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Not played since 5th. Now fancy Kill Team. What do I need to know?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Longtime Dakkanaut






Cheltenham, UK

I dumped 40k at the shift to 6th Ed and moved onto more affordable games. However, Kill Team tempted me back by being super good value.

I've got my marines and Tau and my rulebooks. But reading the rulebook is quite hard work when I already know how 90% of it works. Some rules don't apply to Kill Team, so I don't need them, and some are buried in detail that I otherwise gloss over.

So - those of you already playing Kill Team - what are the crucial rules for Kill Team I need to brush up on?

R.

   
Made in gb
Regular Dakkanaut




I play Heralds of Ruin Kill Team myself, which plays a little differently. I can't think of any rules that don't apply to Kill Team, only the restrictions on what you can take and the part where there's no squads.

Best to find out what you know by playing!
   
Made in gb
Longtime Dakkanaut






Cheltenham, UK

That is, indeed, the plan once my minis are all painted.

   
Made in us
Heroic Senior Officer





Western Kentucky

Just remember every model counts as its own unit. That accounts for 99% of the changes.

Other than that, its remembering break tests, specialists, and the new missions rules. Kill team is very fast and bloody so it's pretty simple. Brush up on your rules though, you'll be amazed how much tiny rules matter.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

200 points, chosen from a single codex or codex supplement

0-2 Troops
0-1 Elites
0-1 Fast Attack

• A Kill Team must include at least 4 non-vehicle models. One of these models must be your Leader and three must be Specialists. Beasts can't be leaders of specialists.
• A Kill Team cannot include any models with more than 3 Wounds or Hull Points on their profile, Flyers, or any models with a 2+ Armour Save.
• A Kill Team cannot include any vehicles with a combined Armour Value of more than 33.
• No Brotherhood of Psykers
• Each model treated as it's own unit on the board
• Once you lose half your models, all remaining models must make Leadership test each turn. Models that fail are removed from play.

Active Kill Team discussions can be found here

This message was edited 1 time. Last update was at 2016/10/17 03:28:14


   
 
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