Warhammer 40K: Kill Team Typhon Rule Showcase For Raveners & Servitors

Kill Team Typhon is coming soon and there are two very different Kill Teams coming with it. Get ready for Raveners vs Servitors!
It’s almost time for the Adeptus Mechanicus to take on the Tyranids in Kill Team: Typhon. We’ve got a whole new batch of miniatures along side some brand new rules with this boxed set. Let’s dive in and find out what these two Kill Teams are bring to the tabletop!
“Both of the teams in Kill Team: Typhon represent an aggressive departure from any play styles we’ve seen before. As such, both will take time to master, but will be extremely rewarding when you can orchestrate and execute the plans that make them tick. “
Raveners Rule Reveals
Kicking things off we’re starting with the brand new Raveners! Personally, I’m most excited about this one because I happen to be a Tyranid player. These are really cool and unique looking takes on the Raveners and I’m not-so secretly hoping we more of these style Raveners in the Tyranid army proper. Anyhow, this is also the first Tyranid Kill Team that’s not related to the Genestealer Cults and I’m pumped for it as well.
They come with 5+ saves which honestly isn’t great. However, they pack a lot of wounds and speed. You’re opponents are going to want to shoot them and keep them at a distance. However, they have some tricks to avoid being coming target practice.
Tunneling and Burrowing are kind of what Raveners are known for. That and ambushing up unexpectedly to attack their targets. Their special tunnel markers will be a key part of their tactics on the tabletop. In addition, they also have Predatory Instincts as a faction rule, too. This allows them to fight twice with each activation! Additionally, it can allow them to change their orders and Burrow for free when they counteract!
This combo provides a LOT of action economy which is just what the Hive Mind ordered. The Raveners need to be slippery on the tabletop so use that speed and action economy to your advantage if you want to win!
These Raveners are stat-monsters, too. 20 wounds is a lot. But you’re going to need ALL of them if you want to be successful with this Kill Team. The above Venomspitter is just one of the variants you’ll find in this Kill Team. It stands out because of it’s great all-around damage options. A threat at range and up close, you’re going to want to make the most of this operative for sure.
The Raveners are really going to lean on that hit-and-run play style. Be aggressive and take the fight to the enemy where you can. The slip away and regroup only to do it all over again!
The Battleclade Rule Reveals
Servitors might not seem like a powerhouse Kill Team option, but you might be surprised. They move slow but pack a LOT of firepower and have basically had the fear programmed out of them. If you stick to the plans of the Omnissiah and operate as the cog in the great machine, you just might find victory — and live to tell about it.
Faction-rule wise they have some rather unique options. First up don’t think of these servitors as individuals. Instead, think of them as part of a network with each member a different node. They are in fact a Noosphereic Network. “The eight Servitors can each spend 1 AP to allow a fellow Servitor to Network Counteract, performing a 1 AP action for free – with some restrictions.” Now, I’m entirely sure how that’s going to work out as it seems like a lot of resources to spend for a “free” 1AP action. But that one action at the right time could be pivotal to your game plan.
Then there’s the Battleclade Servitor Underseer. They are really a lynchpin for this Kill Team. Their Network Override can allow for surprise Network Counteraction. This can help a servitor take an unexpected attack followed by the Noospheric Spur to move back to safety. This Kill Team thrives on this “out of sequence” action economy to keep the opponents guessing.
Noospheric Possession is just one of their many ploys to use. It gives them a boost of Accurate 1 — for a team with mostly 4+ shooting that’s a nice extra to have.
Speaking of ploys and bonuses, there’s also the Duty of Reclamation which should help with those Command Re-rolls while contesting an objective. There’s also the Neurocyclic Reserve Cells which allows for you to essentially Transfer Power for free D3 times in a game. It’s a little swingy but it could pay off big!
Both of these Kill Teams will first be available in Kill Team: Typhon. Along with their new terrain options, too!
