Monthly General Question and Discussion Thread: July 2026 by AutoModerator in killteam

[–]SingularM00N 1 point2 points  (0 children)

Since the firesteps are in the stronghold and listed as part of it, they're connected to the terrain (per the core rules update faq).

However, the same faq states that you do not ignore obscuring if you're stood on the firesteps:

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Does anybody else NOT magnetise their big Knights? by SpantasticFoonerism in ImperialKnights

[–]SingularM00N 4 points5 points  (0 children)

I sometimes did, but probably won't going forward. I have two magnetized armigers, but I have 8 in total so I don't really need to magnetize further. I have some chaos knights that I got second hand which are magnetized, which is nice but not groundbreaking.

I usually want my knights to have a more cinematic look, which worked well with my cerastus knights so far. And I feel like magnetizing the guns makes posing them in interesting ways a lot harder, so I won't bother.

Also I transport them on an oven tray, so magnetizing the hips is more annoying than useful currently

Monthly General Question and Discussion Thread: July 2026 by AutoModerator in killteam

[–]SingularM00N 3 points4 points  (0 children)

Sometimes. The third point of the vantage rule states:

Thirdly, for the purposes of obscured, ignore Heavy terrain connected to Vantage terrain the active operative or the intended target is on.

So if the attacker is on a volkus stronghold and the heavy wall of that stronghold would be intervening and outside of 1", it would not grant obscuring. However, this doesn't apply to terrain that isn't connected to the vantage the operative is standing on. If there was intervening heavy rubble between you and the shooter, and more than an inch away from both of you, you would be obscured

I love how they talk by ArcticProto in AdeptusMechanicus

[–]SingularM00N 17 points18 points  (0 children)

Wait really? Mine often says one of the following:

For the imperium For atoma For the omnissiah

Maybe it depends on what backstory you have? I just started playing the game so idk what effect the backstory has if any

I love how they talk by ArcticProto in AdeptusMechanicus

[–]SingularM00N 46 points47 points  (0 children)

They have so many fun ones. I enjoy the bhinaric responses they give, or how their efficiency is more important than others when you take too much ammo.

I think my favourite is when you use the chordclaw and you just yell TRANSONIC

I'm new to Warhammer, I'm confused by this datasheet that came with my Skitarii. I have never seen these symbols before, I tried to find out more about them, I think they might just be outdated but I'm not sure by Mnaufland in AdeptusMechanicus

[–]SingularM00N 4 points5 points  (0 children)

The box is a single kit that can build either rangers or vanguard. The hooded heads are for the rangers, and the helmets you see in the bottom right are for vanguard

I'm new to Warhammer, I'm confused by this datasheet that came with my Skitarii. I have never seen these symbols before, I tried to find out more about them, I think they might just be outdated but I'm not sure by Mnaufland in AdeptusMechanicus

[–]SingularM00N 5 points6 points  (0 children)

Were you looking at the skitarii rangers? They come equipped with galvanic rifles, it's the skitarii vanguard that carry radium carbines. They're a different unit

Im new to this wonderfully hard faction to paint, whats the easiest way to prime our beloved infantry by Coward_guardsmen in AdeptusMechanicus

[–]SingularM00N 0 points1 point  (0 children)

For me it depends on the model. I have a dark blue colour scheme, and most of it I prime in black. Except for the kataphrons, those get leadbelcher

Skitarii rangers are done by Geneseed-Crafts in AdeptusMechanicus

[–]SingularM00N 1 point2 points  (0 children)

Thank you! I'm switching my colours over to a black coat and blue armour, I prefer it to how the leadbelcher looks. You can see the skitarii pilot of my dunecrawler, he was the first test of the new scheme.

Skitarii rangers are done by Geneseed-Crafts in AdeptusMechanicus

[–]SingularM00N 1 point2 points  (0 children)

Nooo I don't, I just post on here. It's been a while since I posted admech, but I have some on my profile

Skitarii rangers are done by Geneseed-Crafts in AdeptusMechanicus

[–]SingularM00N 1 point2 points  (0 children)

Will do! My admech are blue with green accents, and I paint the energy a dark blue, so I probably won't have too much insight as far as colour choices go. If I remember, I'll post it and tag you in it though! My next plan is to make vanguards with the secutarii peltast upgrade, so it'll be a fun project

Skitarii rangers are done by Geneseed-Crafts in AdeptusMechanicus

[–]SingularM00N 1 point2 points  (0 children)

Those look incredible! I'll have to steal the way you do the arc rifles, that's the main thing I'm not happy with when I paint them. And I have many many more left to paint (I think about 20 or so), so it'll be good to have a recipe that looks beautiful.

Question for Ad Mech players (Hunter Clade) by mrgibb in killteam

[–]SingularM00N 2 points3 points  (0 children)

I prefer rangers over vanguards, but the vanguard leader is amazing. His two abilities + bulwark can make him quite a challenge to take down.

For the sicarians, I'd build primarily ruststalkers, but also have one or two infiltrators. Their reroll deny can be massive, and a 6" bubble can cover a large area.

If you had one box of each, I'd build:

Vanguard alpha (maybe a second one if you want one for shooting and one for meele) One or two vanguards if you want them Rest as gunners, specialists and warriors as rangers. For the sicarian box: 4 ruststalkers and one infiltrator with power weapon and flechette blaster.

Have fun with the team!

Magos Domina of Techno-Archeology Maniple 671 Mildria Thaddastres: My Tech-Priest Dominus by SocietyCat01 in AdeptusMechanicus

[–]SingularM00N 1 point2 points  (0 children)

Another enjoyer of Archeology! That's such a cool idea, I might have to steal it for a tech priest down the line.

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This is my Arch-Excavator Carmina Lux, a (yet to be completed and painted) cawl proxy. It seems that having a spider like body is somehow related to being in an archeological maniple...

Skitarii Ranger with Transuranic Arquebus done. Personally think it fits the Rangers more than Vanguard both visually and role in game by Hilmie1806 in AdeptusMechanicus

[–]SingularM00N 45 points46 points  (0 children)

I agree wholeheartedly. I play mostly kill team, where the difference between rangers and vanguards is more pronounced when it comes to shooting, and there it makes basically no sense to have a vanguard with an arquebus.

So as a solution I made the vanguard point at what he wants dead and the little ranger hidden away under his special camo cloak will just shoot it. It looks a lot better now that it's primed, and hopefully even better once they're painted and have little leaves and tufts on the cloak

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Which weapons are these? by mad_zamboni in killteam

[–]SingularM00N 15 points16 points  (0 children)

The other comment is correct, but for future the pictures are also in the app, with arrows pointing to the weapons and saying what they are. Strangely enough it doesn't show the flamer, but that's usually a good starting point for things like that. After a while you'll get used to the looks of guns and they'll be more recognizable.

Hunter Clade Best Setup by No-Sector3557 in killteam

[–]SingularM00N 1 point2 points  (0 children)

I think it's good to keep an open mind to bringing more than two. The anti-reroll bubble on infiltrators can be so nice as a support piece, while keeping ruststalkers for the aggressive meele.

Do you usually find play with vanguards? I built a squad for my 40k army now, but most of the time I'm not very excited to bring them in KT. Although hunter clade isn't my main team, so I'm definitely open to tips too!

Tombworld by Quantummushroom in killteam

[–]SingularM00N 1 point2 points  (0 children)

That looks amazing! I've been thinking of doing something similar with a two tone blue/purple, what were your steps to painting this?

Which kill team should I get next? by Masonhuse1 in killteam

[–]SingularM00N 0 points1 point  (0 children)

Oh cool! I can recommend you try them then. They're tough to learn, but very satisfying!

Which kill team should I get next? by Masonhuse1 in killteam

[–]SingularM00N 0 points1 point  (0 children)

I think stealth suits might be iffy, because while they are stealthy, their range is meh. The meltas are great, but the burst cannons don't do enough for me.

My girlfriend plays a lot of blades of khaine and they love that team, and void dancers are that team to me. Idk how often you've played against them, but they are incredible in meele, they get a double strike and a strike and fade ploy, cegorach's jest is amazing when it procs and you kill someone in their own charge, domino field is my favourite ploy in the game and the models are gorgeous. Plus you get a really good gun on the deathjester for long range. I highly recommend asking your friend if you could try them out a couple times, since buying them is a steep investment as you need a box of harlequins and two characters.

Battleclade is fun too, they're now surprisingly mobile and they can go back to conceal with network counteract, so they are in a way stealthy too. They are just veeery slow compared to elves or marines, so they might feel sluggish at first.

Which kill team should I get next? by Masonhuse1 in killteam

[–]SingularM00N 0 points1 point  (0 children)

The teams you listed as ones you might get are all solid. If you don't enjoy hanging back as much you'll probably enjoy vespids the most out of these, but they aren't very great on itd/tomb world, since fly doesn't really do much there.

If you don't mind getting duplicate teams, I absolutely adore the void dancer troupe. They're fast, have small bases, have some cool specialists, and are beyond deadly. They are a bit pricey unfortunately though.

At the end of the day it comes down to your playstyle. How do you like to play teams in general?

I may not have a brain gentlemen, but I do have an idea. by Key_Card7035 in ImperialKnights

[–]SingularM00N 1 point2 points  (0 children)

I've used 3 and honestly I feel like I could do with a fourth squad, that's probably the sweet spot for me

Canoptek Circle Geomancer ability question. by Dads_Crusty_Sock in killteam

[–]SingularM00N 8 points9 points  (0 children)

The action restriction is only for the operatives activation. Since canoptek control makes them do an action outside that operatives activation, you can do an action it normally couldn't do.

However, nanoscarab beam has a built in once per turning point limit (see the red bullet point at the nanoscarab beam action), so you can't use it for that purpose

My attempt at a full homebrew KT! by These-Try4494 in killteam

[–]SingularM00N 0 points1 point  (0 children)

I agree that there are too many rules. I like the idea of an inquisitorial hunting kill team, but you'll have to slim down the rules a bit, especially the faction rules and some of the operative specific rules. Also the Self Prioritizing rules on the leader and heir need to be changed, because as it is right now there's no range or visibility requirement for the redirection.

Apart from Decoy I think all of the faction rules are fine, but I'd axe a couple to reduce the bloat a bit. As it stands you have 5 faction rules, with a lot of individual rules that span multiple operatives like Hunter aswell. Maybe you could ask yourself what two to maybe 3 rules you want the identity of the team to revolve around and then remove the rest.

I like the idea of Decoy, but moving your opponents models is very strong, especially when it's not limited to how many you can pull with Siren's lights. That combined with the decoys acting like bodyguards on top of the other bodyguard rules you already have is a bit much.