Kill Team: Core Manual

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A fast paced tabletop miniatures game, Warhammer 40,000: Kill Team pits
teams of elite specialists, ragtag zealots and hard-bitten veterans against
each other in vicious skirmish battles to the bitter end. A single squad of
well-trained and well-equipped warriors can tip the balance of a wider conflict
– with Kill Team, you’ll play through countless stories of your own devising
that could alter the fate of the galaxy itself.

The Core Manual is a
208-page softback book which contains complete rules for choosing and
constructing a kill team from 16 factions in the Warhammer 40,000 range
(Adeptus Astartes, Deathwatch, Grey Knights, Astra Militarum, Adeptus
Mechanicus, Heretic Astartes, Death Guard, Thousand Sons, Asuryani, Drukhari,
Harlequins, Necrons, Orks, T’au Empire, Tyranids and Genestealer Cults), along
with background explaining the importance of kill teams to the wider battle for
supremacy:

Background

– Shadow War: this section
of the book takes you through the roles of kill teams in the 41st Millennium –
whether surgically removing an enemy commander or dangerous demagogue,
desperately fighting their way through a battlefield to reinforce stranded
comrades or finding themselves the last line of defence against an overwhelming
force, every battle between kill teams tells a story of heroism and
adventure;
– Heroes All: every kill team is different, but all have certain
features in common – each features a charismatic, cunning or domineering leader
and specialists, skilled individuals who bring vital equipment and talents;

– Theatres of War: the supreme commanders of the 41st Millennium have
incredible military might at their disposal, and yet there are many scenarios
in which the precise application of a small, highly trained force is
appropriate. Thousands of war zones have seen drastic changes after a kill team
incursion; this section describes but a few of the myriad different
environments these small squads have battled
in.

Rules

– Core Rules: covering the basics of
Kill Team, this section takes you through exactly what you need in order to
play, explains how to interpret and use datasheets, and how to set up your
battle. It takes you through Battle Rounds, which consist of Initiative,
Movement, Psychic, Shooting, Fighting and Morale phases with annotated, easy to
follow guides and photographs;
– Fighting a Battle: here you’ll learn how
the structure of your game will be defined – deciding on a mission, setting up
the battlefield, and deploying your kill teams. Included is an example Open Play
mission – Covert War – which serves as an easy introduction;
– Advanced
Rules: this section adds a variety of optional rules for complexity and depth,
recommended for use after players are familiar with the core rules. It includes
different types of terrain, rules for climbing, mantling, leaping over gaps and
covers damage received by falling from heights;
– Killzones: these are
environment-specific rules, adding danger and advantages according to the area
your miniatures find themselves in. This section includes Sector Imperialis
rules, which are designed for use with the scenery found in the box;
–
Missions: this section introduces 3 Open, 4 Matched and 4 Narrative play
missions, showing you how to pick and choose elements from each to create your
own games, the way you want to play them. It includes details of the Scouting
Phase, in which planning, preparing and luck can dictate the direction of the
battle to be fought. Each included mission features advice on selecting your
teams, setup, deployment and victory conditions;
– Kill Teams: this section
takes you through building your kill team in a thorough and easy to follow
manner, covering Open, Matched and Narrative play-specific teams;
– Command
Points: Matched play kill teams can be Battle-forged – this section describes
the tactics specific to these teams;
– Specialists: these are experienced
fighters with certain abilities, split into 9 disciplines: Leader, Combat,
Comms, Demolitions, Heavy, Medic, Scout, Sniper, Veteran and Zealot, each
featuring 3 exclusive Tactics. These Tactics are increasingly powerful, and are
unlocked by acquiring experience during a campaign;
– Background information
for each of the following factions: Adeptus Astartes, Deathwatch, Grey Knights,
Astra Militarum, Adeptus Mechanicus, Heretic Astartes, Death Guard, Thousand
Sons, Asuryani, Drukhari, Harlequins, Necrons, Orks, T’au Empire, Tyranids, and
Genestealer Cults. This section can be used to add character to your kill team,
with name and characteristic generators, faction-specific Tactics, and even
quirks for each of your squad members. Each faction also features datasheets
and comprehensive wargear tables with points lists and
abilities.

Campaigns

Kill Team can be played and
enjoyed in one-off missions, but included are a suite of comprehensive optional
rules for fighting multiple battles in a connected series, forming a narrative
of covert battles fought alongside a greater war. This section of the book
walks you through a Kill Team campaign: the victory conditions, how to select
missions, gain experience and upgrade your team, deal with injuries, manage
resources and even escalate conflict. This includes blank command rosters and
datasheets which you can photocopy and use to keep track of your
campaign.

On top of all this is a miniatures showcase, brimming with
inspiration photos of kill teams and battle scenes.  

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Zwroty — 30 dni bez podawania przyczyny.