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"Kill Team worth it?" Topic


5 Posts

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1,308 hits since 13 Oct 2016
©1994-2024 Bill Armintrout
Comments or corrections?

The Angry Piper13 Oct 2016 10:23 a.m. PST

So I was considering buying Kill Team, since I can currently get it at 20% off. My question is, are the rules substantially different than the Kill Team rules bandied about in White Dwarf circa 2004-2006 or so? Does Kill team contain rules for making Teams from other armies besides Marines and the Tau?

Mardaddy13 Oct 2016 10:32 a.m. PST

Why bother buying it? There are versions available online for free.

15mm and 28mm Fanatik13 Oct 2016 10:41 a.m. PST

KT has been available online for years, but GW only released their own "official" rules recently in boxsets with miniatures.

What I'd like to know is what difference, if any, are there between these versions.

Pendekar13 Oct 2016 8:56 p.m. PST

Short answer:

Substantially Different? No
Rules for other armies? No – need to use the codex.

longer answer:

The new version is the same as the one previously available only as an e-book.
It also includes a full 7th Edition mini rulebook (the same as found in Dark Vengeance, Death Masque, etc… with a different cover).

It is not significantly different than earlier versions. Basically it gives some limitations to the force you choose from your standard codex.

From BOLS:
Old rules returning from 4th Edition:
33 Armor Value Restriction
No 2+ Save models
No 3 Wound Models
Each Model Operates Separately
New Rules:
3 Hull point model restriction
No flyers

6 missions.
Datasheets for fixed squads from Tau and Space Marines. Otherwise, you need your own codex as well.

The new Tau and Space Marine sprues are nice, I had older versions of both. The new ones have far more options.

chuck05 Fezian13 Oct 2016 9:03 p.m. PST

I just bought a copy. Its a little light on rules. You get to build a squad of guys up to 200 points. It has to be from a single codex and you get 0-1 elite, 0-2 troops, and 0-1 fast attack. Some of the old rules apply like no figure can have more than 2 wounds and vehicles cant have more than 33 points of armor.

Whats new is that amongst you warband you have a leader and up to three specialists. Your leader rolls up a random trait and your specialists get to pick a trait from one of five categories. Each category has a number of unique traits to choose from as well as a selection of appropriate universal special rules from the main book. No two specialist cans choose from the same category.

Also included are several very generic scenarios. Nothing to write home about.

Whats gone are the specialist kit from the fourth edition rules You know those little upgrades you could buy to help you succeed in your mission. Also gone are the brute squads. Instead of fighting your way through a bunch of nameless grunts you square off against your opponents kill team. I suppose it wouldnt be too hard to add those things in if you have a copy of fourth edition lying around.

The figures in the box are nice but I dont play Tau and I need more Space marines like I need a hole in the head.

If I had to do over again knowing what I know now I probaly would have passed and went with the Heralds of Ruin version that is free online. There just inst enough meat on the bone

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