a piece of crap, but getting the ability for ‘free’ without actually using CP makes it…actually really good. Anyway, it’s a good way to add on some mortal wounds, and the falling test happens after all the attacks that would cause it are resolved anyway, so you don’t exactly lose out by doing it. Using Commanders has to be agreed all both players prior to the game. Okay this is hilarious, here’s what it basically means: Anyway, it’s a good way to add on some mortal wounds, and the falling test happens after all the attacks that would cause it are resolved anyway, so you don’t exactly lose out by doing it. Especially good when comboed with the roll D3 for your Nerve test faction traits. This is pretty amazing, just being able to blanket pass all nerve tests is really, really good. in the fun way due to how the ability is written. Some warriors are destined to bear the mantle of command. Add 1 to this model’s Psychic tests for each psychic power they manifested earlier in the battle round. However, to be more uncharitable, it’s (to me) a worse version of the Combat specialist ability which GIVES you attacks based on the amount of enemies nearby. Only 3 left in stock - order soon. Do not make a wound roll, it automatically succeeds. They all cost points, and the Generalist, Tactical Planner, and Master Specialist traits can only be taken by a level 4 Commander. A -2 modifier is worth way more than -1, and in combination with some of the abilities here can make your specialist an absolute hassle to shift. Pretty much keeps you at hitting on 2s, re-rolling 1s, unless you’re firing at long range. Since in that case, it’s very possible to be “out in the open” but within 2 inches of any terrain piece. If this model is obscured and would lose a wound in the shooting phase. You can make a pretty decent argument that the combo here makes a Logistics Specialist better at shooting than a Shooting Specialist (besides a couple of weird outliers). You may need to download version 2.0 now from the Chrome Web Store. There’s probably some sort of use where you can give your model that is based around having a posse within 3 inches of it at all time an ability that functions the best when it is not near anything and surrounded by enemies, but I can’t quite think what it is. 9 comments 1 video B-. If the -1 to hit gets you, then just use. …. This model always controls an objective if they are within 2” of it, even if there are more enemy models within 2”. 2 CP cost does hurt it though. The text for this tactic is different for whatever reason, but it’s much, much better than. However, Commanders has now been released bringing Warlocks, Farseers, and Autarchs. Use this Tactic at the end of a battle round if a COMMANDER from your kill team (other than a shaken model) is on the battlefield, and a roll is to be made to determine if the battle continues or ends. Note: Since this ability only applies in the Fight phase, I have no idea how the ‘stacking’ with abilities like Disgustingly Resilient during phases which aren’t the Fight phase. This is also really, really good. They’re like a beefed-up version of the Combat Specialism for Commanders, and give you a few ways to increase your melee damage/output. Double damage is one of my fave things in Kill Team, but you have to be absolutely positively sure you’re going to be able to get through every roll possible. Use this tactic after you’ve used a tactic from the Command Points and Tactics section of the Core book. The Combat specialist gives you at least 2 extra attacks, vs the Melee specialist’s 1. Amazing. Add 1 to this model’s attacks characteristic in the fight phase of a battle round in which it ended a charge move within 1” of an enemy model. Add 1 to Injury rolls as a result of damage inflicted by this model’s attacks in the Fight Phase. (so you’ve almost always definitely got your first round of fighting off anyway). This model can shoot twice with one Pistol weapon they are armed with in the Shooting phase; after they have shot with their pistol the first time, immediately shoot with it again. So the -1 to hit is only really useful in case you fail to kill everything you charge. Look how OP these tactics already are now imagine you can use them twice in the same phase and they cost half as much CP (I’m not even going to get into the amount of CP this specialist just generates). This allows your Shooting specialist to move and then shoot before most models. As long as this model is on the battlefield and not shaken, roll a D6 each time an opponent uses a tactic. Now we just need something good to round it out. [Commanders] The Path of Command (Aura) (1 CP): Use at the start of the battle round if you have a non-shaken Autarch in your Kill-Team. Drop us a note in the comments below or email us at firstname.lastname@example.org. They must immediately take a Nerve Test. Kill Team Compatible Command and Victory Point Tracker. Credit: Axis of Entropy. It’s basically Mandiblasters, so a nice way to do some out of phase mortal wounds. Search for: Your Cart (1) £ 23.50. D+, At the start of the Morale phase, roll a D6 for each Flesh Wound on this model. Consider it if your specialist has 2 or 3 flesh wounds. So you either want high attack, high damage weapons with a good Weapon Skill tied to it. This is really helpful if your faction’s psychic discipline is not so great, though these aren’t particularly amazing either.