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Made in us
Long-Range Land Speeder Pilot





Colorado Springs CO USA

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

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  
   
Made in gb
Fresh-Faced New User




Nottingham, UK

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

This message was edited 1 time. Last update was at 2013/04/18 07:15:16


 
   
Made in us
Stabbin' Skarboy







Are these changes in the bolded options or elsewhere?

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


 
   
Made in gb
Fresh-Faced New User




Nottingham, UK

 Begel Dverl wrote:
Are these changes in the bolded options or elsewhere?

I don't understand what you mean. Bolded options?
   
Made in us
Stabbin' Skarboy







 Darth Meer wrote:
 Begel Dverl wrote:
Are these changes in the bolded options or elsewhere?

I don't understand what you mean. Bolded options?
In the link provided to the page where the rules are found, some of the links to the .pdf files have been bolded.

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


 
   
Made in ca
Torch-Wielding Lunatic






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 =) )

1750pts
1100pts 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc




The darkness between the stars

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?

2375
/ 1690
WIP (1875)
1300
760
WIP (350)
WIP (150) 
   
Made in us
Fresh-Faced New User




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.
   
Made in gb
Fresh-Faced New User




Nottingham, UK

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.
   
Made in de
Fresh-Faced New User




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.
   
Made in us
Flashy Flashgitz






New Jersey

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.

Not loud, on fire, or explodin' yer doin' et wrong  
   
Made in ge
Annoyed Blood Angel Devastator





Republic Of Georgia

Can't wait to give this a try!

So they have us surrounded? Excellent, now we can shoot in any direction we want!!!
 
   
Made in gb
Fresh-Faced New User




Nottingham, UK

Hopefully I've solved the Rokkit Pack problem for you in the new Orks v1.3 update :-D: https://www.box.com/s/sme9hnffd6ybm7fximel
   
Made in dk
Regular Dakkanaut




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!
   
Made in us
Storm Trooper with Maglight





New Hampshire, US

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!

   
Made in nz
Disguised Speculo





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.
   
Made in ca
Fresh-Faced New User





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
Spoiler:

*Revision: If you lose a relic forever there is 50% chance the other team gets the relic, if they have any characters that can wield it they can equip it to them (i.e. Space marines lose a relic bolter to imperial guard, the imperial guard team commander may equip the relic bolter) but otherwise they may keep the item, ransom it off for prisoners/other stolen relics (so long as the two aren't red on the allies chart), or give it to their superiors for half its cost in requisition.

*Fluff Revision: Tyranid relics are called mutations, they function in every way like other factions relics. They can still be given to other Tyranids on the owners death (assume the inheritor consumes the mutants corpse and salvages the biomass)

*Revision: Randomly determine a model to find the unique item, then randomly determine a weapon available to them. Then generate that weapon as a unique weapon. It may then be given to anyone who can wield it. (this stops people from ensuring they get their commander that big fancy relic item that they want specifically)


Bigger Table
Spoiler:

d66
11-13 Powerful: +1 Strength (reroll if strength 10)
14-16 Piercing: Lower the AP by 1 (reroll if AP 1)
21-22 Rending: Gain the Rending special rule
23-24 Master-Crafted: Gain the Master-Crafted special rule
25-26 Shredding: Gain the Shred special rule
31 Tank Killer: Melee weapons gain ArmourBane. Ranged weapons gain Melta
32-33 Fast: Melee weapons get +1 attack, ranged weapons get +1 shot (reroll if single shot)
34 Blinding Light: Gain the Blind special rule
35-36 Stunning: Melee weapons gain Concussive. Ranged weapons gain Pinning
41 Cooled: This weapon loses the Gets Hot! Special rule (reroll if it doesn't have Gets Hot!)
42 Haywire: Gain the Haywire special rule (reroll if strength is 6 or greater)
43 Target Finder: This weapon forces successful cover saves to be rerolled (reroll if melee)
44-45 Toxic: Gain the Poisoned (4+) special rule
46 Lighter: This weapon gives the wielder the Relentless special rule (reroll if not heavy/rapid fire)
51 Bird Feller: Gain the Skyfire special rule (reroll if melee or strength is 5 or lower)
52 Burning: Gain the Soul Blaze special rule
53 Bashing: Gain the Strikedown special rule
54 Weightless: This weapon loses Unwieldy and Two-Handed (reroll if it had neither)
55-56 Twin: Gain Twin-Linked special rule (reroll if melee)
61-62 Longshot: +6” range (reroll if melee, or template)
63 Blast: Gain the Large Blast special rule (reroll if it doesn't have blast)
64 Malleus: This weapon gives the wielder the Preferred Enemy (Chaos) special rule
65 Xenos: This weapon gives the wielder the Preferred Enemy (Xenos) special rule
66 Hereticus: This weapon gives the wielder the Preferred Enemy (Empire) special rule

Chaos includes everything in Codex: Chaos Space Marines, Codex: Dark Eldar, and all Daemons
Xenos includes everything in Codex: Eldar, Codex: Orks, Codex: Tau, and Codex: Tyranids
Empire includes everything in Codex: Imperial Guard, Codex: Sisters of Battle, and All Space Marines

Reroll if you get redundant special rules

This message was edited 1 time. Last update was at 2013/07/07 20:37:13


 
   
Made in us
Ship's Officer






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!

Ask Not, Fear Not - (Gallery), ,

 H.B.M.C. wrote:

Yeah! Who needs balanced rules when everyone can take giant stompy robots! Balanced rules are just for TFG WAAC players, and everyone hates them.

- This message brought to you by the Dakka Casual Gaming Mafia: 'Cause winning is for losers!
 
   
Made in fr
Violent Enforcer







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.
   
Made in us
Fighter Ace






Denver, CO

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!

Eagles soar, but weasels don't get sucked into Jet Engines.

My Little P&M Blog.
http://www.dakkadakka.com/dakkaforum/posts/list/559842.page

My Blog on Random 40k Things, Painting, and some Narrative Batreps every now and then.
http://313cadian.blogspot.com

2000 Points IG
2000 Points SM 
   
Made in us
On a Canoptek Spyder's Waiting List





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.




My basic weapon can destroy your most advanced tank! I will still loose, but it will be entertaining! 
   
Made in us
Agile Revenant Titan






Austin, Texas.

man this looks awesome! cant wait t try it out with my buddies

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in us
On a Canoptek Spyder's Waiting List





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?

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! 
   
Made in dk
Fresh-Faced New User




Denmark

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?

This message was edited 1 time. Last update was at 2013/12/22 16:11:08


 
   
Made in gb
Fresh-Faced New User




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
   
Made in au
Fresh-Faced New User



Adelaide

Just grabbed the rules, will give them a whirl - they look really good.
   
Made in ca
Frightening Flamer of Tzeentch





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
   
Made in au
Hacking Proxy Mk.1





Australia

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?

 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.
 
   
Made in de
Fresh-Faced New User




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?

This message was edited 1 time. Last update was at 2014/01/15 11:05:40


 
   
Made in us
Fresh-Faced New User




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?

This message was edited 1 time. Last update was at 2014/01/17 22:26:30


 
   
 
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