Warhammer 40k Kill Team Starter Set
Sold $44.99 Buy It Now, 30-Day Returns,Seller: (47,400) 99.8%,Location: Boise, Idaho,Ships to: US,Item: 93 The included picture is a stock image An expansion for Warhammer 40,000: Kill Team, this box includes 5 plastic miniatures, a scenery set (with exclusive rules!), and brand-new Tactics and Mission cards. We offer a combined shipping discount. Just add the items you are interested in to your eBay cart to determine your combined shipping cost and options. Thanks for shopping with ABUGames!
Condition: New, Brand: Games Workshop Ltd.
Unlike the bands of Aeldari which make up the greater part of the craftworld warhosts, Asuryani kill teams can include a range of individuals with different specialities fighting as a coherent whole. Often they are the survivors of another conflict, or a company of wanderers long divorced from their homes, for the Asuryani are a race few in number, and necessity binds them together more often than intent.
Warhammer 40k Kill Team Starter Set 1
It speaks volumes of the fluid Aeldari mind that a mix of such focused warriors still works as one, achieving their mysterious agendas with a skill and synergy most humans could only dream of. Drukhari kill teams are built around fiercely competitive cliques of elite killers, each armed for a specialised combat role.
Though these individuals often hail from different organisations and subcultures in Commorragh, all rivalries and vendettas are set aside for the duration of the raid. The vicious firepower of the Kabalites, combined with the whip-fast combat prowess of the Wyches, spreads panic amongst their victims like a raging wildfire. Each kill team strikes with the utmost speed, ferocity and ruthlessness, stealing away screaming captives before vanishing to leave only fear and ruin behind them. Harlequin Troupes – each effectively a kill team in its own right – travel across time and space, using the secret labyrinth dimension of the webway to strike suddenly at critical targets, falling upon their prey in a storm of acrobatic attacks and graceful sword blows. Each Trouper’s role will dictate their fighting style – the Hidden Prince, for example, will use his flip belt to descend from above before neatly taking his foe’s head in a single stroke, whereas the Bladed Fool will caper and prance, untouched by any attempted reprisals.
Any that stand in their path risk being artfully dispatched as the Harlequins’ performance continues without pause. Necron kill teams are chosen by an Overlord from amongst his most favoured warriors. They can vary greatly in composition, though the kill teams are invariably led by elite troops such as Immortals that have retained some of their individuality and extensive combat experience during the long sleep. Far from unthinking machines, Necrons have been known to display truly inspired levels of cunning, though their predominant strategy is to obliterate their foes from afar with a relentless storm of atomising gauss energy.
Necrons are also capable of automated self-repair, and are able to recover from even the most traumatic damage to rise once more and continue fighting. An Ork kill team is comprised of a raucous mob of greenskins who delight in the rush and crunch of battle. Its Leader is always the biggest and meanest Ork around, accompanied by those he has managed to bully, cajole or threaten into following him. Like a green wrecking ball, this gathering will smash aside anything in its path.
The Orks’ great strength and durability make them excellent hand-to-hand fighters, and most Ork kill teams eschew such a tedious concern as marksmanship in favour of closing with the enemy as quickly and violently as possible, swarming them with sheer numbers. As befitting the T’au Empire’s highly organised and adaptable forces, T’au kill teams tend to be perfectly specialised and equipped for their task. The soldiers of the Fire caste – the military arm of the empire – are well used to forming teams comprised of a mix of troop types in order to maximise combat efficiency.
In battle, these kill teams operate as a microcosm of the greater T’au war machine. They prioritise swift movement and superior firepower, unbalancing the enemy with cunning counter-attacks, flanking assaults and ambushes. Meanwhile melee combat is generally regarded as a desperate last resort.
Tyranids kill teams are made up of a variety of horrific bioforms bred to pave the way for the numberless swarms that follow after. Each organism is adapted for the sole purpose of slaughtering other living beings so that their biomass may be absorbed and repurposed by the Tyranid hive fleets. Tyranids are clad in organic chitinous plates and possess massive blade-like claws, row upon row of armour-puncturing fangs, and projectile weapons wrought of living tissue.
Together, the Tyranids within a kill team function like a single predatory beast, stalking their prey across desolate ruinscapes and through darkened underhives before moving in for the kill. Space Marines are accustomed to fighting in compact, elite strike forces, and so forming kill teams comes natural to them.
Every battle-brother in a kill team is like an army unto himself, capable of tearing his way through throngs of lesser foes or facing down the most monstrous threats to the Imperium with a broad variety of arms and equipment. Genetic enhancement, psychohypnotic indoctrination and unfailing discipline allow these warriors to operate at peak effectiveness for days without rest or sustenance.
This makes them perfectly suited to pinpoint strikes where they carve a path of destruction deep behind enemy lines, adapting with incredible speed to each new threat they encounter. Deathwatch kill teams make use of every weapon, technology and tactic they can, adapting their way of war to best suit each new foe. They carry a wide variety of armaments, many tailored to the elimination of particular types of enemy, and each warrior’s battlefield expertise is leveraged to lethal effect. A single Deathwatch kill team, delivered to the right location at the right moment and equipped with the correct weapons – can change the course of an entire war. They are heroes all, merciless destroyers of the xenos threat, and without their selfless efforts the Imperium would surely have been torn apart long ago.
An ancient order of Space Marines shrouded in mystery and legend, the Grey Knights are Humanity’s greatest defence against the threat of daemonkind. Despite their small numbers, Grey Knights kill teams wield exceptional power. Each battle-brother is armed with the specialised wargear of their order – sanctified bolters, psychically charged Nemesis force weapons and warded armour of blessed adamantium and silver.
Kill Team Pdf
Furthermore, each Grey Knight in a kill team can draw upon their psychic might to strike at their foes. Such a kill team can easily slaughter their way through dozens of enemies, piling their corpses high until none remain to endanger the Imperium. Astra Militarum kill teams take many forms, but whatever their composition, they have the faith and firepower to bring down whatever comes against them. They are often comprised of grizzled veterans supplemented by newer recruits, though it’s not at all uncommon to see regimental survivors or scouting troops who’ve found themselves fighting behind enemy lines, banding together to increase their chances of survival and victory. Imperial Guard kill teams succeed through weight of numbers, and though they may face the most dreadful hardships, they will pay any cost to secure victory.
Adeptus Mechanicus kill teams scour the galaxy for information and lost archaeotech, exterminating any they deem tech-heretics. Composed of warriors who are more machine than man, each kill team is optimised to carry out specific sets of battlefield protocols. Furthermore, their cybernetics let them wage skirmish campaigns in environments that would kill unaugmented soldiers, allowing them to infiltrate enemy compounds in rad-blasted wastes and conduct hit-and-run attacks for months on end without sustenance or shelter.
With every encounter, the members of a kill team gather more data concerning their enemy and adapt their subroutines to eliminate them. Having waged a long shadow war against the Imperium for more than 10 millennia, the Heretic Astartes are perfectly suited to covert war.
Like the loyalist brothers they betrayed so long ago, each Chaos Space Marine is a transhuman giant genetically engineered for warfare. Yet that is where the similarities end, for they have been twisted and corrupted by their all-consuming hatred of Mankind and irrevocably tainted by the power of the warp.
Heretic Astartes kill teams vary enormously, dependent upon which Traitor Legion or Renegade Chapter they hail from, and which god or gods they worship. Some are small, elite groups of killers, while others include throngs of chanting cultists amongst their ranks. Tough beyond mortal measure and wielding weapons made even deadlier by plague, Death Guard kill teams sow the seeds of epidemics and entropy wherever they go.
These Nurgle-blessed Heretic Astartes trudge slowly and inexorably towards the foe, arrogant in their sheer resilience and joyfully doing their god’s work. Terror, sickness and decay are the weapons of these foul shock troops, and they delight in watching their enemies lose first their nerve, then control of their bodies as the foul contagions of Nurgle take hold, and finally their minds as they realise their inescapable fate. The kill teams of the Thousand Sons are often led by potent Sorcerers of Tzeentch, whose command over the energies of the warp allows them to engulf their foes in mutating fires and shield their comrades behind flickering walls of flame. Coruscating bolts of warp energy explode in washes of mutating fire, while hails of ensorcelled rounds mow down the foe in the name of Tzeentch, Chaos God of Change. Each kill team’s agenda is always to alter the strands of fate to better suit their needs, though sometimes even they do not realise the part their mission plays in Tzeentch’s greater plan. Wherever a Genestealer Cult exists, kill teams composed of disparate insurrectionists group together to sabotage and slaughter their foes. Genestealer Cults kill teams initiate their brutal insurrections armed with the tools supplied by their oppressors – the industrial gear with which they have been forced to toil for generations.
Drills, saws, cutting lasers and demolition charges, along with basic firearms that are stolen or cobbled together, are put to violent use against their enemies. Those members of a kill team blessed with more advanced mutations fight with diamond-hard claws and fangs, gutting those who would oppose their cult’s uprising with savage frenzy. Across the war-torn worlds of the Imperium, countless hive sprawls and vast cityscapes lie in ruins from constant war. No Killzone better represents what fighting across such a ruined battlefield is like than the Sector Imperialis.
The game board itself features open promenades between the buildings, dividing them and forcing rival kill teams to engage in vicious street fights or dart from cover to cover as they seek to claim positional advantage. Some of the additional rules see the battlefield wreathed in dense smog (no doubt the fallout of an earlier bombardment), and can enable fighters to enter a tunnel network beneath the city streets only to swiftly redeploy elsewhere.
Warhammer 40k Kill Team Starter Kit
The Tech-Priests of the Adeptus Mechanicus would never allow such a trivial inconvenience as global war to prevent them from plundering a planet’s resources. The industrial machinery of the Sector Mechanicus is therefore fully active as the kill teams battle around it. This can lead to clouds of toxic emissions that leave the injured vulnerable to asphyxiation and gouts of incinerating flame that erupt from cooling vents along the embedded pipelines!
During the battle, canny fighters can open an exhaust vent on a Ferratonic Incinerator to shroud it in smoke and obscure their allies from sight, while Demolitions Specialists can rig entire sections of pipeline to explode! The Sector Munitorum Killzone Environment represents the setting of a large dockland or warehouse district filled with cargo and crate haulers.
As such, the battlefield is quite exposed, with large areas of open ground offering good fields of fire between the large Munitorum Armoured Containers. Fighters must duck for cover behind barrels and stacks of smaller crates or risk being mercilessly gunned down. There is even a risk of being buried by the bulk of collapsing containers. Some of the unique tactics that kill teams can utilize in this environment include commandeering a dormant storm bolter on a Munitorum Armoured Crate or even piloting a Galvanic Servohauler to act as mobile cover for advancing fighters! Deadly, menacing and bizarre, forest deathworlds are attritional battle zones. When a soldier fights on one, they have to withstand not only the vicious artillery of the foe, but the horrifying cluster-vines, crystal shards and strange relics add an extra layer of unimaginable danger.
Shardwrack spines form impenetrable barriers over the millennia, barbed venomgorse and grapple weed snake insidiously toward any living being, pumping them full of debilitating neurotoxin and eldritch ruins resonate with the psychic energies of their long-passed creators. Where there grows a deathworld forest, nothing is safe.