The latest expansion for Kill Team hits pre-order this Saturday, and before you know it you’ll be pitting the transhuman might of a Space Marine Phobos Strike Team against the treasonous soldiers of the Blooded in a frontier insurgency that could cut half the galaxy off from the Emperor’s guiding hand.
Kill Team: Moroch offers fresh ways to engage in the high-stakes, small-scale covert ops battles that make Kill Team so much fun – and there’s more than new kill teams in store. The book includes nine new missions, killzone rules, and a whole new avenue of skirmish sneakery...
Kill Team: Moroch comes with a lot of terrain – the carefully-designed Battlezone: Fronteris set, in fact – and with it, lots of mischief for your frontier-bound operatives. A number of the Fronteris terrain pieces include specific control areas, allowing your special agents to send an Emergency Transmission with the Vox-antenna, Outrun the Storm by sheltering in STC Hab-hunkers, and sneak in to Infiltrate The Landing Pad.
As always, these Shadow Operations missions can be stitched together into an atmospheric campaign to determine the fate of Moroch – and with it, that of the Imperium Nihilus itself.
It’s the new Sentries rules that really cement Kill Team: Moroch.* These act as a prologue to certain missions, as attackers infiltrate the killzone to take up key positions. Of course, they’ll have to dodge the wandering patrols – if they’re spotted, all hell breaks loose! Under these rules, both players set up a small number of key operatives, then cycle between two phases.
In the Sentry Phase, the Defender picks each of their sentries in turn, and both players roll off. If the Defender wins, they can move that sentry in any direction they like. If the Attacker wins, they get to do the same – it’s an intense game of cat-and-mouse with the fate of a planet at stake.** Just try not to wake up the Traitor Ogryn…
Unless the alarm is raised, we move to the Intruder Phase, where the attacker gets their chance to inveigle their operatives into the perfect spot for an attack – shuffling infiltrators to objectives, guiding close-combat assassins into the shadows, and steering the deadly Incursor Marksman to the perfect vantage point.
Play proceeds like this until the alarm is raised – either a sentry gets lucky and stumbles upon an enemy operative, an intruder is caught dashing through open space, or the Attacker gets their entire team into position to begin a devastating assault. Remember, with those tricksy Conceal orders, operatives skulking across the battlefield can be surprisingly hard to spot.***
Once the alarm is raised, the mission begins, the rest of the operatives come flooding in, and players roll for the initiative as normal. If the Defender caught the Attacker early, they’ll be stranded out of position and off-balance – but if the Attacker snuck in undetected, they’ll be perfectly placed to jam a knife in the Defender’s back…
The Sentry Phase for Kill Team: Moroch is nearly over, and you’ll be able to secure the package for yourself on Saturday, when pre-orders open. In the meantime, sign up for the newsletter for more top secret info dumps from high command.
* These are slightly different from the rules found in White Dwarf 476, but those are still perfectly usable!
** On a draw, the operative just Passes – dawdling on duty!
*** Even if they are 8’ hunks of gene-bulked muscle in bright blue armour.