EDIT: Please see the Kill Team page FOUND HERE for updated rules and documents.Right, here are the updated rules for Kill Team. Lots of changes. Also formatted a shiny PDF that can be found here:
EDIT: UPDATED DOCS CAN BE FOUND HEREI'm also going to start writing army-specific rules. If any of you remember Brutal Conflict (my previous attempt at a Kill Team-esque 40k game) you'll find the format familiar. I've written the army list for vanilla Space Marines as a tester, please let me know what you think on balancing/format/etc:
EDIT: UPDATED DOCS CAN BE FOUND HERETo use the army list, simply ignore the 'Building Your Team' section in the Kill Team rules, and write a 250 point list using the army list document. I'm going to be setting up a separate page on this blog to host all of this stuff eventually.
Anyway here's are the Kill Team rules for those who don't like to download stuff:
KILL TEAM
Kill Team is a fan-made expansion to Warhammer 40,000 that allows you to fight more intimate, more narrative driven games of Warhammer 40,000. Instead of fighting across vast battlefields controlling armies of hundreds of troops, you take control of a small task force with a handful of men.
A Kill Team game uses the core Warhammer 40,000 rules, with the following changes and additions.
GENERAL RULESA Team of HeroesAll models in a Kill Team game act completely independently, and are classed as single model units in all respects. Every model is also classed as a Character, and all ranged or melee attacks that hit are automatically Precision Strikes (no need to roll a 6).
Area of EffectThere are pieces of wargear that are carried by one model that affect the whole unit to which they are attached, such a Medi-pack or Waaagh! banner. As every model counts as a single unit in Kill Team the item would be of limited use. In games of Kill Team these items will instead have an Area of Effect. Any friendly model within 6” of a model carrying one of these items gains the benefits from the item.
Unit-wide AbilitiesSome units can buy abilities that have a single cost but affect the entire unit. For every one of these abilities you buy, you may give that ability to any model for free from the same unit entry, up to the maximum size of that unit. Options that have a points cost for individual models (such as Scout Camo Cloaks), or are wargear (see Area of Effect above) do not use this rule and are bought one per model.
MOVEMENT PHASERunningInstead of rolling to determine a model's Run distance, always assume you rolled the highest possible result.
Climbing/JumpingAlthough there are rules already present for climbing and 'leaping down' in the core rulebook, the following combined rule has been designed to provide a more elegant alternative:
A model in Kill Team may climb walls and jump gaps up to 6" high/wide during their movement phase. To do this they must move up to the wall or gap and still have enough movement left to be able to climb or jump the distance required. The model must pass an Initiative test. If they pass, they climb or jump successfully and may continue moving if they have any movement left. If they fail when climbing up, the model simply stays at the bottom of the wall. If they fail when climbing down or jumping a gap, they fall: The model falls from the point they started to climb/fall and takes an automatic hit with a Strength equal to the distance they fell in inches (rounding down).
BuildingsYou may embark any number of models into a building, up to its maximum Transport Capacity, ignoring the 'one unit only' rule. Any models embarked into a building will count as a single unit in all respects. As soon as a model disembarks (which they may do so individually) it immediately counts as a single unit again. A model can also leave one unit to join another in a different location in the building (e.g. the battlements) as long as its destination is not full.
SHOOTING PHASEArea TerrainBecause Kill Team is a skirmish game, you may decide to ignore the rules for area terrain. Instead, work out cover on a model-by-model basis using the true line of sight and 25% obscured rules. Although completely up to the players, we find that it allows you to get more cinematic with your terrain and model placement ("He's ACTUALLY hiding behind that tree/ruin!"). It is then up to the players whether they still count the region as Difficult Terrain.
NerveAny model must take a Leadership test if any friendly model is killed within 3” during the Shooting phase. If failed, the model is immediately subject to the ‘going to ground’ rule.
Suppressing FireIf a weapon has more than one shot with a weapon (such as a heavy bolter), the owning player may decide to use Suppressing Fire. Choose a primary target within range; any models within 3" of this target are eligible as secondary targets. Roll to hit as normal - if any hits are scored at least one must hit the primary target; any remaining hits may be worked out against any secondary targets. You must allocate at least one hit to every eligible model before putting more than one hit on a model.
ASSAULT PHASECounter-chargeAfter all charges in the Charge sub-phase are completed, any friendly models within 3" of an assaulting enemy model may take a Leadership test in order to Counter-charge. If they pass, the model may choose to assault too. Move the model into contact with an assaulting any model within 3". A model that uses Counter-charge does not gain any bonuses for assaulting unless they have the Counter Attack USR. In the event that a model is in range of more than one assault, they can choose to Counter-charge to any one they wish.
Assault ResultsWhen determining assault results, add one Wound for each of the following conditions that apply to each side before working out the result. This will allow models to win/lose combat, even if no Wounds have been scored, and represent the psychological effects of a melee:
- Side contains a model that Charged this turn.
- Side contains a model that Counter-charged this turn.
- Side outnumbers the other side.
BUILDING YOUR TEAMBefore you play a Kill team game, you must build your team. Each team must cost no more than 250 points, and can contain anywhere between 5 to 25 models. No single model may cost more than 80 points. To build your team, purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections in your codex. Unit leaders (such as sergeants), may not be taken.
If a model can be bought separately as a squad option (for example, Tactical Marines can be bought at "+16 pts per model") use that cost for the model. If the model can only be bought as a set squad size, simply divide the total squad cost by the number of models to get an individual price.
You must also abide by the following restrictions:
Unit Selection Restrictions- No models listed as Unique.
- No models with the Monstrous Creature or Flying Monstrous Creature unit types.
- No more than 2 models total with either the Jump or Jet Pack unit type.
- No more than 2 models total with either the Bike, Jetbike, Artillery, Cavalry, or Beasts unit types.
- No models with a 2+ armour save except for the Team Leader.
- No models with a 3+ or 2+ invulnerable save except for the Team Leader.
- No model may have more than 2 wounds except for the Team Leader.
- No vehicles with the exception of a single Walker per team, and only if it has a total armour value of 33 or less on all sides.
Wargear Selection RestrictionsA team may contain no more than 5 non-basic weapons upgrades; and only 2 may be a Heavy or Salvo type weapons upgrade. You may not take Ordnance type weapons. 'Non-basic' weapon upgrades are those that are not initially equipped on the model. Ignore any restrictions to wargear due to number of models in a unit (e.g. ‘for every five models…’).
Team LeaderPick one model from your team to be the Team Leader. This model is automatically upgraded to the ‘unit leader’ version for free if it has one (i.e. a Sergeant, Nob, etc.), and may take wargear options accordingly. The Team Leader may equip some restricted equipment as stated in the above wargear restrictions, and any equipment he takes does not count towards the non-basic upgrade weapon limit. Basically, he gets the pick of the loot! The Team Leader also gains +1 Wound (to a maximum of 3) and the following 'Inspiring Presence' special rule:
Inspiring Presence: Any friendly model within 6" of the Team leader may use his Leadership for all Leadership tests.
ThemesSometimes you want to build a thematic team with a lot of one unit type, or entirely made up of 2+ saves. To accommodate this you may build a ‘theme’. You may choose only one of the following options when creating your team:
Unit Type: You may include any amount of models from any ONE of the Jump, Jet Pack, Bike, Jetbike, Cavalry, or Beasts unit types. If you do so, your team must consist of at least 50% points worth of models with this unit type. Every model with your chosen unit type increases by 5 points.
2+ Saves: You may include any amount of models with a 3+ save. If you do so your team must consist of at least 75% points worth of models with 2+ saves. Every model with a 2+ save increases by 5 points.
3 Wounds: You may include any amount of models with 3 wounds. Every model with 3 wounds increases by 10 points.
RECON MISSIONEventually we’ll bring out additional missions for Kill Team, until then use the following mission when playing a Kill Team game.
SetupThis mission is played on a 4’x 4’ board, with a heavy concentration of terrain, the more terrain the better the game!
DeploymentBoth players roll a D6 – the highest scorer chooses a table corner and sets up his/her models within 18” of it. The lowest scorer then does the same in the opposite board corner. The player who deployed first goes first, unless his opponent can steal the initiative on a roll of a 6!
Built-up area:Due to the restrictive terrain you are playing on, no models may Deep Strike.
ObjectiveThe game lasts 8 turns. You gain 1 Kill Point for killing an enemy model or forcing it to flee the board (if it is fleeing at the end of the game, it counts as dead). The Player who scores the most kill points wins the game! Regardless of Kill Points, if one side completely wipes out the opponent, they win automatically.
Enjoy! - Darth Meer