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I think some rules in this game should be changed for thematic reasons. In general I love Kill Team's rules and I wouldn't change much about them (other than the way that they're organized and how difficult it is to find FAQ errata), but I have some small tweaks:
Tau drones don't necessarily need fly, but they should levitate. IE, they ignore the first 2 inches for each climb.
Death Korps should be immune to their own gas bombardment.
The Ammo Cache should grant a token to the operative that uses it that can be saved across turns until it shoots next.
The Comms Device should be able to be carried like the Portable Barricade.
The Portable Barricade should not disappear when set up next to a door. Instead you should be able to place it wherever you please and it should count as insignificant so it doesn't block movement.
The ladders should come in two states: deployed and undeployed. When selecting the ladders equipment you can mix and match like you can with grenades. The deployed ones work as they currently do, the undeployed ones can be set up by any one operative within it's its control range at a 1AP cost, but that same operative cannot climb that ladder during the activation. This is to prevent giving elite teams budget flying.
Any breacher operative should be able to go through a Gallowdark or Tomb World wall. If Raveners or Mandrakes can cheese close quarters terrain, why can't my one Ork Kommando Breacher or Imperial Navy Breacher guy do so?
Here is my Ravener kill team. I even made a tunnel base for them to keep track of when they're in their tunnel, and I modeled their tunnel markers with Tyranid bits.
The recipe is very simple. It's Black Templar contrast paint over Gray Seer spray primer, then coated in gloss varnish.
The teeth are Iron Hands Steel washed in Nuln Oil, and tongue and frenulum is Ultuhuan Gray washed in Nuln Oil.
Any xenomorph blood is Nurgle's Rot technical paint.
The acid-filled sacs are Deepkin Flesh washed in 1:1:1 Agrax Earthshade, Seraphim Sepia, and Morarian Grime. I did my best to replicate the queen's ovipositor color.
These are for Kill Team. I even made a tunnel base for them to keep track of when they're in their tunnel, and I modeled some tyranid bits on 20mm bases for their tunnel markers.
The recipe is very simple. It's Black Templar contrast paint over Gray Seer spray primer, then coated in gloss varnish. The teeth are Iron Hands Steel washed in Nuln Oil, and tongue and frenulum is Ultuhuan Gray washed in Nuln Oil.
Any xenomorph blood is Nurgle's Rot technical paint.
The acid-filled sacs are Deepkin Flesh washed in 1:1:1 Agrax Earthshade, Seraphim Sepia, and Morarian Grime. I did my best to replicate the queen's ovipositor color.
Played a game this Saturday. Ended up tossing my mine onto my friend's home objective and running my sapper back to safety, but what sealed the deal for me was losing 4 models in one EMP bomb blast, one of which was the sapper.
Ended up being close. I forgot the exact score but I lost like 12 to 15 or something.