Let's dive in.
Core Rules
No core rule changes this time around, but with the new terrain on the way I’m sure we’re headed into a new season of play that will shake things up in other ways.
Credit: Keewa
Nerfs
This dataslate represents a large headwind for many teams, however the World Championship boogeymen have both been tapped. Whether or not the nerfs to Kommandos and Cults is enough will remain to be seen.Kommandos
- Bomb Squig can no longer be more than 2APL.
- Sneaky Git restricted to one use, and cannot have its order flipped.
AoC: Expected and proper. This still allows the Snipa Boy to be positioned in a way that allows TP1 use, AND you can obviously still just charge your opponent.
Chaos Cults
- Mutation no longer heals the operative to its new datacard’s full wounds. Instead Mutants regain D3+1 wounds, and Torments regain D3+3 wounds.
- Devotees now must incapacitate to get their mutation to a Mutant.
AoC: I don’t think I am as pessimistic about these changes as Travis. These are the final two I thought they needed all the way back on their release. While Elite teams don’t care so much about the change to Devotee mutation it is a massive swing for opposing horde teams that had to be really careful in how they engaged Devotees as every combat was a potential Mutant in waiting.
T'au Empire Pathfinder Kill Team. Credit: Greg Chiasson
Buffs
We’ll be honest - no one at Goonhammer is losing sleep over Kommandos and Chaos Cults eating a few nerfs. However many of the authors here are excited about their personal pet teams: HappyRaccoon (HR) on Pathfinders, ArmorOfContempt (AoC) on Wrymblade, and Ace on Exaction Squad, all receiving buffs. (We don’t control this, we swear!) Q4 is a big one for many factions featuring buffs ranging from large to small. Either way the game is going to take a bit of a shake up.Pathfinders (Large)
- Recon Drone no longer counts for 2 operatives.
- On ITD as long as the Drone Controller is in the Killzone, drones can perform the operate hatch action.
AoC: This seems like a substantial buff, and a neat way to offset the operative reduction that Pathfinders received. While it does seem to lock in the Recon Drone as a permanent take on the list, which reduces player choice, I am always more of a fan of game balance over player customization. If we have learned anything from Kill Team over the last two years, these things don’t seem to go together well.
Corsair Voidscarred (Small)
- Outcasts from 6” range to 3”.
- Deadly Ambush can now be used on a Conceal order, and allows an order flip to Engage.
AoC: While I am sure Corsairs players will be happy that they get a bit more positioning freedom, the change to Deadly Ambush seems like the stronger of the two buffs as it essentially makes it much harder to pull off an up close Shoot Action on Concealed operatives. This is particularly powerful against teams that lack Indirect weapons or strong melee threats.
Hunter Clade (Small)
- Protector Imperative is now just a straight up re-roll during shooting attack.
- Bulwark Imperative now always allows a save re-roll, along with restricting the Dash action when the deprecation is on.
AoC: Definitely with HR on this. Not a huge change, although it's a welcome reduction in complexity, and is great simply because it doesn’t require you to fail your roll to gain a benefit.
Wyrmblade Kill Team. Credit: Rockfish
Wrymblade (Large)
- Cult Ambush now also triggers if the operative in question is not visible to ANY enemy operatives when it begins its activation.
- Sanctus Talon gains the additional ability to make an additional strike if its first strike is a critical strike, this must be a normal strike if possible, BUT may be a critical strike if there is no other option.
- Heavy Gunners gain the ability to move 6 inches and shoot.
I REALLY like the change to the Talon, I was unsure how they would go about changing this operative, and I think the change to Soulsight might finally give this guy some legs, especially into elites and in close quarters. Keep in mind he is still 4 attacks, and the 3/6 damage is immensely swingy, but I am excited to give him a try going forward as this means you can now truly play this operative like an assassin.
Lastly, let's look at the change to Heavy Gunners. This is where I feel things might have gone too far. This change is needlessly wordy, because Wyrmblade have no AP buffing capabilities meaning outside of the Cult Agents their operatives can never move more than 6 inches and perform a Shoot Action. They simply could’ve just removed the Heavy keyword and called it a day. This is a huge buff, no way around it, the poor mobility of the Heavies is one of the team’s big weaknesses. Now, not only do they not suffer that weakness, BUT they can Shoot their weapons in conjunction with the Hiding Ploy! So now you get really fun shit like a Mining Laser popping onto a Vantage TP1, Shooting, returning to Conceal, and then Shooting again on the following TP and simply using climbing rope to drop out of Line of Sight. Don’t get me wrong, I love this change, but YOU won’t. From a game balance perspective they should’ve simply replaced the Spotlight [3 EP] with this as a piece of equipment that way the Wyrmblade player has to at least sacrifice something for this buff.
Farstalker Kinband (Small)
- Call the Kill, the kill-broker’s strategic phase ability, no longer needs visibility, and you can select one of 3 choices: auto-retain, ceaseless, P1.
AoC: Good change, keep this up and it’ll be easier to write down what hasn’t been changed.
Kasrkin (Large)
- Elite points can now adjust a second die, after discarding one of your dice, take a different failed hit to upgrade to a normal. Basically letting you get 3 hits somewhat reliably.
- Warden Auspex ability’s second sentence, no longer grants No Cover, and instead lets friendlies ignore Obscurity to the target.
- Foregrip can now be equipped to Gunner and Sharpshooter for 2EP instead of 1EP for any ranged weapon on their datacard.
AoC: Much like Kroot these guys just keep seeing more and more changes. The change to Elite Points is pretty bonkers as this was already one of the most reliable teams in the game. I think instead they should’ve allowed Elite Points to be used on Defense rolls. The changes to the Recon Trooper are only huge in the context of Bheta-Decima, but hopefully we will see some sort of change on how Obscuring ignoring abilities work differently in that Kill Zone.
Exaction Squad member by Craig "MasterSlowPoke" Sniffen
Exaction Squad (Medium)
- Execution Order no longer needs line of sight.
- Assault Shields no longer have Offensive, and Defensive profiles. Now the shield melee profile have Stun, Repress*, and Shield* rules.
- Deploy Nuncio-aquila ability is no 0AP instead of 1AP.
AoC: Subductors already were amongst the most annoying units in the game, and now they’re even more powerful. At this point their only weakness really comes down to hitting on a +4. This being said, most players didn’t really want to tangle with Subductors unless they had especially deadly melee profiles, so the biggest change here is it allows the Enforcer player to be more offensive with them.
Fellgor Ravager (Small)
- Frenzied Ravagers are treated as 1APL, instead of 0 for determining control.
- Frenzy is clarified that a subsequent Shooting Attack is required to remove them from the table.
AoC: Perfect changes, exactly what the team needed to keep them relevant.
Inquisition Agent (Small)
- Kasrkin Ancillary Support option’s Kasrkin Recon-Trooper had the above change rolled in.
- Exaction Ancillary Support option’s Arbites Subductor had the above change rolled in.
Final THoughts
AoC: Can you picture it in your head? Me rubbing my filthy purple hands together in anticipation? In all seriousness I like most almost all of these changes, and I am obviously very excited to see if these are enough for me to make that final leap with my Wyrmblade, I still have my reservations that some of them might of gone slightly to far, but at the end of the day I don’t see Wyrmblade being anywhere near the boogeyman that Kommandos or Chaos Cultists were.HR: I think that the nerfs to cults won't be enough, though I think Kommandos will feel much fairer to play against. However the slew of buffs means its anyone's game and I'm very much looking forward to playing many of the teams. With so many teams changes hopefully the q4 changes are exciting to our readers as well. What are you guys excited for?
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The Kill Team Q4 2023 Dataslate Hot Take



