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==Kill Team: Heralds of Ruin== When GW first released Kill Team, it was good. It was popular, used few models and so coaxed new players to invest in a few models and have some fun, and with the smaller size came a whole new set of possibilities... GW had taken a hold on the skirmish tabletop scene, and everything was good. Or so they thought. Unbeknownst to the British tycoon, their game had an effect on their customers, an effect they never learned to fear... Inspiration. So hold the ''fucking'' phone, clear the goddamn calender and strap in, 'cause we're going ''warp speed'' - Suddenly there was Kill Team: Heralds of Ruin, and ''gawd djammit'' it was the best fucking unofficial supplement for 40k since BattleScribe. Unlike the official Kill Team, Kill Team: HoR was more of a stand-alone game with its own rules, gear and playstyle, making it more of its own game than the official one (at least until Kill Team became a proper Specialist Game in it's own right). Not only that, the game took inspiration from Mordheim and Necromunda, allowing for the fans of those games to get a compromise between playing the supported game and the good one. [[Warhammer_40,000:_Kill_Team_(HoR)/Tactics|While many rules are changed and amended in HoR to fit the new playstyle]], these relatively light changes completely turned the game on its head, changing everything most players know about playing 40k. Space Marines are weak not-really-jacks-of-all-trades, masters-of-none infantry units, you say? Nope, in HoR they are among the most badass single models you can get, with powerful weaponry, grenades that can nail most things you come up against and an armour save that can really throw a wrench into any poor sod's plan. On the flipside, models like your Guardsmen are as good as toast - Imperial Guard is noticeably weaker than most other factions, and are generally poorly optimized for Kill Team, lacking any real sort of power unit (apart from Ogryns) and armoured vehicles. Kill Team: HoR is still fully supported by the Heralds of Ruin blog, who originally made the supplement in the first place, and there are several for discussing the game around the webs, though the Facebook groups is the most active. In addition to any army currently available from GeeDubs, the good blog made sure to add some fan favorites like the Deathwatch, the Adeptus Arbites, Genestealer Cults and some vastly improved Sisters of Battle, which just goes to show what can be done when you try to make a game that caters to the wishes of the customers. ===Reasons to Play Heralds of Ruin=== *Very active communities with groups regularly updating each faction and individual members whipping up custom campaigns on a regular basis. *99.99% more [[GURPS|variety and flexibility]] in team building compared to the other leading skirmish brands. *Supports and features all 40K factions, plus even the one you never knew you wanted. Want to play as the [[Megarachnids]]? You got it! Want to play as the Vermynus (A.K.A. [[Veer-Myn|Space Skaven]])? We got you covered baby! How about as the [[Old Ones|Slann]]? Well, that project has been on ice of a while... but once it's done, you certaintly can! *Very [[Your Dudes]] Friendly with many armies supporting custom sub-factions, new armory items, and some elements of character creation. *You're supporting quality community made content. *Unlike the [[Warhammer 40K|more]] [[Necromunda|official]] [[Adeptus Titanicus|game]] [[Age of Sigmar|systems]], you can have a relative say in how each faction develops as most opus writers are welcoming of feedback and new ideas.
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