![]() NOTE: You will need a copy of the Kill Team Core Book in order to use the contents of this book. The full list of factions available in this book is as follows: A stunning collection of model photography and artwork featuring kill teams and their operatives Details about fire teams, the small groups of operatives that make up a full-size kill team Datacards, Ploys, and equipment for 19 factions ranging from Adeptus Astartes to Genestealer Cults ![]() From daring Tempestus Scions to disciplined T’au Hunter Cadres, armies from across the galaxy can now put forward their best and brightest to undertake dangerous missions behind enemy lines. Kill Team: Compendium is the definitive 168-page resource for bringing 19 different factions into the world of tabletop skirmish combat, featuring almost every major faction from Warhammer 40,000. While these impromptu operatives are often given little more than a mission description and a firm pat on the back, the harsh conditions of a killzone quickly turn them into hardened veterans in their own right. Ideally the Warrior will be saved by Reanimation Protocols and will be back next turn to move further/ capture the point/etc.While many kill teams, such as those of the Deathwatch Space Marines, are made up of hand-picked, specially trained warriors, others are taken from the rank and file of the galaxy’s many armies. The Warrior will invariably die but is supported by the other Warriors or Immortals in the group so they will be able to kill whatever did the charging. From turn 2 the Warriors will be in charge range so it's a case of presenting one of them as a good target (usually on an objective) to try and bait out a charge (as everything is still concealed at this point that's the only way that damage can be done aside from being on vantage points). The Warriors will advance up the board to capture objectives and the Immortals will hang back slightly to keep in cover/get to good firing positions but will generally stay quite close to the Warriors. ![]() Given their 9 wounds making them quite bulky for the return hits the likelihood of them living to do the damage is quite high.ĭuring the game itself, I like to split my Killteam into two or three smaller groups consisting of 1-2 Warriors and 1-2 Immortals each with everything being concealed during the first turning point and the immortals within 1" of the warriors so that they grant cover. In my opinion this is a big boost as they can now kill guardsmen equivalents with 2 hits or anything with 9 wounds on a hit and a crit. UPDATE (03/2022): As of the latest balance patch they received +1 damage on both profiles making the Flayer claws 4/5. Welcome to my review of the Kill Team Compendium book, covering all the factions usable in Warhammer 40,000 Kill Team Not only that but I cover Kill Team co. Perhaps if they either had 3/5 damage on their claws or some sort of re-rolls on their hits it would go a long way to making them a credible combat element. Pretty much every other Necron available does more then 3/4 damage and whilst the rending is nice, generally they will need a crit and 2 hits to kill anything more bulky then a guardsman in combat. Aside from this however, I don't rate them as highly as standard Warriors with Gauss Reapers mainly due to their mediocre Flayer Claws (their poor movement is offset by the ability to move up the board largely unscathed with conceal orders and the aforementioned Skulking Killer). With the Skulking Killer Strategic Ploy they have access to one of the best combat abilities in the game (being able to do a charge action from concealed) so there is some utility to having them available for use.
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