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Advanced Kill Team – Unofficial 40K Expansion by Scott McKinnon

Advanced Kill Team


Unofficial Rules for Skirmish Combat In the 41st Millennium

The Rules
Kill Team uses most of the standard rules for 5th Edition Warhammer 40,000 rules, barring the
additions below, which override the rules in the book. Any disputes should be resolved with either
mutual agreement, or a dice off.

Movement Phase

Moving in Terrain: All models gain the move through cover Universal Special Rule, as they are
unencumbered by their comrades moving with them.

Shooting Phase

Full Automatic: A model carrying a weapon with more than one shot may declare that he will fire on
full automatic. He must select his target as normal, this will be referred to as the primary target. Any
models within 4” are referred to as secondary targets. The player then rolls to hit as per normal. The
first hit he rolls must be allocated to the Primary target, then the opposing player may allocate the
next hit (if any) to a secondary target. The controlling player then allocates the next hit to a different
model (which can be the first again), and so on until all hits have been allocated. The player then
proceeds to roll to wound as normal. Note that a player cannot use full automatic if there is a
friendly model within 4” of the primary target, as there is too great a risk that they will hit there
comrades.

Sniper Weapons: Snipers are much more powerful picking off lone targets then they are at large,
moving units. To represent this, the second time a model with a sniper weapon targets the same
model in two subsequent shooting phases, it will receive a +1 modifier to hit, the third time, it will
receive a +2 modifier and so on. Additionally, if a model with a sniper weapon targets a model that
has not moved in it’s last movement phase, the model will receive another +1 modifier to hit. This
rule gives sniper weapons a much needed boost in their reliability.

Pinning: Any weapon that causes pinning will force a test if it hits a model, rather than causing a
casualty.

Grenades: Any model armed with grenades may throw them as a shooting attack with a range in
inches that is double their strength characteristic. Note that if a model throws grenades in the
shooting phase they may not be used in assault that turn.

Defensive Grenades and Assault Grenades: S4 AP – Small Blast.


Anti-armour Armour grenade: S6 AP 3 No Blast and may only be thrown at models with an armour
value.
Unique grenades (i.e. Meltabombs, Tankbusta Bombs, Grenades that don’t fit into the category
above), can only be used in Close Combat as described in their unit entry.

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Advanced Kill Team – Unofficial 40K Expansion by Scott McKinnon

Assault Phase

Who Can Fight: Models must be in base to base contact to attack, the 2” rule is ignored.

Reactive Assault: When a friendly model is assaulted, all friendly models within 4” may choose to
take a Leadership test. Should they pass, they may move into base contact with the attacker (taking
difficult terrain tests if applicable) and fight in the combat. They may not gain the +1 Attack bonus
for charging, however if they have the Counter attack rule they may attempt to use it.

Losing Combat: Once two (or more) models are locked in combat, they must stay there until one
side is completely wiped out (unless they have the Hit and Run USR, in which case, they may utilise
it). More models may still choose to charge into the ongoing combat, in which case, they are subject
to this rule.

General

Arc of Sight: All models have an arc of sight of 180 degrees. They may not shoot or assault at
something behind them. A models facing may be changed at any time during it’s movement for no
penalty. This means that infiltrators have greater choice in where to deploy.

Army of One: All models acts on it’s own. There is no coherency restrictions and the model behaves
by itself, takes leadership checks on it’s own and counts as it’s own unit. Excepting the restrictions
below.

Squad Based Abilities: All squad based abilities (i.e. Painboy’s Feel No Pain, Bosspoles, etc.) have an
area of effect equal to the leadership of the model that confers them. For example, a Painboy has a
Leadership of 7, this means that he confers the Feel No Pain save to any model bought from the
same unit within 7”. Any model not within this area does not benefit from the Feel No Pain save.

Playing A Game

Selecting the Team: To play a single one off game of Kill Team, select a points value (I recommend
somewhere between 125-250) and select units from your codex with the normal restrictions.
However you may only select units from the following FOC:
- 0-2 Elites
- 0-2 Troops
- 0-1 Fast Attack
- 0-1 Heavy Support
- No Vehicle/Walker Models with a Combined Armour Value of Greater than 33.

One model must be designated as the Force Commander, the leader of your Kill Team.

Select A Mission: Missions can be selected by choosing one from the forthcoming scenario section
or simply by mutual agreement of an objective. Note that all models barring vehicles are scoring
units in Kill Team.

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Advanced Kill Team – Unofficial 40K Expansion by Scott McKinnon

Withdrawing: Once a Kill Team is reduced to 33% of its starting numbers. It must take a Leadership
check using the Leadership of the Force Commander. Should the commander fail the check, the
Team will withdraw and your opponent will win by default.

The Board. Ideally the board should be crammed with as many features as possible to make for a
very tactical game. The board should be about 4’x4’ for suitable play.

The Armoury:
A Kill Team is often fitted with the most high tech gear for their operations. Up to one piece of
equipment from the armoury may be taken for every 75 Points in your Kill Team.

Refractor Field (Force Commander Only) – 15 Points


Confers a 5+ Invulnerable Save to the bearer.

Medipack – 10 Points
The bearer may confer one Feel No Pain save a turn to a model with its Leadership in Inches. Models
that already have Feel No Pain may re-roll the dice for their Feel No Pain save.

Reflex Sight – 5 Points


The bearer may pre-measure all its shooting attacks. Additionally, in scenarios that take place at
Dusk/Dawn or Midnight, the Warrior may add +6” to how far it can see into the darkness.

Smoke Grenades – 10 Points


The model may choose to use these at any point in it’s shooting. They are thrown as per grenades,
but instead place the large blast over any point within range, and scatter it normally. Any model
under the template receives a 4+ cover save until its next movement phase. One use per game.

Special Issue Ammunition – 5 Points


The model may re-roll rolls of 1 to wound with shooting attacks (barring grenades).

Special Forces Training


Three of the models (One of which must be the Force Commander) in the Kill Team may select any
Universal Special Rule in the main rulebook (barring Swarms).

The Force Commander


Any model within the Leadership radius (i.e. Leadership 7 = 7” Radius) of the Force Commander may
use the Commander’s Leadership for any Leadership test they are called upon to make.

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Advanced Kill Team – Unofficial 40K Expansion by Scott McKinnon

Kill Team Scenarios

To determine a scenario, wither mutually agree with your opponent or roll on the table below.

Dice Roll Scenario


1 Meeting Engagement
2 Assassination
3 Hostage Situation
4 Sabotage
5 Forward Reconnaissance
6 The High Ground

Also, you should mutually agree on the time of day, or roll on the table below.

Dice Roll Time of Day


1-2 Dawn/Dusk
3-4 Midday
5-6 Midnight

Time of Day Effect:

Dawn/Dusk: Models can only fire at targets that are within 30” of them that are in their arc of sight.

Midday: No Effect. Models can see normally.

Midnight: Models can only fire at those that are within 12” and in arc of sight. All cover saves are at
+1.

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Advanced Kill Team – Unofficial 40K Expansion by Scott McKinnon

Scenario I: Meeting Engagement

The two Kill Teams move quickly across the landscape towards their separate objectives. By
happenstance, they come across each other and a fire fight in the city begins.

Deployment
Roll off to see who deploys first. The winner may choose to deploy first (and go first) or deploy
second (and go second). Both Kill Teams deploy within 12” of their opposite board edges (which are
chosen by the player that won the roll off). Players may try to seize the Initiative as normal.

Objectives
Both players are attempting to reduce the opposing kill team to minimum strength. The first player
to reduce the opposing Kill team to 25% of their starting number wins the game. A player will also
win if the opponent is forced to withdraw.

Special Rules
Surprise Meeting. As the two Kill Teams are completely surprised by each other’s presence, Heavy
Weapons may not be fired on the first turn of the game, as they need time to warm up.

Scenario II: Assassination

Each Kill Team is tasked with slaying each other’s leader. The two Team’s stalk each other in the
ruins, seeking each other out.

Deployment
Roll off to see who deploys first. The winner may choose to deploy first (and go first) or deploy
second (and go second). Both Kill Teams use the Spearhead Deployment in the Main Rulebook (and
the quarters are chosen by the player that won the roll off). Players may try to seize the Initiative as
normal.

Objectives
The first team to slay the opponents Force Commander will win the game. The player will also win
the game if they force the enemy to withdraw.

Special Rules
Lucky Escape. Both Force Commanders seem to be unnaturally resistant to injury, and seem to be
unnervingly lucky (“Missed it by that much!”). To represent this, both Force Commanders have a 6+
save that they may take in addition to any normal save they take. (I.E. A Space Marine Veteran
Sergeant suffers a wound, he takes his armour save and fails, but can still use the 6+ save, which he
passes, rendering him unharmed!)

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Advanced Kill Team – Unofficial 40K Expansion by Scott McKinnon

Scenario III: Hostage Situation

One Kill Team launches a daring rescue to recapture an important prisoner from the clutches of the
enemies elite forces as they escort him to a high security holding cell.

Deployment
Roll off to see who deploys first. The winner may choose to go first or go second. The winner of the
roll may also choose to be the Attacker or Defender. The attacker deploys first, within 12” of his/her
board edge (which is chosen by the player that won the roll off). Then the Defender deploys his Kill
Team within 12” of the other board edge. Players may try to seize the Initiative as normal.

Objective
The Defender must keep the hostage on the board (and in their possession at the end of the game)
for 15 turns. The Attacker must either be in control of the hostage at the end of the game, or escort
him off the board (by moving him off the board.). Should the Hostage be slain, it is a draw. Neither
Kill Team will withdraw from this scenario, the stakes are too high.

Special Rules
The Hostage. The Hostage will be controlled by the player with the most models within 4” of the
model. He moves like Infantry. The Hostage may not be targeted by shooting, nor may he be
charged. A model cannot fire on Full Automatic if they are targeting a model within 4” of the
hostage. Should a template weapon hit the hostage by scattering onto him, then he is counted as a
T3, 1 Wound target with a 4+ armour save. Should he be hit by a blast weapon he will immediately
go to ground.

Scenario IV: Sabotage

One Kill Team attempts to destroy a vital objective, a communications relay, fuel depot, ammunition
store or so on. The other Kill team must attempt to stop them.

Deployment
Both players roll off for the role of Attacker and Defender. The Defender places the Objective at the
exact centre of the board, and deploys his/her team within 12” of it. The Attacker then deploys his
team anywhere within 12” of any board edge (and he can use more than one!). The Attacker goes
first, but the Defender may still attempt to Seize the Initiative.

Objective
The Attacker must destroy the Objective in Close Combat by using Special Issue Plasma Grenades
(Strength 8+2D6, may not be thrown.). The Defender must either keep the Objective intact for 12
Turns or force the Attackers to withdraw.

Special Rules
The Objective. The Objective has an Armour Value of 12 all around. Any Defending model within 6”
may re-roll any failed Leadership checks.

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Advanced Kill Team – Unofficial 40K Expansion by Scott McKinnon

Scenario V: Forward Reconnaissance

One Kill Team attempts to infiltrate enemy territory in the hope of setting up a forward base for
further raids. However an enemy Kill Team lies in wait, ready to repel the attackers.

Deployment
Roll of for the role of Attacker and Defender. The Defender deploys first, setting up within 12” of his
board edge (which is determined by the winner of the roll off). The Attacker then deploys his Kill
Team within 12” of the opposite edge. Note that the Attacker’s models cannot Infiltrate or Outflank
in this scenario, as they are attempting to do so already!

Objectives
The player with the most models in the Defender’s deployment zone at the end of 12 Game turns
wins. If there are equal numbers it is a draw. Both Kill Teams can be forced to withdraw as per
normal.

Special Rules
Barricades. The Defending player may set up D6+2 6” Barricades (Or the Like) at the start of the
game, to represent the prepared defences that the Kill Team has set up.

Scenario VI: The High Ground

Both Kill Teams race to the highest positions in the area so they can set off flares to alert the main
force of the enemies’ presence. But who will be alerted first.

Deployment
Roll off to see who deploys first. The winner may choose to deploy first (and go first) or deploy
second (and go second). Both Kill Teams deploy within 12” of their opposite board edges (which are
chosen by the player that won the roll off). Players may try to seize the Initiative as normal.

Objective
A Kill Team will win the scenario if they have the model in the highest vertical position at the end of
the game. The height of the model is determined to the bottom of the base, so those dynamically
kneeling Scouts have a chance! Kill Teams can be forced to withdraw as normal, which will give a
default victory anyway.

Special Rules
Don’t Look Down. The heights on a ruined building can be dizzying, and combined with the unstable
flooring of a ruin, it can also be fatal. A model on the top floor of any building/ruin in this scenario
must take a dangerous terrain test at the beginning of the turn (regardless of whether it moved or
not). Failure means that the model drops to his/her death and is removed from play instantly,
regardless if it had Eternal Warrior (or similar)...

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