Games Workshop - Kill Team: Compendium

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Games Workshop - Kill Team: Compendium

Games Workshop - Kill Team: Compendium

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A Boy fire team includes five Boz with up to one Gunner, who gets either a big shoota or a rokkit launcha. You can also choose to trade out one boy in each boy fire team for a pair of gretchin. To make things as confusing as possible, the Clan Kommandos here are Kommandos like the Octarius ones, but also different. You get five of them, with the option to upgrade one to a leader nob if you didn’t take a leader elsewhere. Compared to the Octarius Kommandos these aren’t as unique, and just come with sluggas and choppas, while the Nob comes either a choppa or power klaw. Much less personality overall. And then there are the Speshulist fire teams. Each one contains four models in any combination of Burna Boys and Lootas and your optional leader upgrade here is a Spanner. Among the holy equipment of the Grey Knights, the Truesilver Armour stands out because it turns an operative’s Save characteristic into a 2+, but they also have access to the Psyk-Out Grenade which can do extra damage to Psykers and Daemons. Tac Ops Cards (these are published in the Core Book, but having the cards is very handy and speeds up setup) SV – Save– tells you how high you need to roll on a d6 to pass a save roll. A roll of a six scores a Critical Save, which can cancel out a Critical Hit.

Space Marines in Kill Team are pretty good all-rounders, and that has a lot of value. Unlike the mere mortals from teams like the Astra Militarum, Space Marines have 3 APL to work with per turn, allowing them to move, shoot, and capture an objective in the same activation, or shoot, charge, and fight, etc.. On top of that they’ve got good offense and defense plus a ton of wounds, more than making up for their limited numbers. Kill Team also features Tac Ops Objectives, which are drawn at the start of the game, and are secret ways of scoring victory points, on top of the usual mission objectives. There are generic Tac Ops Objectives for use with all factions, along with faction-specific Tac Ops. What Do I Need To Play Kill Team? The Space Marines don’t have access to any special faction rules – yet. Most of their operative types do have a selectable keyword, however, so they’re probably getting chapter-specific special rules in the near future. Fire TeamsThe 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. Blue Horror.......................................................98 Clan Kommando Nob .................................125 The Battle Sisters offer a little more variety, with up to one Gunner per Fire Team, and one Heavy Gunner if both your Fire Teams are Battle Sisters. You can also take what appears to be an unlimited number of Icon Bearers, and one Sister Superior as a Leader. The Superior gets a pretty expansive list of equipment options – if it’s in the Battle Sister box, you can take it. It’s kind of weird that you can only take a Heavy Gunner if you have two Battle Sister team; is 5 Battle Sisters and 5 Repentia getting a Heavy Gunner really more of a big deal than 5 Kabalties and 5 Wyches with the same?

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. Imperial Guard equipment is a pretty standard selection of grenades, a medikit, some armour and a Standard you can plant to improve your control over an objective. The full list of factions included in the Compendium is listed below in the Kill Team Factions section. Kill Team Campaign Books Your Kill Team will also nowbe subdividedinto one or more Fire Teams, depending on your faction – a mechanic intended to add structure, and differentiate between elite Kill Teams like Space Marines (who can only take one small Fire Team) and squishier factions like Imperial Guard, who (as you can see in the graphic above) can field two, with more operators in each. Rounding out the team is a set of 4 Strategic and 2 Tactical Ploys, offering you options such as Agile Gladiators, an SP allowing your Wyches to turn enemy strikes into parries on a 4+ (i.e. stop them inflicting damage), as well as moving through other operatives, getting free climb/traverse/drop movement, and automatically passing jump tests. Alternatively, the Power from Pain TP allows you to immediately activate one of your operatives after incapacitating an enemy operative, adding a bonus APL and the ability to double shoot or double fight into the bargain.A Hunter Clade Kill Team mixes all the operative types of a Forge World Kill Team into one single list: For your Leader slot, you can choose between a Skitarii Ranger Alpha, a Skitarii Vanguard Alpha, a Sicarian Ruststalker Princeps or a Sicarian Infiltrator Princeps, and then you can mix and match 9 operatives from a list of Rangers, Vanguard, Ruststalkers and Infiltrators – you just have to always have more Rangers/Vanguard than Ruststalkers/Infiltrators. Kill Team, as a skirmish-based variant for Warhammer 40k, has now gone through a total of fouriterations over the years– the third of which was when Games Workshop released it as an official, standalone game , complete with a distinct ruleset, bright orange branding, and starter sets composed of existing models and terrain. Space Marines have access to a selection of grenades, as well as many others, such as specific gear for Reivers focused on mobility, Haywire Mines for Incursors and Grenade Launchers for Intercessors. Scout Sniper Sergeant..................................22 Battle Sister (Icon Bearer) ...........................53 Rubric Marine (Warrior)................................82 Tactical Marine (Warrior) ............................. 17 Sicarian Infiltrator Princeps.........................49 Poxwalker..........................................................7 7



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