
I also dislike the way that rules have been split between the various products. Games Workshop has released several kill zone boxes that have included terrain and game boards, but like the starter set, they have gone out of print quickly. While the core rules are available as a standalone book, needing to buy other components one at a time is more of a challenge for someone potentially just getting into the game particularly for the game board. Unfortunately, it has already gone out of print. The starter set was a great introduction to the game that included the core manual, a game board, terrain, and Adeptus Mechanicus and Genestealer Cult miniatures. While I think the game itself is great, I feel like the product strategy for Kill Team has been a bit of a mess. I’d also be interested in alternatives to other rules that deal with half-range such as letting rapid fire weapons double their shots for standing still. I’d prefer a long range penalty that used a fixed distance, like 12″, rather than half the weapon’s range.
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Other weapons from 40,000 such as shuriken catapults also suffer more because they have a short normal range and so only fire at full accuracy when very close to their targets.

For example, rapid fire weapons and shotguns already have advantages at less than half range (double shots for rapid fire, increased strength for shotguns) that feel weird to stack with an additional penalty for being at more than half range. While I like the idea of making longer range attacks less reliable, I feel like this implementation interacts oddly with other rules carried over from the full game of Warhammer 40,000. In Kill Team, any attack against a target at more than half the weapon’s range away takes a -1 penalty on its to-hit roll. One rule that I dislike is the penalty for long range shooting. Kill Team also has a rule for flesh wounds that gives a bit more durability to models by giving them a chance to stay in the fight with a penalty on actions rather than always being removed when losing their last wound. I like the turn order change since it mitigates a lot of the first-turn advantage that can be problematic in Warhammer 40,000. Players take turns activating single models for shooting and combat rather than one player doing all of the activations for their army at a time. The second big difference is that the turn structure is re-worked to give games a feel of simultaneous action. The first main difference is that in Kill Team, all models act independently rather than being part of a unit that moves, shoots, and charges together. Models often have the same core stats across the two games even if some unit abilities and wargear rules were changed to fit the skirmish scale and rules of Kill Team. The core Kill Team rules are derived from the rules of Warhammer 40,000 8th edition. It has solid rules that should be familiar to anyone who has played Warhammer 40,000 and uses the same miniatures, but it suffers from a product line with limited availability.

Last year, Games Workshop released Kill Team, a skirmish game set in the world of Warhammer 40,000.
