Warhammer 40K: Kill Team – Imperial Kill Teams Rules Previews Arrive
Game Workshop has a massive preview for the Imperial Kill Teams. This one’s for all you non-Power Armored fans out there.
If you’re playing Kill Team then you should know that a new Edition is on the way. There are changes ahead for the competitive scene. The good news is that all 33 kill teams are getting rules at launch that will be free to download on day one. Today, we’re getting a taste of the rules and it’s all about the Guardsmen and their Guard-adjacent friends.
The vast and bellicose Imperium has its share of Kill Teams ready to muster – and that’s before we even get started on the Space Marines – presenting a solution for every imaginable problem, so long as that solution is the Emperor’s wrath manifest.
Games Workshop covers each of the Kill Teams below in more detail. We’re just going to drop in the statcard for the revealed operatives from each Kill Team and faction rule. If you want even more info be sure to check out their article here.
“Every faction has a unique Faction Rule, specialised Equipment, and Ploys giving each one its own identity and playstyle. “
So find the Kill Team you enjoy and really lean into that identity and playstyle. For now, let’s see some previews!
Death Korps
Guardsmen Orders is the faction rule for the Death Korps. It allows them to give allies within 6″ of the Watchmaster to get an order. There’s quite a few available but above you can see the Take Aim! rule.
Kasrkin
Skill At Arms is the Kasrkin’s faction rule. This one lets them choose one of four options during the Gambit step of the Strategy Phase. That ability will remain active until the following Ready step of the next Strategy Phase. So, basically, you get it for a round. In the example above the Kasrkin have access to Light ‘Em Up which gives their ranged weapons Severe.
Exaction Squad
The Adeptus Arbites are getting three Faction Rules for the Exaction Squad. These faction rules include special keywords for their various weapons. Above, you can see the Repress rule. You probably don’t want to get in close against weapons that have the Repress rule active…
Imperial Navy Breachers
Imperial Breachers have the Breach and Clear rule. This faction ability essentially allows you to get a back-to-back activation for your operatives once per turning point. That is a great way to close some ground or make a quick follow-up attack to take an enemy out.
Novitiates
The Novitiates have access to Acts of Faith. These faith points allow for some Divine Intervention that can allow you to convert a failure into a success. These swaps can be game changing in favor of the Novitiates for sure.
Inquisitorial Agents
The Imperial Agent’s Faction ability basically allows them to snag units from other factions. If you happen to have a large collection and want to bring stuff in from all over the place (or at least from the Imperium options) then this one’s for you!
GW also noted that the Hunter Clade, and Elucidian Starstriders aren’t featured in the this article but they will have free online rules to download for the new edition as well.
What do you think of the Imperial Kill Team updates?