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 kill team commanders

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yul

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Messages : 2649
Date d'inscription : 21/01/2013
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MessageSujet: kill team commanders   Dim 7 Oct - 19:42

Next week, Kill Team is evolving.
You’ve mastered your team. You’ve built a battle-hardened squad of specialists, and now your next challenge is ready. In Kill Team: Commanders, you’ll be able to bring your choice of 41 – yes, 41! – psykers, champions and lieutenants to the field of battle.

What are Commanders?
Commanders are a special kind of Kill Team unit, representing the very best of the best. Made up of everything from talented leaders to deadly solo combatants, each Commander is the equal of multiple ordinary troops. Commanders can be used in special open, narrative and matched play missions that allow higher points limits than ordinary games of Kill Team, enabling you to include a Commander alongside your normal kill team or field a larger kill team against them.
Every single Kill Team faction has a commander or two to choose from, with each drawing from a brand-new pool of specialisms, customisable traits and, in some cases, psychic disciplines. Unlike ordinary members of your kill team, Commanders don’t gain experience or level up – instead, you’ll be able to buy levels for them using points when you add them to your Kill Team, making them incredibly customisable.
In the Box
Kill Team: Commanders is designed to let you bring true masters of war to your games, ranging from inspirational Commissars who enhance your fellow troops with aura abilities to deadly Genestealer Cult Patriarchs who are almost as powerful as an entire kill team by themselves.

This expansion features new missions, an expanded Psychic phase and Warhammer 40,000’s deepest character customisation system ever, letting you create the Commanders YOU want to game with. Is your Primaris Space Marine Captain a cunning leader, or a bloodthirsty front-line warrior? Is your Broodlord a stealthy stalker or a peerless psychic horror? New specialisms, optional traits and more let you decide.

Kill Team: Commanders will be available in a boxed set containing the rules, tokens and cards, making it easy to bolt onto your games.




You’ll also be able to pick up eight special Commanders for your team with a host of new expansions. Each contains a named Commander, plus a special skill tree that only they can use, lore, and Faction-specific tokens, giving you even more options to play with when building your roster.

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gondhir

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MessageSujet: Re: kill team commanders   Lun 8 Oct - 9:54

Bien cool mais je ne vois pas de perso tyty Sad
Par contre, une jolie drukhari ^^
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yul

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MessageSujet: Re: kill team commanders   Lun 8 Oct - 12:44

dans les règles il y en aura un pour chaque faction je pense
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yul

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MessageSujet: Re: kill team commanders   Mar 9 Oct - 12:34

Hello there !

Kill Team: Commanders introduces a whole new level to Warhammer 40,000: Kill Team – specifically, the top level! This expansion introduces some of the most powerful leaders of each Faction, including senior officers, deadly alpha-beasts and heroic warriors. The addition of a Commander to your kill team offers a whole new wealth of possibilities. For starters, there are loads of customisation options that can be applied to each Commander, including a set of useful trait abilities and a choice of up to 10 new specialisms, but they can be also be upgraded to level 2, 3 or 4 right from the start. Many Commanders can also utilise powerful Aura Tactics – inspirational abilities that, once activated, have a large area of effect.

Only Primaris Marines
Captain
Lieutenant
Chaptlain
Librarian.

Get access to specials tactics as such :



Or psy power





Torrvald Orksbane : His Level 3 ability, The Icy Kiss of Fenris, ensures that any model that suffers a mortal wound from his Psybolt psychic power, but isn’t taken out of action, is automatically shaken – a debilitating ability which is great for keeping multi-wound enemies (and especially rival Commanders) at bay!

Deathwatch players can field a mighty Watch Master or a Primaris Captain, Chaplain or Librarian. The Primaris Commanders are taken from the Adeptus Astartes faction but, as members of the Deathwatch, gain the Special Issue Ammunition ability.



Gaius Acastian Commander set – If you upgrade him to Level 2, his Instinctive Strategy ability earns you a Command Point on a roll of 5+ each time your opponent uses a Tactic!



Whether you choose a (Lord) Commissar, a Platoon/Company Commander or a Tempestor Prime, the Astra Militarum Commanders not only add some solid resilience and close-combat hitting power to your kill team, but their Aura Tactics are a gift from the Emperor Himself!



Lord Commissar Feodor Lasko is your Commander set of choice if you’re looking for a suitably stoic and brave addition to your kill team – his True Grit ability at Level 1 means he’ll be Toughness 4 from the get-go



he Commanders of the Adeptus Mechanicus are Tech-Priests. The Enginseer offers a useful and cost-effective Commander with the nifty Repair Artisan Aura Tactic, whilst the Tech-Priest Dominus is a nigh-unkillable powerhouse who can self-repair and augment the firepower of his allies.



Magos Dalathrust Commander set – at Level 3, you can add 1 to the Damage characteristic of his ranged weapons (imagine that on a macrostubber)!





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yul

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MessageSujet: Re: kill team commanders   Mer 10 Oct - 21:59

The Asuryani have three choices of Commander, ranging from the fighting skill and tactical flexibility of an Autarch, to the psychic might of a Warlock or Farseer. The Autarch combines a solid profile with a flexible choice of powerful weapon options, but also has the option to activate the Path of Command Aura Tactic to enhance nearby allies. Warlocks not only offer a cheaper alternative to the Farseer, but can utilise a different array of psychic powers, such as Conceal/Reveal. However, if you have a fusion blaster or Heavy Weapon Platform in your kill team, you may find yourself tempted by a Farseer, particularly for their ability to make use of the Guide psychic power:















The Drukhari have access to one of the deadliest all-rounders in Kill Team Commanders in the form of the Archon. These dread Kabalite lords come with fiendish protection in the form of a shadowfield (see below), and nasty weaponry options, such as the rightly feared huskblade and blast pistol combo. If you’ve gone for a more gladiatorial theme (such as with the Wyches of the Slicing Noose), a Succubus is an excellent alternative. With a more reliable (permanent) 4+ invulnerable save and the added benefit of Combat Drugs, a Succubus is a melee force to be reckoned with. Alternatively, a Haemonculus can lend your traditionally frail Drukhari some real staying power with their Master of Pain Aura Tactic:













The Vysa Kharavyxis Commander Set offers a dedicated gladiatrix who gains one additional attack with every flesh wound suffered thanks to her Dancing With Death ability. When combined with her Level 2 ability, Back From the Dead, you can even re-roll her Casualty rolls to make her all the more likely to survive and benefit from these attacks!




The Troupe Master, Shadowseer and Death Jester make up the triad of Commanders available to Harlequins kill teams. A Troupe Master is a swift and deadly killer at close range, and their Choreographer of War Aura Tactic is a bargain at just 1 Command Point. A Shadowseer offers an array of useful psychic powers (such as Webway Dance) in addition to the powerful melee abilities and unrivalled mobility of a Harlequin. However, if you’re looking for some deadly fire support while your other Harlequins advance on your prey, look no further than the Death Jester – after all, their Deadly Hunter ability robs his targets of cover!













The Necrons can be led by an Overlord who, on top of a devastating profile, strong defensive abilities and murderously powerful wargear, has access one of the most powerful Aura Tactics in the game in My Will Be Done. It can also make use of the Resurrection Orb Tactic to restore a friendly model that has been taken out of action! If you’re looking for a more defensive Commander, the Aura Tactics available to a Cryptek are a useful alternative. A Cryptek can even be upgraded with a Canoptek cloak, allowing it to fly and granting the freedom of movement to easily bypass even the densest terrain.










If you want to go for full-on aggression, be sure to grab the Ankra the Colossus Commander Set. His Level 2 ability, Bloodthirsty, enables him to re-roll failed charge rolls, making sure he can put his deadly voidscythe to good use as quickly as possible.



Orks kill teams can be joined by a Warboss, Big Mek or Painboy. The Warboss is a close-combat monster, able to happily cut his way through multiple opponents or even a rival Commander in short order. But his hidden strength lies in his Mega-Waaagh! Aura Tactic which, when combined with the Faction’s inherent ability to re-roll failed charge rolls, can make closing the distance much easier. A Big Mek, on the other hand, offers a more supporting roll and, should you choose to equip him with a shokk attack gun, a devastating ranged weapon. Finally, the Painboy is a more defensive alternative who is able to heal flesh wounds with his Dok’s Tools Aura Tactic.














If you want your Commander to be ‘da ’ardest der iz’, be sure to grab the Gitzog Wurldkilla Commander Set. Even at Level 1, Gitzog’s aptly named Dead ’Ard ability grants him +1 Toughness, taking his profile up to 6!



If your kill team includes a healthy dose of pulse weaponry, you’ll almost certainly want to include a Cadre Fireblade as your Commander. Not only is he a dead-eye shot with his pulse rifle and armed with a markerlight, but his Volley Fire Aura Tactic will greatly augment your kill team’s firepower. Meanwhile, if it’s maximum flexibility you seek, an Ethereal comes with a choice of no less than four Aura Tactics, such as Storm of Fire and Sense of Stone.












If you’re looking to fight defensively with your kill team, Fireblade Twinflame is the perfect foundation around which to form your firebase. His Level 1 ability, Art of Vashi’va, enables nearby allies to hit on a 5+ when firing Overwatch as part of their For the Greater Good ability!

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As one might expect from a 12-foot alien leader-beast, a Tyranid Prime is a devastating all-rounder that is hard to bring down without the aid of specialist weaponry. Better still for Tyranid players, its Alpha Warrior Aura Tactic is a powerful addition to a Prime’s arsenal. However, if you’re willing to fork out the hefty points cost for a Broodlord, your reward will be a nigh-unstoppable close combatant and a capable psyker to boot. Boost it to Level 4 (for a whopping 196 points!), toughen it further with Catalyst and you’ve got yourself a full-on one-model army!









Genestealer Cult kill teams can be led by their Magus, Primus, mighty Patriarch or Acolyte Iconward, who all share the handy Unquestioning Loyalty ability (see below) that will help you keep them alive. Among other powers, the Magus can use Mind Control to turn the guns of the enemy against them, while the Primus is a skilled fighter with a pair of useful Tactics at his disposal, such as Meticulous Planning. As with the Broodlord mentioned above, the Patriarch is a truly horrific adversary, capable of butchering its way through an entire kill team with three hands tied behind its back!














If you’re salivating at the thought of picking up your xenos Commander of choice, you haven’t got long to wait – Kill Team: Commanders and the first batch of Commander sets will be available to pre-order from this Saturday. Later in the week, it’s the turn of the fell Commanders of the Chaos Factions, so be sure to keep an eye out whether you serve the Dark Gods or just want to know what you’ll be up against.
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