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Split Fire under the old rules(I checked them this morning to see if it was a new download yet) was just that you could shoot at two different targets. They literally just used the standard rules for Split Fire, it was the same glossary entry and everything.
Eagle Eye is neat though!
Sharpshooter is pretty awesome too...Cover saves cannot be taken against shots made by a model firing their ranged weapon.
Automatically Appended Next Post:
BrookM wrote: In addition to those questions, are invulnerable saves limited to 5++ now?
I didn't see anything about it but I'm not at my peak right now. I did a search through the download and saw nothing.
Do leaders gain advancements again?
Again, not seeing anything but there are some suggestions for Campaign Play. Notably that rather than rolling, it's okay to pick a trait that best suits your Team Leader's personality.
And what do the optional rules for fighting against hordes or vehicles look like?
Pretty interesting actually.
There's one called "Powering Up..." which is a Kill Team with all models having the Tank Hunter special rule and the opponent consists of a single Super-Heavy Vehicle or Walker. It cannot fire or move any of its Primary Weapons until it is powered up. You use Variable Game Length not to determine the end of the game, but to determine when the SHV becomes fully operational after which the game becomes "a battle to the death!".
I'm kind of fond of some of the concepts in "Prey Stalker". They talk about:
A squad of Space Marines tries to destroy a Necron Lord before it can awaken its Tomb World...a band of Skitarii Rangers stalk a Chaos Predator through the burning husks of a great tank battle...a shrine of Striking Scorpions hunt a Carnifex through the forests of a maiden world, determined to slay the beast...
It's a Kill Team with double the number of Specialists versus a single MC, HQ unit, or vehicle that wouldn't normally fit into a Kill Team game.
The Kill Team gets 6 turns to kill it and it suggests to make the scenery on the board extra dense.
"Against the Horde" is the horde mode. The opponent's force consists of 2x Troops choice units with no points value limit, and they do not use the Kill Team mission rules and if they are destroyed they return to the battlefield from the controlling player's table edge at the start of their following turn.
Kanluwen wrote: "Against the Horde" is the horde mode. The opponent's force consists of 2x Troops choice units with no points value limit, and they do not use the Kill Team mission rules and if they are destroyed they return to the battlefield from the controlling player's table edge at the start of their following turn.
Yes! Here we go, for people who want to spam stuff in this setting, there's your chance!
Also, the "Powering Up" scenario does sound neat. Just need to make sure that the Tau player doesn't spam fusion blasters when we do that one, otherwise it'll be over at turn one.
Automatically Appended Next Post: As for the FOC shown, it's the same as before, with no changes or additions.
Automatically Appended Next Post: What is the win condition for the Kill Team in horde mode by the way? Is it merely holding out until the end?
If so.. time to start digging around for those Orks I got lying around, I should have enough to make two max-model mobs with nobs and special weapons for a "Take on the hordes and survive for as long as you can!" thing at the store.
This message was edited 2 times. Last update was at 2016/09/03 07:22:08
Oh man Kan, you have me hopeful we'll get a WD Genestealer Cult KT list or maybe even a proper codex. Nice Catch!
The new special missions sound pretty neat, specifically the one about destroying a Super Heavy. It would be pretty cool to have a unit of Ork Kommandos sabotaging a Baneblade or something.
I think I'll try to get together with my buddies soon and go over the book and put some house rules together. I'm thinking of purposing a unit cap of 25 (so games don't take forever), letting Inquisition take a Troop choice from the Scion or Sisters book (I was thinking GW was going to make 2 Elite choices in FOC this time around), and definitely something to help out Nids with their synapse problems.
This message was edited 1 time. Last update was at 2016/09/03 08:52:30
Leggy wrote:15 is a bit tight. 25 seems fairer. A model cap is good for tournament play though. I went to a GW killteam tourniquet a few years back. Some guy brought 40 cultists. No-one could make a dentist in his force. He swamped everyone.
Not fun when you've brought 10 guys along.
So finally a week army can actually play and be competitive, but take it out of them because other people play with a smaller number? That is not fair and that is just telling people "play my way" instead of how the actual rules go. I am all up for house rules but this is one that is just not fair because people don't want to adapt to that tactic.
I was also playing Chaos. I took cultists and chaos spawn. Don't try and give me the "Awww but this army is weak" argument. Chaos has lots of good combos in Killteam.
"Marion! For Gods sake, you're going to die!"
"Ah, but then I'll wake up in a magical fantasy world, filled with virgins!"
"You mean Games Workshop?" Mongrels
"Realism? THESE ARE SPACE ELVES!!" - My friend Jordan during an argument about rule abstraction
I think kill teams has the potential to be way more balanced, as it's harder to hide the scary models (i.e. SM with grav cannon) in a squad, and the normally weak horde armies, suddenly are super MSU countering the more elite armies if they remain spread out enough.
DQ:90S++G++M----B--I+Pw40k07+D+++A+++/areWD-R+DM+
bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
Kill Team has the promise to be a cool way to sell people small forces where they like a few models but don't want a massive 1850 point force.
Might tempt me to pick up a small Eldar contingent. It's got me painting up my GS Cult and Deathwatch already, that's for sure.
Hooooo boy, I can run 16 Neophytes and 12 Acolytes for 195 points. Well now! :-)
This message was edited 1 time. Last update was at 2016/09/03 12:11:30
Stormonu wrote: For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
The Militarum that has Scions in the book? Has Carapace Vets with Plasma Guns? Sniper Vets? Ratlings? Ogryn? Chimera Vet Squads?.
Since when have Ogryns been a sane pick for... anything? They've always been a horrendous unit, and I doubt the current codex has much improved them.
Hey! I love my Ogryn, they might not work great against strong stuff, but they bully weak things really well, stick them up against guard squads and they go through them like a hot knife through butter. One after the other. Squish Squish Squish. Stick a priest with them for added hilarity.
Don't get me wrong, I love mine too. All 15 of them. I even converted a giant flatbed superheavy tank for them to ride into battle with. I've used them since 4th edition, and they've never been stellar. :-/
This message was edited 1 time. Last update was at 2016/09/03 12:17:24
Is it just me, or is a Legion of the Damned kill team with Supressing Fire specialist and the Animus Malorum is just too sick to contemplate?
Supressing fire: Every model hit is forced to take a pinning test
Animus Malorum (among other things) - every failed pinning test within 12" causes an unsaveable wound on a random model in the unit.
Every man for himself: Each model is treated as its own unit
So every model hit by the specialist's weapon forces a pinning test, and every failed pinning test forces an unsaved wound on a "random" model in the unit of one,
Charax wrote: Is it just me, or is a Legion of the Damned kill team with Supressing Fire specialist and the Animus Malorum is just too sick to contemplate?
Supressing fire: Every model hit is forced to take a pinning test
Animus Malorum (among other things) - every failed pinning test within 12" causes an unsaveable wound on a random model in the unit.
Every man for himself: Each model is treated as its own unit
So every model hit by the specialist's weapon forces a pinning test, and every failed pinning test forces an unsaved wound on a "random" model in the unit of one,
Charax wrote: Is it just me, or is a Legion of the Damned kill team with Supressing Fire specialist and the Animus Malorum is just too sick to contemplate?
Supressing fire: Every model hit is forced to take a pinning test
Animus Malorum (among other things) - every failed pinning test within 12" causes an unsaveable wound on a random model in the unit.
Every man for himself: Each model is treated as its own unit
So every model hit by the specialist's weapon forces a pinning test, and every failed pinning test forces an unsaved wound on a "random" model in the unit of one,
clever!
Not as clever as you might think, seeing as how you can only shoot a single target unless rocking a template weapon and having a very generous foe keeping things bunched up. Sure, you can force pinning tests and failed pinning tests force unsaved wounds...but so what?
You're better off doing something like this:
10 man Space Marine Scouts (Raven Guard Chapter); all with Camo Cloaks
Heavy Bolter Weapon Specialist: Reaping Volley
Sniper Rifle Dirty Fighter Specialist: Executioner(reroll all failed To Wound rolls against targets with a Wounds characteristic of 2 or more)
Sergeant with twin Lightning Claws(this is something I've been wanting to convert up for awhile and man, it's finally time to do so!). If you get the Specialist skill bit, give him Deathblow or the Fleshbane equivalent and have some fun with it. Nobody expects a TLC Scout Sergeant! NOBODY!
Sniper Rifle Guerilla Specialist: Infiltrate, Scout, or Stealth(dealer's choice or hold this for a Vanguard Veteran for some real mean fun)
Sniper Rifle x6
You know, there aren't many ways to put together a Necron force within those guidelines that I have found, but if my experience in low-point games has shown anything, it's that our durability will be tough to overcome. The largest force I've been able to put together so far was only 13 models, though.
2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress 2000 Slaves to Darkness (Ravagers)
Apologies if this is slightly off topic but can anyone recommend a reader for the rules? On my Samsung S5 Neo the pages are broken which makes reading a nightmare. But back on topic, can't wait to field my Skitarii in this!
BrookM wrote: Those crappy Tempestus Scions that nobody seems to like come to mind..
It could be worse I suppose. Our first Kill Team campaign two or so years ago had a model cap of ten models per team as decreed by the organizer (read: not me), which certainly left certain armies in quite a pickle.
They seem to be made for Kill team. Sure they're T3 4+, but there's Deep Strike and MTC.
Being able to cram so many special weapons means you can easily get 3 Plasma Guns and one of those Salvo Hell guns for a Relentless guy. Then the other 6 are Cannon fodder!
CaptainStabby wrote: If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote: BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote: Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote: ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
BrookM wrote: Those crappy Tempestus Scions that nobody seems to like come to mind..
It could be worse I suppose. Our first Kill Team campaign two or so years ago had a model cap of ten models per team as decreed by the organizer (read: not me), which certainly left certain armies in quite a pickle.
They seem to be made for Kill team. Sure they're T3 4+, but there's Deep Strike and MTC.
Being able to cram so many special weapons means you can easily get 3 Plasma Guns and one of those Salvo Hell guns for a Relentless guy. Then the other 6 are Cannon fodder!
Deep strike is something they lose in Kill Team.
Also, Scion squads can only have two special weapons, their command squads can have four though.
EnTyme wrote: You know, there aren't many ways to put together a Necron force within those guidelines that I have found, but if my experience in low-point games has shown anything, it's that our durability will be tough to overcome. The largest force I've been able to put together so far was only 13 models, though.
Warp Rider wrote: Apologies if this is slightly off topic but can anyone recommend a reader for the rules? On my Samsung S5 Neo the pages are broken which makes reading a nightmare. But back on topic, can't wait to field my Skitarii in this!
Warp Rider wrote: Apologies if this is slightly off topic but can anyone recommend a reader for the rules? On my Samsung S5 Neo the pages are broken which makes reading a nightmare. But back on topic, can't wait to field my Skitarii in this!
kobo eReader
I've been trying to use that every since the General's Handbook came out and it crashes every time I turn a page. Hasn't ever worked, even once for me. :-(
EnTyme wrote: You know, there aren't many ways to put together a Necron force within those guidelines that I have found, but if my experience in low-point games has shown anything, it's that our durability will be tough to overcome. The largest force I've been able to put together so far was only 13 models, though.
Though, on the topic of Necrons, I would ask those with the book to see if there's been any clarification on whether Quantum Shielding contributes to the "total AV no bigger than 33" thing or not.
(because if it does, Necrons get zero vehicles).
Charax wrote: I use Azardi reader for epub3 files, it renders them perfectly, and BL recommend it. not found a mobile one yet
Thank you SO much. I know I am an old fart, but I actually like being able to have access to my ebooks on my desktop, and giant monitor, and every other ereader gaks the bed with GW digital release. The formating either goes to hell, or they are tiny and unreadable with no working zoom function.
Azardi worked like a charm, and I am sincerely, and immensely grateful!
JohnnyHell wrote:Kill Team has the promise to be a cool way to sell people small forces where they like a few models but don't want a massive 1850 point force.
Might tempt me to pick up a small Eldar contingent. It's got me painting up my GS Cult and Deathwatch already, that's for sure.
Hooooo boy, I can run 16 Neophytes and 12 Acolytes for 195 points. Well now! :-)
Too bad you can't play your army, some people are already complaining to many minis so max of 15. This just sucked out all the excitement I was about to have with Kill Team.
Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.
Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?
Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".