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Revamped, Simple, 4th ed Kill Team rules  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Member of a Lodge? I Can't Say



UK

Hashed up some simple kill team rules based on the old 4ed kill team to have a go at with people at my FLGS. Looking to get some feedback as to whether they're fair, and not too abusable and also fun.

Please have a read and let me know if anything that is bad, good or could be improved jumps out at you. Thanks!

Simple Kill Team rules.
Brute Squad = 220pts of non 2+ save, non 3+ wound troop choices and transports with a max total AV of 32, all models are split into squads of 3 model units which may start in the transport with 4 model squads only if there is an excess. The brute squad must include one character who is the brute squad sergeant.

Kill Team = 180pts of non HQ, non 2+ save, non 3+ wound models and transports with a max total AV of 32 all combined in a single squad. The kill team may not have more than 12 models. Vehicles must remain within coherency and fire at the same target as the Kill team. The Kill Team must include one character who is the kill team sergeant.

The Brute Squad player sets up all terrain and deploys his brute squads within 12” of the centre of the board.
The Kill Team player sets up his squad within 3” of the board edge.
The Kill Team always goes first and always acts as normal.
There is no turn limit. The game ends when the Kill team completes its objective or is wiped out by the brute squad.

All brute squads start the game unaware. At the start of his turn the Brute Squad player must choose to activate up to D6 unaware brute squads. Both players role a D6 for each squad the Brute Squad player chose to activate adding the number of klaxon counters gained to the brute squad player’s role. The player with the higher role may move the corresponding brute squad 6” in any direction; this brute squad cannot do any more during this turn. If the roll is a draw the Brute Squad player wins. If the Kill Team player wins the roll they may not move the brute squad into dangerous or impassable terrain.

A Brute Squad becomes aware if at the end of the Kill Team players turn it is within line of sight and spotting distance (initiative + the number of klaxon counters) of the Kill Team or an aware Brute Squad or one of the models in its unit has been slain this turn. Aware Brute Squads act as normal for the rest of the game.

The Brute Squad player gains a single Klaxon Counter at the end of any turn when...
-a brute squad becomes aware.
-the kill team move more than 6” in any phase or more than 12” in a turn.
-the kill team shoot in the shooting phase.
-the kill team move within 3” of an objective for the first time.

Mission Ideas...
Mission 1: Extract: A relic or VIP is placed in the centre of the board which the kill team must pick up and escort off any board edge.

Mission 2: Assassinate: The Brute Squad Sergeant must start on the centre of the table with his unit. The Kill Team must assassinate the sergeant and then move off of any board edge.

Mission 3: Recon: The Kill Team must end at least one of its turns with all of its models in each table square. Once this is accomplished they must leave via the table edge they deployed along.

Mission 4: Escape and Evade: Instead of normal, the kill team must set up within 6” of the centre of the board while the Brute Squads must set up with in 6” of any of the board edges. The kill team must leave the board.

This message was edited 1 time. Last update was at 2015/11/09 14:54:22



"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 ca
Ork Boy Hangin' off a Trukk




Toronto, Canada

I was toying with the idea of using the 4th ed rules for the conclusion to a Heralds of Ruin KT campaign. you may want to try the HoR rules with a regular Kill Team one one side with Brutes on the other
   
Made in gb
The Last Chancer Who Survived




United Kingdom

Sounds like fun...

Meant to be played on a 4x4 board with lots of terrain, right?

Might give it a go later...
   
Made in gb
Member of a Lodge? I Can't Say



UK

 Selym wrote:
Sounds like fun...

Meant to be played on a 4x4 board with lots of terrain, right?

Might give it a go later...
I guess it could be played on any size table with any amount of terrain but 4x4 with a standard amount of terrain was what I had in mind.

Would love to hear how you get on with it!


"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 gb
The Last Chancer Who Survived




United Kingdom

I got my Kill Team ready:

==================================
Kill Team (Command Squad):

-Company Champion w/Power Sword, Combat Shield, Bike
-Veteran w/Meltagun, Bike
-Veteran w/Meltagun, Bike
-Veteran w/Meltagun, Bike
-Veteran w/Meltagun, Bike

[180 pts]
==================================

Only got one question though, can the brutes take liberties with their options? I'm planning to play this tomorrow with some of my own stuff, and my only viable opponent is IG, who can't really do the squad-by-squad thing, and make it work.

>Take Platoon, fill the table with models, or have issues with structure

>Take Veterans, can't make up the points without taking two squads, then there's two identical sergeants vying for "brute leader" status.

Can the brutes do stuff like take a cheapo HQ as the leader, such as a Priest or a Primaris Psyker? Can they ignore some structural rules, and just take a bunch of lasgun-toting minions and one character model?

This message was edited 2 times. Last update was at 2015/11/08 22:23:33


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



UK

So a guard player could take weapons teams to make up the points, and if there's multiple characters you can pick who the leader is.

So he could take 2x 10 man veteran squad with some special weapons and split it into 4x 3 man squads and 2x 4 man squads.

But the brute squads are supposed to be exactly that, brutes and grunts not HQs or elites.

This thing is all just an idea, I haven't even tried it out yet, if you want to make adjustments feel free to try it and let me know how it goes.

However i'd recommend you build a brute squad team as well and then you can swap with your opponent and be the defender.


"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 gb
The Last Chancer Who Survived




United Kingdom

I don't have an opponent yet, just meself :C

Just gonna be testing the mechanics of it.
   
Made in gb
Member of a Lodge? I Can't Say



UK

So here's my Tau Brute Squad.

-5x Breachers, 1x Shas'ui (Brute squad leader), 2x Gun Drones
-6x Strikers, 1x Shas'ui, 1x Gun Drone
-5x Strikers

and I'm gonna break it up into brute squads like this.

3x Breachers (Shas'ui)
3x Breachers
2x Strikers 1x Gun Drone
2x Strikers 1x Gun Drone
2x Strikers 1x Gun Drone
3x Strikers (Shas'ui)
3x Strikers

This is my Astra Militarum Kill Team

Militarum Tempestus Platoon
-Tempestor Prime w/power sword, Bolt Pistol, 1x Meltagun, 3x Hot Shot Lasgun
-Tempestor w/ bolt pistol, 4x Hot Shot Lasgun

So that'd be
A Tempestor Prime w/power sword + bolt pistol, Tempestor w/bolt pistol, 1x meltagun, 7x hot-shot lasguns.


"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 gb
The Last Chancer Who Survived




United Kingdom

I see
   
 
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