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I'm wanting to compile a list of rules and upgrades that either have weird interactions in Kill Team or just don't seem to work in it. Hopefully I'm wording this request correctly. My goal is to use the list to create a set of house rules to use in running a Kill Team campaign at my LGS. The point is just so that, once written, every player is on the same page about how some of these things will work in the campaign. It's not about which side of the question is right or wrong in this thread, it's just about what the questions are. What I've seen so far from these boards:

Necron Quantum Shielding - does it disallow Necrons from having vehicles entirely?

Tau DS8 Turret - since the unit becomes several units in Kill Team, how does it actually work? Can it teleport around the battlefield?

Space Marine Scout Bikers - Cluster Mines - do they get to pick one piece of terrain for each model?

What other questions have come up for you guys in regard to using your models in Kill Team?
   
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How do pyskers work in kill team as if they function normally I can see the brotherhood of pyskers rule being a problem eg: pink horrors
   
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Sqauwky wrote:
How do pyskers work in kill team as if they function normally I can see the brotherhood of pyskers rule being a problem eg: pink horrors

Normal psykers would work normally. Brotherhood of Psykers is ignored for KT

Are there any regular psykers that can be taken in KT?
   
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 CrownAxe wrote:
Sqauwky wrote:
How do pyskers work in kill team as if they function normally I can see the brotherhood of pyskers rule being a problem eg: pink horrors

Normal psykers would work normally. Brotherhood of Psykers is ignored for KT

Are there any regular psykers that can be taken in KT?


zoanthropes?
   
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Split fire? If each model is its own unit, how is it supposed to work?

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 CrownAxe wrote:
Sqauwky wrote:
How do pyskers work in kill team as if they function normally I can see the brotherhood of pyskers rule being a problem eg: pink horrors

Normal psykers would work normally. Brotherhood of Psykers is ignored for KT

Are there any regular psykers that can be taken in KT?


The Thousand Sons aspiring sorcerer is the only one I can think of.

Edit: Also the broodlord from the genestealers Iirc.

Double edit:
 carldooley wrote:
Split fire? If each model is its own unit, how is it supposed to work?


It's for models with multiple shot weaponry such as a heavy bolter or scatterlaser. You nominate X amount of shots at target A and Y amount of shots at target B.

TRIPLE EDIT!:
BossJakadakk wrote:

Tau DS8 Turret - since the unit becomes several units in Kill Team, how does it actually work? Can it teleport around the battlefield?


We ruled that it just got attached to a single member of the firewarrior squad and it was his to deploy and collect + redeploy again if he moved out of range, but that was just our house ruling. Before someone asks, no, any abilities do not confer to the turret or visa versa.

This message was edited 3 times. Last update was at 2016/09/10 10:04:09


 Peregrine wrote:
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Shadowseers from the Harlequins, though they're almost totally useless because everything is a separate unit and theyre buffers.

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BossJakadakk wrote:

Tau DS8 Turret - since the unit becomes several units in Kill Team, how does it actually work? Can it teleport around the battlefield?


The rules say that the unit can purchase a turret, so I suppose that you could say that each model can have a turret but they have to pay for it for each model (as they are separate units)

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No. You follow standard rules for buying the unit - it's only at deployment that you split up.

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locarno24 wrote:
No. You follow standard rules for buying the unit - it's only at deployment that you split up.


Ahh, fair enough then. Must have been mistaken on that part then In that case I would probably designate one person in the unit to have it

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Attaching the turret to one model is what I've been thinking, I'm glad to see others have done that as well. How is that working out so far?
   
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 CrownAxe wrote:
Sqauwky wrote:
How do pyskers work in kill team as if they function normally I can see the brotherhood of pyskers rule being a problem eg: pink horrors

Normal psykers would work normally. Brotherhood of Psykers is ignored for KT

Are there any regular psykers that can be taken in KT?


Shadowseer. Warlocks, Thousand Sons sorcerers. I think that's it.


Automatically Appended Next Post:
Wraithguard. Why, exactly, did GW think allowing D-weapons in Kill Team was a good idea?

Grey Knights. If you're going to take away our psychic powers for kill team can we have a conditional points drop so we can still play?

This message was edited 1 time. Last update was at 2016/09/10 17:29:18


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BossJakadakk wrote:
Attaching the turret to one model is what I've been thinking, I'm glad to see others have done that as well. How is that working out so far?


Fairly well. The guy with the turret gets targeted off the bat as you'd expect, but you can often hide him and let the turret do all the work and have him pop out after a turn or two. Some people don't like that it effectively can't be shot at, but Meh, what else do you expect from a tau player?

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
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Anything with grenades


Automatically Appended Next Post:
The Animus Malorum

failed fear moral or pinning test is a random model in that unit removed from play

This message was edited 3 times. Last update was at 2016/09/10 19:43:14


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Pskyers allowed, can my unit of Pink Horrors summon? Is summoning allowed? I would think it should be house ruled out...as very few armies/units have psykers in the elite, fast or troop options.

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Brotherhood of psykers is out so your horrors are just there looking pretty and making guards feel usefull again.

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Buffalo, NY

Similar to the Tau DS8 Turret - Eldar Guardian Heavy Weapon Platforms.

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Can you take a mix of models intended for one army from a supplement and a codex (they are for the same factiom, but does the two books disallow it)?

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 Red_Ink_Cat wrote:
Can you take a mix of models intended for one army from a supplement and a codex (they are for the same factiom, but does the two books disallow it)?


Maybe? The wording in the book is 'single Codex or Codex supplement', but when you pick your force from a supplement it usually says 'use the Codex except where noted'. Do you have a specific example in mind? I've been looking, and a lot of supplements don't really matter in Kill Team (Iyanden giving you five Spiritseers in an HQ slot, for instance).


Automatically Appended Next Post:
 oldzoggy wrote:
Brotherhood of psykers is out so your horrors are just there looking pretty and making guards feel usefull again.


And my PAGK are grossly overpriced for less reason than normal.


Automatically Appended Next Post:
 Happyjew wrote:
Similar to the Tau DS8 Turret - Eldar Guardian Heavy Weapon Platforms.


As worded the platform is a separate T5 infantry model with one wound and a 3+ armour save. I'd think it moves around on its own and any Guardian purchased from the same unit can fire it instead of his own weapon.

This message was edited 2 times. Last update was at 2016/09/12 12:27:22


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 AnomanderRake wrote:
Maybe? The wording in the book is 'single Codex or Codex supplement', but when you pick your force from a supplement it usually says 'use the Codex except where noted'. Do you have a specific example in mind? I've been looking, and a lot of supplements don't really matter in Kill Team (Iyanden giving you five Spiritseers in an HQ slot, for instance).

Specifically Doom of Mymeara Shadow Spectres. The book is an absolute mess, and no matter how much I look, I cannot actually find any wording about how you are supposed to take Shadow Spectres. The only thing that notes that they are a Craftworld Eldar unit is the heading of the chapter and a little graphic on their datasheet that says "Eldar" - it's kind of similar to how the little symbols are now used to denote what force org slot something takes up. It's freaking obnoxious.

I have never had problems fielding them before since it is clearly intended to be a CWE entry that can be used with the original codex, but actually finding the words to figure out if it is allowed in KT is ridiculous.

 AnomanderRake wrote:

As worded the platform is a separate T5 infantry model with one wound and a 3+ armour save. I'd think it moves around on its own and any Guardian purchased from the same unit can fire it instead of his own weapon.

The Guardian using it to fire has to be within 2" of the weapon as well (as far as the codex is concerned). But would they even be allowed - because if all the Guardian models in its unit are removed (and KT makes it a unit by itself so no more guardians would be in its unit), the platform is immediately removed as a casualty?

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 Red_Ink_Cat wrote:
 AnomanderRake wrote:
Maybe? The wording in the book is 'single Codex or Codex supplement', but when you pick your force from a supplement it usually says 'use the Codex except where noted'. Do you have a specific example in mind? I've been looking, and a lot of supplements don't really matter in Kill Team (Iyanden giving you five Spiritseers in an HQ slot, for instance).

Specifically Doom of Mymeara Shadow Spectres. The book is an absolute mess, and no matter how much I look, I cannot actually find any wording about how you are supposed to take Shadow Spectres. The only thing that notes that they are a Craftworld Eldar unit is the heading of the chapter and a little graphic on their datasheet that says "Eldar" - it's kind of similar to how the little symbols are now used to denote what force org slot something takes up. It's freaking obnoxious.

I have never had problems fielding them before since it is clearly intended to be a CWE entry that can be used with the original codex, but actually finding the words to figure out if it is allowed in KT is ridiculous.


Huh, that's a good point. I don't own the book, so I couldn't help there, but it seems like they usually put a statement that says something along the lines of "This unit can be used in place of X" or "This unit may be taken as yada yada" on a separate page to the datasheets, right? My friend has Doom of Mymeara, and was just talking yesterday about putting Spectres in his KT. I'll have to ask him to check on that.

Personally, I'd probably allow it anyway.

 Red_Ink_Cat wrote:
 AnomanderRake wrote:

As worded the platform is a separate T5 infantry model with one wound and a 3+ armour save. I'd think it moves around on its own and any Guardian purchased from the same unit can fire it instead of his own weapon.

The Guardian using it to fire has to be within 2" of the weapon as well (as far as the codex is concerned). But would they even be allowed - because if all the Guardian models in its unit are removed (and KT makes it a unit by itself so no more guardians would be in its unit), the platform is immediately removed as a casualty?


Definitely gonna check the wording on that with artillery later today.
   
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Sister's Acts of Faith... Can each model make its own test, or does the unit have to do it all in the same turn?

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Obviously this is an imperfect variant rule system based on an imperfect rules system by GW Go figure! They make fantastic models, not games.

I wouldn't expect GW to come out with an FAQ/errata any time soon. This is why Heralds of Ruin exist, and if you don't know what that is, google it. It's the Kill Team rules we wish GW had made, but didn't. It's an unofficial Kill Team game complete with codexes for each and every faction in the game, along with unique wargear and abilities. It's open sourced, and it's constantly updated with FAQ's and Errata. The creators use Facebook to directly communicate with fans about the rules as well. It's a fantastic skirmish game and I'd suggest trying it over the Kill Team rules GW has made.

If you really want to play GW's Kill Team, you are going to have to have a moderator for your campaign. This person will make rulings for your group, and hopefully move the campaign along. If you are playing one shots, then you are going to have to chat with your opponent before the game and come up with a solution to these kinds of issues.

A lot of these questions could be answered simply by reading the actual Kill Team rules. Even though you select models as part of a squad or unit, after deployment, each model is treated as a separate unit.[u]. Therefore, a Tau Tactical Support Turret would form it's own unit, and be removed as a causality as it would not have any other models from it's unit within 2". The same is true with the Eldar Weapon Platform- the weapon itself would make a unit, and the two extra crewmen that come with it would be their own unit. You could place the platform, but never do anything with it because it would have no crew.

Independent Characters cannot join another model to make a unit of two models.

You can't use an Conjuration powers, and reserves are not allowed. Deepstriking is not allowed. Ongoing Reserves are not allowed. The only way for models to come in from reserves or later in the game is via Outflank. So no summoning of extra units.

There is no Brotherhood of Psykers/Sorcerers.

There are more rules too. And specific rules for each codex. I encourage ya'll to drop the $10 on the eBook. Not everyone in your play group needs one, but everyone playing should read it.

For the Acts of Faith- it's the entire unit that benefits from the act, and as you only have a unit of one model, then each model with the Act of Faith would get to make a Leadership test for the Act of Faith once per game.

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Yeah, the rulebook does answer a lot of these questions, but some of these things being brought up are not actually covered the way you claim. For example, the Tau support turret is not deployed, simply "set up" if the unit doesn't move in the movement phase. Considering it's an upgrade normally purchased by a whole unit, a lot of people are playing it as though they can set it up near any member of the squad that purchased it, meaning it gets to jump around the table in KT.

Like I said, I'm going to check the codex after work, but Battlescribe does have the guardian heavy weapon turret listed as infantry, and I remember the codex having a special way of treating it since it's not artillery, but I can't remember the wording off the top of my head.

I think you're thinking of the Vaul's Wrath Support Battery, which actually comes with 2 crew members as you described.
   
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Personally, I feel that brotherhoods of psykers should still count as a single unit, regardless of the space between them, for generating warp charge in Kill Team. When it comes time to manifest, only a single model can manifest a power known by the unit, and that power cannot be manifested again by the unit.

So, a Kill Team army made of a single unit of 10 Grey Knights (can you even have that many in kill team?) that wanted to cast Cleansing Flame would have a single model attempt to cast it instead of all of them casting it. The nova would be 9" off of just that model. No other model in the army could attempt to cast Cleansing Flame that turn.

This message was edited 1 time. Last update was at 2016/09/12 18:20:59


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Had an interesting one come up with the endless night fighting mission.

In deployment, models must deploy 3" apart from one another. So, does that mean anyone can deploy in their transports? Because I did that yesterday and didn't even realize that that could have been illegal until later

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 MrMoustaffa wrote:
Had an interesting one come up with the endless night fighting mission.

In deployment, models must deploy 3" apart from one another. So, does that mean anyone can deploy in their transports? Because I did that yesterday and didn't even realize that that could have been illegal until later


Oh geez, that's a good one. Because the whole reasoning for the spreading out is that they're in a "search pattern," hard to be in a search pattern if a number are embarked. Hm.

Oh I also had this thought regarding the "Infiltrate the Camp" mission - It talks about the Attacker's models being able to leave the board and scoring VP for it, but if you moved all your models off the board, aren't you tabled and lose the game? Very much not going to play it that way, but it doesn't lift the need to have models on the table until the end of the game. Just a funny thing.


Automatically Appended Next Post:
 Yarium wrote:
Personally, I feel that brotherhoods of psykers should still count as a single unit, regardless of the space between them, for generating warp charge in Kill Team. When it comes time to manifest, only a single model can manifest a power known by the unit, and that power cannot be manifested again by the unit.

So, a Kill Team army made of a single unit of 10 Grey Knights (can you even have that many in kill team?) that wanted to cast Cleansing Flame would have a single model attempt to cast it instead of all of them casting it. The nova would be 9" off of just that model. No other model in the army could attempt to cast Cleansing Flame that turn.


You got me thinking about it. Maybe I'll playtest this some with my GK friend and see how it goes.

This message was edited 1 time. Last update was at 2016/09/12 21:33:53


 
   
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BossJakadakk wrote:
Yeah, the rulebook does answer a lot of these questions, but some of these things being brought up are not actually covered the way you claim. For example, the Tau support turret is not deployed, simply "set up" if the unit doesn't move in the movement phase. Considering it's an upgrade normally purchased by a whole unit, a lot of people are playing it as though they can set it up near any member of the squad that purchased it, meaning it gets to jump around the table in KT.

Like I said, I'm going to check the codex after work, but Battlescribe does have the guardian heavy weapon turret listed as infantry, and I remember the codex having a special way of treating it since it's not artillery, but I can't remember the wording off the top of my head.

I think you're thinking of the Vaul's Wrath Support Battery, which actually comes with 2 crew members as you described.


The Kill team rules say that anything that would normally begin the game off the board deploys on the board at the start of the game with every thing else. The only exception is Outflank.
   
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 Digclaw wrote:
BossJakadakk wrote:
Yeah, the rulebook does answer a lot of these questions, but some of these things being brought up are not actually covered the way you claim. For example, the Tau support turret is not deployed, simply "set up" if the unit doesn't move in the movement phase. Considering it's an upgrade normally purchased by a whole unit, a lot of people are playing it as though they can set it up near any member of the squad that purchased it, meaning it gets to jump around the table in KT.

Like I said, I'm going to check the codex after work, but Battlescribe does have the guardian heavy weapon turret listed as infantry, and I remember the codex having a special way of treating it since it's not artillery, but I can't remember the wording off the top of my head.

I think you're thinking of the Vaul's Wrath Support Battery, which actually comes with 2 crew members as you described.


The Kill team rules say that anything that would normally begin the game off the board deploys on the board at the start of the game with every thing else. The only exception is Outflank.


Under the Kill Team Missions heading, page 12 of my digital copy, I'm only seeing "You're on Your Own" reference the fact that reserves are not used outside of Outflanking, and it only mentions Deep Strike when talking about deploying normally.

"If any models in your Kill Team can normally only be deployed via Deep Strike, simply deploy them along with the rest of your army."

Is it on another page?

This message was edited 1 time. Last update was at 2016/09/12 21:59:19


 
   
 
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