Skip to main content

The Kill Team Chronciles: The Half Way Mark!!!

Since deciding to take on a Warhammer 40k:  Kill Team Campaign, I've been working furiously to get my gaming group's kill teams ready to go and painted up.  So far, after about two weeks of work, we are officially at the half way point of our work.

Below is the progress we made so far on the Kill Teams:


Precinct 13
Adeptus Arbites Enforcers (Playing as Tempestus Scions)


The Suicide Squad
Necromundan Penal Corps (Playing as Astra Militarum)


Kill Team Dothros
Deathwatch Kill Team (The OG's of Kill Team)


The Red Faction
Genestealer Cults Kill Team


The Golden Scions
Thousand Sons Kill Team


The Indomitus Crusaders
Ultramarine Primaris Kill Team

So, we have six Kill Teams fully painted and completed, only four more to go.  We still have the following Kill Teams to paint up:

  • Dark Angels
  • Chaos Space Marines
  • Death Guard
  • Orks - This is a new one, my friend decided to switch from Crimson Slaughter to Orks instead to represent more Xenos in our campaign.  
Coming soon as a possibility:  Dark Eldar!  

My friend the Kiddo is planning on joining in on the fun with a Dark Eldar kill team of Wyches, which would be really cool.  But, she's still on the fence about it.  If anything changes, we'll let you know.  

That'll do it for this one, until then, see you on the flip side!







Comments

Popular posts from this blog

Warhammer 40,000 Kill Team Map Based Campaign Rules!

Below is a copy of the rules I have created for my Gaming Group's Kill Team Map Based Campaign. If you want to use these rules for your own campaign, please feel free to do so.   Disclaimer:  I do not own the Intellectual Property Rights to Warhammer 40,000 Kill Team or any of its derivatives.  This is made purely for fun! Warhammer 40,000: Kill Team Map Based Campaign Rules By: Commander Cheapskate 1. THE CAMPAIGN MAP The CAMPAIGN MAP  consists of a series of Hexes which can be represented by using Gaming Tiles or a graphic map. Depending upon how many players are participating in the campaign, the size of the map and the selected turn limit with vary. For example: in a small campaign with four players and lasting ten turns, there could be a map consisting of 40 Hexes. In the end, the Campaign Map will be determined by the Campaign's  GAME MASTER (GM).  2. HEXES HEXES  represent one type of terrain:  MAJOR  or...

Mercator Temperium: The Air Guild Rules for Necromunda 2024

Air Guild The Air Guild controls the flow of breathable air throughout the hives of Necromunda.  The Guild holds the threads of life itself, and can command entire sectors of the hives.   Benefits Aero-Merchants:   All weapons with the gas trait can be purchased by the Air Guild, regardless of rarity or restrictions.  In addition, all Gas weapons also gain the Plentiful trait, replacing any previous ammunition related traits.   Athermatic Rigging Crew:  “While the gang is allied with the Air Guild, in the pre-battle sequence, the gang may attempt to add Guild Representatives (see page 33) in the form of a Athermatic Rigging Crew (see below) to their gang for the battle ahead:  Roll a D6 and add the gang’s current Reputation:  If the total is 10 or below, the Athermatic Rigging Crew deigns to aid their allies on the battlefield.  If the total is 11 or more, the Guilders decide that the gang can cope alone. This group of fighters doe...

Updated Warhammer 40,000 Kill Team Map Based Campaign Rules

Warhammer 40,000: Kill Team Map Based Campaign Rules By: Commander Cheapskate 1. THE CAMPAIGN MAP The  CAMPAIGN MAP consists of a series of Hexes which can be represented by using Gaming Tiles or a graphic map. Depending upon how many players are participating in the campaign, the size of the map and the selected turn limit with vary. For example: in a small campaign with four players and lasting ten turns, there could be a map consisting of 40 Hexes. In the end, the Campaign Map will be determined by the Campaign's  GAME MASTER (GM).  2. HEXES HEXES represent one type of terrain:  MAJOR or  MINOR .  The first time a hex is explored during the campaign, the GM rolls to determine the contents of the Hex, using the table: EXPLORATION.  Minor hexes, or hexes containing no Major Terrain are undefended. Major Hexes, which contain Major Terrain features, will usually be defended by a Neutral Kill Team. The size and composition of the N...