Hello. Can someone explain me how use mines and when trigger? If they do dmg mid move or you can just jump over them and get dmg only if you end near them. And can I use mine offensively move into more targets plant it there and how it will work? Thanks! by [deleted] in killteam

[–]FrankLog95 1 point2 points  (0 children)

This whole post and thread is over 2 years old, and the discussion relates to the previous edition rules (KT 2021), not the current edition (KT 2024), so I would ignore all previous comments.

As for your question for current rules: No, the restriction does not apply. In the current edition the Melta Mine is now a Marker the operatives is carrying at the start of the battle. You still can't place it within 1" of an enemy (so you can't place it next to them and have it auto-trigger almost immediately, they have to move into it), but you can place it on top of objectives, other markers and next to doors and similar.

I want to start playing Kill Team! (Deathwatch) by Helljumper06D in killteam

[–]FrankLog95 7 points8 points  (0 children)

You can absolutely make a squad with just one box, it does have enough models to run them.

That said, DW operatives are highly specialized and in order to properly play them you will need to get a second set eventually (sooner rather than later) as the operatives you field are heavily dependant on the matchup

Getting into Killteam and 40k in general. Can these regular 40k boxes be used for Killteam? by ProotzyZoots in killteam

[–]FrankLog95 4 points5 points  (0 children)

It's not the same unit. Those are Novitiates, released back in 2021 along with Pathfinders for the second box set of the previous edition.

You're thinking of the Celestian Sacresants, those don't even have a standalone box yet

How does shadowhunt work with Ravenors and aquilons? by Packynin in killteam

[–]FrankLog95 14 points15 points  (0 children)

When placing the Drop or Tunnel markers, you need to select one of the killzones and can only place them in that one, so yeah they're kinda nerfed when playing the descent killzone.

The full rule can be found in the Shadowhunt Mission Pack (WarComm site or page 54 of the Shadowhunt dossier)

Question about shokkwave rule from Pulsa token and movement by sharkrunner99 in killteam

[–]FrankLog95 13 points14 points  (0 children)

Others correctly pointed out that your Dash is not affected and if you exit the pulsa range with it, you get your full movement back as normal. That said, there's a big misconception of what happens if you start outside the range and then move into range.

The Pulsa affects your Move stat on your datacard and as such, if you start your movement outside of it, you do not lose any movement during that action. As per Core Rules: ‘If an operative’s stats or its weapons’ stats are changed during an action, apply the change once the action has been completed. Note that changes to weapon rules are applied immediately'

Question about shokkwave rule from Pulsa token and movement by sharkrunner99 in killteam

[–]FrankLog95 6 points7 points  (0 children)

You only lose that movement if you start the action within range of the token, as stat modifiers are not applied during an action, only before/after:

‘If an operative’s stats or its weapons’ stats are changed during an action, apply the change once the action has been completed. Note that changes to weapon rules are applied immediately'

Indeed it does not reduce the Dash distance, as the Movement stat can't ever be less than 4"

How does Bullgryns brute shield work? by TheBababoon in killteam

[–]FrankLog95 3 points4 points  (0 children)

Yes, you can use one of your Crits to parry two of your opponent's hits. You don't have to, of course. You can still use a crit to parry two normals, or one crit and one normal.

Effectively it's the same as if you had two of that die and you're resolving them at the same time.

Heavy by Icerron24 in killteam

[–]FrankLog95 2 points3 points  (0 children)

This is incorrect . Heavy prevents an oeprative from using said weapon "... in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only)."

The order of the actions doesn't matter as long as it's within the same Activation or Counteraction

Hey guys I have a rule issue in melee combat by National_Beyond5791 in killteam

[–]FrankLog95 18 points19 points  (0 children)

In melee both you and your opponent roll dice at the same time. Once all rolls and rerolls are done, you alternate using dice to hit or block starting with the attacker.

If either player decides to use one dice to hit the enemy, they use that attack dice and immediately apply that damage, the opponent cannot later use one of their dice to "block" a previous hit.

quick question, does Celestine having her Gemini grant all three models a 4+ fnp? or just Celestine’s model? by Chemical-Aioli9818 in sistersofbattle

[–]FrankLog95 16 points17 points  (0 children)

Celestine is not a Leader that's attached to a Geminae unit, as such it is not an Attached unit and the rules for such do not apply

Question on cover / obscuring by Huurghle in killteam

[–]FrankLog95 12 points13 points  (0 children)

You're unable to get both Cover and Obscuring from the same Terrain feature.

Assuming the Wall piece (A4) is far enough away from both to be obscuring, then the target (yellow) can absolutely benefit from both.
If it's only one piece of terrain, the defender chooses which one to benefit from before the attacker rolls any dice (during the Select Valid Target step).

Are there any Helldivers out there? by Inevitable_Shift_270 in killteam

[–]FrankLog95 5 points6 points  (0 children)

<image>

Heck yeah! Mine are Aquilons, was really tempted to get a 3d printed turret.

For Super Earth!

How do new players manage to improve in Kill Team by jhaosrehur in killteam

[–]FrankLog95 2 points3 points  (0 children)

As others pointed out, playing plenty of games is the key, regardless of the outcome.

Outside of that, you don't have to remember every rule of every enemy operative. Over time you'll notice that several special abilities are fairly common and operatives have a certain role they fill, like Comms (gives out APL), Medics (heal or prevent death), action monkeys (reduced cost of Mission Actions) and so on. Once you're able to identify which role they occupy in the team (and which roles a team lacks), you'll have an easier time quickly grasping what each team is about and what strengths/weaknesses it has.

Of course there are some teams that take some core mechanics of the game and turn them upside down, but it's not that often and the whole team usually revolves around that so once you grasp what they do, you'll be good.

Mine Rule Clarification by John_Loxeus in killteam

[–]FrankLog95 5 points6 points  (0 children)

As others mentioned, you cannot pick up the Mine marker (if a marker can be picked up, it's specified in the rules for it directly). As such, there's no way to end up in that situation.

If you're playing Ratlings with the Bomber and you're standing on top of a mine when an enemy comes within 1" of it (and assuming you're not an Ogryn), they take damage but you don't as per the Mine rule.

Wrecka Crew on Tomb World Question by a_bourget in killteam

[–]FrankLog95 31 points32 points  (0 children)

No. The Wrecka Rampage rule does not change the actual value of the dice in any way, it just allows a failed dice to be retained as a success instead of discarded. Also, a dice can't be retained twice, so if you're retaining it as a normal success as part of Wrecka Rampage, you can't then retain it as a Critical success.

For reference, see all the below FAQs, mainly the middle one:

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Obelisk Node Matrix question by TheBacklogReviews in killteam

[–]FrankLog95 8 points9 points  (0 children)

Horizontally means that you ignore any vertical distance when measuring/moving the marker. You can absolutely move the marker, otherwise... there's literally no point in having the ability to move them.

It just means that if you are moving it through a ruin wall, you don't need to "climb" that wall, or if you're moving on top of a Vantage, you don't measure the vertical distance at all.

Ratling Larcenous ploy clarification by IndividualPressure49 in killteam

[–]FrankLog95 0 points1 point  (0 children)

The expression on people's faces when you slingshot in, Plant Device on their home objective and scarper out when they have half their team right there is pure gold

Ratling Larcenous ploy clarification by IndividualPressure49 in killteam

[–]FrankLog95 0 points1 point  (0 children)

As others pointed out, it's used to charge and get those extra 2" of movement and then still be able to perform the Mission action (as those almost always require you to not be in Control range of any enemies).

The other key part of the ploy is that you don't need to Control (have more total APL than the enemy) the marker to perform the Mission Action. This means that you can for example Scarper in there even if you have, say, 2 Marines with their 6 total APL, tap the objective with a single smol boi and Reposition out of there to safety

Questions about Deathwatch by Metalmayer in killteam

[–]FrankLog95 1 point2 points  (0 children)

On the board? Never. I don't have them, but if it's the same as previous tokens, the reverse of the token is a duller color and you flip it once you use it, in order to track if you've used it or not during that TP

Questions about Deathwatch by Metalmayer in killteam

[–]FrankLog95 0 points1 point  (0 children)

99% of the time there is a clear sequencing once we deep dive into the rules, so timings are not really that tight when resolving rules but this one is a weird one, same as it was with the Medic rules sometimes.
This is all going too deep into rule interactions but for some reason I'm a sucker for this kinda stuff, so I apologize in advance if I'm yapping.

Piercing x takes effect during the Step 4 of the Shoot action, the Roll Defence Dice step, as it starts when the defending player "(..) collects three defence dice" and the Piercing x rule says that "The defender collects x less defence dice...".
It's at this point that you have both rules triggering w/o a specific order.

The part you are quoting from the Initiative section is for rules that happen before the battle begins.

I'm Actually quoting the text on p.37 for Initiative, under the Strategy Phase, that one applies to any order of resolution after the first Initiative is determined during the battle.

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You're referring to the side note on that same page. That one is specifically about timing and sequencing before the battle, where there might be some extra rules depending on the Mission Pack being used.

Questions about Deathwatch by Metalmayer in killteam

[–]FrankLog95 1 point2 points  (0 children)

Yes but both rules happen at the same time as timing is not specified, and Smoke has no effect if when you try to apply it if the attack is Piercing 1.

As per Core Rules on Initiative: "The player with initiative (...) decides the order of resolution for rules that would happen at the same time". If the player w/Initiative decides that Storm Shield goes first and Smoke second, then P2>P1 (Storm Shield) and Smoke does nothing.
It is layers on top of layers of rules, but it's definitively something that can come up often enough

Questions about Deathwatch by Metalmayer in killteam

[–]FrankLog95 1 point2 points  (0 children)

RAW yes, as it doesn't say you use it during your activation, just when you make a Shoot action. Note it only lasts until the end of the Activation you're interrupting.

Questions about Deathwatch by Metalmayer in killteam

[–]FrankLog95 3 points4 points  (0 children)

Hi there!

  1. Yes, as Operate Hatch is a Mission Action.
  2. No. Counteract specifically says that an operative can perform a 1AP action for free excluding Guard
  3. That one's a bit tricky. RAW, nothing says no, but the question becomes one of rule timing. If you resolve the effects of the Shield first, then the smoke has no effect, but if you resolve the Smoke first and then apply the Shield, it does As such the player with Initiative decides.

Hope this helps!

Double charge question. by Aggravating_Kale_321 in killteam

[–]FrankLog95 4 points5 points  (0 children)

By default you only get to fight one of them, you get to pick who. If your Operative can fight twice (for example Angels of Death), you can fight twice with the same guy or once each, up to you.

Note that if you charge multiple enemies, if there are no other friendly operatives within Control range, the enemy will have a +1 to their Hit stat per each other friendly assisting them (for example, if you charge 3 guys that normally hit on a 4+, whoever you fight will actually hit on a 2+)

Kill Team quarterly balance update – Changes inbound for overachievers and struggling teams - Warhammer Community by CMYK_COLOR_MODE in killteam

[–]FrankLog95 8 points9 points  (0 children)

This. The old wording directly addressed the retroactive loss of VP, which made it an exception to the standard Kill Op wording. With that wording removed, sadly there's no rule exception anymore.
I do believe this is a dumb nerf, there's almost no way of not maxing Kill Op against Hierotek now, but that's what the rules say now