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It is the 41st Millenium, and there is only war. The Emperor and his Imperium of Man govern all of humankind with an iron fist. He is the master of his domain by the might of his vast armies and though crippled, keeps watch over his race by sheer psychic will. The Imperial government is brutal, oppressive and totalitarian, but is the only thing keeping mankind from a grisly fate at the hands of traitors, aliens and worse. But you knew that already.
The player takes control of one of four different Marines of varying abilities and proceeds to shoot, slash and special move their way through hordes of Orks, and the occasional Tyranid. These being the Space Marines, just one of them is sufficient to take out an entire Ork mob and their Warboss- but you can tip the odds further against the Orks by bringing in a friend for local co-op. Scattered throughout the levels are Aquila symbol collectables, which unlock concept art. When you're done with that, there's a Survival Mode.
Kill Team provides examples of
- An Axe to Grind: The Vanguard's mid-tier weapon is a Power Axe.
- Back-to-Back Badasses: Happens often enough in co-op, as players can share Powerups this way.
- BFG: The purview of the Sternguard Veteran. He begins the game with a Heavy Bolter and can upgrade to a Plasma Cannon and then a rapid-firing Missile Launcher.
- BFS: The Librarian begins with a foe-cleaving Power Sword and upgrades to a Force Sword and then an "Epic" Force Sword.
- Chainsaw Good: The Vanguard begins the game with the standard-issue Chainsword.
- Character Class System: Four different marines with different weapons and abilities.
- The Sternguard Veteran packs big guns and devastates enemies at range, but does very little melee damage, being forced to simply whack foes with his gun.
- The Librarian wields Power or Force Swords and cleaves readily through crowds, though not as well as the Vanguard- but he deals more ranged damage with his Bolt Pistol.
- The Vanguard Veteran wields various nasty melee weapons and excels close up, but deals very little ranged damage and can get in over his head very quickly.
- The Techmarine is armed with various rifle-sized weapons and deals good ranged damage, though not to the extent of the Sternguard- but he's better close up thanks to his Servo-Arm.
- Character Customization: You can choose up to two perks, such as more health, melee or ranged damage, faster special move charge or greater special move effect, additional grenade slots or longer Power-Up duration. You may also choose from one of six Space Marine Chapters: Dawn of War's Blood Ravens, Ultramarines, White Scars, Imperial Fists, Blood Angels and Salamanders, though this affects only your armor colors.
- Charge Meter: Your Special Attack runs on one, which builds up slowly over time, faster when you kill enemies.
- Dynamic Entry: Some soldiers might enter an enemy ship silently, perhaps by stowing aboard a cargo transport. The Space Marines are not they. They simply crash an armored landing craft through the side of the Kroozer, stride out the front door over a small pile of Ork corpses, and strike their default Asskicking Pose.
- Energy Weapon: The various Plasma guns, as well as the Techmarine's Meltagun.
- Excuse Plot: You gotta kill some orks because they're attacking a forge world. Also, there're some tyranids.
- Humongous Mecha: A 40k game wouldn't be complete without a suitably massive war machine. The Orks bring a Stompah to bear for that exact reason. Watch out for those Supa-Gatlas!
- Interface Spoiler: You don't meet any tyranids before the final acts, but there's a tyranid kill counter on your stats page before that.
- More Dakka: Oh yes. You can get power ups that double, triple, or quadruple your every shot. Combine this with the Sternguard's special ability, and, well, the Orks say it best: "Too much dakka!"
- Multi Mook Melee: The Orks, being well- Orks, like to rush you en-masse.
- Oh Crap: Many players will, after the battle with the Hive Tyrant will think that the final battle against the Warboss will be let down, or at the very least a repetition of the previous boss. That is, up until you find out he's going to be fighting you in a Stompa. I hope that power armor has a built in toilet...
- One-Man Army: One space marine (well, two in co-op) against an army of orkoids and also an infestation of tyranids. Averages around five thousand kills per playthrough.
- Power Fist: The Vanguard does one better, wielding a Lightning Claw as his final weapon- a Power Fist with a row of electrified blades protruding from the knuckles.
- Power-Up: The powerups in this game all run on a timer, and can be shared between marines if they stay close together. Powerups include dual, triple and quad-fire, rapid fire, health regeneration, double melee damage, invulnerability and grenade resupply.
- Psychic Powers: Courtesy of the Librarian, but also from the Ork Weirdboy fought on level 2.
- Sickly Green Glow: Whatever it is flowing through the Kroozer's "Chem Generator", it sure doesn't look bio-degradable.
- Special Attack: Each Marine has one.
- The Sternguard opens up on his foes with Focused Fire, massively increasing his fire rate for a short time.
- The Librarian wipes out nearby enemies with his Psychic Shockwave. For bonus points, it draws in nearby enemies before triggering.
- The Vanguard fires up his Jet Pack and charges forward, cutting down anyone in his way before finishing off with an explosion.
- The Techmarine summons a Tarantula Sentry Gun onto the field, which auto-tracks and engages foes with twin-linked Heavy Bolters.
- Teleporters and Transporters: The Orks use "Teleporta" pads to get around the ship quickly. One level has you stuck in the main teleporta complex, which has been isolated from the rest of the ship due to an infestation of Tyranids.
- RPG Elements: You earn new weapons and perks as you play.
- Score Screen: After every level.
- Stuff Blowing Up: And then some. Ork tech tends to be a bit... unstable.