Switch Theme:

The New Kill Team - unoficial Warhammer 40.000 expansion  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in kz
Slippery Scout Biker




Almaty

The New Kill Team v0.4
Old versions:
The New Kill Team v0.3
The New Kill Team v0.2b
The New Kill Team v0.2a
The New Kill Team v0.2
The New Kill Team v0.1


This is the edition of Kill Team, that we use in our club. It uses action points instead of phase system. I think it's much more closer to skirmish, than original Kill Team.
Basically, any model has 2 action points, that it can use to any action, that it can normally do in any phase. So, you can move, then shoot or shoot, then move.
Rules are still experimental, but it can be used to game already.

Any suggestions or critics are welcome.


P.S. Sorry for bad English, of course.

This message was edited 3 times. Last update was at 2015/07/26 10:10:43


 
   
Made in us
Xeno-Hating Inquisitorial Excruciator





So a similar style to XCOM then, very cool.
   
Made in gb
Regular Dakkanaut




Interesting idea. However, my main area of complaint would be the "More saves" section, as it makes some units straight up too hard to kill and some armies impossibly weak. For instance, a Terminator standing outside of cover would take on average 54 lasgun shots to be taken out. Then, when in cover, that would rapidly go up to 81-162 shots (5+ or 4+ covers). And that's even before factoring the Injuries table.

In contrast, a Terminator would only need 6 shots on average against a Guardsman who's in cover. As such, there would be a massive need to rebalance the cost of each model doing it this way.
   
Made in nz
Disguised Speculo





My biggest issue is shooting into melee. Misses of 1 hit your own guys is a rather trivial penalty and pretty much removes the ability for troops to engage the enemy for protection
   
Made in kz
Slippery Scout Biker




Almaty

All optional rules are even more experimental than core. I'll test all of these rules today for first time.

But you may not use them, if you see that it will bring more disbalance in game.
So, you can use injuries table and not use friendly fire or more saves.
   
Made in kz
Slippery Scout Biker




Almaty

So, friendly fire is really broken. No fire to close combat now.

May be all sucessfull shots will wound random model (friend or foe) or something like this, but I'll think about it later.
   
Made in kz
Slippery Scout Biker




Almaty

NKT 0.3 is out.

Changelog:
- Restriction to duplicating actions in the same turn (so, you can not shoot twice, yeah)
- Explained how the close combat, psychic powers and optional rules work
- Added Gift of Slaanesh optional rule
- Document minorly reworked
   
 
Forum Index » 40K Proposed Rules
Go to: