Games Workshop - Kill Team: Compendium

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Games Workshop - Kill Team: Compendium

Games Workshop - Kill Team: Compendium

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This latest version of Kill Team is a brand new edition from Games Workshop, and there have been several previous editions. The first Kill Team was a small section in the 4th Edition of the main Warhammer 40,000 game in 2004. Then in 2016, a small boxed game was introduced, and then in 2018 with a much more detailed version, with lots of supplements. Kill Team has been through several editions before reaching the current Kill Team 2021 version. A Hunter Clade Kill Team isn’t split into Fire Teams, but is simply built as a Hunter Clade Kill Team from a list of operatives, much like the Death Korps of Krieg or Ork Kommandos. Hunter Clade (W 468) (Recon/Seek and Destroy) The list of stats for each operator is rounded out with some that will be more familiar to existing 40k or Kill Team players:

Teased early on with the reveal of Kill Team 2nd Edition’s datacards and new APL stat, GW revealed on July 21 that the in-game ‘actions’ would indeed be used for everything your Kill Team operatives do in-game, as shown in the graphic above. GW says it’s a system designed to “give true close combat specialists a real moment to shine”. We’ll be watching this portion very closely. The Icon Bearer adds a lot of value to the team: It can add 1 to its Action Points Limit for the purpose of figuring out who controls an objective only, and its unique action Icon of Purity lets all friendly operatives visible and within Square range of the Icon Bearer turn one roll of 5 into a critical hit whenever it shoots or fights in that same Turning Point. There’s some clear influence here from the unit boxes; in particular, the Wych Fighters all have to have different weapons from hydra gauntlets/razorflails/shardnet and impaler, and the max of 3 per Kill Team conforms to the limits of what a single box of Wyches can get you.If you’ve been following our Kill Team rules articles recently, you’ll know just how deadly that Custodian Guard truly is thanks to those four action points. Assault Intercessor (Warrior)....................... 12 FORGE WORLD Kill TEAM....................43 Tactical Ploys.................................................... 7 1 Oddly, Orks – or “Greenskins” as they’ve been labeled in the book (though their keyword is still “ORK”) – are both more and less versatile than the Kommando team from the Octarius Killzone. More versatile in that they have more unit options and can take larger teams but less in that they have fewer options overall and no faction TacOps yet. An Ork kill team consists of two fire teams from the following list: lncursor Sergeant........................................... 14 Skitarii Vanguard (Trooper) .........................46 Plague Marine (Warrior)............................... 74

Boy (Fighter) ..................................................123 Krootox ............................................................150 Deathwatch Veteran (Heavy Gunner).....26 Sister Repentia................................................56 Tzaangor (Fighter)..........................................84 The Veteran Guardsmen Kill Team look like Death Korps of Krieg through and through, but like the Imperial Guard, they have the selectable keyword, so when subfaction rules show up, they’ll be able to take those.These aren’t digested entries to save space – each team includes both their regular game rules and their unique Spec Ops content, so you won’t need any other book** to play a complete narrative campaign with them. The Hunter Clade Kill Team also has 3 faction-specific Tac Ops in addition to the ones available from its Archetypes. Fire Teams Typically it’s not going to be an issue but something that’s noticeably absent is Shadow of the Warp, which has been a mainstay aspect of Synapse for ages. There’s a number of factions that contain psykers and if you’re getting doombolt’d you might find yourself asking why this doesn’t exist. It’s likely the designers just couldn’t make the mechanic work around how they set up psychic powers here; for a faction that’s already pretty light on defense, losing a familiar defensive trait is aggravating.

Shooting in Kill Team 2nd Edition has also had a bunch of tweaks which, combined, would seem to make the game much deadlier, taking cover much more important, and those increased wound counts much more appropriate. It’s since had several expansions, from rules supplements like 2018’s Commanders, to boxed sets containing exclusive models, most recently Kill Team: Pariah Nexus.

Kill Team Compendium

After the title of each Fire Team, a letter indicates in which publications its rules are available, according to the following legend: Fusion blasters like most Melta-styled weapons in the game are also very devastating, capable of 4MW on a Critical Hit. What I think will really help these though is that Tau have a Tactical Ploy named Stand and Fire (1CP) that allows them to use a ranged weapon in melee. It does disable the special rules though, but AP2 doesn’t affect melee fighting anyway. They’re still capable of the 4MW for a critical hit though! Storm Guardian (Warrior) ..........................105 Flayed One (Warrior) ...................................132 All in all, this new roster is a massive upgrade for the Adeptus Mechanicus, and there a so many good combinations you can make. Note that the Gunner operative restrictions count across both Rangers and Vanguard, so you can’t take, say, 2 Ranger Gunners and 2 Vanguard Gunners in the same Kill Team. You can, however, include three Gunners if you have three Sicarians or less on your team. Ploys There are many factions for Kill Team, the rules for which are available in several different supplements, which we list below. All of the factions for Warhammer 40K are available to play, with some limitations on the units and miniatures you can use. Where Are The Rules For The Kill Team Factions?



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