Games Workshop - Kill Team: Compendium

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Games Workshop - Kill Team: Compendium

Games Workshop - Kill Team: Compendium

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Player (Warrior) ............................................. 119 Strategic Ploys...............................................146 Some operators’ abilities can modify other operators’ APL stat, to buff allies or slow down enemies.

Tactical Marine (Gunner) ............................. 18 Strategic Ploys.................................................50 Strategic Ploys................................................. 78 Assault Intercessor (Warrior)....................... 12 FORGE WORLD Kill TEAM....................43 Tactical Ploys.................................................... 7 1 The most obvious things can be seen by contrast to what’s in the Octarius campaign supplement in the Core Box. There’s no faction-specific Tac Ops, for example, nor are there any unique campaign rules like the Battle Honours or rare equipment available to Veteran Guardsmen and Kommandos. Note: Currently it appears there is a typo for Guardsmen in the Compendium – Guardsman Gunners are listed as having a 3+ save but this is likely meant to be 5+. We suggest playing this as a 5+. The Tactical Marines are Firstborn marines, which means they’re not Primaris (they’re older sculpts and look pretty tiny compared to the new ones), but they still have 3 Action Points and a good Save from their power armour. You can take 5 of them as well as a Tactical Marine Sergeant in your Kill Team, and you can choose 1 of the 5 to be a Gunner, and another to be a Heavy Gunner. The Tactical Marine standard loadout isn’t that impressive, but they have access to a vast array of special weapons. Gunners can take Flamers, Grav-guns, Meltaguns and Plasma guns, and Heavy Gunners can take Heavy Bolters or Missile Launchers. The Tactical Marine Sergeant can choose between 14 different weapons (some of them paired in specific loadouts, but still)! This makes a Tactical Marine Kill Team the perfect choice for the gun nut – you can really specialize with your loadouts. Scout (C) (Seek and Destroy/Infiltration/Recon)The Kill Team Compendium is a supplement containing the rules and datacards for nineteen different factions to use in Kill Team, so if you already have miniatures from Warhammer 40,000, this will allow you to start playing with them straight away. We don’t yet know if Fire Teams have any relevance in-game, or if they are merely for list-building purposes – but, given Kill Team 2.0’s apparent focus on force flexibility as a highly variable attribute between different factions, we wouldn’t be surprised to see multi-Fire Team factions able to deploy more widely, or in different ways, given their largernumbers.

The Imperial Guard Kill Team don’t have any special faction rules, but its operatives do have the selectable Keyword, so they will probably get subfaction rules down the line. Fire Teams Infiltrator (Warrior)......................................... 13 Skitarii Ranger (Trooper)..............................45 Tactical Ploys..................................................109 HUNTER CADRE Kill TEAM.................136 Acolyte Hybrid (Trooper)............................162 Kabalite (Warrior)......................................... 112 Pathfinder Shas'la........................................139 Hybrid Metamorph {Fighter)....................165Defenders are in a strange spot, they’re strictly worse Dire Avengers, but they get the option to take a weapon platform instead of a Guardian. Some of the weapons on this platform are absolutely obscene, with the Bright Lance holding the title of “probably the strongest weapon in the entire game”. However, the main issue here is you can only take one person to crew the platform. They’re a pretty fragile Guardian (which can be concealed though), but if they die, the platform is just a giant paperweight, another Guardian can’t crew it, it’s just…there. In KT1 losing your Comms specialist was rather crummy, but in this, it’s just catastrophic.The Leader once again isn’t anything to write home about.

Even that trailer, replete with titillating footage of the first ever plastic Death Korps veterans and Ork Kommandos, couldn’t match the cinematic glories of the hype-up CG trailer that dropped on the previous evening, however. There’s a ton to cover with new Kill Team and we’ll be diving deep into the game’s rules and mechanics of the new game and talking about tactics and strategy, the nuances of the rules, and the math behind some of the game’s mechanics. Scout Sniper Sergeant..................................22 Battle Sister (Icon Bearer) ...........................53 Rubric Marine (Warrior)................................82 This issue also includes a pull-out card sheet with Tac Ops cards for the six kill teams from Octarius, Chalnath, and Nachmund. Tactical Ploys..................................................128 Tyranid Warrior (Fighter)............................154Kill Team is the name of the game in September’s issue of White Dwarf, as the design team take a deep dive into the thinking behind this totally rebuilt system . You might also find a few tidbits about how to play your Adeptus Mechanicus kill teams too – if this not at all obscure or ambiguous cover didn’t give it away already. The fire teams system is a clever way to ensure that teams are balanced even with the options available for loadouts – you can plan (and, in GW’s case, balance) very deliberately around the limited number of options available for team construction much more effectively. It also means fire teams can be shaped around what actually comes in the unit boxes, so that taking up a new faction is much easier – you can just buy one box of the particular unit that is the basis of your fire team and you have the options available to you. The system also has some interesting implications for the future of the game which we’ll discuss later on. The Veteran Guardsmen Kill Team also has the Ancillary Support special rules, and theres a few to choose from: They can choose to bring 4 extra Trooper Veterans, or Tactical Assets which are a variety of powerful artillery support/air strikes you can launch over the course of the game. It’s time for Kroot again, a late inclusion in KT18 that struggled due to not having any heavy or special weapons, or much in the way of punch if you didn’t take a Krootox. This time around you get thirteen Kroot (so you can horde it up) but can swap two Kroot for a Krootox and up to four Kroot on a one-for-one basis to Kroot Hounds. Kroot come with kroot rifles, which hit as hard as a bolter, and rifle blades which hit the same as a standard marine or chaos marines fists. Their save jumps from 6+ to 4+ if they are in cover, so the best thing to do is dash from cover to cover and be a good deal more survivable, even if you’re keeping them in Engage mode.



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