Home Forums The Gaming Room Kill Team Reply To: Kill Team

#17818
WonderSlug
WonderSlug
Participant

The difference? New box art??? LOL I don’t know.

I haven’t sat down to watch your Necromunda video all the way through yet, but I intend to and I’ll do my best to parse out what’s new and what’s not.

I’ve actually heard some players say they prefer the older Necromunda and Kill Team rules, so we’ll see how that sentiment goes in the long run. Following my short time with it, the part I’m most excited about is the campaign stuff, where your guys can level up, gaining perks and bonuses along the way. There’s different specialist classes, such as Scouts, Snipers, etc. so I’d imagine you’ll have a bit of creative freedom in that arena to customize and distinguish your 10 guys from everyone else’s 10 guys. That to me is cool. Whether or not that’s new to this rule set, or if it’s been around a long time, I can’t tell ya. As you know, I’m new to the GW world.

There’s also little changes to the moment-to-moment mechanics, such as:

1.) All charges are declared during the movement phase, and the charge targets can react to fire Overwatch (roll 6 to hit as always), or Retreat, moving backward up to 3 inches, and give up their ability to shoot in favor of widening the distance and potentially avoiding melee combat. It feels remarkably similar to my game of choice, Infinity.

2.) Each figure can be “Readied” in the movement phase instead of moving normally. “Readied” units get to fire first in the shoot phase, similar to how in 40k / Sigmar troops who charged get to fight first in the fight phase. “Ready” makes holding your ground feasible, and gives you something nice to do with guys who’d otherwise just sit in one place the whole game.

3.) Alternating activations during the shoot phase and fight phase. You go, I go. All the “readied” guys take turns shooting, then all the non-readied guys take turns after they’re done.

4.) Flesh Wounds. When a trooper’s HP drops to zero, the attacking player rolls a d6 as an “Injury Roll.” On a 4,5,6 the target dies as normal. On a 1,2,3 he receives 1 flesh wound. This has a couple effects. That trooper has to subtract 1 from his To Hit rolls, and future Injury Rolls against him add 1 for each flesh wound on him. Each trooper can have up to three flesh wounds (They auto die if they’ve got three and they get wounded again), so if you’re getting shot a lot and getting lucky on the Injury Rolls, a guy who’d normally die after a single wound can keep pushing forward and being useful. It’s kinda neat.

Overall, I’d describe the ruleset as keeping the players more engaged in the game moment to moment, which is definitely something 40k needs.

I have it on good authority that GW plans to support this product for 18 months minimum, so we should see lots of new (probably re-purposed) army boxes, terrain sets, etc for the next year and a half.

Many/most players, including myself, are already building Kill Teams with models we already own, and I think that’s a neat way to extend the life of your plastic. In terms of what you “need” from the new releases… Currently, every army has a list of standard Tactics in the Core rule book. Additionally, there is a list of Universal Tactics, usable by any army.

The individual army boxes will contain a ready-to-play Kill Team, most are likely to be already-existing models, but some may be new at some point. Each box so far comes tokens, a lore book, and some pretty cool looking terrain items, smaller things such as cranes an the like. But additionally, each of those boxes comes with Army specific Tactic cards that are in addition to those found in the Core rules. So…yeah. If you want all of the Tactics available for your Kill Team, you might be forced to buy the box of models you don’t need to get the new cards you do need, a very similar “addon” approach as they’ve taken with Shadespire. They’re not so much expansions as they are “the rest of the game.”