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Imperial Guard KILL TEAM

Version 2.0

Initial Resources:
You have 1000 Throne Geld to spend on recruiting
and arming your war band. You must have a
minimum of 3 models.
Hired Guns:
IG Kill Team war bands may recruit up to 4 other
Hired Guns.
Starting Experience & Skills:
All fighters start with the following experience
point totals. All non-Construct members gain
experience as normal. IG Kill Team gain the
Underdog Bonus as normal.
Unit Type
Sergeant
Specialists
Troopers
FNG

NEC eq
Leader
Heavy
Ganger
Juve

XP
60+D6
60+D6
20+D6
D3

Territory & Income:


IG Kill Team war bands select territories and
collect income exactly as described in the
Necromunda rulebook. They receive the Giant
Killer Bonus as listed.

Subversion Rating: 8
Investigation Rating: 6

Special Rules:
All IG Kill Team war bands may select Commlinks/Microbeads at +2 Throne Geld per fighter. If selected, all
fighters must be equipped in this way.
Upon creation, the Kill Team may select one of the following doctrines:
Penal Legion: This upgrade must be taken by every non-sergeant fighter, and the gang may not select any
member with the Gunner rank. All non-sergeant fighters are fitted with the Correction Collar item at +5TG
which cannot be removed.
Correction Collars allow all equipped models to re-roll failed nerve tests, including those caused by fear,
terror, hatred and frenzy, however any model with a Correction Collar that fails a nerve test is immediately
removed as a casualty and must roll for a serious injury.
Chem-dogs: This upgrade gives the warband access to each non-Sergeant fighter an Injector Rig filled with
Slaught, Kalma, and Frenzon at +25 Throne Geld per fighter. Fighters with this upgrade may not select Heavy
Weapons or any Heavy armor.
Drop Troops: This upgrade costs +30 TG per fighter and the entire Kill Team MUST select these upgrades.
All fighters are equipped with a Grav Chute and the Kill team is considered to have one Vents territory which
they cannot lose and from which they can never gain income. The Kill Team may not take any hired guns.

Deathworld Veterans: This upgrade costs +2 TG per fighter and the entire warband MUST select these
upgrades. Upon creation, select one non-Void category from the Treacherous Conditions table. Any scenario
where Treacherous Conditions are used for that category, the conditions have no effect upon Kill Team members. Treacherous Conditions affect Hired Gun models normally.
Xenos Fighters: This warband has fought for many long bitter years against a particular Xenos race. This
upgrade costs +2 TG per fighter and the entire warband MUST select this upgrade. Upon creation, the
warband may select one Xenos species type from the Species list. All models in the warband gain the Hatred
special rule against this race. Note that warbands selecting Orkoid gain this against ALL Orkoid models and
if selecting Eldar gain this against both Eldar and Dark Eldar models.

Subs: This warband is from a planet where


mutation is rife and the mutant underclass is
conscripted to fight in battle. This upgrade costs
nothing; the entire warband MUST select these
upgrades and this doctrine also includes Deathworld
Veterans as described above. Gunners, Troopers and
FNGs replace their species option with the
following: Abhuman, Human Mutant, or Big Mutie.
The Kill Team lowers its Investigation Rating by -1
and increases its Subversion Rating by +1.

Recruitment
1 Sergeant
M
-

WS
+2

Base +100 TG
BS
+2

S
-

T
-

W
-

I
+1

A
-

0+ FNG
Ld
+2

Species: Any non-Astartes Human.


Weapons: The Sergeant may select weapons from
the HtH, Pistols, Basic, Special, and Grenades lists.
Equipment: The Sergeant may select any equipment from the Armor, Gunsights, and Equipment
lists.
Special: The Sergeant always counts as having
a friend within 2 for the purposes of recovering
from pinning. Additionally, friendly models within
6 of the Sergeant may use the Sergeants
Leadership characteristic when taking any
Leadership-based test.
0-4 Gunners
M
-

WS
+1

BS
+1

Base +40 TG
S
-

T
-

W
-

I
-

A
-

Ld
+1

Species: Any non-Astartes Human or Abhuman.


Weapons: Gunners may select weapons from the
HtH, Pistols, Basic, Special, Heavy, and Grenades
list.
Equipment: Gunners may select equipment from
the Armor, Gunsights, and Equipment lists.
2+ Troopers
M
-

WS
+1

BS
+1

Base +30 TG
S
-

T
-

W
-

I
-

A
-

Ld
+1

Species: Any non-Astartes Human or Abhuman.


Weapons: Troopers may select weapons from the
HtH, Pistols, Basic, and Grenades list.
Equipment: Troopers may select equipment from
the Armor and Equipment lists.
Special: Kill Teams must be made up of 50%
Troopers. If the warband roster ever falls below
this amount, the warband may recruit no other
non-Trooper models until it reaches 50%.

M
-

WS
-

Base +15 TG
BS
+1

S
-

T
-

W
-

I
-

A
-

Ld
-

Species: Any non-Astartes Human or Abhuman.


Weapons: FNGs may select weapons from the
HtH, Pistols, Basic, and Grenades list.
Equipment: FNGs may select equipment from
the Armor and Equipment lists.

Weapons & Equipment Lists


All costs are included within the armory

Hand-to-Hand
Knife
Stiletto, Dirk
Throwing Knife
Sword1
Club, Maul, Bludgeon
Chain, Flail
Massive Weapon1
Chainsword1
Chain-Axe1
Electro-Flail3
Shock Maul3
Power Sword2
Power Axe2
Power Fist3
Pistols
Dueling Pistol3
Autopistol
Stubber
Hand Cannon
Bolt Pistol1
Laspistol
Hellpistol1
Hand Flamer1
Plasma Pistol2
Basic
Musket
Autogun
Lasgun
Las Carbine
Hellgun1
Bolt Carbine2
Bolter2
Shotgun (Solid/Scatter)
Hunting Rifle1

Special
Flamer
Melta-Gun
Ripper Gun (Ogryn Only)
Grenade Launcher
Plasma Gun4
Long Las4
Storm Bolter3
Heavy
Autocannon
Heavy Stubber
Heavy Bolter
Heavy Plasma Gun
Lascannon
Missile Launcher
RPG Launcher
Multi-Laser
Heavy Flamer
Grenade & Ammo
Frag Grenades
Krak Grenades1
Photon Flash Grenades1
Fire Bomb
Tox Bomb
Melta-Bombs1
Demo-Charge2
Frag Missile
Krak Missile
Dum-Dums
Man-Stoppers
Hot Shot Shells
Overcharge Cell1

Armor
Light Armor
Flak Armor
Flak Armor (Enclosed)
Medium Armor1
Medium Armor (Enclosed)2
Heavy Armor2
Heavy Armor (Enclosed)2

Equipment
Bio-Scanner (1/warband)2
Blade Venom (One use)
Charm
Clip Harness
Liquid Courage (One Use)
Medi-Pack (1/warband)2
Photo-Contacts/Visor
Respirator
Reloads
Silencer4

Gun-Sights
Red-Dot Laser
Telescopic Sight4
Mono-Sight
IR-Sight4

Sergeant
Gunners
Troopers
FNG

1.
2.
3.
4.

Agility
X
-

Combat
X
X
X
X

Ferocity
X
X
X
-

Not available to FNGs


Not available to Troopers & FNGs
Sergeant only
Gunners only

Muscle
X
X
-

Shooting
X
X
X
X

Stealth
X
X
X
-

Techno
X
X
-

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