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Kill Team - Specialisms


MasterDeath

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Oh don't get me wrong I'm really looking forward to playing, and am getting the rulebook very soon, probably in the next week, so I can familiarize myself with the rules and finalize my first teams set up. I realize that most of the stuff you roll for like names and demeanors are purely there for thematic reasons, and you could pick them from the lists instead of determining them randomly, it just strikes me as odd that resources are determined at this stage. Like you said there are things I haven't read yet with regard to the campaign system. I only potentially saw a problem if the campaign was played out with only two players, but there may very well something in the rules to address this and if not could easily be house ruled. I am looking forward to getting my hands on the book, modelling and painting my Sally killteam, and rolling some diceand pushing dome minis around.
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On pg 62 under the "Matched Play" heading it says to create a Command Roster of 20 models. The only restriction is that they share a faction keyword. All the restrictions listed after are for a "Battle Forged Kill Team". On page 66 it says "Note that you may have more than one of any kind of specialist (including Leaders) on your command roster. Take what you want on the command roster, but keep in mind you have to be able to create legal kill teams with it.

 

Further more Mike Brandt organizer of Nova was a playtester. On the Forge the Narrative podcast he said the game is balanced around balanced Command Rosters that let you skew Kill Teams for different match ups. Your Command Roster can have Leader/Specialist group A for elite match ups and group B for horde match ups.

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Away from the books, but I believe the campaign rules state you start with 8, but can randomise using a suggested D6+3 I believe.

 

Ah that makes more sense, I thought it was just a simple d6 roll, but d6+3 could be quite interesting as you could end up with teams having more of some type of resource than other teams and vice versa, very cool, plus if you're playing a two player campaign you could just start with 8 so things are more balanced.

 

On pg 62 under the "Mached Play" heading it says to create a Command Roster of 20 models. The only restriction is that they share a faction keyword. All the restrictions listed after are for a "Battle Forged Kill Team". On page 66 it says "Note that you may have more than one of any kind of specialist (including Leaders) on your command roster. Take what you want on the command roster, but keep in mind you have to be able to create legal kill teams with it.

This could mean you could have a few specialism's to choose from so you could change stuff around depending on your opponent.

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On pg 62 under the "Matched Play" heading it says to create a Command Roster of 20 models. The only restriction is that they share a faction keyword. All the restrictions listed after are for a "Battle Forged Kill Team". On page 66 it says "Note that you may have more than one of any kind of specialist (including Leaders) on your command roster. Take what you want on the command roster, but keep in mind you have to be able to create legal kill teams with it.

 

Further more Mike Brandt organizer of Nova was a playtester. On the Forge the Narrative podcast he said the game is balanced around balanced Command Rosters that let you skew Kill Teams for different match ups. Your Command Roster can have Leader/Specialist group A for elite match ups and group B for horde match ups.

 

This is the correct way to compile a Command Roster!

 

 

 

This could mean you could have a few specialism's to choose from so you could change stuff around depending on your opponent.

 

Indeed. Alternatively, you can bring non-Specialist versions of loadouts you want and swap them in and out depending on mission type.

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Stands to reason, otherwise, if a specialist levels up too much, youd be stuck with the extra cost, when maybe you need a lower level specialist for a mission.
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Since there's some rules questions in here, I've got one about Snipers.

 

A Sniper rerolls 1s to hit when shooting and gets a tactic that grants +1 to hit. I can't tell if these rules work together or not. If I use the tactic and roll a 1, do I reroll it because I rolled a 1, or not, because 1+1=2 and the rule doesn't say "an unmodified roll."

 

The only relevant thing I can find in the rules is on page 16 where it says that sometimes a rule will specify an unmodified result, meaning what the die says before modifiers are applied. That implies that the Sniper's tactic prevents them from using their Marksman rule, but that seems like such a dissynergy that I'm suspicious of it.

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