Kill Team: Nachmund – Review

I’ll start this piece off by saying this – I really shouldn’t moan. I’m a long-time Chaos Space Marine player and Kill Team Nachmund brings more options to me. The new models are extremely cool and work wonderfully; especially for my Word Bearers. Alas, to be drip-fed these guys with no new 40K codex on the horizon is proving somewhat disheartening. But anyway, this is Kill Team and not Warhammer 40,000 – so let’s get started!

Kill Team Nachmund is the latest expansion/supplement to Kill Team since the system was rebooted last year. For those unaware, Kill Team allows you to play much smaller games of skirmish warfare set in the 41st millenium of Warhammer 40K. The game system is totally different and feels very unique compared to the previous edition.

So, what does Kill Team Nachmund bring to the table? If you skipped over the first paragraph, the first mention goes to new options for Chaos Space Marines! In the box you receive a kit of Chaos Space Marines along with a brand new upgrade sprue. This is what allows you to create the new models/units currently only found within this book. The Aeldari Corsairs come along as their sworn foe and are entirely new kits with a host of variety and visual pizazz. If you’ve ever felt like fielding piratical space elves of varying degrees of debauchery, these are your guys!

We’re going to focus on the rules, but If you missed the models then you can check them out on the Warhammer Community website. The Nachmund box comes with a rule book that grants rules for the two kill teams included as well as new terrain rules. Let’s dive in…

Knives, Soul Gems and Eyepatches

The Aeldari Corsairs are the show-stealers in this box as other than a few Forgeworld conversion kits, I don’t recall seeing them ever having a full kit before. There’s a chance I’m not old enough to remember, but I’ll take that as a good thing for now as I hurtle through my thirties.

The Corsairs in Kill Team Nachmund are draped in character, swagger and…well, swag. In the lore, the Corsairs are typically outcast from their Craftworlds or cults and band together to raid, plunder and pillage to survive. This means that each unit isn’t just visually distinct but has unique qualities represented by its rules and wargear, too. Between the Shade Runner, Soul Weaver and Way Seeker alone you can see influences from Craftworlds, Drukhari and the Ynarri.

It is in this that you get that full Kill Team experience that everyone who loves the system yearns for. Kill Team Nachmund delivers for two factions what every faction needs for Kill Team to become that personal and special experience for each fan and player. Anyone looking to run an Aeldari Kill Team with a mish-mash of equipment and wargear will find immense satisfaction in the Nachmund book. The Corsair models are fantastic, but Kill Team really shines when the players get stuck in and the kit-bashes and conversions start to appear!

Swift Yet Squishy

The unique rules for the Corsairs are also exactly what players would want. This includes formidable psychic prowess means having access to an additional power compared to the heretical legionnaires they oppose. Granting a nearby and visible friendly Corsair a temporary 3+ invulnerable save is certainly nothing to sniff at! However, casting psychic powers comes at a risk, as each time you try and manifest two psychic powers in a row you run the risk of Mortal Wounds due to understandable warp shenanigans. The Corsair Way Seeker is able to cast a psychic power twice during an activation, whereas the Chaos Balefire Acolyte can only do so if it has a certain piece of equipment. The risk there is, do you spend EP on the Malign Scripture and potentially fluff the second attempt to case and suffer the extra damage?

Anyway, let’s get back to the Corsairs. Typically, their defense stats are consistent with each getting 3 Defence Dice on a 4+ save and usually 8 Wounds each. The Move characteristics are the same as the Chaos Legionnaries, but each Aelderi gets a free Dash action each time they move. This will, always, keep them one step ahead of the Chaos Marines in terms of position. This balances their fragility.

They bring plenty of hurt, too. The sniping Fate Dealer has a Ranger Long Rifle that has the potential to do 6 damage per attack (with 3 Mortal Wounds on a critical hit). Considering it can make 4 attacks at once, it can obliterate most enemies foolish enough to leave themselves exposed. However, get close enough to it and the Fate Dealer could fold like paper. These guys can run rings around the Chaos Space Marines, but if they stumble or trip then it won’t take much to stop them running permanently.

Axes, Claws and…Books?

In the other corner of Kill Team Nachmund we have the Chaos Legionnaries. These Heretic Astartes already have a strong start for conversions since the new bits in the box are simply an upgrade sprew along with the existing Chaos Space Marines kit. The CSM kit is still a fine box with plenty of options, so the creativity and imagination of players should be frolicking freely here.

With Chaos Marines long being a staple in the 41st millennium, there are plenty of ol’ favourites here where equipment is concerned. We’ve got plasma guns, chainswords and power weapons. However, the new additions are indeed most welcome. The fan-favourite Reaper Chaincannon can deal more damage than the existing Heavy Bolter but also has Ceaseless so you’re rerolling 1’s, increasing the chance of damage output to your target and any foes nearby thanks to Fusillade.

The gruesomely possessed Anointed attacks with Daemonic Claws that have Rending. However, once per battle you can say that the daemon within is seizing control. This gives the Daemonic Claws Ceaseless and Lethal 5+ whilst also granting a 5+ save against wounds suffered. Sure, at this point the Anointed cannot pick up objectives or shoot at all, but who cares? Charge it into the enemy and let it have a grand old time!

Spellslingers

I’ll say that it’s been great to see Kill Team Nachmund bring two brand new psykers with new rules as it adds just that extra layer of depth to the game. With that, the Balefire Acolyte is the opposing psyker to the Way Seeker of the Corsairs. However, where the Way Seeker is more measured to their Corsair brethren, the Balefire Acolyte is all power, malice and spite.

The Life Siphon psychic power allows the Acolyte to shoot a ranged psychic weapon and, upon damaging an enemy enough, can heal Wounds of a nearby Legionary. Malign Influence even lets the Acolyte buff a visible friendly Legionary’s weapon to gain the Lethal 5+, Brutal and No Cover rules. It feels a little bizarre having supporting spells on a Chaos psyker who I typically expect to be self-centered and narcissistic beyond measure. But I’m sure it won’t matter when I’ve got a buffed-up Legionary with fists that hit like a bolter on steroids!

Oh, Hi Marks

Possibly my favourite things for the Chaos Legionary Kill Team would be the Marks of Chaos. These will, once again, permit for all sorts of customisable options and creative licks that’ll come down to the less inhibited hobbyist. Each fighter must take a mark (Khorne, Nurgle, Slaanesh, Tzeentch or Undivided) and these will grant specific bonuses as well as access to specific Strategic Ploys and/or Tactical Ploys.

Marks of Slaanesh improves the speed of fighters whereas a Mark of Tzeentch allows a single shooting attack of 5+ to be considered a Critical Hit. Undivided is a fairly safe one as it allows you to re-roll one attack dice (shooting or melee) if the targeted enemy is within 6 inches. But being Mark of Nurgle not only improves your chance of shrugging off a shooting attack, but you also get access to the Implacable Strategic Ploy. Implacable allows a Nurgle fighter to not be treated as injured, ignore negative APL modifiers and ignores the worsening Ballistic Skill in Overwatch.

These allow you to really play with your options and mix/match, to an extent. Rosters with Khorne fighters mean you cannot take any Slaanesh (and vice versa), the same applies with Nurgle versus Tzeentch fighters. It’s thematic and lore-friendly, but I do love the vision of a mixed bag of Chaos fighters wreaking havoc in its multiple forms across a battlefield.

When It Terrains, It Pours

Within the Kill Team Nachmund book you even get new rules to interact with the terrain that accompanies it in the box. This includes rules for:

  • Hatches
  • Exhaust Vents
  • Power Relay Substations
  • Cranes
  • Ferratonic Furnaces
  • Thermic Pipe Regulators
  • Pipes (of various sizes)
  • Fuel Reservoirs
  • Toxic Smog Stacks

These all come together to make a Kill Zone: Nachmund battlefield. Where these terrain features aren’t quite as vertical as other terrain sets, the rules on offer really add to the interactivity of the battlefield. There’s something reminiscent of Warcry to it, especially the new Red Harvest rules.

There are rules far “Explore Underground” actions with hatches that can grant fighters additional XP, rewarding their attempts at exploration. The Smog Stack can churn out toxic smog, decreasing the Defence of nearby fighters, unless you spend an action to turn it off – allowing players to try to hinder the enemy team or try to make life easier for their own.

Rules for missions within the book exist that utilise the terrain entirely and make for fun and immersive fights throughout these industrious regions. However, akin to some of the missions in recent 40K supplements, the deployment/setup of these missions is astonishingly verbose. What is supposed to be a quick system ideal for “setup and play” approaches is bogged down by bizarrely complex mission setups that probably take longer to setup than to play.

The Mighty Nachmund Gauntlet

Overall, Kill Team Nachmund does exactly what we want for Kill Team as a system. Weirdly complicated mission setups aside, it’s expanding the tools we have for more varied and frantic games of a solid and enjoyable skirmish system.

As I’ll continue to mention each time, it’s just a shame that some of the offerings here weren’t readily available when the system launched. The Kill Teams offered in the Compendium are a shadow of an offering compared to what we’re getting in these supplements. Both teams in Kill Team Nachmund are distinct with plenty of variety and each offers contrasting gameplay experiences.

These expansions are bringing Kill Team to life in the way we wanted it to be at launch. I just fear that, by the time all factions get their treatment, it’ll be too late as most players and hopefuls would be tired of waiting.

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