White Dwarf: September Preview

Tags : middle-earth kill team rogue trader white dwarf

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Howdy Guys and Girls :)

Preview for the September White Dwarf is up - via Warhammer Community.

created : almost 2 years ago

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New Kill Team Starter Sets!

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Hello again

More kill team info :

New Kill Team Starter Sets!

As well as Rogue Trader, there are more expansions on the way for Kill Team, and soon – we weren’t kidding when we said we were going to be supporting this game for a long, long time. The next two Kill Team Starter Sets will be (drumroll please) Deathwatch and Drukhari!

The next Killzone, meanwhile, will be the Death World Forest Environment Expansion:

Hype !!


created : almost 2 years ago

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Kill Team: Rogue Trader

Tags : rogue trader kill team warhammer 40 000

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Hello everyone !!

What is rogue trader ?

Kill Team: Rogue Trader is a massive expansion to Kill Team that has something for every kind of player. Kill Team has offered us the chance to explore the 41st Millennium in ways that were never previously possible, with its intimate, ground-level scale letting us peek into the darker corners of the lore.

Kill Team: Rogue Trader is a milestone for Warhammer bringing Rogue Traders and their crews – the daring colonisers who claim new territory for the Imperium – to life in miniature form for the first time since Inquisitor. These miniatures are truly incredible, exploring in astounding detail a part of the lore that previously only dwelled in novels or background:

Your Rogue Trader and crew will be up against a host of repulsive Nurgle infected and renegade servants of the Plague God swollen with horrific mutations.

The Kill Team: Rogue Trader boxed set is more than miniatures – it’s a toolbox with something to offer for every Kill Team player, from those using the system to forge thrilling narratives to die-hard tournament players.

At its core, the set is an adventure that pits Rogue Trader Elucia Vhane against a fiendish strain of mutants in a series of narrative missions. You’ll be able to use both kill teams in your campaigns and matched play missions, with a set of datasheets and points values for each.

Essentially, you’re getting two Kill Team Starter Sets in one – as well as a thematic (and portable) pair of Killzones. In Rogue Trader, you’ll find rules, boards and terrain for playing in the cramped confines of the Imperial shuttle, the Truehawk, or an Imperial Shrine. As well as offering new tactical challenges, these boards make sparse but effective use of terrain, making it the perfect option for playing on the go. You’ll be able to fit the entire Killzone plus your kill team and datacards into a single Skirmish Case.

You’ll even be able to use both teams in your games of Warhammer 40,000, giving you yet another use for these stunning models.


created : almost 2 years ago

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Kill Team: The Writhing Shadow

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Howdy Guys and Girls :)

Preview for the Genestealers Box (nice for both Genestealer Cults and Tyranids!) - nothing spectacular, but atleast a nice look at the included tactics!

created : almost 2 years ago

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Kill Team: Drop Force Imperator

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Howdy Guys and Girls :)

Preview of the Astra Militarum Kill Team starter, available to pre-order this weekend, by Warhammer Community.

created : almost 2 years ago

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Kill Team: Sector Munitorum Kill Zone

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Howdy Guys and Girls :)

Little overview of the new Kill Zone: Sector Munitorum by Warhammer Community. Pre-orders are this weekend!

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Kill Team: Creating your Kill Team and Design Studio Campaign Video

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Howdy Guys and Girls :)

Little video about the Design Studio Campaign, aswell as the process of creating your Kill Team. We already talked about it in the rules review a few days ago, but here's another summary by warhammer community:

created : almost 2 years ago

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Kill Team - Faction Details: Chaos Space Marines

Tags : atia chaos kill team

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Howdy Guys and Girls :)

Little detailed overview to give you an example on how a Chaos Space Marine Kill Team could look, the options you have for equipment aswell as special tactics.

Say hello to my Word Bearers :)

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Kill Team Review of the rules (part 2 - game)

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Hello everyone !!

Part 2 of the Kill Team Review . (still wip as i have trouble uploading image from where i am)

After looking at the core rules in the previous post, in this section we are going to focus on the differents way to play, the scouting phase, the kill zone and Squads creation.

Scouting phase

The scouting phase happen before the battle, it represent the efforts of the squads before they engage in direct combat.
it's an interesting addition as it spice up match up and increase replayability.

The scouting phase happen after you have selected your kill team, the mission and set up the battlefield.
Each player choose secretly an option from 6 possibles.

Kill Zone

When you have chosen a mission, you can decide to fight in a specific kill zone. The Core Book include the rules for killzone : Sector Imperialis.
You just roll 1D6 on the environment table and apply the result. It's interesting to note that the table consider you have the imperialis Board and the plastic ruins from the set as they are referenced in the rules.

ie : Tunnels result allow models to move from a manhole to another one. The fun is that manhole are represented on the board.
With the Munitorium already announced i fully expect rules for this kill zone too and maybe more rules with physical counterpart.

Making a Kill Team

Creating a kill Team is super easy you select up to 20 models sharing a common Faction Keyword, you equip them, give them speciality and note their cost. There is no point limit here.

When you play you have to select a Battle-Forged Kill Team that must adhere to the following restrictions :
-3 to 20 models
-One (and only one) leader specialist
-Up to 3 others specialist
-Respect max number of models (gunner, leader)
-100pt max
-One faction keywords.

So if you play "Matched" in a tournament you come with a Roster and decide who to pick secretly when you know the mission and the adversary. In Narrative mode you can lvl up different sort of models to answer different situation.

Note : Off course if you play in Free Play you are not forced to be Battle Forged but heh.
Note 2 : Some mission in narrative mode (campaign mode) allow you to take more than 100pts and be battleforged to represent to represent Ambush and camp raid.

Command points and Tactics

Command points

Commands points are spent to use tactics.
You gain 1pt each turn.
For every 10 pts of squad value difference you gain one extra points at the start.
Unused points are saved for next turn.
You can get 1 extra points each turn with specialists Leader lvl 1 (so everyone get it).
Leader lvl 3 : grant 5+ refund CP spent.
Comm Specialist offer 2 extra way to get CP : 5+ each turn, or 6+ refund.
Veteran Specialist lvl 2 : Get 1 extra cp per turn (but only for him^^)

Tactics Everywhere !!

There is a huge number of tactics available, cards are nearly mandatory (official or self made) listen to the list :
-Core rule offer 6 Basic tactics
-Each faction grant 4 to 6 tactics
-Each specialty grant 3 tactics
-Narrative mission grant 2 tactics.
So if you play a campaigns (like with necromunda) you get access to 20-24 tactics !!! better have some sort of summary^^


Each model you take can be given a speciality. There is 10 options : Leader, Combat, Comms, Demolition, Heavy, Medic, Scout, Sniper, Veteran, Zealot.
Depending on the faction/model you get access to different specialists.
Each class grant you Access to 3 tactics - (lvl 1, lvl 2, lvl 3). These tactics are reserved to the specialist but can often affect friendly models (with buff).
Ex : Tactics Comm lvl 1 : 1cp -1 to nerve test for your kill team as if the Comm was within 2" of them.

You also get a bonus based on your specialist lvl. All specialists start lvl 1 and can finish lvl 4. you get a new power each time you lvl up. There are multiple choices
ie :
Comm lvl 1 : once per turn grant +1 hit roll to a friendly model within 6.
Comm lvl 2 : Each turn on a 5+ get a CP
Comm lvl 3 : -1 ld for all enemy on the battlefield. (wtf this is super duper strong)
Comm lvl 4 : Choose one.

Game Modes

There is 3 way to play each one have 4 Missions available.
Narrative can use Matched play missions too.
Free play is the same as any other GW games, so i am not going to comment on this.

Matched Play

Sold as the Balanced and Competitive Game mode. Allow 2-4 players.
You roll the mission, select models to get a battle forget team, play the scouting phase and your good to go.
It's very nice that each Matched Play mission include up to 4 players deployments.

Narrative Play

As a Necromunda player for the last 20 years this is the game mode i am the most interested.

Winning the campaign

The Campaign objective is to be the last non-guerrilla faction/player. How does it work ? Each player start with 8 pts in each resources. You have 4 types: Intelligence, Materiel, Morale, Territory. Each time you play a mission you can win or loose points from these pools. As soon as one of them get to 0 you become guerrilla faction and loose. (you can still win if sudden death happen)

Post battle phase

-Update resource rating and check if a player win the campaign.
-Casualties : Roll(D10) for each taken out model : 1 = dead, 2 = miss next game, 3-8 full recovery, 9-10 full recovery and +1 xp.
-Experience :
Each specialists in the kill team (that survived) gain 1 xp if you used a specialists tactics on this model it gain 1 extra xp. You gain new power at 3/7/12 xp.
Non specialist also gain XP

Fire Team

Non specialists in your roster are regrouped in several Fire Teams. A FT regroup models from the same datasheet (ex : Reiver marines).
If 2 models from the same Fire team participate in a mission and are not killed, all the member of the group gain XP. (so if you have 5 reivers on you roster and 2 of them participated in the last mission everyone gain 1 xp.) At 3/7/12 they again a new power. All the Fire team gains it ! Roll 1d6 on a table and gain a minor power (RR 1 on save, or hit or wounds..).

-If everyone in the Fire Team die all the Xp are lost.
-New recruit have to do a mission and survive to gain benefit of the XP.
-It's nowhere as good as Specialist power but if you play horde kill team its very useful !.

I think that's it for the Kill Team Core Book.
I'll do a post on scenery wednesday when i get home !


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Kill Team Review of the rules (part 1 - Mechanisms)

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Hello everyone !!

Kill Team is on pre order tomorrow and GW sent us a starter Pack last week.
The box is Super Heavy !!! with 2 squads (Mechanicus and Cult) lots of scenery, cards, Board and a massive rulebook(softcover), it's a very good deal and allow you to start playing right away.
In this review i'd like to focus on the kill team mechanism. There is a lot to say about them as it's an interesting hybrid of classical GW games and alternated activation gameplay !


The kill Team Rules are new, this is not an adaptation of 40k or Necromunda, it's a totally brand new game.
Still Kill Team use big sections of the 40k rules. This review will follow the 6 rules chapters representing the 6 phases of the game : Initiative, move, psy, shooting, melee, morale.


Each player Roll 2D6 the higher roll is first. Note that you can't choose to go second if you win the roll.

Movement Phase

Movement phase is the first real phase of the game. There is a lot going on there. To be honest this phase is kind of weird, all shooting/fighting happen in alternated activation. But the Movement phase is not like that. If you have the initiative, you move all your models first ,then, the other player move all his models. To add to the weirdness, charges and reactions happens also during this phase. It result in a very busy part of the game, with a lot of little rules.

Let's start with basic movements :

Simple Movement

This is a simple example of movement, as you can see there is no special rules for going up. You just measure the vertical distance and move.

-If you fly you ignore vertical distance.
-If you walk over a terrain no higher than 1.5" and no longer than 1.5" you ignore it.
-can't move closer than 1" from an enemy.
Once you have moved, you place a move token next your model (it's very important.)

Falling Back

If you start a move within 1" of an enemy model you must fall back (you can decide to not move of course). Note you can't fallback if you were charged this turn. But the model could have reacted to the charge and retreated (more on this in the charge reaction part)

Use of tokens The game use a large numbers of tokens that are vital to the game. When you fall back, you place the corresponding token next to your model. This way you remember that you cannot advance, charge, be rdy (more on this later) or shoot this turn


If you don't move a model during your movement phase you can ready it. A rdy model shoot first in the shooting phase. If more than one models are ready they take turn shooting starting with the player having the initiative. If you ready a model place a tokens next to it.


Yea that's right, charge happen in the Movement phase and if we talk about charge we also have to talk about charge reactions.

Charge works like in 40k : choose one or more targets in 12" (you don't need LOS). Target can react, and then you move the distance rolled on 2 dices. If you get in 1" of the target, the charge is a success.
Don't forget that in KT you do all your charge and then the adversary do the same,

Note : You can't shoot in melee, so a charging models is "safe" until the fight phase.
Note 2 : Charge are successful when you get within 1" of the target.


KT allow 2 reactions against a charge.

Overwatch : hit on 6+ happen before the move.
Retreat :

Retreat is a new form of reaction. There a lot of conditions and consequences of using it but it add a lot of depth to the game. It's like Fall Back but against charge and only if you didn't moved yet this turn.
This rule reward smart placement because you force your opponent to declare charge against nearby models in case you retreat behind them, allowing them to overwatch too.
note : Place a Fall Back token next to the model that did a retreat.

Advanced rules

There are a few extra rules that you can use once you are familiarized with the game. Difficult terrain, Dangerous terrain, Climbing, Barriers, Gaps, Leaping, Falling damage, Jumping down.

Nothing really complicated here but add a little extra fun to the game !

Closing of the Move Phase

Don't worry i am not going to spend as much time on other phase than on the move phase. Psychic, Shooting and melee are simple, you take turn shooting or fighting. But the move phase deserve some closing words.

1) You need tokens to play this games. You can use token from the box, self made or bought online but you need them.

2) Use tokens for every actions !!! You move ? place a move token, you run ? place a run token. Declare a charge ? place a token, made a retreat ? place a token. You are ready ? place a token, you shoot ? place a token. You get the idea, so much happen in the movement phase that influence the rest of the turn that you absolutely need tokens for clean play.

3) There are "Tons" of tricks and depth in the move phase ,depending if you have the initiative, terrains, weapons. The first game is going to feel bad, but trust me after a few turns you will discover a whole new game of mind tricks, hiding, retreats !!! We only played 3 games and the difference was huge !!

4) To be honest i kind of like the tricky aspect the the movement phase in kill team but i am not 100% sure^^ . I don't understand why we are not moving by alternating activation. Also we could simply remove all the phases to do a "move + action" alternating activation.

It's like i said in introduction, the game is "Hybrid"

Psychic phase

Activate 1 psycher per player and per battle round.

-Smite does 1 MW to the closest visible enemy model in 18". 1d3 mortal if you make a 11+ roll.

-Perils is double 1 or double 6 and super nasty (1d3 mw +1d3 within 3")

Deny is 24" and don't need LOS.

Shooting Phase

Bang Bang Bang


Shooting phase is in alternate activation ("I go you go").
There is a sub phase for ready models that shoot before non-rdy models.

Shooting is hard as you often get :
-1 to hit from target in cover
-1 if more than half range.

You also get -1 to hit per flesh wounds and another & -1 to hit if squad is broken (^^).

Once the initiation game is over you can forget about shooting without malus.

You can split your shots between multiple targets in 2" of each others but before rolling any attacks.

Weapons type are the same as in 40k but you can use only one grenade per turn.

You are not forced to shoot the closest visible target like in necromunda.

wounding and saving

Exactly like 40k. But there is no cover save

Injury roll

Injury roll is a specific mechanism for Kill Team. Once a model is reduced to 0 wound you must make a Injury roll. Any future wounds will also force an injury roll.

Roll 1d6 : 1-3 = Flesh wound and 4-6 = Out of action.

2 modifiers apply :

+1 to the roll for each flesh wounds the victim already have.
-1 to the rolls if you are 1" from a cover or a friendly model.

That mean that the first time a model in cover get shot down 1-4 is a flesh wound and 5-6 is out of action.

ps : Don't forget Necron are restored to 1 wound and healed of flesh wounds on an unmodified 6. Yea good luck killing a necron in cover ^^ 1 2 3 4 = flesh wound, 5 = out of action , 6 = back to life. I'll add that you can get a -1 to wound rolls as a immortal zealot lvl3 (1-5 fleshwound, 6 reanimation protocol)

Multi Damage

If a multi damage weapons reduce a model to 0 wounds, make multiple injury rolls and keep the higher result.

Fight phase

Everything is like a 40k fight phase. Charging models fight first, then non charging fight.

The only difference are the modifiers :
-1 to hit if there is intervening terrain (terrain preventing you from getting base to base)
-1 per flesh wounds
-1 if kill team is broken.

Nothing more to say on this, it's business as usual ^^

Morale phase

2 Brand new morale mechanisms :

Broken Squad

If your kill team is broken, all your models have -1 to hit ranged/melee.
Your squad is broken if everyone have a flesh wound or is out of action. If 50%+ of models have flesh wounds or are out of action you roll vs higher LD value still on the board. Once a squad is broken, it last for the all the game !


Each model with a flesh wound roll 1 DICE against LD, if you roll more than ld you can't act until next turn and place a shaken token.
If the squad is broken all your models roll for shaken each turn ^^.

This roll is modified by :

-Each other friendly shaken or out of action is +1 on the roll.
-Each non shaken friendly within 2" is -1 on the roll.

The rule is nasty but prevent games that last forever with one model running and hiding ^^


This conclude my review of the core rules. Kill Team is a brand new take on the skirmish gameplay in GW. It's super interesting and the game is a lot better when you play it than when you read the rules. At first i was a bit puzzled by some rules and was in a WTF mind set when we started the first game. After 2 hours i liked the game a lot more, i can't wait coming back from holy day to play more games of KT.

And maybe start a Campaign !!

Next post : Kill Team part 2 : Games mode.


created : almost 2 years ago

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