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				<title>Revamped, Simple, 4th ed Kill Team rules</title>
				<description><![CDATA[ Hashed up some simple kill team rules based on the old 4ed kill team to have a go at with people at my <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span>. Looking to get some feedback as to whether they're fair, and not too abusable and also fun.<br /> <br /> Please have a read and let me know if anything that is bad, good or could be improved jumps out at you. Thanks!<br /> <br /> Simple Kill Team rules.<br /> Brute Squad = 220pts of non 2+ save, non 3+ wound troop choices and transports with a max total <span class="glossaryitem" onmouseover='gp(9);'>AV</span> of 32, all models are split into squads of 3 model units which may start in the transport with 4 model squads only if there is an excess. The brute squad must include one character who is the brute squad sergeant.<br /> <br /> Kill Team = 180pts of non <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, non 2+ save, non 3+ wound models and transports with a max total <span class="glossaryitem" onmouseover='gp(9);'>AV</span> of 32 all combined in a single squad. The kill team may not have more than 12 models. Vehicles must remain within coherency and fire at the same target as the Kill team. The Kill Team must include one character who is the kill team sergeant.<br /> <br /> The Brute Squad player sets up all terrain and deploys his brute squads within 12” of the centre of the board.<br /> The Kill Team player sets up his squad within 3” of the board edge. <br /> The Kill Team always goes first and always acts as normal.<br /> There is no turn limit. The game ends when the Kill team completes its objective or is wiped out by the brute squad.<br /> <br /> All brute squads start the game unaware. At the start of his turn the Brute Squad player must choose to activate up to <span class="glossaryitem" onmouseover='gp(24);'>D6</span> unaware brute squads. Both players role a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> for each squad the Brute Squad player chose to activate adding the number of klaxon counters gained to the brute squad player’s role. The player with the higher role may move the corresponding brute squad 6” in any direction; this brute squad cannot do any more during this turn. If the roll is a draw the Brute Squad player wins. If the Kill Team player wins the roll they may not move the brute squad into dangerous or impassable terrain.<br /> <br /> A Brute Squad becomes aware if at the end of the Kill Team players turn it is within line of sight and spotting distance (initiative + the number of klaxon counters) of the Kill Team or an aware Brute Squad or one of the models in its unit has been slain this turn. Aware Brute Squads act as normal for the rest of the game. <br /> <br /> The Brute Squad player gains a single Klaxon Counter at the end of any turn when...<br /> -a brute squad becomes aware.<br /> -the kill team move more than 6” in any phase or more than 12” in a turn.<br /> -the kill team shoot in the shooting phase.<br /> -the kill team move within 3” of an objective for the first time. <br /> <br /> Mission Ideas...<br /> Mission 1: Extract: A relic or VIP is placed in the centre of the board which the kill team must pick up and escort off any board edge.<br /> <br /> Mission 2: Assassinate: The Brute Squad Sergeant must start on the centre of the table with his unit. The Kill Team must assassinate the sergeant and then move off of any board edge.<br /> <br /> Mission 3: Recon: The Kill Team must end at least one of its turns with all of its models in each table square. Once this is accomplished they must leave via the table edge they deployed along.<br /> <br /> Mission 4: Escape and Evade: Instead of normal, the kill team must set up within 6” of the centre of the board while the Brute Squads must set up with in 6” of any of the board edges. The kill team must leave the board.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 8 Nov 2015 01:57:43]]> GMT</pubDate>
				<author><![CDATA[ Taffy17]]></author>
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				<title>Revamped, Simple, 4th ed Kill Team rules</title>
				<description><![CDATA[ I was toying with the idea of using the 4th ed rules for the conclusion to a Heralds of Ruin <span class="glossaryitem" onmouseover='gp(809);'>KT</span> campaign. you may want to try the <span class="glossaryitem" onmouseover='gp(188);'>HoR</span> rules with a regular Kill Team one one side with Brutes on the other<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 8 Nov 2015 04:42:21]]> GMT</pubDate>
				<author><![CDATA[ Hunam0001]]></author>
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				<title>Revamped, Simple, 4th ed Kill Team rules</title>
				<description><![CDATA[ Sounds like fun...<br /> <br /> Meant to be played on a 4x4 board with lots of terrain, right?<br /> <br /> Might give it a go later...]]></description>
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				<pubDate><![CDATA[Sun, 8 Nov 2015 04:49:39]]> GMT</pubDate>
				<author><![CDATA[ Selym]]></author>
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				<title>Revamped, Simple, 4th ed Kill Team rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f223eed51371c4cd3209c5aea8fb4a80.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/669744/8244688.page"><b>Selym wrote:</b></a><br/>Sounds like fun...<br /> <br /> Meant to be played on a 4x4 board with lots of terrain, right?<br /> <br /> Might give it a go later...</div></blockquote>I guess it could be played on any size table with any amount of terrain but 4x4 with a standard amount of terrain was what I had in mind.<br /> <br /> Would love to hear how you get on with it! <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 8 Nov 2015 20:27:34]]> GMT</pubDate>
				<author><![CDATA[ Taffy17]]></author>
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				<title>Re:Revamped, Simple, 4th ed Kill Team rules</title>
				<description><![CDATA[ I got my Kill Team ready:<br /> <br /> ==================================<br /> Kill Team (Command Squad):<br /> <br /> -Company Champion w/Power Sword, Combat Shield, Bike<br /> -Veteran w/Meltagun, Bike<br /> -Veteran w/Meltagun, Bike<br /> -Veteran w/Meltagun, Bike<br /> -Veteran w/Meltagun, Bike<br /> <br /> [180 pts]<br /> ==================================<br /> <br /> Only got one question though, can the brutes take liberties with their options? I'm planning to play this tomorrow with some of my own stuff, and my only viable opponent is <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, who can't really do the squad-by-squad thing, and make it work.<br /> <br /> &gt;Take Platoon, fill the table with models, or have issues with structure<br /> <br /> &gt;Take Veterans, can't make up the points without taking two squads, then there's two identical sergeants vying for &quot;brute leader&quot; status.<br /> <br /> Can the brutes do stuff like take a cheapo <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> as the leader, such as a Priest or a Primaris Psyker?  Can they ignore some structural rules, and just take a bunch of lasgun-toting minions and one character model?]]></description>
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				<pubDate><![CDATA[Sun, 8 Nov 2015 22:22:47]]> GMT</pubDate>
				<author><![CDATA[ Selym]]></author>
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				<title>Revamped, Simple, 4th ed Kill Team rules</title>
				<description><![CDATA[ So a guard player could take weapons teams to make up the points, and if there's multiple characters you can pick who the leader is.<br /> <br /> So he could take 2x 10 man veteran squad with some special weapons and split it into 4x 3 man squads and 2x 4 man squads.<br /> <br /> But the brute squads are supposed to be exactly that, brutes and grunts not <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> or elites.<br /> <br /> This thing is all just an idea, I haven't even tried it out yet, if you want to make adjustments feel free to try it and let me know how it goes.<br /> <br /> However i'd recommend you build a brute squad team as well and then you can swap with your opponent and be the defender.]]></description>
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				<pubDate><![CDATA[Sun, 8 Nov 2015 22:41:39]]> GMT</pubDate>
				<author><![CDATA[ Taffy17]]></author>
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				<title>Revamped, Simple, 4th ed Kill Team rules</title>
				<description><![CDATA[ I don't have an opponent yet, just meself :C<br /> <br /> Just gonna be testing the mechanics of it.]]></description>
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				<pubDate><![CDATA[Sun, 8 Nov 2015 22:49:19]]> GMT</pubDate>
				<author><![CDATA[ Selym]]></author>
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				<title>Revamped, Simple, 4th ed Kill Team rules</title>
				<description><![CDATA[ So here's my Tau Brute Squad.<br /> <br /> -5x Breachers, 1x Shas'ui (Brute squad leader), 2x Gun Drones<br /> -6x Strikers, 1x Shas'ui, 1x Gun Drone<br /> -5x Strikers<br /> <br /> and I'm gonna break it up into brute squads like this.<br /> <br /> 3x Breachers (Shas'ui)<br /> 3x Breachers<br /> 2x Strikers 1x Gun Drone<br /> 2x Strikers 1x Gun Drone<br /> 2x Strikers 1x Gun Drone<br /> 3x Strikers (Shas'ui)<br /> 3x Strikers<br /> <br /> This is my Astra Militarum Kill Team<br /> <br /> Militarum Tempestus Platoon<br /> -Tempestor Prime w/power sword, Bolt Pistol, 1x Meltagun, 3x Hot Shot Lasgun<br /> -Tempestor w/ bolt pistol, 4x Hot Shot Lasgun<br /> <br /> So that'd be<br /> A Tempestor Prime w/power sword + bolt pistol, Tempestor w/bolt pistol, 1x meltagun, 7x hot-shot lasguns.]]></description>
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				<pubDate><![CDATA[Sun, 8 Nov 2015 23:45:57]]> GMT</pubDate>
				<author><![CDATA[ Taffy17]]></author>
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				<title>Revamped, Simple, 4th ed Kill Team rules</title>
				<description><![CDATA[ I see <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 9 Nov 2015 00:06:42]]> GMT</pubDate>
				<author><![CDATA[ Selym]]></author>
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