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Made in ca
Stealthy Dark Angels Scout with Shotgun



Comox Valley, BC

Advanced Kill Team v2.0

Unofficial Rules for Skirmish Combat In the 41st Millennium

The Rules

Kill Team uses most of the standard rules for 6th Edition Warhammer 40,000 rules, barring the additions below, which override the rules in the book. Any disputes should be resolved with either mutual agreement, or a dice off.

Selecting Forces

Players must agree on a War-band or Skirmish based Kill Team size.

Infiltration = 200pts for the defender and only 100pts for the infiltrator
War-band = 200pts
Skirmish = 500pts

Next, players select a Codex to choose their units from. Instead of using the normal Force Organization Chart, players have a more open selection. However, allied detachments are not allowed; as allies are unlikely notified of operations of this size.

Each player may select:
0 – 2 HQ (Only 1 HQ for War-band size battles)
0 - 3 Troops units
0 - 2 Elite units
0 - 2 Fast Attack units
0 – 1 Vehicle (No Vehicles in War-band size battles)

Players may select one model (HQ, Elite, or Troop) to be their “Warlord”. If the Warlord is not an HQ to begin with, he becomes one, and selects a Warlord trait table to roll on. Whichever Warlord trait he gains becomes his permanent special ability.

Game Type

If this is part of a Skirmish Campaign then choose the appropriate table and roll to determine scenario. If it is a one-off Skirmish (500pts) battle then roll a 1d6 to select which table to roll from. If it is a one-off War-band Battle (200pts) then simply use the Infiltration Battle Chart.

Always roll on the War Zone Traits Table (6th ed Rulebook) for one-off battles.

When attacking a half-force with a full force in campaign use “The Blood of Martyrs” from the 6th ed Big-Book.


Roll Battle Chart
1 or 2 Attack & Defend
3 or 4 Surprise
5 or 6 Head-On

Infiltration (In Campaign Attacker Chooses)
1 or 2 Heist (Pillage, See Appendix A)
3 or 4 Assassination (See: City Fight)
5 or 6 Sabotage (Total Devastation, See: City Fight) or Raze (See Appendix A)

Attack & Defend
1 Grand Assault (See: City Fight)
2 Thunder Run (See: City Fight)
3 Seize & Destroy (See: Planet-strike)(Use 500pts)
4 The Crucible of War (See 6th ed Big-Book)
5 Search & Destroy (See Appendix A)
6 Attacker Chooses

Surprise
1 Fire Sweep (See: City Fight)
2 Meeting Engagement (See Appendix A)
3 High Ground (See Appendix A)
4 Big Guns Never Tire (See 6th Ed Mini-Book)
5 Ambuscade (See Appendix A)
6 Infestation (See Battle Missions)(3-Players; Unlimited turn limit

Head-On
1 Kill Their Leader! (See Appendix A) or Clash of Heroes (See Battle Missions)
2 Purge the Alien (See 6th ed Mini-Book)
3 Death on the Plains (See Appendix A)
4 Scour the Star-fort (See 6th ed Big-Book)
5 Boarding Parties (Space Hulk)
6 Space Battle (See Appendix B)(Re-roll if not Campaign)

The Turn

• Rally felling Units and Roll initiative (Highest Single Initiative + 1d6; tie goes to most wounds inflicted last turn)
• 1st Player Moves or Sets Overwatch for each model
• 2nd Player Moves or Sets Overwatch for each model
• 1st Player Shoots or Runs with models not on Overwatch
• 2nd Player Shoots or Runs with models not on Overwatch
• 1st Player Assaults with models not on Overwatch
• 2nd Player Assaults with models not on Overwatch
• Combat is resolved based on Initiative

Movement Phase

Unit Coherency: Is removed from this game. Treat all models as Independent Characters.

Snap-To-Cover: After moving, or instead of moving, a unit may move up to the size of its base to move it to the edge of any piece of terrain. This does not prevent Heavy weapons from being fired that turn.

Moving in Terrain: All models gain the “Move Through Cover” Universal Special Rule, as they are unencumbered by their comrades moving with them. (Roll 3d6 and take the best result when moving through difficult terrain)

Move as a Unit: Any models that could normally form a Unit and are within 2” of each other may form up and move as a unit. This allows them to share difficult terrain results, charge distance results, prevents multiple triggering of Overwatch fire, and allows leadership to be shared across the unit. If models that may form a unit end their movement phase within 2” of each other, they are said to be in a unit. If a unit moves as a unit is remains a unit for the rest of the turn.

Overwatch: Ignore the rule as it is stated in the 6th edition rulebook. Instead, units may elect to go on Overwatch instead of moving or after moving during their turn. Place a counter beside the model to denote it is on Overwatch. Any enemy model that moves within the LOS of a unit on Overwatch is shot at, even out of turn. This can happen with multiple units. However, the target model or unit gains Cover if it ends its move phase in Cover.


Shooting Phase

Arc of Fire: LOS is drawn in a 180-degree radius from the direction of facing of the model.

Assaulting Units: If a model in a unit (within 2” of other models it may form a unit with) is assaulted, all other model in the unit must pile into close combat. If a model wishes to break off and not join the assault it must pass a leadership test.

Cover: Not only provides the typical 5+ cover save but also causes any model firing on a model in cover to take a penalty of -1 BS on rolls to hit. Furthermore, cover is determined with True LOS; any more than 25% of obscurity is deemed cover.

Area Terrain Cover: If any units are out of the area terrain then the cover bonus is lost. When wounds are assigned cover rolls may start to be made once all models out of area cover are killed.

Intervening Units: If a model obscures more than 50% of the target then it grants Cover. However, rolls to hit of “1” in this situation instead hit the intervening unit. This can result in friendly fire. Models in the same unit do not obscure LOS.

Going to Ground: Now also is treated as Cover.

Pinning: Any weapon that causes pinning will force a test if it hits a model, rather than causing a casualty.

Look Out Sir: Is removed from this game.

Overwatch: Units whom have been placed on Overwatch cannot fire normally during their shooting phase. They instead skip this phase.

Grenades: Any model armed with grenades may throw them as a shooting attack with a range in inches that is double their strength characteristic. Note that if a model throws grenades in the shooting phase they may not be used in assault that turn. Grenades do no require LOS.

Assault Grenades: S4 AP – Small Blast.

Anti-armour Armour grenade: S6 AP 3 No Blast and may only be thrown at models with an armour value.
Unique grenades (i.e. Meltabombs, Tankbusta Bombs, Grenades that don’t fit into the category above), can only be used in Close Combat as described in their unit entry.

Assault Phase

Who Can Fight: Models must be in base-to-base contact to attack, the 2” rule is ignored.

Reactive Assault: When a friendly model is assaulted, all friendly models within 4” may choose to take a Leadership test. Should they pass, they may move into base contact with the attacker (taking difficult terrain tests if applicable) and fight in the combat. They may not gain the +1 Attack bonus for charging, however if they have the Counter attack rule they may attempt to use it.

No Retreat: Breaking from combat is allowed but elicits a free volley of melee attacks from the opponent.

Overwatch: Units whom have been placed on Overwatch cannot assault as normal during the assault phase. They instead skip this phase. If any enemy models move to assault within the Overwatch unit’s LOS, they elicit an attack. If a unit on Overwatch is assaulted it may attack the unit before being locked into Combat. However, this attack is made at -1 BS. Combat then proceeds as normal.

Combat Phase

Each Combat is resolved one-by-one based on Initiative.

Sweeping Advance: Ignore this rule.

Moral: If a model or unit takes more wounds than it deals in a round of combat it must take a leadership test minus the difference. If it fails it runs for the nearest edge of the table. This does not elicit an attack of opportunity. If the model regroups at the end of the next combat phase it returns to normal, otherwise it keeps running. If it reaches the edge of the board it is removed from play. If the Force Leader leaves play this way, that force loses.


General

Squad Based Abilities: All squad-based abilities (i.e. Painboy’s Feel No Pain, Bosspoles, etc.) have an area of effect equal to the leadership of the model that confers them. For example, a Painboy has a Leadership of 7; this means that he confers the Feel No Pain save to any model bought from the same unit within 7”. Any model not within this area does not benefit from the Feel No Pain save.

Withdrawing: Once a Kill Team is reduced to 33% of its starting numbers. It must take a Leadership check using the Leadership of the Warlord. Should the commander fail the check, the Team will withdraw and your opponent will win by default. If the test is passed, each subsequent turn another test must be performed.

The Board: Ideally the board should be crammed with as many features as possible to make for a very tactical game. The board should be about 4’x4’ for suitable play.

Vehicle Leadership: Vehicles count as 10Ld.

3000pts : 80% done. detail painting
2/6/1

2000pts : 70% done. detail painting
3/2/0

2000pts : 60% done. Dipping
1/3/1 
   
Made in ca
Stealthy Dark Angels Scout with Shotgun



Comox Valley, BC

Attached is the PDF for the entire Ruleset.

It includes rules for a campaign and many scenarios.
 Filename Advanced Kill Team v2.pdf [Disk] Download
 Description
 File size 281 Kbytes


3000pts : 80% done. detail painting
2/6/1

2000pts : 70% done. detail painting
3/2/0

2000pts : 60% done. Dipping
1/3/1 
   
 
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