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![[Post New]](/s/i/i.gif) 2013/04/16 08:30:02
Subject: Re:Kill Team Rules (inc Campaigns)
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Long-Range Land Speeder Pilot
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I look forward to seeing more from this, especially the update. I have played plenty of fun games of kill-team and now I want to try your version
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If not for the mediocre who would be great, and thank goodness for those who are just terrible they make even those who are mediocre look great
May the Sons of Dorn forever be vigilant |
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![[Post New]](/s/i/i.gif) 2013/04/17 09:46:40
Subject: Kill Team Rules (inc Campaigns)
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Fresh-Faced New User
Nottingham, UK
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The updated Kill Team Rules PDF is now live. Changes in v1.7: - Added Blasts and Real Terrain rules - Added 'purchasing grenades' rules - Clarified mission VP/EXP with Squads - Clarified optional Injury rule with Squads - Replaced Hostage mission with Breakthrough - Replaced Grab & Run mission with Seize Ground - Adjusted bonus EXP rewards for missions - Only Special models may now become the banner bearer in Last Stand - A load of rewording for clarification
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This message was edited 1 time. Last update was at 2013/04/18 07:15:16
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![[Post New]](/s/i/i.gif) 2013/04/17 19:45:50
Subject: Re:Kill Team Rules (inc Campaigns)
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Stabbin' Skarboy
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Are these changes in the bolded options or elsewhere?
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PM me if you want me to draw anything related to Warhmmer 40k. I will put it in my gallery for all to see.
WAAAGH! Wazrokk
Salamanders - 2000 pts
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![[Post New]](/s/i/i.gif) 2013/04/18 07:13:11
Subject: Re:Kill Team Rules (inc Campaigns)
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Fresh-Faced New User
Nottingham, UK
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I don't understand what you mean. Bolded options?
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![[Post New]](/s/i/i.gif) 2013/04/18 19:55:38
Subject: Re:Kill Team Rules (inc Campaigns)
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Stabbin' Skarboy
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In the link provided to the page where the rules are found, some of the links to the .pdf files have been bolded.
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PM me if you want me to draw anything related to Warhmmer 40k. I will put it in my gallery for all to see.
WAAAGH! Wazrokk
Salamanders - 2000 pts
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![[Post New]](/s/i/i.gif) 2013/04/19 19:00:42
Subject: Re:Kill Team Rules (inc Campaigns)
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Torch-Wielding Lunatic
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I have two quick questions about your Sisters of battle list:
Every leaders has an act of faith that influences all units at 6" around them... but for the Seraphim Superior, it says: "She also loses the Word of the Emperor Act of Faith but gains The Emperor's Deliverance (see the Seraphim entry in this team list)". Is she an exception and her act of faith influence all other seraphims on the table instead of all the units within 6" of her? (like other leaders).
The core unit, Battle sister, doesn't have the "Light of the Emperor" act of faith?
By the way, awesome work on your kill team rules and I'm currently trying to coax my friends to play them. (It will give the occasion of one of my friend who only have the Chaos portion of the Dark Angel box set to play a little =) )
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1750pts
1100pts |
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![[Post New]](/s/i/i.gif) 2013/05/01 03:27:08
Subject: Kill Team Rules (inc Campaigns)
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Tzeentch Aspiring Sorcerer Riding a Disc
The darkness between the stars
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Good day! Might I so rudely ask how a unit with brotherhood of psykers with no other shooting powers functions within Killteam (Horrors)? Along with that, does the rules for every 5 mean that, if you had enough for 3 charges, you could have 3 horrors fire at different units?
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2375
/ 1690
WIP (1875)
1300
760
WIP (350)
WIP (150) |
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![[Post New]](/s/i/i.gif) 2013/05/03 02:54:29
Subject: Kill Team Rules (inc Campaigns)
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Fresh-Faced New User
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I really like the idea behind these rules, and I've read them about twice over and the squad rules are kinda giving me some trouble. Everything I have read says each squad member counts for how many models you can have in an army. Though this doesn't work at all for the Tyranid Gargoyle Brood, since this squad is a 5 man brood and the Tyranid army restrictions is 0-3 special which makes it impossible to field. Unless each squad only counts as 1 Slot.
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![[Post New]](/s/i/i.gif) 2013/05/03 10:23:02
Subject: Re:Kill Team Rules (inc Campaigns)
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Fresh-Faced New User
Nottingham, UK
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Hi guys, sorry I haven't been on here in a while! If you want quick answers to your questions and comments check out the Facebook group.
Every leaders has an act of faith that influences all units at 6" around them... but for the Seraphim Superior, it says: "She also loses the Word of the Emperor Act of Faith but gains The Emperor's Deliverance (see the Seraphim entry in this team list)". Is she an exception and her act of faith influence all other seraphims on the table instead of all the units within 6" of her? (like other leaders).
Yup. Just follow the rule description to the letter, it will tell you what to do in each case.
The core unit, Battle sister, doesn't have the "Light of the Emperor" act of faith?
Nope.
Good day! Might I so rudely ask how a unit with brotherhood of psykers with no other shooting powers functions within Killteam (Horrors)? Along with that, does the rules for every 5 mean that, if you had enough for 3 charges, you could have 3 horrors fire at different units?
Check the Chaos Daemons team list. They no longer have the Brotherhood rule, they have the new Magic Manifestations rule. No other shooting attack. Horrors are basically 'fuel' for the one who uses the power :-P. And yes, all models (even Squads) target models independently. Note: you can also put all 3 tokens on one model if you wanted, but this power would need to be cast on the same target.
I really like the idea behind these rules, and I've read them about twice over and the squad rules are kinda giving me some trouble. Everything I have read says each squad member counts for how many models you can have in an army. Though this doesn't work at all for the Tyranid Gargoyle Brood, since this squad is a 5 man brood and the Tyranid army restrictions is 0-3 special which makes it impossible to field. Unless each squad only counts as 1 Slot.
Sorry about that, it's fixed now. Check Tyranids v1.3.
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![[Post New]](/s/i/i.gif) 2013/06/14 14:12:07
Subject: Re:Kill Team Rules (inc Campaigns)
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Fresh-Faced New User
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Hi
It's my first time here. I'm an Ork player but I only playy Kill Team, which is a great game. Me and my friends got into miniature painting and modelling because of this game a while back.
Lately I've been building a new team and consdered taking one or two Stormboyz. Here's my doubt: the each stormboy gets a Rokkit Pack. According to the Ork Codex, each time a unit uses the rokkit packs to move or fall back, a D6 rolled. On the roll of a 1, one of the Rokkit packs malfunctions and an Ork falls to his head and is being ripped apart by the Rokkit pack's explosion. Still, the unit moves and adds the result of the D6 roll to its movement reach.
Now, this may not be very painful in a standard 40k game, where your single unit can count from 5 to 20 models (so a 17% chance of one of many ain't much). In Kill Team though, where you treat single models as units, you basically have 17% chance of the whole unit dying. It seems a bit rough to me.
Any chance the could be a rule amendment that would make taking the Stormboy less of a gamble? Perhaps after rolling a 1 there could be a second roll made to decide if there's been an explosion, and only then after rolling a 1, the Rokkit pack would take the Ork out of action?
Or a second option: instead of an automatic death, the malfunction just means the Ork falls to his head and takes an S3 AP- hit? If he survives, then it was just a jam, and the next turn he may use the jet pack again. If he suffers the wound, we could say that it was because the Rokkit pack exploded.
I'm curious of your thoughts.
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![[Post New]](/s/i/i.gif) 2013/06/24 15:47:50
Subject: Kill Team Rules (inc Campaigns)
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Flashy Flashgitz
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Changing the Ork Codex rules, is not changing the rules of a Kill Team. As far as it not meaning much in a regular 40k game, it devisates the storm boys, even Overwatch (where only 6's count) has trashed a squad of Stormboys. With Zagstuk, I average 2 lost just to get them in. If they survive their encounter I usually lose at least one more due to Malfunction. They have no way to improve their chance of survival once hit (unless you take Mad Dok, that will give 5+ Inv) and you'll find you don't roll that many 6's when it really counts.
That said you can say that losing a member of by Malfunction doesn't count towards the overall scoring of a Kill Team Match nor does it effect the rest of the unit in anyway.
Which basically means you are taking 20 models, but probably only fighting with 18 or so.
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Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2013/06/25 11:58:42
Subject: Kill Team Rules (inc Campaigns)
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Annoyed Blood Angel Devastator
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Can't wait to give this a try!
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So they have us surrounded? Excellent, now we can shoot in any direction we want!!!
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![[Post New]](/s/i/i.gif) 2013/06/25 13:45:39
Subject: Kill Team Rules (inc Campaigns)
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Fresh-Faced New User
Nottingham, UK
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Hopefully I've solved the Rokkit Pack problem for you in the new Orks v1.3 update :-D: https://www.box.com/s/sme9hnffd6ybm7fximel
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![[Post New]](/s/i/i.gif) 2013/06/25 18:35:55
Subject: Re:Kill Team Rules (inc Campaigns)
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Regular Dakkanaut
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Just wanted to let you know that this looks really good at first glance.
I'll try and dive in and read things more in-depth and perhaps persuade some people to try it out soon.
It's especially good to see that it is being supported and updated as well as it seems to be.
Keep up the good work!
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![[Post New]](/s/i/i.gif) 2013/07/02 11:19:41
Subject: Re:Kill Team Rules (inc Campaigns)
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Storm Trooper with Maglight
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I just found this and read through the rules this morning, what an elegant blend of 40k and Necromunda! Bravo!
A friend and I are getting together tomorrow to take a shot at a mission I put together for a campaign last summer. I'll share some pics and maybe a BatRep on my blog and will share the Mission PDF after it gets updated to fit better with your rule set. Thank you for all of your work on this!
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![[Post New]](/s/i/i.gif) 2013/07/02 11:57:19
Subject: Re:Kill Team Rules (inc Campaigns)
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Disguised Speculo
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Gotta say I prefer these rules to GW's own somewhat limited offering. Only problem I have with it is how the names are the same - so when I ask people to play Kill Team in the future, they'll mistakenly think I want to play the 'official' one
With the Ork codex, got any plans of adding an Ork Klan element to it? Bad Moons, Deathskulls, etc...
Also, just an idea, but certain Kult models could have benefits of some kind in addition to the gear they have. Lootas and Burnas for instance, if they get into contact with the wreck of a vehicle can loot it for parts - adding EXP/money/gear etc in campaigns. Tank Hunters only care about the big kills... so they benefit more from blasting apart a tank but don't level up at all from fighting infantry models. Stuff like that.
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![[Post New]](/s/i/i.gif) 2013/07/07 20:35:09
Subject: Re:Kill Team Rules (inc Campaigns)
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Fresh-Faced New User
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Let me first say that I'm a really big fan of what you've done, and I love the necromunda-y feel to it. I'm probably going to play this with just a few mods (add in necromunda ammo rules, make custom adeptus mechanicus list) but I wanted to share my revised unique item creation system.
General Revisions
Bigger Table
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This message was edited 1 time. Last update was at 2013/07/07 20:37:13
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![[Post New]](/s/i/i.gif) 2013/07/08 09:37:30
Subject: Kill Team Rules (inc Campaigns)
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Ship's Officer
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Just a short suggestion:
For the GK team list, the Brotherhood Banner and Narthecium should replace a melee/ranged weapon, respectively. The banner is too large to telescope into a backpack/receptacle and the narthecium covers the arm where the storm bolter would be.
Also, there is a typo under the Purifiers entry. The Psychic power reads "Cleansing Flam" instead of "Cleansing Flame".
Other than that, these rules are top notch. I shall be pressuring my friends to start playing by these. Great job sirs!
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![[Post New]](/s/i/i.gif) 2013/07/08 15:18:11
Subject: Kill Team Rules (inc Campaigns)
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Violent Enforcer
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Hi there. I'm loving the rule set you've created, it's very cool. May I suggest that Harlequins also get access to Venoms, as that's where they actually originated!
Cheers, keep up the good work.
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![[Post New]](/s/i/i.gif) 2013/11/15 20:23:13
Subject: Re:Kill Team Rules (inc Campaigns)
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Fighter Ace
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Hey there, my FLGS just started up a campaign and we're in our first week. We're all loving it, and picking up on all the nuances pretty quick. There has been once complaint that we're trying to figure out though.
A Necron Overlord can take Mindshackle Scarabs, which is awesome for our Necron Player, I'm Space Marines but that's a different story. And the people he's played against have a major problem with them as once he put a destroyer body on him and gave him the 3+ invuln they say he's a completely unstoppable force.
His and Mine Arguement is that they're not crazy, you just need to shoot the bajeesus out of him and place yourself properly, but the rest of our group, about 8 people, think it's simply far too overpowered.
Some of the suggestions we have are to make them worth less, say 5 points, and be one time use items, perhaps with the option to buy more like grenades.
Make a special rule that enables the model to roll on 2D6 instead of 3D6 since these are all supposed to be the great heroes of their kind they should be able to fight off the insidious powers.
Reduce the Number of attacks it forces a model to inflict upon itself, say to 1, and they get to use the rest of their attacks normally.
A second question, how do you work out things like falling back in the shooting phase for squads? We made a house rule because we ran into the following situation.
Squad of cultists is down to 4, 2 get wounded and removed from board, 2 get knocked down.
If the squad had had someone standing and failed the leadership they would run and abandon their squadmates, ie they are removed.
But with the only remaining models remaining being knocked down that's not the case.
We decided they would merely fall back 3" in this case and then stand up, if they had been stunned they would just sit there.
Hope this is some good feedback. Have a nice day, thanks for making all the rules!
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![[Post New]](/s/i/i.gif) 2013/11/18 19:33:12
Subject: Re:Kill Team Rules (inc Campaigns)
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On a Canoptek Spyder's Waiting List
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Bobaram has burned my Necron Lord down several times, lol.
For games in the future I think one of the three following options could work:
A) Buying them as one use grenades. (Bobaram's suggestion)
B) saying that if a figure makes its leadership test it should be immune to the MSS for the rest of the game.
C) Can only be used once per engagement. By this I mean if the lord gets into a melee he can use it once in that melee and can not use it again until he wins the melee and moves onto another engagement by charging or being charged.
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My basic weapon can destroy your most advanced tank! I will still loose, but it will be entertaining! |
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![[Post New]](/s/i/i.gif) 2013/11/20 14:28:52
Subject: Kill Team Rules (inc Campaigns)
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Agile Revenant Titan
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man this looks awesome! cant wait t try it out with my buddies
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I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. |
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![[Post New]](/s/i/i.gif) 2013/11/21 14:26:31
Subject: Kill Team Rules (inc Campaigns)
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On a Canoptek Spyder's Waiting List
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As a Necron player I keep hearing about how Mind Shackle Scarabs are overpowered for Kill Team. The response from a lot of people has been to simply ban them which I think is overkill. I do think in the small arena of Kill Team they may need some fine tuning. Could you look at making them like grenades that can be purchased multiple times for single use or make them usable only once per fight with individual characters?
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This message was edited 1 time. Last update was at 2013/11/21 14:28:11
My basic weapon can destroy your most advanced tank! I will still loose, but it will be entertaining! |
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![[Post New]](/s/i/i.gif) 2013/12/22 16:09:18
Subject: Re:Kill Team Rules (inc Campaigns)
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Fresh-Faced New User
Denmark
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Hey guys. I have recently discovered the rules and I am really looking forward to try them out very soon. But I have a few questions:
- Space Marines list. Is the Land Speeder Storm supposed to have BS4 rather than BS3 like in the codex?
- Unique weapons. If, lets say, I rolled the maximum value to be 20pts. Then, I chose a power weapon as a base for the new unique. Then, I roll for amount of characteristics and get 2. Since every characteristic increases cost by 5 and the power weapon already is 15 points, does it mean I can only take 1 characteristic instead of 2? (because I rolled 20 points)? Or does it only come into play if I am going to sell the weapon?
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This message was edited 1 time. Last update was at 2013/12/22 16:11:08
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![[Post New]](/s/i/i.gif) 2013/12/24 09:09:13
Subject: Kill Team Rules (inc Campaigns)
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Fresh-Faced New User
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Love the rules, me and a mate are going to try them out soon and we have a question about hormagaunts. In there unit entry they have the special rule leap, what does this do as I can't see it referenced anywhere? Cheers
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![[Post New]](/s/i/i.gif) 2013/12/27 00:41:12
Subject: Kill Team Rules (inc Campaigns)
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Fresh-Faced New User
Adelaide
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Just grabbed the rules, will give them a whirl - they look really good.
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![[Post New]](/s/i/i.gif) 2014/01/01 06:49:13
Subject: Re:Kill Team Rules (inc Campaigns)
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Frightening Flamer of Tzeentch
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A question about the Scout Sergeant for the loyalist marine list - is he supposed to have access to the Armour of Aclairity? In a list i recently wrote out, it is possible to have a leader with a 3+ re-rollable with a camo cloak and sniper rifle. Also, were the signum to be used on a scout, should they be BS 5 as written, or BS 4 treating it as a +1 stat boost for a turn? Just thought I'd give a little feedback on that
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![[Post New]](/s/i/i.gif) 2014/01/05 00:38:57
Subject: Kill Team Rules (inc Campaigns)
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Hacking Proxy Mk.1
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Did a quick search and couldn't find this issue addressed so I'll just come right out and say it:
Why the hell can't I make a Tanith First and Only list?
Vets come with carapace as standard and no option for camo cloaks, why?
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Fafnir wrote:Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that. |
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![[Post New]](/s/i/i.gif) 2014/01/15 10:37:09
Subject: Kill Team Rules (inc Campaigns)
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Fresh-Faced New User
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This project is awesome and obviously a lot of thought has gone into it. (Much more than i am used to from GW...)
I will give it a try.
One question: Do you have a back-log of old Codizes? It seems, you provide rules compatible with the latest Codex and thus you replace older ones. My gaming buddy is a Chaos player and he doesn't have the latest one, only the 5th edition Codex. Do you have an archive for Kill-Team Codizes, that you replaced?
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This message was edited 1 time. Last update was at 2014/01/15 11:05:40
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![[Post New]](/s/i/i.gif) 2014/01/17 16:53:34
Subject: Re:Kill Team Rules (inc Campaigns)
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Fresh-Faced New User
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Why are Vypers not included in the eldar list? I see them being roughly on par with war walkers and those are available.
Also in the Dark Eldar codex why isn't the Alcothyst not able to take a liquifier gun?
I get not giving the night fiend access to the armory but how about a way to start with a pain token so that he can use bale blast from the start?
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This message was edited 1 time. Last update was at 2014/01/17 22:26:30
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