Post by The Supreme Emissary on May 9, 2015 2:16:46 GMT -5
The 40K official Kill Team Rules are pretty narrow.
each player builds a list of up to 200 points using unit entries straight out of a single codex.
0-2 Troops
0-1 Elites
0-1 Fast Attack
A kill team must have at least 4 non-vehicle models. One must be your leader. 3 must be Specialists
Can't have any models with 3+ Wounds or Hull Points
cannot have a vehicle with a combined armor rating of more than 33
No Flyers
No 2+ armor saves
The Leader is the models with the highest Leadership value
Leadership Traits
1 D3+2 non-vehicles have Outflank
2 Seize the initiative at 4+
3 Get 1VP for your leader slaying thenemey leader in a challenge
4 Leader's command range increased to 12"
5 The leader can select a specialist ability from a list not already chosen by one of your other specialists
6 Leader has Zealot
Specialists get to choose 1 special ability from one of the 5 lists. Each Specialist chooses from a different list
Combat Specialist -
Counter Attack
Furious Charge
Hammer of Wrath
Hatred
Instant Death (CC only)
Rage
Rampage
Weapon Specialist
Haywire
Ignores Cover
Master-Crafted
Pinning
Rending
Sniper
Split Fire
Tank Hunter
Dirty Fighter -
Blind
Concussive
Fear
Fleshbane
Monster Hunter
Poisoned 4+
Rending
Shred
Soul Blaze
Indomitable Specialist -
Adamantium Will
Crusader
Eternal Warrior
Fearless
Feel No Pain
Relentless
Strikedown
Stubborn
Guerilla Specialist -
Fleet
Hit & Run
Infiltrate
Move Through Cover
Night Visioni
Prefered Enemy
Scout
Stealth
Mission Rules
Battlefield: Tables are 4x4'
Every Man for Himself: Each model is treated as an independent unit
Transport Vehicles: A transport can carry as many models as it has capacity for, in any combination. but only the unit that select it as a Dedicated Transport can start onboard
You're on Your Own: models cannot be placed in reserve and extra models cannot be generated (like summoned demons)
Scoring Units
Psychic Solitude: Brotherhood of psykers has no effect
Break Test: If you lose half your models your force is broken. each model must make a break test at the beginning of its movement phase or else flee from battle. Models with ATSKNF re-roll failed break gets
Command Range: Leaders have a command range of 6". if you passes his break test, his models in range also auto-pass their tests
Mission Objectives
Slay the Leader: earn one VP for a killed enemy leader
Linebreaker: have at least one model in the enemy deployment zone for 1VP
First Blood: be the first one to remove an enemy model as a casualty
Break the Enemy: if you kill more than half of the enemy models.
Missions
1- Forward Push
3 objective markers, mysterious objectives
2- Alone in the Dark
3 mysterious objective markers, Night fighting for whole battle, roll to give some models outflank
3- Head Hunter
if you slay the enemy leader, get d3 VP plus 1VP for each slain specialist
4- Infiltrate the Camp
Attack & defend. Attacker earns 1VP for each of their models that leaves by the defenders table edge. Defender earns 1VP for every 3 enemy models killed. Attackers cannot use outflank. Attacker leader trait rolls of 1 are re-rolled. Attacker models cannot turbo-boost
5- Secure the High Ground
mark the jill at center of board. Earn 1VP for each non-vehicle model in the hill at end of game
6- Supply Drop
place 6 scattered markers on the table. Attack and Defend. Random Objectives. The primary drop is worth 3VP
Game Length: Variable
on turn 5, roll a d6. On a 3+ the game continues. turn 6 roll again, game continues on a 4+. on turn 7 the game automatically ends
each player builds a list of up to 200 points using unit entries straight out of a single codex.
0-2 Troops
0-1 Elites
0-1 Fast Attack
A kill team must have at least 4 non-vehicle models. One must be your leader. 3 must be Specialists
Can't have any models with 3+ Wounds or Hull Points
cannot have a vehicle with a combined armor rating of more than 33
No Flyers
No 2+ armor saves
The Leader is the models with the highest Leadership value
Leadership Traits
1 D3+2 non-vehicles have Outflank
2 Seize the initiative at 4+
3 Get 1VP for your leader slaying thenemey leader in a challenge
4 Leader's command range increased to 12"
5 The leader can select a specialist ability from a list not already chosen by one of your other specialists
6 Leader has Zealot
Specialists get to choose 1 special ability from one of the 5 lists. Each Specialist chooses from a different list
Combat Specialist -
Counter Attack
Furious Charge
Hammer of Wrath
Hatred
Instant Death (CC only)
Rage
Rampage
Weapon Specialist
Haywire
Ignores Cover
Master-Crafted
Pinning
Rending
Sniper
Split Fire
Tank Hunter
Dirty Fighter -
Blind
Concussive
Fear
Fleshbane
Monster Hunter
Poisoned 4+
Rending
Shred
Soul Blaze
Indomitable Specialist -
Adamantium Will
Crusader
Eternal Warrior
Fearless
Feel No Pain
Relentless
Strikedown
Stubborn
Guerilla Specialist -
Fleet
Hit & Run
Infiltrate
Move Through Cover
Night Visioni
Prefered Enemy
Scout
Stealth
Mission Rules
Battlefield: Tables are 4x4'
Every Man for Himself: Each model is treated as an independent unit
Transport Vehicles: A transport can carry as many models as it has capacity for, in any combination. but only the unit that select it as a Dedicated Transport can start onboard
You're on Your Own: models cannot be placed in reserve and extra models cannot be generated (like summoned demons)
Scoring Units
Psychic Solitude: Brotherhood of psykers has no effect
Break Test: If you lose half your models your force is broken. each model must make a break test at the beginning of its movement phase or else flee from battle. Models with ATSKNF re-roll failed break gets
Command Range: Leaders have a command range of 6". if you passes his break test, his models in range also auto-pass their tests
Mission Objectives
Slay the Leader: earn one VP for a killed enemy leader
Linebreaker: have at least one model in the enemy deployment zone for 1VP
First Blood: be the first one to remove an enemy model as a casualty
Break the Enemy: if you kill more than half of the enemy models.
Missions
1- Forward Push
3 objective markers, mysterious objectives
2- Alone in the Dark
3 mysterious objective markers, Night fighting for whole battle, roll to give some models outflank
3- Head Hunter
if you slay the enemy leader, get d3 VP plus 1VP for each slain specialist
4- Infiltrate the Camp
Attack & defend. Attacker earns 1VP for each of their models that leaves by the defenders table edge. Defender earns 1VP for every 3 enemy models killed. Attackers cannot use outflank. Attacker leader trait rolls of 1 are re-rolled. Attacker models cannot turbo-boost
5- Secure the High Ground
mark the jill at center of board. Earn 1VP for each non-vehicle model in the hill at end of game
6- Supply Drop
place 6 scattered markers on the table. Attack and Defend. Random Objectives. The primary drop is worth 3VP
Game Length: Variable
on turn 5, roll a d6. On a 3+ the game continues. turn 6 roll again, game continues on a 4+. on turn 7 the game automatically ends