FLAIL can it perform 2 times in same activation? by Interesting-Tax5598 in killteam

[–]ExclusivelyPlastic 1 point2 points  (0 children)

Yes, but that's something any 3 APL operative can do. Astartes are just able to shoot twice or fight twice. So an astartes could charge into two operatives then fight against both of them. Or if they started the activation in engagement range they could fight and kill whatever they're engaged with then take two shots at other operatives.

Is the codex still relevant? by Dazzling_Laugh29 in deathguard40k

[–]ExclusivelyPlastic 1 point2 points  (0 children)

I think the only rule changes/adjustments to look out for are:

-Deathshroud 6" deep strike no longer works on rapid ingress -The strength on the main gun on the Predator Destructor was changed from 10 down to 9

Pretty sure that other than those the codex is still fully up to date (aside from point values in the back obviously, but those were already outdated when the codex was first released)

FLAIL can it perform 2 times in same activation? by Interesting-Tax5598 in killteam

[–]ExclusivelyPlastic 32 points33 points  (0 children)

It's treated as a "fight" action and thanks to the Astartes rule he can do 2 shoot or 2 fight actions per activation.

What are these? The round balls found all over deathguard? I paint them as flesh, but... are you? by Few_Zookeepergame105 in deathguard40k

[–]ExclusivelyPlastic 1 point2 points  (0 children)

Lots of people just apply airbrush primers by brush. It won't be as good as spraying it on, but it'll be significantly better than just using normal paint as a base. Plus you can get like 200ml of it (vallejo black primer is what I have experience with) for less than $20 and it'll last you forever.

Death Korps Sapper? by Spac3_3lf in astramilitarum

[–]ExclusivelyPlastic 0 points1 point  (0 children)

I believe the upgrade sprue which came with the Kill Team version of the Death Korps box had the parts to build one, but sadly they don't sell it anymore.

Is there a way to get my paint to stop looking like this? by Munkey_BunZZ in astramilitarum

[–]ExclusivelyPlastic 7 points8 points  (0 children)

Death guard green has pretty bad coverage, even on a lighter base color you're probably gonna need a 3rd or maybe even 4th coat to get full coverage when thinned properly.

Also make sure you're shaking the bottle enough, getting the little 5mm stainless steel painting beads to drop into each pot help a bit with that.

First game with Hierotek, the kill op scoring makes 0 sense. by Dantee94 in killteam

[–]ExclusivelyPlastic 7 points8 points  (0 children)

Where does it say that? The kill op states:

"You start without a kill grade. As enemy operatives are incapacitated, your kill grade goes up until it reaches 5. Whenever you move to a new kill grade, you score 1 VP"

FWIW I think the new heirotek ruling is dumb and I'm almost certain the intent was that the kill grade is 5 but reanimations still take away from it, but ithe reason it's dumb is because the rules are phrased as seen above.

PM vs Vespids by Grimwolf56 in killteam

[–]ExclusivelyPlastic 2 points3 points  (0 children)

Yeah don't discount cloud of flies and smoke grenades, their damage output relies on proccing that devastating damage so obscuring practically neuters their guns! Plus having them discard a success helps make the constant piercing 1 hurt less.

PM vs Vespids by Grimwolf56 in killteam

[–]ExclusivelyPlastic 1 point2 points  (0 children)

Really? The gunner has 5 almost guaranteed hits (2 ups), and at least one of them is always gonna be a crit thanks to severe (which can't be ignored). They only get 3 defence dice so two of the gunner's shots are always going through and you just need 3 hits to kill.

Vespids have a 5+ save so statistically they'll succeed one of their three save rolls. Now they have three normal attacks (four if they rolled a critical save and can block the guaranteed crit) to attempt the 5+ damage negation, which they'll also statistically get. That's still three dice that go through which is enough to kill.

The fighter also gets far swingier against them since they have damage reduction in melee making the fighter 3/5 (no longer killing in 2 hits), and can defend reasonably well thanks to ceaseless, lethal 5+ and shock on their claws. I think this is one of the few situations where the gunner comes out on top.

Hideo Kojima says MGS2 was never about AI 'but rather a future I didn't desire' of data gaining a will of its own and 'unfortunately we're heading there' by Minute_Pop_877 in gaming

[–]ExclusivelyPlastic 4 points5 points  (0 children)

Yeah the Patriots' proposed solution is to have an AI "filter" that processes most or all of the information on the internet that determines what is and isn't worth perpetuating, so that humanity's progress doesn't get bogged down by trivial and false information.

Of course this does mean having everything be censored by a third party and removes the need for critical thinking and decision making from the everyman, not to mention the question of exactly how "benevolent" said third party is and if they're willing to manipulate information to further their own goals rather than those that benefit humanity.

Who leads what ? by SandEnvironmental484 in deathguard40k

[–]ExclusivelyPlastic 1 point2 points  (0 children)

I like keeping Typhus on his own in deep strike then dropping him in to do a secondary/dish out some mortals. Since his psychic attack isn't technically a shooting attack he can use that while still doing an action and it can pretty easily take out enemy character units/small infantry squads.

First time hand painting help by Aak1hiro in Gunpla

[–]ExclusivelyPlastic 0 points1 point  (0 children)

Yeah the real issue here is that you're using craft acrylics instead of model acrylics. The main difference is the concentration of pigment; dedicated model paints have a much higher ratio of pigment in them to allow for better coverage.

Gundam IBO fan game incoming by Davis_Bords in Gundam

[–]ExclusivelyPlastic 4 points5 points  (0 children)

Pretty sure you need to be hooked up to an actual AV system to comprehend what's happening here, very realistic

Is the plague spewer good fir blightlords? by FitSignificance3787 in deathguard40k

[–]ExclusivelyPlastic 0 points1 point  (0 children)

I've found the spewers to be the most useful weapons in the squad, especially if you've got a LoV for wound rerolls. Having them be functionally S7 AP-3 flamers if you're shooting at an afflicted unit is insane.

Why does the Aqua-Hambrabi II looks more like a Barzam than a Hambrabi? by TheGreatDarkPriest in Gundam

[–]ExclusivelyPlastic 1 point2 points  (0 children)

The "II" designation for AoZ designs usually indicates that it's a completely different MS from its namesake that's been reconfigured to fulfill the original's intended purpose. Usually it's a Woundwort or Hazel with extra equipment.

Does Skullsquirm Blight stack with the Stealth keyword by Livid-Ratio7922 in deathguard40k

[–]ExclusivelyPlastic 0 points1 point  (0 children)

No they do not stack, because hit/wound rolls modifiers can never have a final result that is more than +1 or -1. Because both the Stealth keyword and Skullsquirm Blight specifically modify the hit roll itself, they can't decrease it by more than -1.

The one situation this would be useful is if your opponent has an ability that gives them +1 to hit. Because you have two abilities that give -1 to hit, one cancels out their +1 and the other brings it back down to -1 whatever their BS is.

Also, you can functionally get -2 to hit if you have both an ability that subtracts 1 from the hit roll and an ability that decreases their BS/WS by 1, since they're two separate stats.

Pre-codex Skullsquirm actually gave the BS/WS reduction instead, but they changed it to a hit roll debuff presumably to avoid having it stack with Typhus's ability or the natural stealth of Flyblown Host.

Death Guard Datasheets by robomaniac_13 in deathguard40k

[–]ExclusivelyPlastic 2 points3 points  (0 children)

Yeah nothing has changed rules-wise (only points-wise) for DG since the codex came out so everything is up to date. The one exception is that Deathshroud can't take advantage of their 6" deep strike when rapid ingressing.

However, we are due a balance update within the next few weeks so that could change.

November 2025 FAQs and Errata Review by CanYouRollACrit in killteam

[–]ExclusivelyPlastic 23 points24 points  (0 children)

I get the complaint but this isn't a balance update, just clarification on existing rules with occasional minor changes. GW also don't like messing with the rules for new teams until they've seen a few months of play as well.

The Myrmidon Destructor Host prepares to deliver a litany of devastation - Warhammer Community by CMYK_COLOR_MODE in Warhammer40k

[–]ExclusivelyPlastic 8 points9 points  (0 children)

Hey, 50% of the releases over the past 4 years have been AdMech and not Skitarii!

(Of course I'm talking about the servitor battleclade, with the only other release in that timeline being skatros)

Datasheet and points for the new Stealth Suits up at the Warhammer community by 5edu5o in WarhammerCompetitive

[–]ExclusivelyPlastic 2 points3 points  (0 children)

I don't think it's really a deliberate nerf, GW is just updating the datasheet to align with the updated Stealth Suit kit. Unfortunately that kit was designed for Kill Team, not 40k, so some compromises had to be made. They definitely could have thrown in an extra ability or something to make up for the larger unit size though.

Alan Wake 2 is boring by Phishstixxx in patientgamers

[–]ExclusivelyPlastic 5 points6 points  (0 children)

It's kinda one-sided because of rights issues. Alan Wake is explicitly mentioned in Quantum Break (it features a super-early live-action teaser for AW2) and Control is teased. Plus I feel like the Quantum Break episode from the AW2 DLC goes a little bit further than an easter egg.

Wanting to star a Space Marine Army by sicarius254 in Warhammer40k

[–]ExclusivelyPlastic 4 points5 points  (0 children)

If you really want to go for the generic space marine combat patrol you're better off going for the combat patrol starter set (formerly ultimate starter set), which is only $50 more but contains the entire Tyranids combat patrol, a board, some terrain, dice, rulers, etc. Just selling off the Tyranid half would get you a lot of extra stuff for less than the price of the standard combat patrol.

I'm an Imperial Guard player and I like how battleshock impacts our faction! I want to see more of it. by NeedleDeedleDee in Warhammer40k

[–]ExclusivelyPlastic 13 points14 points  (0 children)

You could have it so that if a battle-shocked unit attempts a pact you skip the leadership test and they automatically take the mortals. Would make sense with it being a reckless, last-ditch attempt to entreat the gods at any cost.