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Made in gb
Fixture of Dakka






Ol' Blighty

I've written rules for a kill-team game for a few friends, so here it is, (spoilered as it is quite long):
Spoiler:
Kill team (2-5 players)

Building a Kill team
Any non-vehicle unit is allowed in kill team, with a maximum model count of 12 per player (40mm bases and jump infantry count as 2), at a maximum points cost of 250 points per player, including the following special rules, which can be given to an individual member of the squad:
Monster Hunter (Re-roll failed rolls to wound against monstrous creatures) - 10pts
Preferred enemy: Tyranids - 5pts
Stealth (+1 modifier to being spotted) - 10pts
Sureshot (+1 BS) - 5pts
Feel no pain* - 15pts
Counter-attack - 10pts
Frag and Krak grenades - 5pts
Eternal Warrior* - 15pts
Mechanic (see special rules) - 20pts
Medic (see special rules) - 20pts
Light-footed (Fleet, move through cover) - 10pts
Demolitions expert (demo charge and bombs (see special wargear)) - 20pts
Inspiring leader (+1 leadership to all friendly models within 12”)* - 10pts
Silenced weapon (see special wargear) - 3pts
Rules marked with an asterisk (*) can only be applied to the kill team’s leader (the model with the highest leadership value).

Deployment:
One Tervigon deploys in the exact centre of the board, with D3+3 patrols consisting of D3+3 termagants scattered evenly across the board, at least 12” from the board edges. Three buildings are then placed spread across the board, with an extra building for every kill team past the first 3. Each kill team then deploys within 3” of a board edge and at least 12” away from all other models (including other teams) and buildings. Note that kill teams do not need to follow unit coherency.

Tyranid movement
Patrols move D6” as indicated by a scatter dice (a hit means they remain stationary), with a field of view 180 degrees ahead, 2D6” away. If a kill team member is within this field of view, on a 3+, he is spotted, and the patrol may move and attack as normal, as well as alerting any patrols and buildings 2D6” away, which is then doubled the following turn if any alerted patrols remain alive. This also applies to unsilenced weapons firing, which then alerts all Tyranids within 3D6”. Tyranids automatically spot vehicles if they are moving within 2D6”, even without line of sight. If a building is alerted to an enemy’s presence, reserves appear from it the following turn, rolled for below. On the turn which the reserves appear, they may not move or assault, but may shoot. All patrols not alerted move as normal. If and when a bomb explodes, the explosion is deemed so large any patrols within 4D6 move their full distance towards it unless engaged in combat, as it is a greater threat to the hive than a mere handful of men (if the explosion is 12" or bigger, this becomes every tyranid on the board).

Roll Result
1 D3+3 Termagants
2 D3+3 Hormagaunts
3 D3+3 Genestealers
4 D3 Warriors
5 One of the above and one Zoanthrope
6 Carnifex or Tervigon

If a unit is rolled for but there are no models left to represent them, use the result above it instead.

Objectives:
The kill team’s objective is to kill the Tervigon(s) and/or destroy all the infested buildings by planting a bomb on it, and the Tyranid’s objective is to prevent this from happening.

Special wargear:
Bombs- Bombs can be planted by those with the demolitions expert on page 1. To plant, they must spend one entire turn undisturbed in base contact with that building, at which point the player rolls on the following table:

Roll Result
1 What does this button do?- The bomb explodes immediately, centred on the planter, with a radius of D6”.
2 Whoops, I forgot daylight savings- the bomb will detonate in D3 turns.
3-4 The bomb will detonate as planned.
5 Perfectly timed- the bomb goes off on a turn of player’s choosing.
6 And one for luck- the bomb has a blast radius of 4D6 on a turn of the player’s choosing.

Unless otherwise specified, the bomb detonates D3+3 turns later, with a S10 AP2 blast of radius 2D6” on the centre of the building.

Silenced weapon- Applicable only to rapid-fire weapons, pistols and snipers (but not plasma weaponry), silencers mean weapon fire from them does not alert nearby enemies, as long as the unit being shot at is killed.

Medic- A medic grants feel no pain to all those of his species if within 6”. Medics must also have one hand free of weapons- rapid-fire weapons may be used one-handed, however. This only applies to members of the medic's own species, so a blood angel medic cannot help an imperial guardsman, but can help a space wolf.

Mechanic- May repair vehicles, as written on page 3.

Special rules:
Suicide mission- as the mission is incredibly perilous, with little chance of the members surviving, all kill team members can fire into combats as collateral damage for the good of the mission- all missed shots, on a 1 or 2, are resolved against the friendly models in the combat.

No turning back- These teams are hand-picked elites, and they know there is very little hope of extraction or surviving if they flee the battlefield- all models have the “and they shall know no fear” special rule.

I’m taking you down with me- If a kill team member with a demo charge dies before he gets to throw it, the controlling player may decide to detonate it, centered on the model.

Vehicles:
There are D3 vehicles on the board, the vehicles being agreed on by all players before the game starts, which count as boxes (immobilised, all weapons destroyed) until a mechanic spends a turn in base contact, at which point he rolls on the following repair table:

Roll Result
1 Ungrounded wire- The mechanic takes a wound.
2 *Fizzle*- Nothing happens.
3 One secondary weapon repaired.
4 All secondary weapons operational.
5 All weapons operational.
6 All weapons operational and no longer immobilised.

In order to crew the vehicle, one member of the kill team must be inside to drive, another to be the main weapon’s gunner and a further one per two secondary weapons (rounding up), none of which need be the mechanic, though the mechanic my repair further damage (rolling on the above table) taken to these vehicles by either being in base contact for a turn or being inside (though he abandons whatever position he is designated to be in). Note that only models with 25mm bases may crew vehicles- larger models are too bulky to operate properly in such a tight space.


All changes since first posting have been put in bold.

This message was edited 6 times. Last update was at 2013/05/08 16:42:31



DS:90-S++G+++M++B++I+Plotr06#+D+++A++++/eWD251R+++T(Ot)DM+
JB: I like the concept of a free Shrike roaming through the treetops of the jungle. I'm not sure that I like the idea of a real Shrike sitting on my couch eating my Skittles.
corpsesarefun: Thank god I missed be nice to shrike day.
greenskin lynn: because of all the skittles and soda, you basically live off sugar water, like some sort of freakish human-hummingbird hybrid. 
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

What if I put a model that is usually on a 40mm base on a 25 mm base instead? Can I have 12 of them?

The Medic rule is a bit... it seems badly worded.

I think the silenced weapon rule should apply to sniper weapons...

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Made in gb
Fixture of Dakka






Ol' Blighty

purplefood wrote:What if I put a model that is usually on a 40mm base on a 25 mm base instead? Can I have 12 of them?

The Medic rule is a bit... it seems badly worded.

I think the silenced weapon rule should apply to sniper weapons...


- I didn't think I'd have to specify it had to be on a legal base
- I'll look over it.
- Good point


DS:90-S++G+++M++B++I+Plotr06#+D+++A++++/eWD251R+++T(Ot)DM+
JB: I like the concept of a free Shrike roaming through the treetops of the jungle. I'm not sure that I like the idea of a real Shrike sitting on my couch eating my Skittles.
corpsesarefun: Thank god I missed be nice to shrike day.
greenskin lynn: because of all the skittles and soda, you basically live off sugar water, like some sort of freakish human-hummingbird hybrid. 
   
Made in gb
Fixture of Dakka






Ol' Blighty

Okay, after a test game, I think I may reduce the points allowance for games involving more than 2 kill teams. I'll try 250 for now, see how that goes.


DS:90-S++G+++M++B++I+Plotr06#+D+++A++++/eWD251R+++T(Ot)DM+
JB: I like the concept of a free Shrike roaming through the treetops of the jungle. I'm not sure that I like the idea of a real Shrike sitting on my couch eating my Skittles.
corpsesarefun: Thank god I missed be nice to shrike day.
greenskin lynn: because of all the skittles and soda, you basically live off sugar water, like some sort of freakish human-hummingbird hybrid. 
   
Made in gb
Boom! Leman Russ Commander






This looks fuuuuun ! I'll let you know how our game goes when I get chance to paly it.

   
Made in gb
Fixture of Dakka






Ol' Blighty

 Wolf wrote:
This looks fuuuuun ! I'll let you know how our game goes when I get chance to paly it.

Same here. Still only played one game, but I'll be playing another on wednesday. Even when it was unbalanced it's still great fun

Also, bear in mind it doesn't have to be tyranids, that's just what non-imperial army my gaming group has the most of, for example it could be orks:
ork boys patrolling around, reserves can be
1- shootas
2- choppas
3- nobs
4- meganobs
5- one of the above plus killa kan
6- deff dredd

This message was edited 2 times. Last update was at 2013/05/07 00:56:58



DS:90-S++G+++M++B++I+Plotr06#+D+++A++++/eWD251R+++T(Ot)DM+
JB: I like the concept of a free Shrike roaming through the treetops of the jungle. I'm not sure that I like the idea of a real Shrike sitting on my couch eating my Skittles.
corpsesarefun: Thank god I missed be nice to shrike day.
greenskin lynn: because of all the skittles and soda, you basically live off sugar water, like some sort of freakish human-hummingbird hybrid. 
   
 
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