then the enemy must re-roll all saves. **'''[[Soul Drinkers]]''': ''Cold and Fast'' - Any model that rolls a 6 to hit with any bolt weapon at half-range gets to make another attack. All models can also consolidate 4" and can move towards any battle they wish. **'''[[Blood Ravens]]''': ''Knowledge is Power'' - Whenever an enemy spends a TP, you roll a d6: on a 4-5, you gain a TP, on a 6, you gain that TP and foil the enemy's Tactical Action unless they spend a second TP. Psykers also gain +1 to cast. **'''[[Iron Snakes]]''': ''The Strongest are Strongest Alone'' - Tactical, Assault, and Intercessor marines all get +1 to hit if they are outnumbered in close combat. Apothecaries also gain +1 to their heal rolls. **'''[[Unnumbered Sons|Greyshields]]''': ''Deeds Yet Unwritten'' - Roll a d6 for each model before the game starts. Each model has a chance to gain an extra Wound on a 5+, with the Leader adding +1 to this roll. *'''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. *'''Primaris Reinforcements:''' You guessed it, this is how you can marry the old and new marines into the same list. Only deal is that your marines need to be the same chapter and the models can't steal things from each others' armouries. ==Armoury== ===Honoured Relics of the Chapter=== *'''Murder of Crows''' ({{W40kKeyword|Raven Guard}}): This is a special single-use blast that can help thin the herd during a fight. Though the odds of scoring a mortal wound on a 5+ aren't optimal, the ability to wipe part of a fight before you even throw a punch is tempting. *'''Wisdom of the Codex''' ({{W40kKeyword|Ultramarines}}): This gives your leader a bit more control over where his pals go, as this can replace overwatching with having your chads throw themselves in front of their alpha. This is especially helpful if you can't punch. *'''Structural Auspex''' ({{W40kKeyword|Imperial Fists}}): The ability to add to the cover saves of any allies is pretty nifty, but the fact that it's only effective against weapons with AP-1 will see you hit limits against anything stronger than your bolters. *'''Cortez' Arrow''' ({{W40kKeyword|Crimson Fists}}): This is a stronger bolt pistol. The reason it costs so much? It also lets you re-roll one hit, which is more than making up for it. *'''Black Sword''' ({{W40kKeyword|Black Templars}}): Weird as it is, you can turn one primarine into a mini Emperor's Champion. Though you lack the protection, you do have the other rules and you can keep your guns. *'''Cyber-Eagle''' ({{W40kKeyword|White Scars}}): This pretty much restores your scout move by letting your leader and a few extra to walk before the game begins. *'''Deathfire Compound''' ({{W40kKeyword|Salamanders}}): Your flamer-Aggressors will enjoy this. An AP-1 flamer is a keen sell for them. *'''The Steel Chain''' ({{W40kKeyword|Iron Hands}}): Despite the name, this will not restore Smashfucker. Instead, this boosts your Flesh is Weak save for every wound you take, though this is presumably offset if you take Larraman's Blessing. *'''Arx Memento''' ({{W40kKeyword|Blood Angels}}): This gives a +1 to hit for the turn, so you're probably going to want this for a major charge or for a deathblow. *'''Cowl of Secrets''' ({{W40kKeyword|Dark Angels}}): Overwatch at base BS? Sign me the fuck up! *'''Battle Horn''' ({{W40kKeyword|Space Wolves}}): See the Arx Memento above? This is that, spread out to your buddies. It is also more expensive, but this can be offset based on how big your mob is. *'''The Grey Shield''': This can let you grab an additional chapter tactic for a turn. ===Armour Upgrades=== 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 {{W40kKeyword|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. *'''Suspensors''': Your heavy weapon ignores the penalty for shooting on the move, but your weapon's range is halved. *'''Armour of Alacrity''': Power Armor 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. *'''Blessed Aquila''': Power Armor leader only. This lets you re-roll unknown terrain, which is a steal for the cost of 4 points. *'''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=== *'''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''': 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=== *'''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== *'''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. *'''Heavy Firepower''': +1 TP for only grabbing Hellblasters and Aggressors. *'''Tactical Insertion''': +1 TP for having a team that only uses jump packs or grav-chutes. *'''Unseen Warfare''': +1 TP for having a a team that only has Scouts and Phobos. *'''Quick Reaction Force''': +1 TP for not carrying any heavy guns. *'''Guilliman's Teaching''': +1 TP for using 7+ models from differing datasheets without using the {{W40kKeyword|character}} keyword. ==Tactical Actions== *'''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. *'''Shadowed Pinions (2 TP)''': {{W40kKeyword|Raven Guard}} only. This gives any flying models that enter from reserves a hefty invuln so they can last long enough to bumrush the enemy. *'''Grand Strategy (1 TP)''': {{W40kKeyword|Ultramarines}} only. You pull this one off during deployment, making the enemy deploy models while you stall until you see where they go and restrategize. Don't expect to use this on all tables depending on how you set up deployment, but this is really helpful. *'''Close-Range Bolter Drill (2 TP)''': {{W40kKeyword|Imperial Fists}} only. This is like rules such as Death to the False Emperor in that you score an extra hit if you roll a 5+ to hit with a bolt-weapon at half range, but these hits are automatic. *'''The Great Hunt (3 TP)''': {{W40kKeyword|White Scars}} only. Okay, holy shit. Extra attacks for having enemies near you? That's really batshit to throw at a power axe or some really mean shit. The drawback is that you have to make those bonus attacks at the model who gave it and that the range is only 1". *'''Burning Zealotry (2 TP)''': {{W40kKeyword|Black Templars}} only. This will double the range of all your leader's aura effects and lets anyone inside it ignore terrain for movement. Just what you need for a mass charge. *'''Dragon's Lair (2 TP)''': {{W40kKeyword|Salamanders}} only. You can omit to deploy a model and instead leave a trap for anyone who breaks into your deployment zone. *'''Flawless Cognition (2 TP)''': {{W40kKeyword|Iron Hands}} only. This is the next step from Tactical Re-Roll, the ability to choose the result of a die. *'''Newfound Might (3 TP)''': Available for any other chapter. This lets you re-roll 1's for a phase, which can be helpful, though maybe a bit costly. ==Rites== These are special rules that your leaders can grab (2 for Intercessor sarges, 1 for any others). *''Boarding Honour'': Lets your leader and anyone also fighting the same enemy re-roll to hit the target, which is pretty handy for such a low cost. *''Gunnery Laurels'': Your leader can re-roll random hits, so you'll only use this when using a flamer. *''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'': {{W40kKeyword|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== Your FOC is as follows *1 Leader *1-20 Core *0-3 Special ===Leaders=== *'''Intercessor Sergeant''': Your closest thing to a budget leader. He's still pricey, but he's only at 29 points with the option for melee weapons *'''Hellblaster Sergeant''': Unlike the Intercessor, this guy is pure range. He's also pure plasma boy, so he has no shot at going up to punching. *'''Aggressor Sergeant''': Bigger, beefier, and very much a bastion of mass destruction for any force. *'''Inceptor Sergeant''': Flyboys with the most powerful pistol-sized guns out there. You want these guys to rush in, rush out, and keep shooting. *'''Gravis Sergeant''': A weaker Gravis captain. You exchange the firepower for the ability to actually hit in melee. *'''Reiver Sergeant''': Your CQC Spook-boss. *'''Suppressor Sergeant''': You want these guys as far from the front as possible, where they can pepper as they please and open up avenues for your troops. *'''Eliminator Sergeant''': Your sneakier force, going for damage over the Suppressor's covering fire. *'''Lexicanum''': A ML1 Librarian (with a Primarine statline plus a Wound) with Smite and one other Librarius power. **'''Lexicanum in Phobos Armour''': Your librarian now has less bulky armor and has the Obscuromancy list to pick from. *'''Warden''': An aspirant to Chaplain. These guys are the ones you grab to push into melee with Litanies of Hate. *'''Second Lieutenant''': A slightly lower Lieutenant. He's not as dependent on hitting as the normal sergeant is, so he can be useful for a gunline, especially with his rifles. **'''Second Lieutenant in Phobos Armour:''' Your newer and lighter Lieutenant. ===Core=== *'''Infiltrator''': *'''Intercessor''': *'''0-3 Eliminator''': ===Special=== *'''Aggressor''': *'''Inceptor''': *'''Hellblaster''': *'''Reiver''': *'''Primaris Apothecary''': The standard Apothecary. 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. **'''Infiltrator Helix Adept''': Your cheaper apothecary, though his healing is also diminished. He can only ever heal a wound and can only rez on a 5+. In truth, you'd probably be better off with a basic version if you go strictly primaris unless you're pressed for points or you're hoping to help out your smaller brothers. *'''Suppressor''': ==Building Your Army== [[Category:Warhammer 40,000 Tactics/Kill Team (HoR)]][[Category: Space Marines]]
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