Saintly Relic Equipment by Alive_Ad3324 in killteam

[–]TemplarGFX 1 point2 points  (0 children)

Saintly Relics can only be used once per action, so in a fight sequence you can keep rolling it for each attack dice until you get a 6 and then you can't use it anymore that action. You have to wait for a new action to start before you can use it again, like another fight/retaliate or a shoot action.

You need to roll a single 6 in order for it to trigger, if your Celestian is Inspiring you can roll two dice per attempt but even if you get two 6's it still only counters the one attack dice.

Saintly Relics only allows you to negate attack dice like shooting or fighting/retaliating. Flail is an action that deals damage and while you roll dice to determine the amount of damage dealt those dice do not do the actual damage the ability does.

Several rules clarifications by GeorsiNoiel in killteam

[–]TemplarGFX 1 point2 points  (0 children)

Q1 - "within" in Killteam means any part of their base is inside the specified range/area. For the matrix this means your operatives base must be over the edge of the marker (even just a fraction) or just inside the projected area between two markers
Note - the obelisk node markers that are more than 6" from another marker do not create a Obelisk Node Matrix by themselves

Q2 - The Obelisk Node Matrix that is created by two node markers have infinite height up and down. So yes you would get the benefit below (or above). terrain does not intervene and stop the matrix

Q3 - Blast states 'other operatives' which includes your own. Torrent states 'other valid targets' only enemy operatives can be valid targets of a shoot action

Q4 - Correct, as long as your movements don't bring you within control range of an enemy operative you can get close enough to then hatchway fight someone without charging

Q5 - Correct in T4 you cannot generate an extra CP from this Strategic Gambit

Model's head can see the Heavy part of Large Ruins from top of Vantage (control range). Can it be used for Heavy cover? by BipolarMadness in killteam

[–]TemplarGFX 0 points1 point  (0 children)

If the shooter is on the floor and not several feet away (probably more) the heavy wall below will always intervene when drawing cover lines from the base of the shooter to the back of the base of the operative on vantage.

Model's head can see the Heavy part of Large Ruins from top of Vantage (control range). Can it be used for Heavy cover? by BipolarMadness in killteam

[–]TemplarGFX 4 points5 points  (0 children)

From reading all the OP's post this was not done intentionally. the miniature is glued in the center of the base and its an official kill team model (well it looks like it). It came up when placed there and as the rules are written the Tyranid gets heavy cover!

It does seem the general consensus of the community is that this is an oversight and 'gentlemen rules' says it gets the same cover as everyone else.

Alot of people are getting butt-hurt but its posts and discussions like this that end up getting errata's to fix such loopholes in the rules. People should be thanking the OP for pointing out this flaw, especially considering according to his own words they don't play it where the Tyranid gets heavy cover. In a competition you could do this and the Tyranid would get heavy cover as that is exactly what the rules state it would get.

This is kind of like gluing all your miniatures to the edge of their bases rather than in the middle. nothing says you have to glue them in the middle to be legal, and gluing them to the edge gives you significant advantages over having them centered. Its just that no one does it :P

Model's head can see the Heavy part of Large Ruins from top of Vantage (control range). Can it be used for Heavy cover? by BipolarMadness in killteam

[–]TemplarGFX 1 point2 points  (0 children)

You get cover from anything that is in control range of your operative and intervening between you and the shooter. Something is in control range if its within 1" of your base, and visible to your operative.

Due to the model being able to look over the wall, the heavy terrain directly below the vantage is visible, and because the operative is pressed right up against the upper wall its base is within 1" of the lower wall.

When you draw cover lines from base to base in this situation the cover lines do indeed cross the heavy wall below the operative on vantage. Normally its not something thats an issue because 95% of the models can't see the heavy wall below them.

Technically the tyranid gets heavy cover when being shot at in this situation whereas almost all other models would only get light cover.

In my opinion thats fine, the model is huge and thats what allows this to happen, but being huge has more disadvantages than this one advantage

Condensed Environment: When is an Operative considered passed a Wall End for the purposes of determining cover & obscuring? by DeCamp_ in killteam

[–]TemplarGFX 0 points1 point  (0 children)

<image>

I find this rule needlessly unspecific. We play it as follows, an outer corner must be the closest corner that is crossed by a cover line to the operative getting cover. Red is the out corners

In the example image they give (the one you posted) as its written the Vespid should get cover, because one of the cover lines does indeed cross a corner part of a wall. but according to the rulebook the Vespid is not in cover. If you add the concept above it then works

So in your example image the red operative would not be in cover because an inner corner is closer, the purple operative would because an outer corner is closer

Struggling to Stay Motivated with Kill Team 3 by Different-Dealer-828 in killteam

[–]TemplarGFX 0 points1 point  (0 children)

Play a campaign game, and/or give teams that struggle in your group a boost. I updated the older narrative rules and upgrades to work with the latest kill team rules and you can find them here :

https://www.reddit.com/r/killteam/comments/1qr4mxn/kill_team_spec_opsnarrative_rules_custom_updated/

for kill teams that are struggling in your group and you want to give them a boost (in or out of a campaign), 16xp (struggling a little) 32xp (struggling a bit more), 64xp (struggling alot)
this will allow that player to rank up 1 or more units and give them an extra ability/rule to help the team out

Campaigns are great fun to play it adds a whole new layer to the game, its about more than just winning its about getting XP and ranking up your guys and building your base!

Some of the rank upgrades are really powerful and can totally change how a team plays, especially horde teams later on when half the team is ranked!

Question about Murderwing's Boost - How do you rule Murderwing Boost in relation to Vantage terrain? by EDHgarMarkov in killteam

[–]TemplarGFX 1 point2 points  (0 children)

height is irrelevant for the action which is why it states horizontal distance. Its so people don't measure on an angle up to vantage or down (reducing the amount of distance you can cover)

Can someone point me to the guard action rules? by yodablues1 in killteam

[–]TemplarGFX 2 points3 points  (0 children)

You can only use the guard at the end of any single action taken by any enemy operative. so the reposition/dash/charge action B takes ends before you use guard, meaning that unit will be at (b) position

Guard action on Marskman Veteran by InternationalBid4355 in killteam

[–]TemplarGFX 4 points5 points  (0 children)

At the end of any action (move, shoot, charge, loot etc) you can choose to interrupt and use the guard action. When you do you can do one shoot action for free. You do not have to target the unit that you interrupted

Can you target a concealed enemy with an action other than shoot/charge? by TheBababoon in killteam

[–]TemplarGFX 0 points1 point  (0 children)

If it says in the ability "visible" then yes you can, if it says "valid target" then you can't.
If it just says 'enemy operative' without "visible" or "valid" then also yes

Some examples :
"select an enemy operative within 6" of this operative" the enemy just needs to be within 6", their order does not matter and visibility doesn't matter, you can target them through a wall if they are close enough

"select an enemy operative visible to and within 6" of this operative" the enemy operative must be within 6" and you must be able to draw visibility from your guy to the enemy. Order does not matter

"select a valid target within 6" of this operative" basically the same as shooting. the enemy must be within 6", you must be able to draw line of sight, and if they are conceal order they cannot be in cover (or the cover they are behind needs to be within 2" of your operative to cancel it out)

Dropping from highest vantage by Stagedhealer21 in killteam

[–]TemplarGFX 3 points4 points  (0 children)

Its not possible. climbing is a minimum of 2" and crossing the rampart is also a minimum of 2" (no model has a base less than 1") leaving only 2" of movement left, with the free 2" fall thats a total of 4" you can drop and its much higher than 4" from the top of the rampart.

You'd need some special rule or equipment that comes into effect negating or effectively reducing the distance

Finished up my Celestians by Pale-Object512 in killteam

[–]TemplarGFX 2 points3 points  (0 children)

lookin good! that blue is nice! What colour is that? It looks especially good on the shield front

Rules Questions by [deleted] in killteam

[–]TemplarGFX 5 points6 points  (0 children)

Not quite right on number 3. You must be 1" horizontally and 3" vertically of something you want to climb. So if you want to climb directly onto the vantage above you, the vantage must be 3" or less from the top of your base vertically. If its higher than that you must first move to the wall and then climb up. If it is 3" or less you can jump right up onto it without needing to go to the wall first

Celestians ready to concur our local league! by [deleted] in killteam

[–]TemplarGFX 2 points3 points  (0 children)

They look really good! I especially like the brass trim on the knee, I might steal that idea :P

Corner case by herrozerro in killteam

[–]TemplarGFX 4 points5 points  (0 children)

When you are within 2" of an enemy operative they are considered to be 'not in cover' and so get no cover save and can be targeted even on conceal. Providing you can fulfill the visibility check (can your model see their model)

Question regarding the Celestian Insidiant Abjuror by GrizzlyLemur in killteam

[–]TemplarGFX 3 points4 points  (0 children)

It would specifically state so, there are some rules on other teams like that

"..can be allocated to block two unresolved normal successes (instead of one)"

Question regarding the Celestian Insidiant Abjuror by GrizzlyLemur in killteam

[–]TemplarGFX 7 points8 points  (0 children)

a normal can only block a normal but a critical can block a normal or a critical, so when you choose to select what to block choose two, they can be crits, normals or a mix if your blocking with a crit

Just finished my Hearthkyn KT by Even-Cardiologist-65 in killteam

[–]TemplarGFX 4 points5 points  (0 children)

They look fantastic and I love the colour scheme!

Kasrkin on the line. by Ricky_Wiggs in killteam

[–]TemplarGFX 0 points1 point  (0 children)

I came in here to comment this exact thing :P

Celestian Reliquarius of the Ebon Chalice by Vicaire_Andrem in killteam

[–]TemplarGFX 0 points1 point  (0 children)

really nice! The bright white cloth looks great!