![]() ![]() Rules that trigger off of critical hit rolls with the same timing trigger in the order of the controlling player’s choice, which is a change from how it normally works. Really good change and clarification.Ħ+ saves retained as cover do not count as crits, sadly haha. You can still charge operatives to contest and capture points but you can’t do any damage or parry. ![]() Only in Death Does Duty End (and similar ploys) do not let you strike in combat during your activation (or the opponents). Poor double Shuriken Catapult Dire Avenger Exarch… (unless it takes the melee weapon equipment) Operatives without melee weapons just cannot strike or parry in combat. Stormshields can now parry via using a crit to stop: 2 normal hits, 2 crit hits or 1 crit and 1 normal hit. It is a lose/lose situation allowing for vantage points to be blocked off for charging more as well as also allowing potentially more charges. The rule for vantage points and allowing bases to overhang is something I’m not totally happy with. Such as APL modifiers and how they interact with Dash, Next we have characteristic modifiers clarified. These are excellent and a welcome surprise to see. This is actually pretty deep with very clear diagrams to show off obscuring more. Just making moving around terrain a lot easier. So yeah, we can use 40k terrain now properly so thanks Games Workshop!ĭrop also mirrors climbing in that you can now combine a dash with a drop action like a climb. It automatically applies to any building taller than 2 white and ignores the final white of movement. I was expecting this to drop with Chalnath but the fact we get this now is amazing. Scalable is the biggest change as it opens up basically all Warhammer 40,000 terrain to Kill Team. The key note here is with Prismatic Blur and being forced to parry ignoring Brutal.įor the Core Rules errata, obscured operatives don’t provide cover for operatives within black, so just an important change to note for fellow daisy-chainers out there. The Compendium designer’s commentary just has clarifications for the Eldar kill teams as well as the Hunter Cadre. The rest of the erratas are slight changes and clarifications, mainly operatives that did not have defined weapon loadouts now have fixed weapon loadouts. So basically Imperial Guard orders now actually work as intended. Imperial Guard have their gunner go down to a +5 save from a +3 with the big change being Guardsman Orders now affecting all Temperstor Scion and Guardsman operatives within red and visible of a Imperial Guard leader. The biggest change is covered in the Core Rules section. Your operative is removed at the end of your next activation or end of the battle. Still, this is an amazing change to the main problem kill team of the game.įor Space Marines and Grey Knights, Only in Death Does Duty End was changed and clarified. I would have liked Aegis changed too as currently I can’t see a reason for them to not pop it every turn. Custodes have been toned down heavily, and rightly so with a win rate of basically 80% at tournaments. Notably Custodes have gone from 4 APL to 3 APL and Brotherhood of Demigods is changed from being played basically at any time and allowing free actions to instead only allowing 1 free fight or overwatch action at the end of the firefight phase. These have HUGE changes to kill teams and their rules.
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