I’m really glad I found this thread. I want the narrative/fluff aspect of 40k
to have the most importance in my games. 250 point armies consisting of customized figures with background info for each unit or character. I think the army lists included with the 3rd edition rules could be a good start. Does anyone have experience with those lists?
Welcome, glad you found us.
Once you realise how toxic the tourney/competitive(last GT
i participated in was 2011) scene is, you understand the narrative/fluff aspect of 40K
is the game is the reason we enjoy playing it. we want to play IN the universe and have our toy soldiers behave as if they were in that universe.
For 250 point games specifically i suggest you get a hold of the 4th edition main rulebook or it's PDF. it had the original combat patrol (250 point armies) and kill team rules/mission scenarios.
We use a version of that for our kill team games with 5th ed rules
I don't have the official document scanned, so i will just read off it and post the short version
.minimum 5 minis, max of 12
.one mini must be the leader and can be the only one of that type-IE sargents, librarians, cannoness, commisar, farseer etc...
.3 minis can have a special rule to represent battlefield skills(move through cover, relentless, eternal warrior etc..) but it cannot change the unit or weapon type
.you are encouraged to name all your minis for more fun
.units can be taken from any section of the codex with the following restrictions.
.maximum of 40 points (counts towards the 250 point total) of personal war gear from the unit selected-sternguard, loota boy, striking scorpion etc..
.no named characters
.no monsterous creatures(although they make a great op
-force for themed games-for every normal player a single nid player gets to bring 250 points of big bugs for a bug hunt for example)
.no vehicles with a combined AV
above 33-so you could bring a light vehicle like a razorback, chimera, war walker, grot mini tank, necron ark etc... but not something like a dreadnought or a predator
.using the 6th ed mysterious terrain rules is recommended for more fun. it leads to some silly things happening.
After each match a mini gets a d6
experience they can use to buy better gear or upgrade their stats-upgrading stats cost 5 XP each and cannot be done twice in a match for the same stat line.
(max stats are capped at- WS7, BS6, S6, T6, W3, I7, A4, LD10 )
If a mini "dies" in a match you roll a d6
on a 1 or 2 they take a permanent battle wound to carry over into the rest of their games.
the "wound" chart is as follows- 2d6s
rolled as percentiles
for space i am leaving out the funny anecdotes in the descriptions
11-out of actions-cannot participate in the next game
12-16-multiple injuries-roll d6
times on this chart ignore out of action, multiple injuries and full recovery
21-22-chest wound-toughness reduced by 1
23-leg wound- movement reduced by 1"
24-arm wound- strength reduced by 1
25-head wound-at the start of the next game roll a d6
-1-3 the model gains stubborn/4-6 the model gains rage
26-blind in one eye-BS
skill reduced by 1, a second blinding results in the model being retired from the kill team
31-33-shell shock-initiative reduced by 1
34-36-old battle wound-start off the game roll a d6
, on a roll of 1 the wound is acting up-the model may not participate.
41-45-full recovery- ignore all injuries-THIS IS KILL TEAM
56 bitter enmity-wounds cause mental damage roll a d6
and gain hatred for the following
.1-3 the enemy mini that caused the wound
.4-5 the enemy team that caused the wound
.6 the race that caused the wound
61-63-captured-exchange members with enemy kill team that also has captured minis (we rarely use this one, mostly ignore it)
64-horrible scars-this mini now causes fear
65 impressive scars- (so many role playing reasons) can only be applied once gain +1 leadership stat.
66-survival against the odds-full recovery gain an additional d6
The winning team also gains a pool d6
experience after each battle that they can use to buy stats or gear across the entire kill team spread out as needed.