Warhammer 40,000: Kill Team (HoR)/Tactics/Space Marines

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They're the Space Marines. By now you should know how they run, even if it's just by word of mouth. They're easy to build, easy to make, they're tough, and yet have a great deal of flexibility available to them, allowing for a big variety of armies. While not as grand as Deathwatch in diversity, this is nothing to scoff at, even in such a small scale like HoR.

Rules

  • Chapter Tactics: Same as the codex, though there are a few tweaks...
    • Black Templars: While you can run them as listed here, they also have their own expansion list for HoR. They even get some special units and tools.
    • Ultramarines: For sake of convenience, Sternguard and Tac marines with Heavy Weapons count for both Tactical and Devastator doctrines. Otherwise, each model counts as a squad (Tacs are Tactical, Bikes and Vanguards are assault).
  • Teleporting Terminators: Termies can Deep-Strike on the field. Surprise, surprise. Risky tactic, given the cramped quarters of Killteam and the -1 on the mishap table.

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. Nice with Overcharged weapons or the Plasma Blaster.
  • 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 5+ cover 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.
  • 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.
  • Plasma Blaster: The bastard child of a Plasma Gun and a Storm Bolter, it's an 18" Plasma Gun with Assault 2 instead of Rapid Fire. A little better, but not by much unless you plan to go full shooty. Try taking it on a Terminator Sarge and rejoice.
  • 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

  • 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. If you feel like an asshole you can take this on an Iron Hands Biker Apothecary for a 2+ FnP. 'Cause Smashfucker ain't nothing. Remember nearby marines get a juicy 4+ FnP too!!!
  • 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. 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.

FOC

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

Leaders

  • Sergeant: Your utility HQ with options for almost anything he desires. If he takes a bike, then grab more bikes to join him. If he has a Jump Pack, grab more Assault Marines to fly with him. Spending 10 Points makes him a Veteran, giving him +1A/Ld, access to Sternguard ammo and a Storm Shield, as well as access to Termie Armor.
    • Terminator Sergeant: If you fork over 16 more points, you can make a Veteran Sarge into a Termie Sarge. He's got the armaments available to basic Termies and can make more Termies Core choices. The Sergeant can be your most resilient Leader if you kit him with either Termi armor or a Bike. Just don't expect him to pull the same amount of crap Smashfucker does in normal 40k, remember he has only 2 wounds and 2 attacks base. Use it sparingly to reinforce a gunline or to bully lone dudes and he can actually survive the battle. 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).
  • Company Champion: Take 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, a bike, and Artificer Armor if you want extra protection, and he can get a Relic Blade or a Thunder Hammer. Given that usually the only Character is the enemy leader you can end up with an epic narrative duel between them, but beware of stuff that can cut through him (either higher I or ignoring his armor). A couple of escort guys and some CC help will greatly benefit him.
  • Centurion Sergeant: A very expensive leader, but absolutely tough with a solid shot depending on what he gets. His stock load out gives him some devastating melee weapons and a TL flamer for some basic horde-wiping. 20 points can make him a Devastator Centurion (or just get him a TL Heavy Bolter, which is utterly weak outside of light infantry killing and costs you any melee use). His grand weakness comes from S&P. Any unit can kite him with hilarious ease and then lure him to his shooty doom, or they can just charge his ass and waste him because he can't overwatch and unless anyone can do it for him, he's useless.
  • Lexicanium: A ML1 Librarian (with a Vet's statline plus a Wound) with the option to have a Librarian statline plus a Wound for 20 points. He has to buy a Psychic Hood in order to protect his men, which means take it against a good deal of the armies besides Necrons, DEldar, and Tau. He can get either Smite, Flame Breath, Assail, and Psychic Shriek, which makes him a decent combat psyker. 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 bike for some added protection.
  • Warden: A Veteran aspirant to Chaplain, they can spend 20 to become a full-fledged Chaplain with reflecting statline and an extra Wound. They give all units within 6" Zealot and may buy a Rosarius for a hefty 25 points. He can also buy Termie Armour, but doing so locks him only to a cheaper Rosarius, Combi-Weapons, and basic wargear. Take if you plan on charging him with assault forces.
  • 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. If he grabs a bike, then he can take more than 3 Scout Bikes. Spending 10 points also gives him +1 A/Ld.

Core

  • 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. Imperial Fists for rerolling 1s on bolters is especially good here, since every shot counts.
  • 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 Killteam there's a fuckton of cover Camo cloaks are a good choice, giving the scouts basically a 3++. Beware they are WS/BS 3.
  • Assault Marine: These guys are rather confined, hardcapped at 0-5 and only 1 out of the 5 can grab a Flamer or Plasma pistol. 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.
  • 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. If you're taking a biking Scout Sarge, then they can go infiltrating without risk.
  • 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. Paying 24 whopping points turns one bike into an Attack Bike with a Heavy Bolter, which can be replaced with a Multi-Melta for 10. This bike has to be kept from the front lines, since this is a big investment. 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.

Special

  • Honour Guard: They can buy a relic blade and....the same stuff as vets. Besides that, they're pretty threatening as they got the 2+ (though no Invuls) and can be kitted out with any power weapons for the occasion. They're meant for taking combat, but there are cheaper models for that goal, though not as easily able to tank it. Their drawback is that they have to footslog it across the field.
  • 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. Even stock standard he can hold up his own quite good: he can outrange other Marines with Kraken rounds, ignore the cover in which those pesky Guardsmen cower with Dragonfire, pierce Marine armor in the open with Vengeance and easily wound high T dudes with Hellfire. Let your Plasmagunners worry about the 2+ saves and mulch infantry (which Killteam 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.
  • Centurion: A Space Marine inside a Space Marine, this guy is basically the same as the sarge, but 10 points cheaper and with less options for Wargear. Otherwise, he's a very big cost, and when hardcapped at 0-2, there are better options for the same purposes.
  • 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 special wargear. 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 resistent and with decent weaponry.
  • Apothecary: The standard unique Apothecary, though he now has the option to grab a jump pack to keep up with assault marines or 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.
  • Techmarine: Unique character, though virtually identical to 6th ed Techie. Keep him towards cover with some scouts unless you grabbed a transport, where he should be.

Since vehicles are rare, there's not much reason to take him, but with a servo harness on a bike he can lay the hurt in CC with 3 Powerfist attacks on the charge.

Building Your Army

It became rather strange to say for 40k, but building your Kill Team is kinda cheap, just grab a Tactical Squad and either a Vanguard or Sternguard box and you have a quite solid Team with all the weapons you need. The playability of usually "useless" units -looking at you Vanguard Vets and Termies- go way up too, so don't feel guilty for that shiny Tactical Termies box you bought. White Scars Bike armies remain one of the most competitive choices, but Scout armies are close next, thanks to their superior numbers and Scout/Infiltrate rules. That said, every Chapter Tactics heavily influences your list, as you should try to squeeze every advantage you can from them. This means to load up on flamers with Salamanders, maybe grabbing an Apothecary or a Techmarine to have a bonus Master Crafted weapon, while Iron Hands should take Apothecaries and Terminators to boost the FnP bonus. White Scars obviously prefer Bikes, while Imperial Fists will load up on Tacticals and Heavy Bolters (with HBs you shouldn't need AT weapons, since it can reliably glance Rhinos and such with Tank Hunter). Ultramarines are somewhat gimped, since you can't leverage too much power from their Doctrines. Raven Guard players benefit greatly Jump Pack infantry, giving them great mobility while army-wide Shrouded and +1 to Night Fight ensures at least a 5+ in open ground (4+ nightfighting), 2+ in ruins the first game turn. Generally, Tactical Spam is not that bad, being resilient and with a versatile loadout (just remember grenades are One Use Only, unless you buy more of them) and able to tote a Special/Heavy Weapon every 5 guys (a note: you can pick a Special OR Heavy every 5 dudes, so you can have 2 Specials or 2 Heavy weapons for every 10 tacticals). If you play with Transport rules Razorbacks become very good, able to support your army with some mobile heavy weapons. But please remember to take Dozer Blades. Also a Rhino with some Special Weapons dude or Sternguard becomes very good, lending some firepower and some BLOS for your guys with its lovely brick-shaped hull. Also coming with Smoke launchers to give it some cover. Take Dozer Blades!!! And don't forget to use its Repair rule if you get stuck somewhere. An additional Storm Bolter could be helpful lending a hand to your team too. 4 Storm Bolter shots plus maybe a Plasma Gun and some Special Ammo shots can put a dent on your opponent's team. A Drop Pod plopping a couple of flamers or some termies right into your opponent's face is very nice too, just be sure your alpha strike DOES work, unless you want to see half of your army charged and eaten alive turn1. Inertial guidance is a benediction given the cramped quarters of KT. A Storm Bolter or -if you have the points lying around (how did you do that?)- a Deathwind Launcher firing in the backfield of your foe can provide a good distraction, especially on a durable 12/12/12 3HP platform.