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Games Workshop Kill Team Genestealer Cults Starn's Disciples

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Warhammer Community: Kill Team: The Game You’ve Been Waiting For (Saved archive, date 05/07/2018, last accessed 02/01/2022)

There’s no downside to going to short range so that’ll be your play whenever you get close, and the Kelermorph’s Expert Gunslinger rule lets him perform two Shoot actions during each activation, so he can put out a pretty heavy amount of firepower per activation, especially if you can close that gap to get into short range. Fortunately, he has a 3 APL to help make that happen. On top of that, you can use the Hypersense action (1 AP), which gives your next Shoot action the Indirect and No Cover rules in place of P1 and Rending, letting you trade off a bit of firepower to shoot your enemies through cover. So, how do these seismic conflicts compare to a Genestealer Cult taking root below Terra’s surface? Well, the threat comes not from the uprising itself, but the fact that the Patriarch – known to its followers as the Begetor – is a psychic homing beacon for the Tyranid Hive Fleets whose tendrils are slowly, inexorably encircling the galaxy. That’s right – the Hive Mind now knows where we live! Neophyte Hybrids can be equipped as long-ranged support units with heavy weapons, as well as making great Scout or Medic specialists. Other elements are rules for an ongoing Kill Team campaign, with individual warriors getting experience and developing abilities, as well as rolling for models that were wounded or taken out during the last mission to see if they are dead, unavailable for the next mission, or good to go. Three Open Play Missions and eight Narrative Play Missions are also detailed in full in the rulebook, as well as rules for making some warriors specialists and the abilities gained by doing so. The rules for Tactics are also listed, which are actions that are paid for with Command Points and get generated each turn. There are Generic Tactics that are available to all, as well as Faction Specific Tactics for each Kill Team.The Bladed Cog has always had the ability to use Admech as flavour, or as a new set of rules. But now with DKoK models, trench coat Neophytes are even easier to model without sacrificing all of the Star Gods blessings. By combining DKoK torso and head with Admech legs and arms, a Bladed Cog Neophyte can properly balance the human, the alien and the machine in a glorious show of perfection. For the first time since codex release in February last year we have changes for Genestealer Cults that weren’t just secondary related, and we even saw some changes there. Kill Team also includes some unique rules that really emphasize the skirmish, covert operations style of gameplay. For example, the Scouting Phase allows all players to declare an action out of several possible actions. Most of the choices are an advantage or a direct counter to that advantage. The Take Forward Positions scouting action allows you to move 1/5 of your troops forward, but if your opponent chooses the Eliminate Sentries scouting action, they will be able to fire at those units that moved forward in your Take Forward Positions action. If you both chose the same action, a roll off occurs to see who gets to complete the action.

The Kelermorph also has the Heroic Inspiration ability that triggers whenever it incapacitates an enemy operative. If it does so, nearby friendly Neophyte operatives can retain one roll of 5+ as a critical hit every time they fight or shoot for the rest of that Turning Point. Writhing Ingress can only be used once per battle. It lets you place an Ingress token (just something that you decide is a token for that – a coin or a piece of paper, for example) next to a terrain feature like a wall or barricade. For the rest of the battle, friendly operatives can move through that terrain feature at the point of the token as if the terrain feature wasn’t there. Crossfire It was the 80s, you could write stuff like that without people going “hang on. What??” The Generation GameIgnore APL modifiers. Cheap enough to equip the entire team, vital if you are up against lots of Stun, but otherwise it’s worthless. C Mining Tool Rig [3 EP] The first of two buffing specialists, and potentially the strongest force multiplier on the team, the Icon-Bearer can use Signal the Strike (1 AP) to allow operatives using the Cult Ambush ability to re-roll ALL their dice during a FIGHT or SHOOT action. This is absolutely bonkers when used in conjunction with other neophytes, especially your Gunners. If your kill team does not include any other LEADER operatives, instead of selecting one TYRANID WARRIOR FIGHTER operative for one TYRANID WARRIOR fire team, you can select one TYRANID WARRIOR LEADER operative equipped with one option from each of the following:

The new GSC also has a really cool mechanic available via the “Hiding” strategic ploy. It costs 1CP but it lets you put two models to the side when you deploy your Kill Team. Whenever you want to, during one of your activations in the first turning point, those models can come in one at a time anywhere on the Killzone within 6” of your DZ, and more than 3” from enemy models. So 1 cp gets you two drops! This can help the mining laser we discussed earlier get into the perfect position for turn 2, though remember if you do this he can’t shoot the first turn because his gun is Heavy and the tactic counts as a move. Or better yet: the Hiding ploy can be used to create an Alpha Strike situation with your Grenade Launcher!

What’s Next

The Hivecult is a militarized entity that has had multiple boxes for its Neophytes so quite some time, making them easy to subvert and convert the resources of the Imperial Guard as their own. Coiled Serpent (1 CP) is used when you activate someone and change them from Conceal to Engage, after which the first time they fight or shoot they can retain one of their hits as a crit. This is a great added bonus on top of Cult Ambush and again plays very well with the strategy of dropping in and out of conceal with Slink into Darkness. If your kill team does not include any other LEADER operatives, instead of selecting one ACOLYTE HYBRID TROOPER operative for one ACOLYTE HYBRID fire team, you can select one ACOLYTE HYBRID LEADER operative equipped with one option from each of the following: Prowler: For the purposes of this operative performing mission actions, it only needs to be within the required range of an objective marker or token (it does not need to control it).

There are a bunch of different special children in the Fourth Generation, all with particular roles within the cult’s machinery. Heavy Gunners are a great asset to your kill team, providing some real firepower. They can choose between the big machinegun Heavy Stubber, the armour-piercing Mining Laser with a scary damage profile of 5 normal and 6 critical damage, or the Seismic Cannon that does area damage at long range and gains Armour Penetration on critical hits at close range in addition to stunning the target. The Kill Team starter set is a superb product in terms of contents, rules, and value. It's enough for two players to have many hours of gaming straight out of the box, and as well as acting as a great introduction to Kill Team, it also sets up a player with everything they would need to play Kill Team should they wish to use a different faction in the future.At first glance an Indirect weapon that hits with the power a Mining Laser, but unfortunately is rendered near useless by the Unwieldy trait. F Heavy Weapon Bipod [2 EP] The Wyrmblade are blessed with an array of “good” to “fantastic” ploys, some of which are limited to once per game due to their potential to swing games. They are thematic and all play to the strengths of the team. Strategic Meticulous Plan Games Workshop webstore: Warhammer 40,000: Kill Team (2018) (saved archive, dated 27/07/18, last accessed 06/03/22)

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