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WHAT’S CHAPTER APPROVED

ALL ABOUT?
Each month, Chapter Approved takes a look at the
Warhammer 40,000 game and its rules,
introducing new scenarios, weapons, rules and
army list entries of all types, frequently stolen from
codexes in progress here at the Studio. It also acts
as a forum for dedicated players of Warhammer
40,000 who have produced inspired, well thought
out and just plain brilliant additions to the game
(as reviewed and arbitrated by that well-known
model of fairness and balance – me). If you’ve got Greetings citizens and welcome to Chapter Approved. This month
something good for Chapter Approved then write Lexmechanic Kelly has devoted his waking hours to the
to me at the address given here.
Note: Please don’t include rules queries etc, with
investigation of commando tactics in the 41st millennium, and has
your letters, as the volume of mail means that in wrought an experimental simulation of some cunning missions
most cases I won’t be able to send individual that involve just one squad of highly disciplined soldiers against
replies.
the numerous, but often inefficient, soldiers of the enemy. This
Andy Chambers (Chapter Approved),
Games Workshop, month the first half of his efforts are exposed to the galaxy, with
Willow Road, Lenton, their conclusion to follow. Should you need to destroy an enemy
Nottingham,
NG7 2WS, UK command cogitator, capture a governess or assassinate an alien
leader, this treatise on covert operations should prove invaluable.

KILL-TEAM by Phil Kelly

WHAT IS KILL-TEAM ALL ABOUT? The Dirty Dozen, Where Eagles Dare, Imperial Guard. In this way Kill-team can
Phil: The notion of this small-scale Saving Private Ryan, Star Wars, Return feature a team of Ork Kommandos
game is based on those movies we all of the Jedi, Kelly’s Heroes… the list sneaking into a Necron tomb complex, a
know and love where a crack team of goes on. The veterans amongst you will pack of Kroot mercs using cover of night
experts (or desperadoes trained by a have spotted that this concept borrows to ‘liberate’ a priceless Dark Eldar
single-minded double-hard drill heavily from Gav Thorpe’s Last artefact from its twisted shrine, or a
instructor) go in and triumph against all Chancers (the hard-bitten Colonel squad of Space Marine Scouts avoiding
the odds. We’re all familiar with this Schaeffer and his recruits from the patrolling gun drones on their mission to
formula due to good old Uncle Imperial Guard Penal Legions – more on assassinate a Tau Ethereal. Odds on
Hollywood and the countless films that these chaps elsewhere in this issue), but you’ll have enough models in your
cover these themes: The Magnificent extends it into a games system for all collection to assemble at least one Kill-
Seven, Aliens, The Guns of Navarone, races rather than just focusing on the team, and the necessary forces you’ll
need to be the bad guys when it’s your
opponent’s turn to be the desperadoes.
Kill-team is best thought of as small-
scale, objective-based Warhammer
40,000, and is playable in an hour or
less. If you’ve had a chance to try the
‘40K in 40 minutes’ system published
back in WD 274, this is about the same
level of simplicity and is easily playable
during lunch, after hours or over a
couple of drinks. You’ll need around ten
models to play the good guys, although
this varies slightly from race to race. The
opponents, being grunts as opposed to
elite commandos, will have more: these
are almost always the basic troop type
for that race. So you’ll find that if you
regularly play a friend with Tyranids,
you’ll likely be infiltrating your way
through patrols of Gaunts to dump a
melta bomb in the central spore
chimney, and so on.
Another area of the game that makes
Kill-team appealing to veteran players is
that it offers the possibility for your Kill-
team to advance in skill. Unlike
Mordheim, Path to Glory and

56 CHAPTER APPROVED
Imperial Guard Storm Troopers undertake a daring raid against a Tau landing pad.

Necromunda this will generally be ● Mark a point (the central objective) ● The protagonist gets first turn and
squad-level rather than individuals that the Kill-team needs to reach in may act as normal, retaining unit
gaining experience. In this way Kill- order to fulfil its mission (see coherency.
teams evolve and grow as you send ‘Objectives’, below); this should really ● The protagonist must reach the
them on different missions, but you be in the centre of the table or at objective by any means necessary
won’t have to shed any tears if half the least nearby, but you’ll find the and fulfil a criteria determined by
squad gets wiped out during the mission scenery piece will usually dictate this. mission to achieve a victory (a Kill-
(and they will… ). It should also be elevated if possible team playing a Sabotage mission, for
Saying that, players should make every so that bad guys can fall to their instance, is automatically equipped
effort to personalise their Kill-team, deaths onto spiked railings, into pools with melta bombs and must
converting them to carry trophies or of radioactive waste etc. All good successfully destroy an AV14
special gear and keeping tracks of who clean fun. objective). These criteria can be
kills the most bad guys. A Stetson or ● The protagonist begins the game with taken from ‘objectives’ below or be
cigar (or squig and Iron Gob etc) here agreed upon between the players.
one Kill-team (basic or elite, but for
and there can really get across the The antagonist must destroy the
this month we’ll stick to basic teams),
feeling of a gang of desperate but entire Kill-team to achieve a victory.
hardcore soldiers. You might even want which will usually include a Sergeant
All other considerations are irrelevant.
to give them names, especially your Kill- of some sort. The number of
operatives varies for each race ● The antagonist may activate or
team’s leader, who will generally be
depending on how capable they are; deactivate up to D6 goon squads at
kicking the most alien butt. You can
for instance a Kroot Carnivore Kill- the beginning of each turn. Only
complete the missions without Sarge,
team would have 14 members, activated goon squads can move
but it’s an awful lot trickier.
whereas a Kill-team comprising of (you might want to place a coloured
This month we’ll cover the basic rules dice or token by activated goon
Necron Flayed Ones would only
and throw a few ideas into the pot for squads). Bear in mind that although
number 8.
creative players to get started. Next activated goon squads can move,
month we’ll look at a few advanced ● The antagonist begins the game with they won’t necessarily move in the
missions, elite Kill-teams, some cool a varying number of models. He may direction the antagonist wants. It is
wargear (silencers, las-traps and so choose which race he fields. See the often advisable to leave the goon
forth) and rules for Boss Goons. For Kill-team Numbers table later in this squads nearest the objective
now, though, let’s take a look at the article for more details. deactivated (and therefore static) for
basic rules. ● The antagonist sets up his models in the first few turns so they don’t
groups of 3 anywhere within 12" of wander off and leave the Kill-team a
KILL-TEAM BASIC RULES the objective. Each of these groups is clear run at their objective.
Setup called a goon squad. No goon squad Deactivated squads remain in place,
● The good guys (protagonists) face can be deployed within 6" of any no doubt swapping stories about the
off against the bad guys other. All goon squads start the game girls/she-fungi/tentacled brood-beasts
(antagonists) on a 4' by 4' table. The deactivated (more on this later). back home.
antagonist sets up the terrain, it’s his ● In the Movement phase of the
territory after all. This should ideally Playing Kill-team antagonist’s turn, each activated
feature a large and impressive ● The protagonist may choose which goon squad moves as if it were a
scenery piece as the central table edge his Kill-team deploy from. single sentry. That means that during
objective. They enter play from that table edge. the antagonist’s Movement phase,

56
each player rolls a dice (the control klaxon counters accrued) of the Kill-team beginning of that turn that is taken into
roll) for each goon squad in turn: the for any reason (even enemy assaults) it account). In this way, as the alarm is
player that scores highest moves the has spotted the intruders and becomes raised, goon squads will quickly move
members of the goon squad that aware, and may act as normal; moving, to reinforce their brethren. A goon
many inches in the direction of his shooting, and assaulting under the squad cannot accrue more than one
choice. This dice roll is modified by antagonist’s control for the rest of the klaxon counter per phase.
the number of klaxon counters the game. Whenever a goon squad
antagonist has accrued (see below). becomes aware, for whatever reason, Example: The protagonist has his
Goon squads can never move more add a klaxon counter to the antagonist’s Kroot Kill-team near their goal, an
than 6" regardless of their special store. They may not accrue further unexploded bomb, but has had to
rules (fleet of foot for example) due to stealthily dispatch an Imperial Guard
counters. It really doesn’t matter what
goon squad on his way. The players roll
the fact they are moving with caution, you use for klaxon counters, but keep to see who controls each activated
and may never move off the table. those you have accrued in a separate goon squad. For the goon squad
See Diagram 1 for an example. pile. Note that you get one klaxon nearest the Kill-team, both players get
● If the result of the control roll is a counter per squad, not per model. Also lucky and roll a 6, and because the
draw (taking into account any add a klaxon counter whenever the Kill- antagonist has a klaxon counter his
team shoots. total is raised to 7. The antagonist wins
modifiers for klaxon counters etc) the
control and moves the goons 6" (the
antagonist player moves the squad ● Each klaxon counter accrued in this maximum) directly toward the Kill-team.
that number of inches, as even the way adds +1 to the dice roll for Members of the goon squad are now 4"
thickest henchman has a brain and controlling each goon squad and +1 to away (the Guardsman goon’s Initiative
will act sensibly more often than not. the basic spotting distance value of 3 plus one for a klaxon counter
● Each time a goon squad (activated or accrued earlier in the game) and have
determined by the goon squad’s
therefore spotted the Kill-team.
deactivated) comes within spotting range Initiative (note that it is the number of
Awooga! Another klaxon counter is
(its Initiative value plus the number of klaxon counters accrued at the
added to the antagonist’s store, and
although he will only have his +1 to his
control rolls and spotting range until the
Diagram 1 beginning of next turn, he will have +2
team Antagonist
Kill- next turn and can now shoot and
wins roll assault with the goon squad in spotting
with a 6.
range, because it has become aware.
6"
Who knows, he may even kill a couple
of the protagonist’s precious operatives
or delay them until next turn when the
rest of the goons, adding +2 to their
control rolls and therefore travelling
3" faster, race towards the scene…
Antagonist
wins roll
with a 3. Objective ● Kill-teams are fearless and hence will
automatically pass their Ld tests, whilst
goon squads test on their unmodified
Protagonist Leadership for all Morale tests,
wins roll with including regrouping. All other
a 5, and
moves goon considerations for such tests are
squad away ignored (All On Your Own tests, enemy
5" Activated Goon Squad
from Kill- within 6", Drone leadership etc).
team. Deactivated Goon Squad
● Kill-teams roll for Difficult Terrain as
normal, whereas goon squads ignore
difficult terrain altogether: it’s their
Diagram 2 territory and they know their way
around pretty well.
The antagonist has
Kill -team ● Kill-teams may only consolidate after
1 klaxon accrued.
combat; their mission is too
The protagonist important for them to go haring off
rolls a 4. after bad guys.
The antagonist also ● Goon squads will fall back toward the
Spotting
rolls a 4 but gets +1 nearest table edge or toward the
Range for the klaxon counter objective, depending on which is
for a total of 5. nearest. They will automatically rally
The goon squad if they reach the objective and may
5" therefore moves 5", act as normal from their next turn.
and because they are Fleeing goon squads cannot accrue
within spotting range klaxon counters.
(Initiative + number of ● There is no turn length, play until the
klaxon counters) Kill-team is dead or the objective is
accrue a further
met. Then swap sides and let the other
klaxon counter.
guy play the Kill-team– he can choose
a different race if desired.

56 CHAPTER APPROVED
orm up!” barked Veteran

“F Sergeant Heisen as the last


of the Harakoni Warhawk’s
Kill-team hit the ground, rolling and
detaching their grav-gliders in one
practiced movement. Around him, his
squad took position in the wooded
clearing, reporting their status in clear,
clipped voices as they activated their
weapons. The night air filled with a
thin, keening chord as Trooper Van
Stoken charged his plasma gun.
Heisen thumbed his visor to
thermomagnocular setting and zoomed
in on the enemy’s position. Three
massive Hydra flak tanks, captured by
the Orks, squatted in formation on the
ridge. The artillery cover they afforded
was allowing the Orks to establish a
perimeter practically unmolested, as
their comrades in the Marauder bomber
squadrons had already taken heavy
losses testing the Ork defenses. He
could see the crude glyph-plates and
grisly trophies that adorned their merging into a cacophony as shouts of the charging Ork. It flew back six
rusting chassis, and small figures picked and squeals of alarm began to echo feet, a smoking stump where its head
out in red swarming around the tracks. round the clearing. Dallere was pulled should be.
down by the sheer number of the
“Kill-team Delta, advance. Dallere on “Neutralise that tank! DO IT!” shouted
scratching, biting runts, his visor ripped
point,” ordered Heisen, “let’s make this Heisen at the plasma gunner, his
off and his scream silenced by a well-
clean and quick.” The Harakoni uniforms slick with gore, kneeling as
aimed spanner blow.
Warhawks ghosted through the forest, his weapon recharged with a rising
moving silently and quickly up to the Heisen heard a bellowing roar and span whine. The four autocannons of the
forest edge, each of them flattening on his heel to see a bulky, scarred Hydra clacked slowly toward him as
their back against the thick trunk of a Ork dive toward him. He raised his the turret rotated. Orks were famously
tree. Behind them, small teams of weapon a split second too late, and the inaccurate, but with this amount of
green-skinned slave-runts swarmed over beast smashed him to the ground, firepower accuracy was not an issue.
the anti-aircraft tanks. Heisen flicked knocking his antique shotgun out of The rising pitch of the plasma weapons
open his comm-bead and took a deep his hands. His thick carapace armour seemed unbearably slow as the massive
breath. absorbed the impact. Heisen rolled cannon took a bead on Van Stoken’s
with the blow, coming up in a crouch position. Heisen got a look straight
“GO!” shouted Heisen, and as one his and drawing his combat knife in one down one of the barrels before the
squad swung around from behind the fluid motion. The Ork barrelled tank was blown apart in an earth-
cover of the trees. Van Stoken forward but Heisen was ready for it, shaking explosion that would have
discharged his plasma gun at the rear and slashed the serrated blade of his blinded anyone without a
of the first Hydra, blowing it apart in knife across the Ork’s eyes as he dived photochromatic visor. Heisen finally
a rain of molten metal. The other to one side. All around him, the breathed out; the clearing was silent
Harakonis opened fire with their percussive force of hellgun blasts blew but for the bubbling hiss of molten
hellguns, explosions of blood and flesh the milling slave-runts apart, but from metal.
marking where teams of slave-runts had the corner of his eye Heisen saw the
been a moment before. Green limbs “Heisen to Drako squadron, commence
last of the remaining Hydra turrets was
were flung high into the air as the bombardment when ready. Heisen out”.
being brought to bear on his squad.
Harakonis aimed and fired again and The Veteran Sergeant clipped his
Worse still, the alien brute was coming
again. Van Stoken, aiming his plasma custom shotgun back into place and
for him again; the damned thing
motioned for his squad to move out.
gun like a rifle, took a bead on the wouldn’t stay down. He flicked his
second Hydra, a bright bolt of shotgun up from the ground with his As the Kill-team slipped silently away
superheated energy impacting with the foot, caught it and racked the slide from the wrecked Hydras, the Ork
tank’s fuel compartment. The screams with one hand before smoothly camps behind them began to erupt in a
of burning slave-runts filled the air, whipping it round into the gaping maw string of incandescent explosions.

56
To play a game of Kill-team, follow these ● Each Kill-team is equipped with frag 2. CHOOSE OBJECTIVE
simple steps: grenade equivalents (even Kroot, The next step is to choose a basic
Flayed Ones and Genestealers – mission, either mutually agreed upon
1. CHOOSE FORCES they are infiltrating defended or randomly determined, from the list
The first step is to choose your forces. below. Alternatively, make your own up
positions after all). This is above and
Use the tables below to find out how and go for it. Some are more difficult to
many models you will need for the beyond the normal rules for that troop
win than others, so you might want to
protagonist and antagonist to play the type. One more time: all Kill-teams
start with a simple Sabotage mission
missions. For instance, if you play Tau count as having frag grenades. and work up to the trickier ones.
and your buddy plays Tyranids, you will ● Kill-teams without special weapons or
need a Kill-team of 14 Kroot and your Sergeants are more numerous to Mission 1 – SABOTAGE
friend will need 9 3-strong goon squads The Kill-team must infiltrate the enemy
make up for the deficit in funky
of Termagants. Of course, you might end position and destroy an object of
up using different models to represent wargear. All basic Kill-teams are utmost importance to their overall
the goon squads, but seeing as all roughly the same points cost. battle plan.
goons are identical you don’t need to ● Elite Kill-teams (for instance, 5 Tau Sabotaging Kill-teams count as being
worry too much. Kill-teams will have a XV Stealth Suits instead of 14 Kroot equipped with melta bombs in addition
single special weapon, or none at all. warriors) can be personalised, but to their usual equipment. The central
There are some other guidelines to bear we’ll talk more about that next month. objective, which can be represented by
in mind when using a Kill-team: a pile of crates, a cogitator bank and
so forth, must be destroyed in order for
the Kill-team to win. The central
KILL-TEAM CONTENTS TABLE objective counts as an immobile AV 14
vehicle that ignores glancing hits but is
Kill-team No. Special Weapon Sergeant destroyed by any penetrating hits.
Space Marine Scouts 9 Sniper rifle1 Veteran Sergeant with You might like to increase the difficulty
(one per team) power weapon & bolt pistol of the Sabotage mission by
Chaos Space Marines 8 Flamer Aspiring Champion with incorporating more than one objective
power weapon & bolt pistol that must be destroyed for the Kill-
Eldar Striking Scorpions 7 None Exarch with power claw team to succeed.
Ork Kommandos2 11 Burna Nob with power claw Mission 2 – ASSASSINATE
Dark Eldar Wyches 12 Shredder Succubus with splinter pistol & The Kill-team must find an individual
Agoniser key to the enemy’s strategy and
Tyranid Genestealers 9 None None ensure his death in any way they can.
Kroot Carnivores 14 None Shaper with Kroot rifle The central objective is an individual of
utmost importance to the enemy’s
Necron Flayed Ones 8 None None
strategies. They must be killed quickly
Storm Troopers 13 Plasma gun Veteran Sergeant with and cleanly. You will need an
power weapon & plasma pistol appropriate miniature. For game
1
Sniper rifles, when fired at a lone goon, do not add a klaxon counter to the purposes this model will have the
antagonist’s store if the goon is killed. following profile:
2
Ork Kommandos can be armed with slugga+choppa or shootas but may not mix. WS BS S T W I A Ld Sv
3 3 3 4 2 3 1 10 6+
They may not move but will act as
normal if attacked in any way. The Kill-
team must kill this individual to achieve
Tau Gun Drones

Necron Warriors
Eldar Guardians

Storm Troopers
Chaos Marines
Space Marines

Imperial Guard

a victory.
KILL-TEAM
Termagants
Dark Eldar

Mission 3 – ESCAPE
Ork Boyz

NUMBERS The Kill-team have fulfilled their


TABLE objective, and must get the hell out of
Dodge with as many of their number
alive as possible…
Basic Kill-team No of opposing 3-man goon squads
There is no central objective in the
Space Marine Scouts 5 5 8 8 8 9 6 5 10 6 Escape mission. Instead, the Kill-team
Chaos Space Marines 5 5 8 8 8 9 6 5 10 6 must cross to the opposite side of the
Eldar Striking Scorpions 5 5 8 8 8 9 6 5 10 6 board from which they entered. If any
remaining members of the Kill-team
Ork Kommandos 5 5 8 8 8 9 6 5 10 6
manage to move off that board edge
Dark Eldar Wyches 5 5 8 8 8 9 6 5 10 6 for any reason, they have won.
Tyranid Genestealers 5 5 8 8 8 9 6 5 10 6
Mission 4 – LAST STAND
Kroot Carnivores 5 5 8 8 8 9 6 5 10 6
Though the Kill-team has fulfilled its
Necron Flayed Ones 5 5 8 8 8 9 6 5 10 6 mission, the alarm has been raised.
Storm Troopers 1
5 5 8 8 8 9 6 5 10 6 Stealth has had to be replaced by
brute force if the Kill-team are to
1
Note that Daemonhunters and Imperial Guard both use Storm Troopers as their Kill-team.
survive.

56 CHAPTER APPROVED
In the Last Stand mission, the roles are
reversed. The Kill-team starts on the
central objective, and the goon squads
start no further than 12" away from any
table edge. The antagonist starts the
game with one klaxon counter. The Kill-
team must kill all of the antagonist’s
goon squads or die in the attempt. It’s
going to be bloody…
This mission can also follow on from the
Sabotage and Assassinate missions.

Mission 5 – HIT AND RUN


The Kill-team must reach a
predetermined point on the battlefield With the alarm raised the Striking Scorpions must battle through a horde of Termagants.
and achieve a set objective before
getting back to base. Mission 2 – ASSASSINATE ● Fight for their lives after a teleporter
The central objective in this mission The Kill-team must… malfunction drops them into the heart
must be reached by the Kill-team ● Kill an enemy commander on his way of the enemy lines.
(touched by at least one model) and to the front lines in his personal ● Revenge their fallen brethren whilst
have a model in contact with it for a full transport. preventing their bodies from being
turn. It can be assaulted. The Kill-team ● Kill a double agent of the same race defiled.
succeed in their mission if they as the Kill-team before he imparts ● Take as many of the enemy with
subsequently manage to move at least vital information. them as possible as the Space Hulk’s
one member of the team off the table. denizens realise their presence on
● Take out a Tyranid node-beast to
collapse the nearby hive mind synapse the ship.
Mission 6 – RECONNOITRE
The Kill-team must thoroughly assess web. Mission 5 – HIT AND RUN
the enemy’s capabilities and military ● Put a bullet in the skull of a corrupt The Kill-team must…
capacity without alerting the enemy to governor during a grand address
their presence. ● Place a teleport homer in the middle
from his balcony. of an enemy encampment so the
There is no central objective in a ● Destroy a revered prophet, crippling reinforcements can arrive.
Reconnoitre. The Kill-team must cover the enemy morale.
the board, determining information. They ● Start a landslide that buries an
achieve their objective if they manage to ● Put a doomed companion out of the enemy column and get out before it
traverse a circuit around the central misery inflicted by his torturers, taking takes the Kill-team out too.
point whilst coming no closer than 6" to as many bad guys down as possible ● Access data from an enemy
it, and have at least one model return to on the way. command cogitator and get it back to
the board edge that they started from. base.
Mission 3 – ESCAPE
This is one to play really stealthily… ● Place a chronodetonator on the
The Kill-team must…
foundation pillar of an enemy temple.
3. CHOOSE STORYLINE ● Reach the edge of a cliff and activate
Below are some ideas for the narrative their grav-chutes, flying to freedom. ● Kickstart a doomsday device that the
behind your Kill-team game. Naturally, enemy were planning to deploy in
● Stay one step ahead of the alien tide
these are not to be strictly adhered to, battle.
or face a gribbly death.
they are merely suggestions that you ● Poison the enemy’s water supply.
● Get inside the basement vault before
might like to adapt depending on what ● Place a beacon so that the ensuing
you have in your model and scenery the demolition charges take out the
building. orbital strike is as accurate as it is
collection. lethal.
● Climb out of an alien-infested trash
Mission 1 – SABOTAGE compactor before the Kill-team Mission 6 – RECONNOITRE
The Kill-team must… becomes wafer thin. The Kill-team must…
● Trigger the eruption of a volcano. ● Reach their ship and get into space ● Escort a data-drone around a
● Destroy a vital datacube at the centre before the Exterminatus begins. precious facility currently in enemy
of a complex electronic array. hands.
Mission 4 – LAST STAND
● Cripple a spaceship’s warp drive so ● Cleanse the area around a warp gate
The Kill-team must…
that the enemy cannot escape. of any enemy sentries.
● Face the consequences of destroying
● Disable a force field generator on a ● Complete a dark ritual that comes to
a massive Tyranid brood-beast.
forest moon. fruition only once they have sewn the
● Rampage through an infested hive soil with a circle of blood.
● Destroy a blasphemous shrine to city killing everything they find.
Chaos in mid-ritual. ● Plot a route for the main advance
● Cleanse and burn an enemy through enemy territory.
● Take out an enemy artillery position. headquarters to cripple the enemy Right, that’s it for this month, next month
● Detonate the power conduit at the command structure. I’ll conclude the Kill-team game with
heart of a Necron tomb complex. ● Take down as many of the enemy as plenty more, including rules for protagonist
● Blow a hole in the side of a possible before the plague finishes them and antagonist specialist equipment. Now,
spaceship during warp travel. off. to take down that bridge…

56

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