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Made in gb
Member of a Lodge? I Can't Say



UK

Was flicking through my old 4th Ed rulebook today that has been collecting dust on my shelf for years. It has some awesome stuff in it. Something that caught my attention was the Kill Team rules.

For those who don't know it involves a Kill Team comprised of a a single squad of models that can be from various entries who have to complete an objective while avoiding or taking out "brutes" or guards who the players roll off to control each turn. These brutes become active when the kill team moves too close to them and can be used as normal.

Does anyone have any experience with these rules and do they work with 7th edition? They sound so much more interesting than the current "mini 40k" kill team rules we have at the moment.


"That's how a Luna Wolf fights."
"If you can't keep up, go and join the Death Guard"
"It had often been said that Space Marines knew no fear, but when Angron charged, he ran" 
   
Made in us
Tunneling Trygon






I played a couple games and converted some Nid models to work as well, which means I have a few bugs that just can't be used these days... But for non-Nid models, sure. It wasn't so much about squads or specialists then, just individual upgraded models and horde type enemies in tiny groups. So I don't see why it couldn't work with modern models.

Using modern Kill Team rules with the roaming sentry enemies wouldn't work so much though. Modern Kill Team is too many points, if I remember right. I can't find my old White Dwarf that went over how to play though so I can't check up again, but I remember the featured Tyranid Kill Team was three Hormagaunts, three Genestealers and four Termagants.

Adapting current models into an old game mode shouldn't be difficult. Like playing Death World or Planetstrike. Nothing really breaks since the USRs don't change and combat doesn't change.
   
Made in gb
Member of a Lodge? I Can't Say



UK

Cool, I'm gonna see if anyone wants to give it a go when i'm down my local GW later this week.

In case anyone else is interested I typed up a brief outline of the rules for 4th ed kill team with a couple of my own adjustments.

Brute Squad = 200pts of none upgraded troop choices. 20pts may be spent upgrading a model to a squad leader. They must be split into squads of 3 same type models with 4 man squads only if there is an excess.

Kill Team = 160pts following standard kill team rules (no psykers, no HQ, no 2+ saves, 1 wound only, max 30 AV vehicles etc) and combined in a single squad.

At the start of the game all brute squads are unaware. A Brute Squad becomes aware if, at the end of any turn, it is within line of sight and spotting distance (Ballistic Skill + the number of klaxon counters) of the Kill Team or an aware Brute Squad. Aware Brute Squads act as normal.

The Brute Squad player gains a single Klaxon Counter at the end of any turn when a brute squad becomes aware or the kill team move more than 6” or shoot in any phase or reach the objective.

By default unaware Brute Squads are inactive. At the start of his turn the Brute Squad player may activate up to D6 squads. Each player roles a D6 for each active squad adding the number of klaxon counters to the brute squad player’s role. The player with the higher role may move the corresponding brute squad 6” in any direction. If there is a draw the Brute Squad player wins.

Brute Squad player sets up terrain and an objective in the centre of the board which the Kill Team must get to and then take to a board edge. He deploys his brute squads within 12” of the objective.

The Kill Team player sets up his squad within 3” of any board edge.

The Kill Team Goes first and always acts as normal.

There is no turn limit.


Let me know what you think.


"That's how a Luna Wolf fights."
"If you can't keep up, go and join the Death Guard"
"It had often been said that Space Marines knew no fear, but when Angron charged, he ran" 
   
Made in us
Stoic Grail Knight





Raleigh, NC

Modern killteam is something between the 4th edition killteam and the old "40k in 40mins," which was a 400pt. game that developed into the Combat Patrol format you see in tournaments these days.

The old Kill Team was, IMO, a much better version of "forging the narrative" that offered a nice alternative mode to use your 40k models in. It also encouraged some crazy conversions (I recall a very cool Adepta Sororitas sentinel conversion )

This message was edited 1 time. Last update was at 2014/11/04 20:38:25


 
   
 
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