Will you look at that! The conversion tips are top notch. Dryaktylus wrote: The conversion tips are top notch. Flinty wrote: II think the kill team campaign is more true to a formal military force with access to standardized resources, and with troops pretty much at peak performance. RazorEdge wrote: Nay, N17 40k would be lame. Dakka 5. Member List.
Recent Topics. Top Rated Topics. Forum Tools Forum Tools Search. Killteam - Annual Book. Subject: Advert. RazorEdge Dakka Veteran. Henry R. SamusDrake Longtime Dakkanaut. Gadzilla Daemonic Dreadnought The dark hollows of Kentucky. Quasistellar Longtime Dakkanaut. Are those Kroot models new?
Voss Exalted Beastlord. Adeptus Doritos Posts with Authority. Mob Rule is not a rule. JawRippa Regular Dakkanaut. Took words right out of my mouth. I was so excited to see D10 next to minis in killteam teasers In my naivety I've imagined that GW was going to change system to D10 for more granuality between weapons and armour. Then we get mini- 40k , but not really with extremely shallow rules for skirmish. Getting a flat -1 for having a pinky toe in cover, one-man army commanders SW :A had a lot of design mistakes, but it had a lot of heart.
Necromuda Lite But instead we got elites. It's fun for what it is, but it coulda been so much more. How is the current Killteam campaign system different from Necromunda?
Sqorgar Longtime Dakkanaut. There's no real campaign system at all. No deaths, injuries, items, skills, capturing enemy units, fighting over territory, champions, or even individuality. Just a roster, more or less. I think KT would benefit by taking a page out of Warcry's book - battleplan cards with ravaged lands-like terrain cards , a simple campaign system, and alternating activations. The battleplan cards and campaign system could easily be built on top of existing KT as an expansion.
I think you should look at it again. Flinty Leader of the Sept. Like I said, it has been a while. I've never actually played Kill Team in campaign mode. So let me instead focus on how Necromunda does it. By individuality, I was under the impression that models of the same type leveled up together in KT.
In Necromunda, each model levels up individually by spending experience points gained from accomplishing goals in the mission and for making enemy models go out of action to do things like raise their stats or learn new skills. In Necromunda, there's a bunch of different abilities for each skill type, so Brawn and net you headbutt or hurl while Agility has stuff that allows you to leap or climb easier.
Each faction and each type of model has different primary and secondary skills. So Cawdor can't learn any skills from Cunning or Shooting, but Combat is usually a primary skill set. Most Necromunda gangs are split into four categories: leaders, champions, gangers, and juves.
The juves are inexperienced versions that can grow stronger easier and graduate into a Champion. Champions and leaders have the ability to activate nearby units alongside them, and have the leadership skillset as a primary. After missions, your gang can also visit the trading post to buy new equipment, including rare items like special weapons, bomb rats, gold plated guns, animal companions, bionics to correct your model's spinal or head injuries , and even hire non-combatants like doctors.
Kill Team doesn't really have that kind of detail. The campaign rules are printed on 4 pages compared to the 31 pages that Necromunda's Uprising campaign takes and Uprising is just one of four different campaign systems too.
I don't think KT needs to be quite as expansive as Necromunda, but the campaign system seems like the bare minimum. Chairman Aeon Dakka Veteran. Dryaktylus Fully-charged Electropriest. Let them eat cake! Necromunda is an actual campaign.
There's strategy to who you challenge, what you take, and what you build. Kill Team's campaign is "don't lose, add an ability to a guy after a few games". Some require Commanders, others give one side a small advantage. Every points value in the game has been printed in one big, easy-to-access section of the book.
If you were sick of checking across two books to build your lists, this can be a real help. In the Tactics and Psychic Powers section of the book, it lays out the all Tactics available to every single faction, with updated CP costs. Finally, the Annual includes reprinted and in some cases, updated rules for additional Kill Team factions that were first published this year in White Dwarf.
Look, Chaos needed help in Kill Team. The Heretic Astartes faction never received the squad box treatment, despite the release of a new multi-part plastic Chaos Space Marines kit, and was stuck with weapon options from the kit released in So we were delighted to see that Chaos got help across the board in the Kill Team Annual, with new Tactics, a new datasheet for Heretic Astartes, and an entire faction in the form of reprinted Chaos Daemons from White Dwarf.
But was it enough? They consist of the four basic troop daemons — Bloodletters, Horrors, Plaguebeaerers, and Daemonettes, though you can take champions, banners, and instruments for each as well. The Instruments and icon bearers give you access to four different options for a Comms specialist. The close combat killer daemons. They fight like a melee-equipped veteran Marine for half the points.
Their icon lets Bloodletters re-roll charges. Weaker than Bloodletters in melee but they have an additional inch of movement and they always fight as if they charged. Fighting as if they charged changes a lot of combat math against aggressive teams.
Their Icon lets them inflict mortal wounds on a 6 to wound. Probably the most unique Daemon. Horror Icon Bearers have a chance to do a mortal wound to a nearby enemy. These Nurgly Bois are the tanks of the Daemon army. They can tarpit a lot of armies and help you play the objective game. Their Icon Bearer reduces the leadership of nearby enemies.
Points-wise nothing changed from the existing books, but the Death Guard got a few new tactics to help give them an extra boost. Having gone this far without a box set with custom tactics or an update to their basic squads to reflect their new range following the Codex release in April, Chaos Space Marines were due for an update.
Additionally, Heretic Astartes kill teams get a bunch of new Tactics to play with. This is a massive improvement, because they functionally only had five before this release, and only two of them were any good.
They also give you a reason to run marks other than Khorne. Servants have finally made their way from Beta rules and WD articles into a published book and gotten a few new toys to boot.
Read more. December 15, Crush the Mortal Realms beneath the iron tread of Chaos with Battletome: Slaves to Darkness — your guide to the mortals, daemons and monsters who walk the endless Path to Glory. Inside this tome of dark and forbidden lore, you'll discover the dark world of the Slaves to Darkness - the innumerable allegiance of tribes and warrior-bands who fight ceaselessly to gain the favour of the Dark Gods.
Rich background, sumptuous art and a number of short stories by acclaimed Black Library author Aaron Dembski-Bowden bring the world of the Slaves to Darkness to life as never seen before. When you're inspired to start your own conquests.
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