Elite Tyranid Warrior
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Not every battlefield in the Warhammer 40K universe is tread upon by the boots of millions of soldiers. For every army decimated by an equally massive enemy horde, there is a lone soldier and his team determined to sell his life dearly. Kill Teams are the determined (or unlucky) few who mount daring raids, perform impossible infiltration operations, and execute assassination orders. Muster your own Kill Team and participate in our Warhammer 40K Kill Team Tournament.
Entry fee is $5.00
Your Warhammer 40K Kill Team
Design your Kill Team with the following rules:
Select a 200-point force from any current codex using 0-2 Troops, 0-1 Elites, and 0-1 Fast Attack selections. You may NOT take HQ choices (including summoned greater daemons). Selections must be made per the rules, including upgrades, meaning you must take squads rather than individual models.
You cannot take special characters, models with more than 2 wounds, vehicles with an armor value (front + side + rear) over 32, flyers, or fortifications. (Also, you may not take Doom of Malanti.)
All models move independently like characters, even if they are part of a unit. For the purpose of certain rules, models within 2″ of each other are still considered in coherency, benefits granted to a squad by a single model, for instance. Transports are still limited to carrying models from the same squad as well as other appropriate rules (size, for example). Assaulting models in coherency draws the appropriate models into the combat as normal.
Models that Deep Strike, Infiltrate, or receive Scout special moves may only take them if their rule indicates that they can use this ability “even if the mission does not normally allow this.” Otherwise, there are no reserves.
When a side takes 50% casualties, that side must make a leadership test at the start of each turn based on the highest leadership model currently alive in their force. Each subsequent round of this leadership test, apply a cumulative -1 penalty to the roll. Failure indicates that side has lost. The Fearless rule does NOT apply to this roll. (Treat vehicles as having a leadership of 10.)
Warhammer 40K Kill Team Deployment
Some kill teams are recruited for a specific task, but most are the unlucky souls chosen by circumstance alone. In the wrong place at the right time, they have one moment to shine or they will be forgotten by eternity. Warriors draw upon reserves they never knew they had. Select three special abilities from the list of universal special rules and apply one rule each to three models. You may not select the same rule or the same model twice. In other words: you will have three models with three unique abilities. Once again, if you aren’t sure about something, ask Tom. (But, if your model looks the part, you might earn a little clemency…)
Rules Options: Acute Senses, Adamantium Will, And They Shall Know No Fear, Armourbane, Blind, Bulky, Crusader, Daemon, Eternal Warrior, Fear, Fearless, Feel No Pain, Fleet, Fleshbane, Furious Charge, Hammer of Wrath, Hatred, Hit and Run, Infiltrate, It Will Not Die, Monster Hunter, Move Through Cover, Night Vision, Preferred Enemy, Rage, Rampage, Relentless, Rending, Scout, Shred, Shrouded, Skilled Rider, Skyfire, Slow and Purposeful, Smash, Sniper, Split Fire, Stealth, Strikedown, Stubborn, Swarms, Tank Hunters, Torrent, Zealot.
“Is this gonna be a stand-up fight, sir, or another bughunt?”
Kill teams will fight three rounds, but the circumstances of those fights will vary based on the scenarios. In Warhammer 40K, Fate is a fickle beast (and so is Tom). Soldiers in a Kill Team must be prepared for anything and everything, and most never expect to return from their missions. Objectives might matter more than annihilating the opposition and each round is scored based on victory conditions: 3 points for a win, 1 point for a loss, and 2 points for a draw.
At:
9047 Arrow Rte,
Suite 140, Rancho Cucamonga, California 91730
When: October 5th
Time: sign in at 12:00 pm Start: 1:00 pm to 5:00 pm
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