A 120-page softback book; Kill Team: Commanders explains everything you need to know about Commanders; their role at the head of a kill team and how to leverage their abilities in your games:
- A Galaxy at War: an introduction to the setting of Kill Team in the 41st Millennium; a time of endless conflict; a nightmare in which all hope is forsaken and Humanity stands upon the brink of total damnation – this section explains the role and function of Commanders; the abilities and talents they add to the kill teams under their leadership and the nature of the shadow wars they fight; from all-out firefights on worlds torn apart to surgical strikes on specific targets
- Commander Tactics and Traits: these are specific Tactics and Traits for use in games; only applicable to Commanders
- Psychic Powers: 6 devastating psychic powers which any Commander psyker can choose from
- Rules for fielding Commanders as part of a Kill Team campaign; with a table determining the events that occur should your Commander fall victim to your opponent
- Aura Tactics: Commanders are inherently charismatic leaders; and Aura Tactics reflect this – passive abilities which affect models within a certain distance
- Specialists: rules for 10 different types of Commander specialisms – Ferocity; Fortitude; Leadership; Logistics; Melee; Psyker; Shooting; Stealth; Strategist and Strength – each featuring its own specific Tactics and skill tree; allowing you to field your Commander according to the play style you prefer; whether that be a psychotic berserker; a studious tactician; or anything in between
- A comprehensive list of Commanders available to the 16 Warhammer 40;000 factions covered in Kill Team – Adeptus Astartes; Deathwatch; Grey Knights; Astra Militarum; Adeptus Mechanicus; Heretic Astartes; Death Guard; Thousand Sons; Asuryani; Drukhari; Harlequins; Necrons; Orks; T’au Empire; Tyranids; and Genestealer Cults – featuring background information; datasheets; Tactics and psychic disciplines along with the relevant points values and wargear available to each
- Additional rules covering deployment and battle length
- Heroic Regalia: this section presents a collection of beautifully-painted Citadel miniatures; demonstrating the formidable sight of Kill Team Commanders in full flow on the battlefield
- Missions: 6 narrative play missions; 6 matched play missions and 3 open play missions for Kill Team with Commanders; along with a host of inspirational ideas for your own open play games. Each of these missions includes guidance on battlefield setup; the scouting phase; deployment; battle length and victory conditions; with the matched play missions featuring alternate deployment maps allowing up to 4 kill teams to duke it out;
- A Campaign Record sheet for you to photocopy and use to keep track of the missions you play and their results.
Extras
Along with the comprehensive book of rules; there is included a set of cards and tokens for use with Commanders:
- 33 Universal Commander Tactics cards; acting as a handy reference for the Specialist Tactics from the book
- 7 cards covering the psychic powers from the book; along with Psybolt from the Kill Team Core Manual
- 20 blank Commander datacards; featuring space in which to record the name; characteristics; weapons; abilities; specialisms; demeanours; levels and injuries of your Commanders
- A double-sided Commander token sheet; containing a move/charge token; a fall back/advance token; a ready/shoot token; 6 Aura Tactic/Psychic Power tokens; 3 wound tokens; and 3 objective tokens.
A copy of the Kill Team Core Manual is required to use this set.