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Made in us
Regular Dakkanaut




Hello! I'm finishing writing up a campaign and the last bit will be Heralds of Ruin Kill Teams rules. Very narrative driven as it makes sense to this campaign (ie no ethereal because he's using Farsight, Ad Mech can't use relics because they are renegades, etc). We wont be using points and will be using a modified version of the miniwargaming one (itself a modified version of the HoR Kill Team rules.) When selecting wargear, all upgrades normally allowed in their codex can be taken unless stated in the restrictions. Would like some input on the special rules I've come up with and also if the restrictions are too heavy handed or not enough. Here they are:

Tau Campaign - Endgame
Tau Kill Team Team Building Rules

Composition:
1 Leader
0-2 Support
0-1 Specialist
1-4 Core
Unless noted all team members have 3 wounds instead of their normal wound stat.

Leaders

Defender Champion
Stats: Defender Champion uses the stat line of a Crisis Shas'vre, but with 4 wounds.
Bonuses: Sworn Protector is a special rule that allows the Defender Champion to Look Out, Sir! for any model within 3".
Options: Cannot take Command and Control Node or Multi-spectrum Sensor Suite. Can only take 1 Signature System. May take up to 3 items from the Support Systems and/or Ranged Weapons lists.

Support Champion
Stats: Support Champion uses the stat line of a Crisis Shas'vre, but with 4 wounds.
Bonuses: Prodigy of Darkstrider is a special rule that allows models within 3" to consolidate D3" immediately after firing Overwatch before rolls for charge are made.
Options: Cannot take Command and Control Node or Multi-spectrum Sensor Suite. Can only take 1 Signature System. May take up to 3 items from the Support Systems and/or Ranged Weapons lists.

Warrior Champion
Stats: Warrior Champion uses the stat line of a Crisis Shas'vre, but with 4 wounds.
Bonuses: Prodigy of the Fireblade is a special rule that allows the Warrior Champion to select one model within 3", if they don't move that model adds one shot to one of their ranged weapons profiles until the end of the shooting phase.
Options: Cannot take Command and Control Node or Multi-spectrum Sensor Suite. Can only take 1 Signature System. May take up to 3 items from the Support Systems and/or Ranged Weapons lists.

Support
May take either a Broadside Shas'vre or Sniper Drone Team with restrictions laid out below.

Broadside: May not take Missile Drones or a Seeker Missile. Can ever only have 1 Broadside on the team.

Specialist

May take either a Vespid Strain Leader or Stealth Shas'vre with restrictions laid out below.
Stealth: May exchange his Burst cannon with a fusion blaster. May not take a Homing beacon.

Core
May take a Fire Warrior Shas'ui, Pathfinder Shas'ui, or Kroot Shaper in any combination with restrictions laid out below.

Kroot Shaper: May be upgreded to Psyker (Mastery Level 1), if done then only one Shaper can ever be on a team. Has own chart if a 60+ is rolled for abilities.
Pathfinder Shas'ui: May exchange his Pulse Carbine for either an Ion rifle or Rail rifle. May take a Recon drone, Grav-inhibitor drone, and/or Pulse Accelerator drone, but each counts against his 2 drone limit.
Fire Warrior Shas'ui: May take a Guardian drone and if done the Shas'ui may also be equipped with a Field amplifier relay. May not take a support turret. May take weapons available to both the Breacher and Strike Teams.

Tau Campaign - Endgame
Ater Consortio List Building Rules

Composition
1 Leader
1-2 Skitarii
0-2 Cult Mechanicus
0-2 Allies
Adeptus Mechanicus models may not take any Relics in their respective Codexes. Unless noted all models have 3 wounds in place of their normal wound stat.

Leader
May take a Vanguard Alpha, he has 4 Wounds and starts at Level 2 at 10EXP

Skitarii
May take a Ruststalker Alpha or Infiltrator Alpha in any number up to the limit.

Cult Mechanicus
May take either a Kataphron Breacher/Destroyer or Kastelan Robot Maniple with restrictions laid out below.

Kastelan: May only ever have one on a team. Only one robot and his data-smith. The robot does not have Battle Protocols. The robot comes equipped with one TL heavy phosphor blaster, one powerfist, and its shoulder mounted weapon is the incendine combustor, these weapons may not be exchanged at any time.
Kataphron: May only ever have one, of either kind, on a team.

Allies
May take either a Grey Knight Strike Team Justicar or a Scout Bike Veteran Sergeant.


Kill Team Corsairs List Building Rules

Composition
1 Leader
4 Gang Members
Unless noted all models have 3 wounds instead of their normal wound stat. To represent the Corsairs every-elf-for-himself attitude when not under the baleful stare of their Prince and their desire to prove themselves during the Kill Team mission, Dancing on the Blade's Edge has been changed to the following: Corsairs always use the highest Moral in their profile, but must reroll passed Moral checks.
Leader
May take a Baron with restrictions laid out below.

Baron: May not take a Jetbike. Tyrant - Not wanting to show his teammates any fear, lest they use it to mutiny, the Baron throws himself into battle unflinchingly. Tyrant grants the Fearless special rule. Has 4 wounds. When generated you must pick from which Cotorie the Baron hails.

Titan Breakers: Once per game the Baron can add the Armorbane special rule to any one weapon until the end of the current phase.
Head Takers: Once per game the Baron can reroll to wound rolls of 1 in close combat until the end of the current phase.
Vault Breachers: Grants the Baron access to a Dissonance Cannon.
Sky Burners: The Baron may Deep Strike (not usually allowed in Kill Team).
Night Hunters: Once per game, in the shooting phase, the Baron has the Preferred Enemy (Everything!) special rule and can shoot even if Hidden.
Hate Bringers: Once per game the Baron has the Hatred special rule until the end of the current phase.


Gang Members
May take a Reaver Felarch, Voidstorm Felarch, Ghostwalker, Malevolent, and/or Balestrike in any combination with restrictions laid out below.

Reaver: May take a Flamer/Fusion Gun/Shredder/Blaster. Upstart - Being the lowest on the totem pole, these Felarchs do their best to stand out. Once per game a Reaver may add +1 WS, +1 BS, +1 S, or +1 A to the relevant stat until the end of the current phase.
Voidstorm: May not take a Flamer/Fusion Gun/Shredder/Blaster. Next in Line - Skill alone hasn't kept these cut throats alive, cunning in battle has saved them long enough to be within reach of a loftier position. Once per game a Voidstorm may add +1 T, +1 I, +1 Save, or +1 Combat Resolution to the relevent stat until the end of the current phase.
Malevolent: Curse of the Void - The Kill Team is more used to their wretched kin. However, seeing their tortured existence still affects their psyche. Any teammate within 12" and can draw LOS to the Malevolent has their Initiative reduced by -1. Has no effect on other Malevolents.
Balestrike: May include up to two Balestrikes, but they must pick different weapons. May not be Felarchs.
Ghostwalker: May take a Flamer/Fusion Gun/Shredder/Blaster.

This message was edited 4 times. Last update was at 2016/02/29 21:23:18


 
   
 
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