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		<title><![CDATA[Latest posts for the thread "Advanced Kill Teams v.1.1"]]></title>
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				<title>Advanced Kill Teams v.1.1</title>
				<description><![CDATA[ Advanced Kill Teams v1.1<br /> <br /> Introduction<br /> <br /> 	This is a supplementary set of rules to Games Workshop's Warhammer <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. The purpose of this set of rules is to allow for small games of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> to be played.  These games will focus more on individual models and small squads, and have a greater focus on small unit tactics.  The rules presented here require a copy of the Warhammer <span class="glossaryitem" onmouseover='gp(3);'>40k</span> Rulebook and the appropriate Codexes to be played. All of the rules from the rulebook and codexes are assumed to be the same, unless they are explicitly changed. This is a fan project and as such is not an official product of Games Workshop.<br /> Comment, ask questions, and if possible i would love it if you gave it a try.<br /> <br /> Starting a Game<br /> <br /> Selecting Forces<br /> <br /> 	First, the two players agree on a points limit.  200-750 pts is intended to be an average sized game. Next each player selects a Codex to chose their units from. Instead of using the normal Force Organization Chart, players have a more limited selection.  Each player may select 0-3 Troops units, and 0-2 Elite and Fast Attack units.  <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and Heavy Support units are not allowed.  Vehicles are limited to one per 500 pts.<br /> 	Each player may select one <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> to be their “force Commander”. This <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice will not be represented on the tabletop.  Instead any changes to unit special rules or force organization is allowed. <br /> Example: An Ork player selects a “Big Mek” as his force commander, allowing them to take a Deff Dread as a Troops Choice.<br /> <br /> Game Type<br /> <br /> 	One of the players will roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> to select the game type and victory conditions for the game. In a kill team game, all models are scoring except for vehicles and monstrous creatures.<br /> 1-2: Bases<br /> Each player places an objective in their deployment zone before any forces are deployed.  At the end of every turn, a player will receive one point for every objective they hold. At the end of the game, the player with the most points wins.<br /> 3-4: Objectives<br /> The players alternative placing D3+2 objectives on the board after deployment zones are chosen, but before forces are deployed.  Each objective must be 9” away from a board edge and 9” away from another objective. At the end of the game, the player holding more objectives wins.<br /> 5-6: Victory Points<br /> At the end of the game, the players will (to the best of their ability) try to determine the points values of the models that they killed.  The player who killed the highest value of points is the winner. <br /> <br /> Deployment<br /> <br /> 	The game is intended to be played on a 4 foot square table. After terrain is placed, the players must first chose what deployment zones they will use for this battle.  One player rolls a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and consults the deployment zones on the next page.<br /> <br /> <br /> <br /> 1-2: Pitched (as in the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> Rulebook<br /> <br /> 3-4: Spearhead (as in the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> Rulebook)<br /> <br /> 5-6: Breach (described here)<br /> <br /> <a href="http://www.dakkadakka.com/gallery/291702-.html" target="_new" rel="nofollow"><img src="http://images.dakkadakka.com/gallery/2011/11/6/291702_sm-.png" border="0" /></a><br /> Divide the table into quarters.  Then divide each table quarter as shown.  Each player can deploy in their two half quarters but they must stay 6” away from the Center line of the table.<br /> <br /> Turn Sequence<br /> <br /> 	The turn sequence is very different from <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.  There are no player turns, only game turns. At the start of each turn,  players resolve any ability used at the start of the turn, attempt to rally and fleeing units, and form new units (described under units later in the rules).  <br /> 	Then, the players will roll off for initiative.  The player who wins this roll off will go first.  They will activate one unit.  The activated unit will Move, Shoot, and Assault (make assault moves, but not fight combat). Then the other player will activate a unit.  The players will continue to activate units until all of their units have been activated this turn.  The first unit activated this turn may not be the last unit activated last turn.<br /> 	Next, the players will resolve combat, and lastly resolve morale.<br /> <br /> Turn Sequence Summary<br /> -Start of turn (resolve any start of turn abilities,attempt to rally fleeing units, form new units)<br /> -Activations (roll for initiative, each unit will move, shoot and then assault)<br /> -Combat (units in combat will fight)<br /> -Morale (units will take morale checks / combat resolution, and fall back)<br /> <br /> Units<br /> <br /> 	Unlike in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, in kill teams, models have the option of either acting independently or as a unit. A unit can only consist of models that were purchased as a single unit in the codex and any independent characters.  A unit cannot consist of models from different squads.<br /> Example: A player has 2 space marine Tactical Squads. They may not form a unit with 2 space marines with Flamers as they were purchased as separate squads.<br /> <br /> 	During deployment, all of the players models must be placed in a unit of a legal size. Also, the coherency distance is reduced to 1” instead of 2”<br /> <br /> <br /> <br /> 	Also, unlike <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, unit size is determined by the <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> value of the squad. If the squad is lead by an Independent Character or am Upgrade Character (Sargent or equivalent), then double the values below.<br /> <br /> <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 7 or less: 3 Models<br /> <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 8: 4 Models<br /> <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 9: 5 Models<br /> <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 10: 7 Models<br /> <br /> Example: You have a unit of 13 Ork Boys, lead by a Nob.  The Nob is <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 10 due to Mob Rule and is an upgrade character thus making the maximum unit size 14.<br /> <br /> Units and Activations<br /> <br /> 	The player will select one unit to Move, Shoot, and Assault during each activation.  This can either be a complete unit, or they may activate a sub unit.  The player may select one model from a unit and declare that it is now acting as a unit of a single model.  This single model will then complete its activation.  Alternatively, the player can select a group of models from a single unit that can from a legal unit and declare that those models are forming a new unit and have them complete their activation. New units formed this way will remain separate until the start of the next turn.<br /> Example: The player has a Full Space Marine Tactical squad.  First they declare that the Missile Laucher and 2 other marines are activated as a separate unit.  They chose to not move not move and fire the heavy weapon.  Next activation, the rest of the squad moves off and fires at a different unit.<br /> <br /> Forming a New Unit<br /> <br /> 	New units are formed during the Start of Turn Phase.  Any models that were purchased as a squad or are independent characters and are within coherency must form as few units as possible, while staying below the maximum unit size.  The controlling player will chose the units. You cannot chose to have the models remain separate, but of course you may still activate each model separately later in the turn.<br /> <br /> Units Above Maximum Size<br /> <br /> 	There are several times where a unit might become larger then the maximum size allowed (such as a Character activating separately and leaving the unit behind).  These models cannot remain as a single unit during their next activation.  They must choose to activate as separate units. A player must use their next available activation to break apart any oversized units if possible. Until then, any unit over the maximum size will re-roll successful morale tests.<br /> Exmaple: A group of 9 Orks and a Nob are in a Trukk.  The Nob activates, disembarks, and moves away.  During the opponent's next activation, they destroy the trukk and the Orks must take a pinning test, re-rolling the result if they pass. The next activation, they Ork player must separate the orks into smaller units, until there is no longer any oversized units.<br /> <br /> Movement<br /> <br /> 	Barring the changes to units and activations, units move just like they do in normal <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> <br /> <br /> Shooting<br /> <br /> Cover<br /> <br /> 	Unlike Standard <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, there are a combination of <span class="glossaryitem" onmouseover='gp(14);'>BS</span> modifiers and cover saves.  If a unit is in cover, then it gains a 5+ cover save and unit firing at it suffers a penalty of -1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> (to a minimum of BS2)<br /> <br /> Area Terrain <br /> <br /> 	Some of the terrain features may be defined as “Area Terrain”. If 50% or more of a unit is in area terrain, that unit is in cover and gains the above bonuses.  This is true even if the shots fired originated from within the same piece of terrain. Vehicles and <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s can not gain cover from being in area terrain.<br /> 	Any Line of Sight that is traced though the elements of a piece of area terrain (example between 2 trees in a single forest piece) will give cover to the unit being fired at. Intervening units count as a piece of area terrain for these purposes. If the unit being fired at is a  <span class="glossaryitem" onmouseover='gp(93);'>MC</span> or Vehicle this is ignored. <br /> <br /> Blocked Line of Sight<br /> <br /> 	A model has blocked line of sight when some part of the model's Head, Torso, and Legs can not be seen by the firing unit.  (Arms, tails, and weapons are ignored.)  For Vehicles and <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> this must be 50% of their surface.<br /> 	If a unit being fired at has 50% or more of their unit with blocked line of sight then they count as being in cover.	<br /> <br /> Intervening units <br /> <br /> 	If a unit (Friend or Foe) is granting a unit behind it a cover modifier, there is a chance that unit will be hit. All shots that miss by one number have hit the intervening unit.<br /> Example: you hit on a 4+. Collect all of the 3's rolled. Those shots have hit the intervening unit. Friendly fire is allowed in this case.<br /> <br /> Other cover and shooting modifiers<br /> <br /> 	When shooting at a tank of <span class="glossaryitem" onmouseover='gp(93);'>MC</span>, a unit will gain +1BS.  This is cumulative with any penalties from shooting into cover.<br /> 	If a Bike turbo-boosts or Fast Skimmer moves flat out, it counts as being in cover. This cover cannot be ignored for any reason, unless the weapon states it specifically ignores cover granted by going flat out or turbo-boosting.<br /> 	The <span class="glossaryitem" onmouseover='gp(136);'>USR</span> Stealth increases the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> penalty to -2BS, but does not affect the value of the cover save.  A unit with steath that is not in cover has a 6+ cover save.<br /> 	A unit that has gone to ground and is in cover has a 4+ cover save instead of a 5+.  A unit that has gone to ground and is not in cover gains a 6+ cover save.  A unit that has gone to ground either as a shooting reaction, or by being pinned counts as having been activated this turn.<br />  <br /> <br /> <br /> Overwatch<br /> <br /> 	Instead of shooting, a unit may declare that it is going into overwatch instead. This model is going to wait for the enemy to break cover and fire on them as they move, instead of firing in the normal sequence. When you declare overwatch, you will nominate a Direction and a Unit Type (infantry, bike, beast, Vehicle, or <span class="glossaryitem" onmouseover='gp(93);'>MC</span>). The model has <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> 45 degrees from either side of that direction for the duration of its overwatch. <br /> 	The unit will fire on the first unit of the selected unit type that is in their <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> and Weapon Range that is a valid target for shooting. If for some reason there are multiple targets that present themselves at the same time, the player may chose which target to fire at.  All overwatch shots at a single target are resolved as if the models were a single unit, even if they are in separate units.<br /> 	If a unit moved on the same turn as when the overwatch shots are resolved, then Heavy weapons cannot be fired, and rapid fire weapons cannot be shot a long range.  These ranges are not counted toward their overwatch activation.  If the unit remains on overwatch after the start of the next turn, then those weapons can be fired, and their ranges will count toward overwatch activation.<br /> 	All shots fired as the result of an Overwatch activation ignore cover saves and <span class="glossaryitem" onmouseover='gp(14);'>BS</span> modifiers that are granted by terrain or <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>.  If the cover is granted by wargear, psychic powers, or movement (such as going flat out) then that cover is not ignored.	<br /> Example 1: A unit of Assault Marines assault a unit of guardsmen.  The surrounding guardmen units go into overwatch (declaring infantry as their unit type) facing the combat. These units cannot fire on the Assault marines while they are in combat.  Combat is resolved, the Assault Marines wipe out the unit they assaulted.  Then the overwatch shots activate, as they are now a valid target.<br /> Example 2: A unit of Space Marines go into overwatch (infantry).  Another unit explodes a tank, exposing two units of infantry behind it.  The space marines immediately fire, choosing which unit they wish to fire on.<br /> <br /> Assault and Combat<br /> <br /> 	During each unit's activation, it will make all of its assault moves as normal.  The combat itself will not be fought until the combat phase.  If a unit is locked in combat by an assault before it had a chance to activate, that unit is not able to activate this turn, and will simply wait to fight combat. A combat may have models fighting on either side that charged that turn.  All applicable models will gain charge bonuses.<br /> 	For the purposes of allocating attacks and wounds, all models purchased from the same squad in the same combat count as a single unit.  Independent Characters always fight as a separate unit. After blows are struck, the models will no longer count as a single unit and each unit will take combat resolution as normal.  The only exception is “No Retreat”. No Retreat wounds are allocated just like close combat wounds are. Combat resolution is done in the Morale phase, but otherwise is the same as <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> <br /> Vehicles and Combat<br /> <br /> 	If a vehicle was stationary it is hit automatically in close combat. If it moved at combat speed, it is hit on a 3+, cruising speed 5+, and flat out on a 6+<br /> 	If a vehicle is wrecked or exploded in close combat, then any passengers in that vehicle will be placed in Base to Base Contact with the assaulting units.  They are now locked in combat and will fight on the next turn.  There is no combat resolution. <br /> <br /> Wound Allocation<br /> <br /> 	Wound allocation follows the same process as in normal <span class="glossaryitem" onmouseover='gp(3);'>40k</span> with 2 changes. First, rather than allocating wounds based on all wargear. Instead, you will only allocate based on the saves that unit has.  Second, you will allocate from the highest strength wounds to the lowest first, and then from the lowest <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value to the highest. All the wounds at S10 must be allocated before any S9 wounds can be allocated ect.  At each Strength level, all of the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1-2 wounds must be allocated before any <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 wounds can be allocated. Independent Character always count as a spearate wound group, even if they have the same saves an the unit they are with.<br /> 	When a model is removed as a casualty, instead of removing it from the table immediately, place to model on its side as close to its location as possible.  This is important for morale.<br /> <br /> Example: There is a unit of five Nobs.  Their saves are below. The unit takes 2 S7 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 wounds, 1 S7 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 wound, and 4 S 4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 wounds.  They are allocated as follows.<br /> <br />  Nob 1 (6+/5++):S7 AP2<br /> Nob 2 (4+/5++: S7 AP2<br /> Nob 3 (4+): S7 AP5, S4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5<br /> Nob 4 (6+): S4 AP5, S4 AP5<br /> Nob 5 (6+; S4 AP5<br /> <br /> Nob 1 fails a save and takes a wound.  Nob 2 fails a save and takes a wound. Nob 3 Passes one of his saves, and Nobs 4-5 take 3 wounds between the two of them.  The player chooses to remove Nob 4 who is armed with a Choppa, rather then Nob 5 who has a Power Claw.  Nob 5 has one wound remaining.<br /> <br /> Morale<br /> <br /> 	After combat is resolved, the morale phase starts.  Units will have to take morale tests during this phase for 2 reasons. If the unit was on the loosing side of an assault.  Combat resolution is worked out as stated above.  If there are the same or more casualties within 12” of the unit than the unit size. It will attempt to regroup at the start of the next turn or fall back again.  A Vehicle or a <span class="glossaryitem" onmouseover='gp(93);'>MC</span> that is a casualty counts as 3 models for these purposes.<br /> 	Once a unit regroups, those models (and any unit they are a part of) will suffer a -1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> penalty for all future morale tests.]]></description>
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				<pubDate><![CDATA[Sun, 6 Nov 2011 19:57:06]]> GMT</pubDate>
				<author><![CDATA[ svendrex]]></author>
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				<title>Re:Advanced Kill Teams v.1.1</title>
				<description><![CDATA[ wow.]]></description>
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				<pubDate><![CDATA[Tue, 8 Nov 2011 03:41:56]]> GMT</pubDate>
				<author><![CDATA[ Config2]]></author>
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				<title>Re:Advanced Kill Teams v.1.1</title>
				<description><![CDATA[ This is so great!<br /> <br /> I just played this 200pt vs 200pts tyranid and <span class="glossaryitem" onmouseover='gp(119);'>SM</span> and had so much fun!<br /> <br /> Planning to run a 3 person risk like campaign with these rules to resolve some of the combat.<br /> <br /> I'll post my v2 rules for 6th ed here soon.]]></description>
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				<pubDate><![CDATA[Mon, 3 Sep 2012 05:12:43]]> GMT</pubDate>
				<author><![CDATA[ PittedPanda]]></author>
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