Warhammer 40K: Kill Team – More Blood & Zeal Rules Previews

Games Workshop is showcasing some more rules for Kill Team: Blood and Zeal. Now we get to see more from these new Kill Teams!
We already got a look at the Goremongers and the Sanctifiers rules. However, there was still a lot of unanswered questions. Today, we’re getting a broader look at these two new Kill Teams and their rules. So let’s dive back in to the Blood and Zeal!
“The release of Blood and Zeal zooms the struggle for the Massif Ballistus into a pitched battle between the mortal followers of Khorne and the Ecclesiarchy. The two teams present fresh new takes on blood-hungry augmented Khornate cults, and the devotaries of the imperial cult as they battle under the shadow of the Great Gun.”
Sanctifiers Rules Preview
These already got teased previously but Blaze is a new faction specific rule. Setting stuff on fire like a good Imperial Cultist would seems appropriate.
The Sanctifier Confessor also has an ability called Lead the Procession. It can grant operatives in range of their sermon a free charge, fall back, or reposition! That’s a lot of bonus movement if used correctly. Pull your flock back to avoid a counter-charge or send them in screaming.
They also have some unique equipment they can take to battle. Bonus CP from the Ecclesiarchy Texts could be a game changer. And with the Imperial Cult Symbols make for handy ways to downgrade ranged attacks (somehow). I’ll just chalk that up to the power of faith.
GW is also showcasing a few ploys. Here’s a pair of firefight ploys and a pair of strategy ploys:
Overall, this Kill Team is shaping up to be more dangerous that I first expected. I’m curious how they are going to work out in the long term. They pack a punch and might surprise folks with their survivability!
Goremongers Rules Previews
For the Goremongers, they have some nasty tricks as well. But I was expecting them to be deadly in close combat based on the fact they are wannabe Bloodletters!
I have a funny feeling they are really going to swing above their weightclass when it comes to close combat. It’s going to be tricky to avoid them up close because they have some tools to help them close that gap, too. Aspirants can use their Obessive Bloodlust to charge an additional 2″ after finishing a Fight Action provided there are no enemies in control range.
Other specialists like the Skullclaimer will just wade into battle. He’s got the Brutish ability that lets him downgrade critical damage to normal damage in melee. And his Claim Skull ability means extra CP when taking out foes — you can get that once per turning point!
Now, when it comes to gear, the Goremongers are ready for a fight. They have access to more gnarly equipment like Wrist Chains and Bloody Cadavers. Throw your melee weapons and liter the battlefield with corpses!
Games Workshop also teased a pair of fire fight ploys and strategy ploys for the Goremongers, too:
Unlike the Sanctifiers I already knew the Goremongers were going to be a melee powerhouse Kill Team. Just don’t underestimate them either! They aren’t invincible — but they are dangerous! Play with (and against) them accordingly.
Blood and Zeal is coming to pre-order this weekend!
