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Kill Team: Soulshackle Battle Report – It’s Crime vs Punishment on Warhammer+

Kill Team: Soulshackle is up for pre-order this Saturday, a vicious clash between the long arm of Imperial law and the galaxy’s most diabolical criminals. Battle Report joins in the action today on Warhammer+ and Simon and Nick take the kill teams from the box for a spin. We caught up with them for a few post-game questions.

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Warhammer Community: What's this week's Battle Report all about then?

Simon: This week’s episode saw Nick’s tricksy Drukhari Kabalite kill team, the Hand of the Archon, facing an indomitable Exaction Squad of the Adeptus Arbites. We decided to play one of the new missions from the book included in the Soulshackle set. We opted for Bridge Assault, with Nick’s piratical raiders attempting to storm one of the Gallowdark’s conglomerate ship bridges, in which my Arbites kill team had holed up.

WarCom: Without giving away any spoilers, how did it all go down?

Nick: The Drukhari launched a sneak assault on the bridge, breaching walls to launch surprise attacks on the stoic Arbites from all sides. The Arbites bunkered down, firing blast after blast from their combat shotguns, and defending the bridge’s key systems to the very last. The Drukhari in turn unleashed a host of foul tricks and schemes to overcome the mon-keigh – it was a fantastic game.

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WarCom: Which units were the stars of the show during the game, and why?

Nick: For the Drukhari, my leader the Arch-sybarite was an absolute monster, gleefully murdering the Arbites with consummate ease. Trust me when I say the Drukhari combat specialists are among the very best in the game. 

Si: But let’s be honest, the star was clearly “Rex Imperialis”, my Cyber-mastiff!

Nick: Yeah, I can’t lie, he was incredible. Model of the match for sure! 

WarCom: What was it like returning to the legendary Adeptus Arbites after so long? Are they still the law?

Si: Definitely. What’s more, the entire galaxy is their jurisdiction, so you’d better be on best behaviour!

They’ve also got a shotgun for every occasion, be it the iconic combat shotgun of their order for some brutal close-range firepower (its Damage is 4/4!), or a scoped shotpistol as a precision sidearm. And, of course, there’s the Marksman’s executioner shotgun, which is essentially a massive sniper rifle that fires heat-seeking, criminal-killing, explosive shells! Take that, intergalactic perpetrators!

WarCom: What devious tricks do the kabalites bring to bear?

Nick: Come closer and let me tell you the secrets of Commorragh. Slaughtering Arbites let the Drukhari revel in Power from Pain, making them unstoppable killing machines. The Fleet of Foot Strategic Ploy meant my whole Kill Team could move much faster, while the Elixicant injected Painbringer into all my operatives to make them much more survivable. We won’t mention poisonous Torment Grenades near Simon any more… his eye twitches a little every time you do… 

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WarCom: What does Soulshackle bring to these close-quarters games of Kill Team? 

Nick: The biggest change is that Breach Points have been introduced. You can literally blow holes in the walls by either planting charges or using powerful weapons. This changes everything as movement is key. Having new ways to bypass the walls makes for a really great game! 

Simon: Especially when you can wedge doors closed with the new hatchway jammers. There’re also some really great new terrain pieces too, which formed the objective markers in the mission we played. They really help flesh out the feel of playing in a space hulk.

Subscribe now to get this and much more from Warhammer+! This week, Loremasters investigates the Beasts of Chaos, while White Dwarf issues 302 and 303 (February and March 2005) hit the Warhammer Vault.

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