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Fresh-Faced New User




I heard there was a Kill Team Errata but I cant seem to find it. Anyone have a link?
   
Made in us
Deadshot Weapon Moderati




MI

Curious where you heard the rumor, as far as I know GW has not posted any errata or FAQ for Kill Team yet.
   
Made in gb
Battleship Captain




Not that I'm aware of.
One of the Tyranid tactics got clarified between core book and starter box. Haven't seen anything else.

Termagants expended for the Hive Mind: ~2835
 
   
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Fresh-Faced New User




 ikeulhu wrote:
Curious where you heard the rumor, as far as I know GW has not posted any errata or FAQ for Kill Team yet.


A buddy of mine at work said there was one that updated the injury rolls and wounds to a "Take 3 wounds from 3 attacks roll 3d6 and take the high". I tried to look it up and could not find it.


Automatically Appended Next Post:
locarno24 wrote:
Not that I'm aware of.
One of the Tyranid tactics got clarified between core book and starter box. Haven't seen anything else.

Thank you for your feedback!

This message was edited 1 time. Last update was at 2018/09/26 21:14:39


 
   
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Battleship Captain




xadmar wrote:
 ikeulhu wrote:
Curious where you heard the rumor, as far as I know GW has not posted any errata or FAQ for Kill Team yet.


A buddy of mine at work said there was one that updated the injury rolls and wounds to a "Take 3 wounds from 3 attacks roll 3d6 and take the high". I tried to look it up and could not find it.


Not heard or seen anything about that, and that's not an errata that's a big change which would involve rewriting sizeable blocks of text.
So far as I know the only way to modify the injury roll are a multidamage weapon, or a tactic which specifically affects injury rolls (tactical reroll, implant attack)*.


Note that 'fast dice rolling' is a convention for convenience (p.28). As per the rules, every attack is 'actually' rolled one at a time, and as soon as a model is reduced to 0 wounds, you don't resolve any additional attacks (p.31).

It's therefore impossible to cause multiple injury-roll inflicting wounds from one attacker.




* Slight exception: because you stop resolving attacks for the 'attacking weapon', if a model has multiple legal weapons to shoot or fight with, theoretically it can take you to 0 wounds and injure you with one, then do the same again with a second (say, Devourer and Flesh Hooks).
Equally, some sniper-esque weapons can cause a wound and a mortal wound off the same attack, which are resolved seperately and would result (I think) in two seperate injury rolls.


Termagants expended for the Hive Mind: ~2835
 
   
Made in be
Mysterious Techpriest





Belgium

They effectively asked on the FB page shortly after release if we had suggestions for a Kill Team FAQ, but they never announced a date. They may have been waiting for tournament results and such like they usually do in 8th.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
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Deadly Dire Avenger




It seems like they're running late in general. Most new 40k codexes got an FAQ after 2 weeks, but the Space Wolves Codex has been out for a month and still hasn't had one.

Battlescribe data author for:
All things Chaos in 40k, Kill Team, Apocalypse

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MI

Pretty sure the Space Wolves FAQ delay is just because they wanted to release it along with the Big FAQ
   
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locarno24 wrote:
xadmar wrote:
 ikeulhu wrote:
Curious where you heard the rumor, as far as I know GW has not posted any errata or FAQ for Kill Team yet.


A buddy of mine at work said there was one that updated the injury rolls and wounds to a "Take 3 wounds from 3 attacks roll 3d6 and take the high". I tried to look it up and could not find it.


Not heard or seen anything about that, and that's not an errata that's a big change which would involve rewriting sizeable blocks of text.
So far as I know the only way to modify the injury roll are a multidamage weapon, or a tactic which specifically affects injury rolls (tactical reroll, implant attack)*.


Note that 'fast dice rolling' is a convention for convenience (p.28). As per the rules, every attack is 'actually' rolled one at a time, and as soon as a model is reduced to 0 wounds, you don't resolve any additional attacks (p.31).

It's therefore impossible to cause multiple injury-roll inflicting wounds from one attacker.




* Slight exception: because you stop resolving attacks for the 'attacking weapon', if a model has multiple legal weapons to shoot or fight with, theoretically it can take you to 0 wounds and injure you with one, then do the same again with a second (say, Devourer and Flesh Hooks).
Equally, some sniper-esque weapons can cause a wound and a mortal wound off the same attack, which are resolved seperately and would result (I think) in two seperate injury rolls.


Right on the first part, wrong on the last part. It specifically says any additional wounds OR mortal wounds are lost.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
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Albany, NY

https://whc-cdn.games-workshop.com/wp-content/uploads/2018/09/kill_team_errata_en-1.pdf

https://whc-cdn.games-workshop.com/wp-content/uploads/2018/09/kill_team_designers_commentary_en-1.pdf

Get some!

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Longtime Dakkanaut




Gonna miss the Intercessor mini-rocket launcher
   
Made in nl
Stalwart Veteran Guard Sergeant





Segmentum Solar

A big change for all those Comms gunners:

Page 70
– Comms Specailists, Ability tree, Scanner
Change to:
‘Scanner:
Once per Shooting phase, if this model is not shaken, when you pick another model from your kill team within 6" of this model to shoot, you can add 1 to hit rolls for that model in this phase.’
   
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Mysterious Techpriest





Belgium

Glad to see the Intercessor's snowflake launcher being corrected. Some big changes yeah, I'll have to change my Kabalite with Splinter Cannon to Sniper instead I guess. I'm not sure T'au needed 4+ Drones though... And why does the Tesla Carbine procs on unmodified 6 while my Taser Goad is a 6+ ? Okay I have the possibility to make it a 5+ or less with stratagems but I don't get the inconsistency. The Flail of Corruption is less busted, I'm fine with that. Also, they gave back Grenade Launchers to Scions, hurrah !

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
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Gave medics to Guard & Marines. Also gave auspex to intercessor sergeant or gunner.
   
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Fixture of Dakka





Harlequins got better. Yeah...

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
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Sydney, Australia

 Aaranis wrote:
And why does the Tesla Carbine procs on unmodified 6 while my Taser Goad is a 6+ ?
Maybe more Necron players spoke up than Ad Mech? I know I wrote in commenting on plasma now being a natural 1, not a modified 1, and how that kind of made teslas not great - maybe you should write and ask about the taser goads?
   
Made in us
Fixture of Dakka





Ad Mech doesn't want Taser Goad to work on unmodified 6. There's far fewer penalties to hit in melee, and there's a +2 to hit tactic.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in be
Mysterious Techpriest





Belgium

 DarknessEternal wrote:
Ad Mech doesn't want Taser Goad to work on unmodified 6. There's far fewer penalties to hit in melee, and there's a +2 to hit tactic.

Yes that's what I was saying too, just pointing that the rules aren't consistent, but that's hardly new.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in us
Longtime Dakkanaut





They clarified a LOT of great stuff in these. Rules that people were CONSTANTLY getting wrong, especially in youtube videos, are now well addressed and cleared up, even for the nerds that weren't getting it despite hundreds of people telling them that it works that way.

Now people are much more aware of Falling Back and the repercussions of that, much more aware of Injury Rolls and how they work, and much more aware of how certain tactics work.

I'm also really glad that Metabolic Overdrive went from vague in the core book to horribly underpowered on the tactic cards to now incredibly excellent in the errata.
   
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[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

 DarknessEternal wrote:
Harlequins got better. Yeah...
How so?
I sat that terrain cannot be jumped over now, just other models. Vertical moves are free now.
Also, the fusion gun lost its 2nd damage roll.

This message was edited 1 time. Last update was at 2018/10/05 14:59:48


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 Skinnereal wrote:
 DarknessEternal wrote:
Harlequins got better. Yeah...
How so?
I sat that terrain cannot be jumped over now, just other models. Vertical moves are free now.
Also, the fusion gun lost its 2nd damage roll.


actually some people read that the fusion gun always gets its second roll now
   
Made in us
Omnipotent Lord of Change





Albany, NY

stratigo wrote:
actually some people read that the fusion gun always gets its second roll now
That ... is startlingly incorrect

Page 149
– Fusion pistol, Abilities
Delete this weapon’s ability:
‘If the target is within half range of this weapon, roll
two dice when inflicting damage with it and discard the
lowest result.'


Which leaves it with a statline and no special abilities of any kind.

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
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 Skinnereal wrote:
 DarknessEternal wrote:
Harlequins got better. Yeah...
How so?
I sat that terrain cannot be jumped over now, just other models. Vertical moves are free now.
Also, the fusion gun lost its 2nd damage roll.

You are incorrect on both points.

Instead of moving through terrain, they have infinite climbing now. So they still pass through terrain as if it is not there, but they are faster when trying to go up or down that terrain to get to someone on a different level.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in au
Freaky Flayed One



Sydney, Australia

 DarknessEternal wrote:
 Skinnereal wrote:
 DarknessEternal wrote:
Harlequins got better. Yeah...
How so?
I sat that terrain cannot be jumped over now, just other models. Vertical moves are free now.
Also, the fusion gun lost its 2nd damage roll.

You are incorrect on both points.

Instead of moving through terrain, they have infinite climbing now. So they still pass through terrain as if it is not there, but they are faster when trying to go up or down that terrain to get to someone on a different level.


You say "both points", but didn't mention the fusion gun nerf. Not sure why the did that, but it's definitely a nerf.

As for flip belts, the errata text is:

Flip Belt: This model can move across other models as if they were not there, and it can climb any distance vertically (up or down) when it moves – do not measure the distance moved in this way. In addition, it never suffers falling damage, and never falls on another model. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.


So it treats models (not scenery) as if they weren't there. The important thing to do is look at how you normally climb: which is clarified in the Designer's Commentary.

Q: Can a model move vertically without a surface to climb? For example, can a model move up to an edge of a gantry without a ladder or pillar to climb?
A: No. If there is any doubt as to what terrain might be considered ‘climbable’, discuss it with your opponent before the game begins.


That is, Harlequins most definitely do not ignore terrain. They ignore the height in climbing it, but if it blocks, or if there's nothing to climb (ie, its some ruins, and the walls are on two sides but not the other two), they cannot simply "fly" up to the top. They need a surface to climb, but don't count the climb against their movement.
   
 
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