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		<title><![CDATA[Latest posts for the thread "Elitist Kill Team."]]></title>
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				<title>Elitist Kill Team.</title>
				<description><![CDATA[ This is something my gaming group together. We came to the mutual decision that we disliked how Kill Team emphasised quantity over quality (i.e. taking guardsman squads to get a couple special weapons. <span class="glossaryitem" onmouseover='gp(334);'>WTF</span>?). It's billed as a game where small groups of specialists go on important missions, and we weren't getting that vibe. <br /> <br /> <span class="glossaryitem" onmouseover='gp(522);'>TLDR</span>. The modifications we made. Any suggestions as to anything we've missed or to make it smoother. These rules really just apply to the codexes played in the area, no idea on the others.<br /> <br /> Latest Version, supersedes the rules further down the conversation.<br /> <br /> KILL TEAM: ELITE<br /> 1.	Models are purchased separately rather then as a unit. Use the point cost indicated in options.<br /> 1a. Every model counts as a new unit. This means every option labeled ‘for every five’ “for every ten” “for every three” etc. may be purchased.<br /> 1b. Any purchase upgrades that state ‘any other’ may have the ‘any other phrase’ ignored. Example being the purchase of banners. The bearer may also take additional upgrades.<br /> 1c. The model may be counted as a sergeant or equivalent if so wished. In the case of hidden costs these must be added to the models cost.<br /> 1d. The Force Organization Chart present in Kill team (Troops 0-2, Elites 0-1, Fast Attack 0-1) is ignored, and is simply replaced by the restriction of no <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (with the exception of <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> dependent squads) and no Heavy Support.<br /> 2.	<span class="glossaryitem" onmouseover='gp(56);'>HQ</span> dependent squads (e.g. command squads) may be purchased. In this event the squad must be purchased as a whole, this being an exception to errata 1. Restrictions to this rule are the Warlock Council (Codex: Eldar) and Ministorum Priests (Codex: Adepta Sororitas, Codex: Imperial Guard). The rules for disallowing units such as these are that they must come BASE in a squad of more then 1 model. Thus Techmarines are excluded.<br /> 3.	A Kill Team must include at least 4 non-monstrous creature, non-swarm, non-beast, non-vehicle units.<br /> 4.	Vehicles may transport any number of models, up to their transport capacity, regardless of the fact of being purchased from separate squads. All other restrictions still apply to vehicles.<br /> 5.	2+ saves are allowed.<br /> 6.	All enemy models within ” count as being locked in combat. In the event of multiple models being locked in combat you choose which model you consolidate into. The player whose turn it is consolidates first. Models may always consolidate 1”. You may only strike blows against models in base-to-base contact.<br /> 7.	You pile in automatically at I10 and I0 to a model of your choice. <br /> 8.	This may have you locked in combat with multiple models. In this case, you allocate hits as you wish. Note that the only way to get within 2” of an enemy is to charge or consolidate.<br /> 9.	You may consolidate into combat.<br /> 10.	If you consolidate into an unengaged model it may fire over watch.<br /> 11.	Friendly units may be placed in base-to-base contact.<br /> 12.	In a multi assault you make break tests with negative modifiers for every friendly model within 2 inches of the assault.<br /> 13.	All armies are capped at 10 basic infantry models, with the following exceptions: Codex: Imperial Guard, Codex: Orks and Codex: Tyranids. Their cap is 20 basic infantry models.<br /> 14.	Dark Eldar get one “Power From Pain” token for every 2 models they kill.<br /> 15.	All abilities that say ‘the bearers unit’ or ‘one friendly unit’ affect all models in base-to-base contact with the bearer or target. Examples are Apothecaries Feel No Pain being applied to all models in base-to-base contact and Psychic powers affecting all models in base-to-base contact with the target.<br /> <br /> <br /> Familiarity <br /> It is seldom a good idea to be wandering around alone while the enemy searches for you. Kill team members know this and often travel close enough to lend support to allies.<br /> All friendly models within 2” of each other gain the following benefits. Note that these are not units, and should not be considered such; they are more along the lines of banner effects.<br /> 1. Reassuring Presence. These members know each other well, and find their presence at their back reassuring, knowing they can focus on what lies ahead. Models in coherency gain +1 leadership for every model (to a maximum of 10). (Squad coherency)<br /> 2. Fusillade. These guys use their friends fire to mark their own and to search out the enemy.  For every two models in coherency shooting at the same target they gain a single reroll To Hit. Note that you choose which model this applies to. (Squad Coherency.)<br /> 3. Got Your Back. Even in the hack and slash of a melee, these comrades look out for each other. For every two models in coherency involved in an assault they gain a single reroll To Hit. Note that you choose which model this applies to. (Squad Coherency)<br /> 4. Bastards! Anger at the death of a close ally leads to an enraged assault. Should a model be killed, all friendly models with 6” of that model gain Hatred and Furious Charge. These bonuses last until the end of the next turn. <br /> 5. You’re Going Down. Anger is replaced with calculated rage. Vengeance will be had. Should half the models (rounding up) within 6” of a model be killed that model gain Hatred, Furious Charge, Relentless and Twin-linked. These bonuses last until the end of the next turn. <br /> <br /> <br /> Thoughts?]]></description>
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				<pubDate><![CDATA[Tue, 25 Mar 2014 08:38:35]]> GMT</pubDate>
				<author><![CDATA[ Farseer Anath'lan]]></author>
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				<title>Elitist Kill Team.</title>
				<description><![CDATA[ Why restrict priests and warlocks, but not techpriests? Why do Guard get their commissars if Priests are banned?<br /> <br /> Why the save nerf? Why then nerf the already terrible Chaos Boon table even further?<br /> <br /> Command Squads - why allow them? They're almost always just a freeby version of an Elites squad, with maybe a couple of options. By allowing, say, a Sororitas Command Squad, you're just invalidating Celestians to no real gain.]]></description>
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				<pubDate><![CDATA[Tue, 25 Mar 2014 09:22:08]]> GMT</pubDate>
				<author><![CDATA[ Furyou Miko]]></author>
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				<title>Elitist Kill Team.</title>
				<description><![CDATA[ General consensus. It was thought that the ability to bring the buffs they can was a little ridiculous. As to command squads, the having to purchase as a squad was designed as a counter-measure. They limit the utility and specialisation. Tech priests and Commissars and the like actually weren't raised. They do however break the agreed limits-have to be purchased as squads of multiple models. The rerolls on Chaos as a bit of a gag-doesn't really effect anyway, retools were never available. As to saves, again, consensus. Anyway, work in progress. Thanks for all the feedback.]]></description>
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				<pubDate><![CDATA[Tue, 25 Mar 2014 13:44:35]]> GMT</pubDate>
				<author><![CDATA[ Farseer Anath'lan]]></author>
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				<title>Elitist Kill Team.</title>
				<description><![CDATA[ There are some good fan-made Kill Team rules that might be more suitable to your tastes:<br /> <br /> <a  target="_new" rel="nofollow">www.heralds-of-ruin.blogspot.com/p/kill-team-rules.html‎</a>]]></description>
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				<pubDate><![CDATA[Tue, 25 Mar 2014 15:17:23]]> GMT</pubDate>
				<author><![CDATA[ DanielBeaver]]></author>
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				<title>Elitist Kill Team.</title>
				<description><![CDATA[ Thanks for the link. Looks good.]]></description>
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				<pubDate><![CDATA[Tue, 25 Mar 2014 16:00:40]]> GMT</pubDate>
				<author><![CDATA[ Farseer Anath'lan]]></author>
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				<title>Elitist Kill Team.</title>
				<description><![CDATA[ This looks similar to the <span class="glossaryitem" onmouseover='gp(809);'>KT</span> rules my group is using for a map campaign.<br /> <br /> 250 points, half must be from Troops.<br /> Troops and Elites only, no bikes.<br /> No more than 3 models may be on 40mm bases, nothing can be on a bigger base.<br /> Each model is bought individually, however, in order to buy upgrades, you must meet unit minimum (i.e. you could buy 5 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines with no Sarge but could not take upgrades).<br /> There was something else regarding the <span class="glossaryitem" onmouseover='gp(809);'>KT</span> Leader, but I forget off hand what it was.<br /> No specialists.<br /> No vehicles with a combined (F + S + R) <span class="glossaryitem" onmouseover='gp(9);'>AV</span> of 34 or greater.<br /> In regular games you could field your <span class="glossaryitem" onmouseover='gp(809);'>KT</span>, they are a single unit and count as a Troops choice. So if you took a <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad and a Techmarine, the Techmarine would be part of the <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad in regular games.]]></description>
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				<pubDate><![CDATA[Tue, 25 Mar 2014 19:51:33]]> GMT</pubDate>
				<author><![CDATA[ Happyjew]]></author>
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				<title>Re:Elitist Kill Team.</title>
				<description><![CDATA[ And revised, plus our latest addition. <br /> <br /> <b>KILL TEAM: ELITE</b><br /> 1.	Models are purchased separately rather then as a unit. Use the point cost indicated in options.<br /> 1a. Every model counts as a new unit. This means every option labeled ‘for every five’ “for every ten” “for every three” etc. may be purchased.<br /> 1b. Any purchase upgrades that state ‘any other’ may have the ‘any other phrase’ ignored. Example being the purchase of banners. The bearer may also take additional upgrades.<br /> 1c. The model may be counted as a sergeant or equivalent if so wished. In the case of hidden costs these must be added to the models cost.<br /> 1d. The Force Organization Chart present in Kill team (Troops 0-2, Elites 0-1, Fast Attack 0-1) is ignored, and is simply replaced by the restriction of no <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (with the exception of <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> dependent squads) and no Heavy Support.<br /> 2.	<span class="glossaryitem" onmouseover='gp(56);'>HQ</span> dependent squads (e.g. command squads) may be purchased. In this event the squad must be purchased as a whole, this being an exception to errata 1. Restrictions to this rule are the Warlock Council (Codex: Eldar) and Ministorum Priests (Codex: Adepta Sororitas, Codex: Imperial Guard). The rules for disallowing units such as these are that they must come BASE in a squad of more then 1 model. Thus Techmarines are excluded.<br /> 3.	A Kill Team must include at least 4 non-monstrous creature, non-swarm, non-beast, non-vehicle units.<br /> 4.	Vehicles may transport any number of models, regardless of the fact of being purchased from separate squads. All other restrictions still apply to vehicles.<br /> 5.	2+ saves are allowed.<br /> 6.	All enemy models within 2” count as being locked in combat. In the event of multiple models being ‘locked in’,<br /> 7.	You pile in automatically at I10 and I0 to a model of your choice. <br /> 8.	This may have you locked in combat with multiple models. In this case, you allocate hits as you wish. Note that the only way to get within 2” of an enemy is to charge or consolidate.<br /> 9.	You may consolidate into combat.<br /> 10.	If you consolidate into an unengaged model it may fire over watch.<br /> 11.	Friendly units may be placed in base-to-base contact.<br /> 12.	In a multi assault you make break tests with negative modifiers for every friendly model within 2 inches of the assault.<br /> <br /> <b>Familiarity </b><br /> <i>It is seldom a good idea to be wandering around alone while the enemy searches for you. Kill team members know this and often travel close enough to lend support to allies.<br /> All friendly models within 2” of each other gain the following benefits. Note that these are not units, and should not be considered such; they are more along the lines of banner effects.<br /> </i><br /> 1. <b>Reassuring Presence.</b> <i>These members know each other well, and find their presence at their back reassuring, knowing they can focus on what lies ahead.</i> Models in coherency gain +1 leadership for every model (to a maximum of 10). <br /> 2. <b>Fusillade</b>. <i>These guys use their friends fire to mark their own and to search out the enemy.</i>  For every two models in coherency shooting at the same target they gain a single reroll. Note that you choose which model this applies to.<br /> 3. <b>Got Your Back</b>.<i> Even in the hack and slash of a melee, these comrades look out for each other.</i> For every two models in coherency involved in an assault they gain a single reroll. Note that you choose which model this applies to.<br /> 4. <b>Bastards!</b> <i>Anger at the death of a close ally leads to an enraged assault.</i> Should a model be killed, all models in coherency with that model gain Hatred and Furious Charge. These bonuses last until the end of the next turn.<br /> 5. <b>You’re Going Down.</b> <i>Anger is replaced with calculated rage. Vengeance will be had.</i> Should half the models in coherency (rounding up) of a model be killed that model gain Hatred, Furious Charge, Relentless and Twin-linked. These bonuses last until the end of the next turn.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 26 Mar 2014 08:41:50]]> GMT</pubDate>
				<author><![CDATA[ Farseer Anath'lan]]></author>
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				<title>Re:Elitist Kill Team.</title>
				<description><![CDATA[ You do realize warlock buffs will apply only to self or one enemy model right? that means its far less powerful.]]></description>
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				<pubDate><![CDATA[Thu, 3 Apr 2014 04:10:22]]> GMT</pubDate>
				<author><![CDATA[ Slayer222]]></author>
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				<title>Elitist Kill Team.</title>
				<description><![CDATA[ Yeah, but I'm only posting this, it's a group work. The other guys have a dislike of pyskers, along with the insane capabilities of warlocks as is. Bikes, spears, nasty.]]></description>
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				<pubDate><![CDATA[Thu, 3 Apr 2014 04:41:05]]> GMT</pubDate>
				<author><![CDATA[ Farseer Anath'lan]]></author>
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