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Games Workshop - Warhammer 40,000 - Kill Team: Blooded (Traitor Guard)

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Let’s add some finishing touches. Use Carroburg Crimson to paint any blood or gore effects, such as wounds or splatters, on the miniatures. Blooded Icon allows him to transfer a blood token from an incapacitated operative to your token pool if they are within 6 inches once per Turning Point, while Lead With Strength allows him to be treated as if he is under THE GAZE OF THE GODS if he has a blooded token AND more than 6 inches from your drop zone.

Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard. This allows you to target enemy operatives for shooting even if they are engaged with OTHER friendly operatives with the provider that any misses will now hit one of your operatives that is engaged with that enemy operative. This is a fantastic ploy, not only is it fun and fluffy, but it is also incredibly useful in situations where you know one of your models is doomed. Moment of Repute Intercessors and Imperial Navy teams are the only repeats in the Top 8s, and there’s plenty of diversity otherwise – Farstalker Kinband, Veteran Guardsmen, Elucidian Starstriders, Novitiates, Kommandos, and the new Exaction squad all make appearances. That’s a total of 8 different factions across two majors and with mixed terrain and that’s a good sign – it indicates a relatively diverse and healthy meta where some of us are no longer surprised by the rise of Intercessors as the elite faction preferred by competitive players. Now, let’s work on the bases. Apply Astrogranite Texture to the bases of the miniatures, either creating texture with a sculpting tool or leaving it smooth. Moving on to the Traitor Enforcer and Traitor Ogryn, paint their armor with Retributor Armor. Their cloth and other non-metallic parts should be painted with Zandri Dust. If there are any additional details, such as small accessories, use Rhinox Hide.

Books

This is a very healthy meta and the limits and differences between each tier are smaller than you’d think and often difficult to quantify. This makes the game as exciting as ever and one where player skill matters significantly more than faction selection. That’s ideal for any game and the differences in terrain also help to mix things up from event to event. A Blooded Kill Team has a structure akin to a mix of the Veteran Guardsmen and Wyrmblade teams, consisting of: As always, there’s a crop of new content on Warhammer+ this week. Citadel Colour Masterclass shows you how to paint muzzle burn on your gun barrels, while there’s a Battle Report from the Mortal Realms which finds the Thunderstrike-armoured Stormcast Eternals take on the Kruleboyz. Finally, Part One of Imperial Armour: The Siege of Vraks makes it to the Warhammer Vault, alongside issues 360 and 361 of White Dwarf.

The first time a friendly operative is incapacitated in each Turning Point while within 6 inches of an enemy operative. The Blooded have what I consider the best rules yet released for a Kill Team. They strike a fantastic balance between being useful, and incredibly fluffy. You have the option of creating a team of entirely unique operatives, and the rules team seems to really have learned from past mistakes as there don’t appear to be any “broken” interactions. The Blooded have no rules that allow operatives to FIGHT or SHOOT twice, nor do they have the ability to activate multiple specialists in a row, or any other abilities that have been the targets of recent Rules Errata. Your basic guys, they come with a lasgun and bayonet, and have no special rules specific to them. As mentioned before you don’t even have to take them, however as we will see one of the main differences between The Blooded and Loyalist Veterans is a greater focus on close range fighting with many Blooded specialists not having ranged options, meaning you may find yourself in a position where you prefer the ranged flexibility of these guys, especially when used in conjunction with the Overcharge Lasguns strategic ploy. Traitor Brimstone GrenadierThe Phobos-armoured Space Marines are built from existing Infiltrators and Incursors, and come with a new upgrade sprue to put together a wide range of new elite specialists. As a final discouragement you can choose to attempt to blow him up when he is incapacitated, causing mortal wounds to nearby operatives. Keep in mind this also affects friendlies. Traitor Butcher And if you’ve still got time for more Warhammer Hobby, we have three two-hour editions of Hang Out and Hobby coming to the Warhammer Twitch Channel. Intercessors and Imperial Navy both make strong showings, but we have six more factions represented here: Blooded, Veteran Guardsmen, Novitiates, Hunter Clade, Corsair Voidscarred, and Gellerpox. Another good mix to consider. To add depth and shading, it’s time for washes. Apply Agrax Earthshade over the armor and cloth of the Traitor Guard, focusing on the recessed areas. For the skin areas, use Carroburg Crimson.

Chem-Breather [1 EP] – Identical in effect to the Wyrmblade Photo-Visors, makes operatives immune to Stun and negative APL modifiers. Frag and Krak Grenades [2 and 3 EP] – Unchanged from those employed by all the other Kill Teams. Bring frag if facing hordes, bring Krak if facing elites, pretty standard. Worried you don’t have enough AP at your disposal to get damage through on power armored opponents? Well you can give all your las weapons (except the long-las) the AP1 and Hot traits until the end of the Turning Point. Unfortunately, only 3 of the specialist trooper options come with lasguns, there are only two situations where you want to use this ploy. You’ve decided to forgo taking the Enforcer or Ogryn for standard Troopers, OR all your other operatives are dead and your Commsman has no other choice but to use his lasgun. Excluding the Long-Las from this ploy feels like an extra punch in the teeth from what is an already mediocre ploy. Glory Kill

The rules for both of these kill teams can be found in the Kill Team Annual. It also includes rules first found in White Dwarf , including those to field a Warpcoven, Hunter Clade, Wyrmblade, and Void-dancer kill teams. There are a host of missions for you to try out new challenges for your special operatives. Phobos Strike Team Warpcoven, mighty Sorcerers of the Thousand Sons and their gathered thralls, both mutant and Rubric The other half of Kill Team: Rogue Trader, the Gellerpox Infected are a group of massive, mutated crewmen infected with the Gellerpox, a particularly nasty plague of nurgle that affects ships traveling through the warp. These hulking behemoths never had much play in Warhammer 40k owing to their difficult keyword situation. That’s all set to change with this new datasheet, however. In each Strategy phase, after assigning your Blooded tokens (if any), if four or more friendly operatives in the killzone have Blooded tokens, you can select one of them to be under the gaze of the gods until the end of the Turning Point.

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