Warhammer 40,000: Kill Team (HoR)/Tactics/Squats
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Rules[edit]
- Foe of War-Brethren: These are tokens that get handed out to enemy models, and most of your units have hatred(foe of war-brethren) and a couple of diffent upgrades also interact with it. They can come from a few different sources but mostly...
- Grudge Bearer: From here. Whenever a unit with this rule is removed as a casualty, the unit which inflicted its last wound gains a foe of war-brethren token, and if one model form a squad gets it then the whole squad counts as having it. If you are planning to make use of foe of war-brethren tokens make sure you have a lot of chaff to throw away.
- Slow and Hardy: They count as moving through difficult terrain when running, and can test toughness to ignore the effects of strikedown and concussive.
New Weapons[edit]
Ranged Weapons[edit]
- Forgelock Weapons: Most of your basic ranged weapons fall into this category, they are all AP_ weapons with shred at half range. They come in pistol, assault 2 and heavy 4 flavours.
- Coil Weapons: All of these weapons have AP1 and Armourbane, making them great against vehicles and TEQ's. The pistol and rapid fire versions have S3, and the heavy 3 cannon has S5.
- Fusion Projector: This versatile weapon can be fired as a S4 AP5 flamer or a 6" S6 AP1 melta. There is also a bigger version which doubles the range of the melta mode, and makes the flamer S5 AP4.
- Ion Weapons: These weapons have a rule called particle bombardment, which makes any model hit by one, which has an armour save of 3+ or better, count their armour save as 1 worse until the end of the turn, but this doesn't effect the hit that caused this effect. Comes as either the ion rifle, which is rapid fire and has S7 AP4, or the ion cannon, which is a heavy 1 blast with S7 AP3. The cannon is much better since MEQ's are what you want to be targeting.
- Laslock: A S4 laspistol. Nothing special, your clanless drifters are stuck with these.
- Mining Laser: A lascannon with 24" range.
- Missile Launcher: A bit different to the normal missile launcher. It still fires krak missiles, but instead of frag missiles it fires plasma missiles, which are a heavy 1 S6 AP2 Blast. The plasma missiles are better against a majority of things, the krak missiles are only really worth using against vehicles.
- Mole Mortar: A fairly weak heavy blast weapon, unique in that it ignores cover and always hits vehicles on their side armour, due to its burrowing nature. The only disadvantage of this is that it can't hit models that are above ground level.
- Plasma Weapons: Comes in pistol and rapid fire, similar to the ones in the rulebook, but they have one less strength in exchange for not getting hot. Pretty good.
- Vibro Gun: 24" Salvo 2/3 S4 AP4 which ignores cover and has pinning. Great against infantry in the cover heavy battlefields of kill team.
- Frack and Crag Grenades: These new grenades are interesting and allow you to create choke points that last for the rest of the game, but don't worry about them, because in the rules as they are written now, there is no way for any of your units to access them.
Melee Weapons[edit]
- Forge Weapons: This set of melee weapons have the flamer rule, which means they set enemy units on fire, and as such, are most effective against low I units which will struggle to put themsleves out. They are all AP6 and they come as a sword, axe with +1S and Specialist weapon or a hammer with +2S, two handed and unwieldy.
- Macro Hammer: A thunder hammer which inflicts instant death on a to wound roll of 6.
- Mining laser (Close combat): The Mining laser can also be used in close combat for the same damage profile, but only 1 attack can be made and at WS1.
- Runic Weapons: Powerful close combat weapons, but nothing particularly special about them.
- Servo-arm: Sx2 AP2 unwieldy specialist weapon which gives you +1 to repair rolls. Only available to the guild engineer.
- Voltaic Mace: A S+2 AP4 melee weapon which works kind of like a worse version of the necron tesla rule, causing an additional hit on a to hit roll of 6. But this is another weapon which none of your units can actually take.
Armoury[edit]
- Accursed Stronghold Artefact: The wielder gains preferred enemy (Tyranids). Take it if your facing tyranids.
- Warp Grounding Runestone: The wielder gains adamantium will. Handy, since you don't have any access to psykers.
- Ancestor Rune of Reckoning: The wielder gains preferred enemy (foe of war brethren). Best in a war-brethren thane led team.
- Bionics: Cheap 6+ FNP.
- Ancient Thor League Emblazoned Armour: Power armour with a save that can be rerolled. Powerful, but expensive, and if your facing AP3 or better weapons it won't make a difference anyway.
- Relic of the Lost Homeworld: Only available to the hearthguard champion, it gives models withing 6" stubborn.
- Runestone of Stoical Defiance: Gain FNP against attacks made by foe of war-brethren. Again, best in a war-brethren thane led team.
- Gravity Repulsor Bike: Once per game, your bike counts as a jetbike. Meh.
- Ancestor Weapon: Give a weapon master crafted. Get this for your specialists to make sure their shots count.
- Gromril Armour: It's a costly upgrade, but it gives a 4+ invulnerable save and immunity to stikedown and concussion effects (Although with I2 you will usually be hitting last anyway). Great for keeping your leader alive. Unfortunately, it can't be combined with ancient Thor league emblazoned armour.
- Runestone of the Slayers Oath: This upgrade for foe slayers gives him a free ranged or melee attack every time he suffers an unsaved wound. Decent upgrade for only 5pts.
- Asteroid Roamer Exo Armour: An upgrade for exo armour units, that makes them lose slow and purposeful and gain relentless and move through cover. Gives them some much needed mobility, but costs 10pts.
- Kappeallar Forgelock of the Defender: It gives the wielder counter-charge and allows the use to fire overwatch at normal BS, but it is just a forgelock repeater that costs 10pts. That said, RAW it doesn't say you need to use it to take advantage of this rule, so you can have the benefit of it firing another weapon, if you take the upgrade on a unit which can take multiple ranged weapons, like a hearthguard.
- Revenge Pattern Conversion Shield: A strange and expensive upgrade, which gives a 4+ invulnerable save, and gives the wielder +2 strength every time he passes a save with it. This seems to be cumulative, so the more you get shot at the stronger he gets. Great upgrade for a melee beatstick.
- The Redeemer: Another special forgelock repeater, this on is only available for you war-brethren thane, and it gives you +2S when attacking enemies with foe of war-brethren tokens.
FOC[edit]
- 1 Leader
- 1-25 Core
- 0-4 Special
Leader[edit]
- Hearthguard Champion: Your main leader, designed to be a melee beatstick, but with I2 this isn't always a good idea. He can be upgraded to exo armour, which is basically terminator armour, but doing so more than doubles his cost. That said, it gives you a forgelock repeater and a runic axe and reduces the cost of the macro hammer (a Thunder hammer equivalent with instant death on a 6) to 10 pts, so it's usually worth it. If you don't go for the exo armour, you can take a combat bike for 15pts.
- War-brethren Thane: The same is the Hearthguard champion above, only with no access to exo armour, and a rule that lets you give 1D3 enemy models for of war-brethren tokens.
- Guild Engineer: Unlike the other leader options, this one is designed for ranged combat, and with all you leaders stuck on I2 this is probably the better option. He has a rule that makes all your ranged weapons count as master crafted, and a wider variety of heavy ranged weapons to choose from. He also gets a rule that lets you exchange your shooting attacks to attempt to repair a vehicle, which is only marginally useful if you take an iron brother walker, since you have no apparent access to transports.
Core[edit]
- Brotherhood Warrior: Your basic troops, with on of every 5 being able to take a special weapon. They start with a forgelock repeater and handcannon, but can excnahe their repeater for a close combat weapon for free. Don't let their WS4 deceive you, due to their abysmal I2, most dedicated close combat troops will shred them in melee, you are better off keeping them at a distance, unless you want to exploit hatred(Foe of war-brethren).
- Clanless drifters: Compared to brotherhood warriors, these guys have a 5+ armour save as opposed to 4+, and start with a laslock and close combat weapons, with no other weapon options, and come in a squad of 3 for the cost of 2 warriors. Pretty underwhelming, but potentially useful if you want to throw them away to give enemy units foe of war-brethren tokens.
Special[edit]
- Iron Bother Walker: Capped at 0-1, this is your walker unit. It's slightly more durable than most walkers, and more useful in melee too, as he carries a forge axe in addition to a heavy weapon. If you want to go all out melee, you can replace your ranged weapon for another forge axe to give him an additional attack. You can also replace the forge axe with an iridium shield, which gives a 5+ invulnerable save against attacks from the front an in close combat. Keep in mind that with 11 front armour, you would need at least 5 strength to even have a chance of a glancing hit, so most units won't even be able to fight back in the close combat phase.
- Combat Trike: It's fast, it's fairly tough and it carries a heavy weapon. A heavy fusion projector (S5 AP4 flamer or 12" S6 AP1 melta) is particularly good here for its versatility, and the fact that its short range matters less, as you will be able close the distance more quickly.
- Combat Bike: The combat trikes smaller counterpart, it costs 10pts less and loses a wound, and gets less powerful weapon options. Take the twin-linked plasma culverin if you want to destroy TEQ's.
- Hearthguard: Your elite infantry, they get an extra attack over brotherhood warriors, and get power armour in their base cost. They can a range of special ranged a melee weapons, so use them as your specialists and kit them out for whatever they will be facing.
- Exo Armour Hearthguard: Your terminator equivalents, they start with a runic axe and twin linked forgelock repeater, which can be upgraded to a twin linked coil repeater(Only really good against vehicles and TEQ) or a forgelock cannon (decent against infantry).
- Foe Slayer: Designed for close combat with hatred and counter attack, unfortunately, like your other units, he still suffers from I2.
- Tremorbane Miner: Basically just a brotherhood warrior with deep strike and move through cover. He can take a mining laser which is OK, and a chainaxe, forge weapon or runic weapon. Given the fact that your specials are limited to 0-4 this will probably be skipped over in favour of other choices.
- Squat Support Gun: Limited at 0-1, this is your artillery unit. All the weapons it gets are twin linked, and it starts with a forgelock cannon (all forgelock weapons are best at close range and you can't move this that close), but can be upgraded to a coil cannon (Great against vehicles and TEQ's), ion cannon (absolutely shreds MEQ's, and makes it easier for your other troops to do so as well), mining laser (it's a 24" lascannon, use it as such) or a missile launcher (Long range, either S8 AP3 krak missiles for vehicles, or S6 AP2 blast plasma missiles for everything else).
- Gyrocopter: A jetbike that is only 3 points more than the combat trike, starts with a forgelock cannon which can be upgraded to a coil cannon, ion cannon or heavy fusion projector.