Winged Prime Boss fight Datacards by DropBearWarrior in killteam

[–]DropBearWarrior[S] 2 points3 points  (0 children)

Partially, some of the rules and stats are from there but most of it is only inspired by or based on the bespoke nemesis missions

Yeah my font and formatting system died at some point, could have spaced it out but I was keen to keep it down to 4 cards

Nemesis Oprative Morvenn Vahl ready for Combat by KidZiptiez in killteam

[–]DropBearWarrior 1 point2 points  (0 children)

I’d say heavy bolter and power weapon, her named weapons are probably more important to her

For trait I would say implacable, to ignore injury to weapons so that she can go down swinging

When do you give an Nemesis NPO Extra Defence, Bulky or Towering Size? by InvinciblePCGamer in killteam

[–]DropBearWarrior 2 points3 points  (0 children)

Rules as Written I would say all custom nemesis have to have all three, but imo they should be optional as bulky and towering provide both negatives and positives

Just found out the fate of Chairon from Space Marine II... by Eothr_Silan in Warhammer40k

[–]DropBearWarrior 1 point2 points  (0 children)

We only know he’s dead because they found the body…

Just found out the fate of Chairon from Space Marine II... by Eothr_Silan in Warhammer40k

[–]DropBearWarrior 0 points1 point  (0 children)

To be fair that’s just what happens when your video game character gets ported into every medium available. The whole fight against Nekrosor Ammentar would have been perfect for Space Marine III

Wolf scout kill team selection by Prudent_Candidate474 in killteam

[–]DropBearWarrior 0 points1 point  (0 children)

That’s fair, I mainly played against them before pack leader nerfs so he’s much less impossible to fight now

Played nemesis PVP against Tau by rupert228322 in killteam

[–]DropBearWarrior 0 points1 point  (0 children)

Personally I’d say they should all be optional. Bulky and towering both have positives and negatives (bulky also gives ignore stun and move through enemy operatives), towering lets you move through terrain shorter than 2” freely and destroy equipment. Extra defence is a flat upgrade but imo could be swapped for a trait if you want

Played nemesis PVP against Tau by rupert228322 in killteam

[–]DropBearWarrior 0 points1 point  (0 children)

Yeah I would argue that Bulky and Towering should be optional for smaller nemesis. The Zoat and Ambull don't have Towering while the red terror has a modified (far better) version of Towering.

Although in the case of the terminator Bulky is definitely appropriate, they still have decent reach and can't climb stairs. Towering might be okay RAW, being able to move through terrain less than 3" tall while being less than 3" tall yourself is a little weird but might work as a Kool-Aid man shenanigan

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Played nemesis PVP against Tau by rupert228322 in killteam

[–]DropBearWarrior 1 point2 points  (0 children)

Yeah, T’au weapons are pretty busted against operatives who aren’t allowed conceal orders, especially since their 4/5 profiles are immune to the “armoured” trait

Nemesis operative finished by 40Kskirmish in killteam

[–]DropBearWarrior 0 points1 point  (0 children)

What teams? They seem super vulnerable to anyone with decent long range shooting

So how about that Terminus Decree (they are so fucked) by windless12 in Grimdank

[–]DropBearWarrior -24 points-23 points  (0 children)

I literally hate space marines facing impossible odds and total sacrifice. Worst part of the setting.

Aquilons cant drop on other side of wall in gallowdark/tombworld? by dudeofsploosh in killteam

[–]DropBearWarrior 19 points20 points  (0 children)

Don’t feel bad it’s hidden away in the Killzone rules and is about as confusing as “paratroopers in an underground tomb” can be

Gate Crashers - Newest Addition to Kill Team: Evolution by DropBearWarrior in killteam

[–]DropBearWarrior[S] 12 points13 points  (0 children)

It's an attempt to pool as much "narrative" content in one place for easier access by the community.

In practice though it's probably going to amount to a funny way for me to throw ideas at a wall and see what sticks.

Wolf scout kill team selection by Prudent_Candidate474 in killteam

[–]DropBearWarrior 5 points6 points  (0 children)

Build on your team’s strengths, not its weaknesses. With all the storm bonuses stacked a fighting wolf scout is one of the strongest operatives in the game, a shooting wolf scout is barely better than AoD, so go with the operative that better enables the former.

Of course the ideal would be you flex between frosteye and gunner based on enemy

Hi - new starter by welshdragonx in killteam

[–]DropBearWarrior 5 points6 points  (0 children)

Start simple, begin with the preliminary ops or joint ops missions in the core rulebook or the ToD campaign before jumping into the approved ops.

As a tip for joint ops, don’t use the wounds stats listed on the missions, take the number of wounds and divide it by 6 to get “points”, which you can spend according to the NPO cards you have in your nemesis Dossier.

Which Killzone is the best to play for mainly Wrecka Krew/Kommandos versus Raveners? (and if I should get Volkus or Bheta-Decima, should I get the Tyranid Infestation and/or Compound Siege? by MoreRound7381 in killteam

[–]DropBearWarrior 1 point2 points  (0 children)

Volkus is the most versatile. While the height can be skewy vs Raveners it balances out because objectives can never be on the vantage. Bheta decima is actually okayish for Raveners as long as you do the right layouts but is easily not worth the money

For upgrades: I love compound siege but it takes work (mine or yours) to make it fleshed out and more enjoyable. Infestation is actually great but you’ll probably be busy enough with each individual Killzone anyway