Post by The Supreme Emissary on May 9, 2015 3:02:18 GMT -5
heralds-of-ruin.blogspot.co.uk/p/kill-team-rules.html
All rules can be found here, just click on the drop Box link to access the free .pdfs
The HoR rules are very different from the GW rules and make for a much more adaptable
Games range from 200-400 points and are pulled from lists cherry picked from each codex, including some other fan made or lost factions.
Highlights
Team Leaders - Can only have 1. Its the only character. Has a command Range.
The Rout Test - If you lose half of your models to death or fleeing, make a break test. Roll 2d6, if the result is equal or less than your Leaders Ld, your team keeps fighting. If the test is failed, that team loses the game and retreats from the area.
Any team may choose to voluntarily Rout at the start of any of his turns. A handy tactic if you've lost more than you can afford.
All buildings are 'real terrain' ruins. That means you need to jump, climb, crawl, open doors and can only fit through what your model can physically fit through.
Hiding models are much sneakier than adding a cover save.
Flamers and Gets Hot weapons are now more complex in their effects. Grenades are one use only for each model.
Models that have killed their target in shooting phase can charge a different model in assault if they pass a Ld test.
Injury
models aren't just dead or alive. They may be stunned, knocked down, wounded or destroyed outright. A wounded model may be down but not out on the battlefield. After each game an injured model may be saved or lost. Leaders and Specialists may find themselves wounded, needing replacement parts, permanently affecting their stat profiles.
Team Building
Players spend points to build their FORCE. A force is their total army of models they can build their kill teams from.
They assemble TEAMS from their force models up to the points value of the game, 200-400p
Every force has 1 LEADER. Each Kill team must field a leader. if the leader model dies, it must either be replaced or a specialist model can take temporary leadership.
Every force can include SPECIALISTS, a team can feature so many specialists in a game.
Every force requires CORE models. Each team needs at least one core model. Core models are divided up into GROUPS. Groups are independently acting models that share experience and upgrades.
SQUADS are a special type of group that features fodder type models that must all act together as one unit.
TRANSPORTS are any vehicle without the flyer type that can carry models around the board.
WALKERS are infantry class vehicles that are allowed to some factions as heavy support.
ARTILLERY are infantry weapons allowed to some factions that act as fire support.
Kill Team Missions
Escalating Skirmish
Doomsday Device
Take and Hold
Possession
Last Stand
Raid
All rules can be found here, just click on the drop Box link to access the free .pdfs
The HoR rules are very different from the GW rules and make for a much more adaptable
Games range from 200-400 points and are pulled from lists cherry picked from each codex, including some other fan made or lost factions.
Highlights
Team Leaders - Can only have 1. Its the only character. Has a command Range.
The Rout Test - If you lose half of your models to death or fleeing, make a break test. Roll 2d6, if the result is equal or less than your Leaders Ld, your team keeps fighting. If the test is failed, that team loses the game and retreats from the area.
Any team may choose to voluntarily Rout at the start of any of his turns. A handy tactic if you've lost more than you can afford.
All buildings are 'real terrain' ruins. That means you need to jump, climb, crawl, open doors and can only fit through what your model can physically fit through.
Hiding models are much sneakier than adding a cover save.
Flamers and Gets Hot weapons are now more complex in their effects. Grenades are one use only for each model.
Models that have killed their target in shooting phase can charge a different model in assault if they pass a Ld test.
Injury
models aren't just dead or alive. They may be stunned, knocked down, wounded or destroyed outright. A wounded model may be down but not out on the battlefield. After each game an injured model may be saved or lost. Leaders and Specialists may find themselves wounded, needing replacement parts, permanently affecting their stat profiles.
Team Building
Players spend points to build their FORCE. A force is their total army of models they can build their kill teams from.
They assemble TEAMS from their force models up to the points value of the game, 200-400p
Every force has 1 LEADER. Each Kill team must field a leader. if the leader model dies, it must either be replaced or a specialist model can take temporary leadership.
Every force can include SPECIALISTS, a team can feature so many specialists in a game.
Every force requires CORE models. Each team needs at least one core model. Core models are divided up into GROUPS. Groups are independently acting models that share experience and upgrades.
SQUADS are a special type of group that features fodder type models that must all act together as one unit.
TRANSPORTS are any vehicle without the flyer type that can carry models around the board.
WALKERS are infantry class vehicles that are allowed to some factions as heavy support.
ARTILLERY are infantry weapons allowed to some factions that act as fire support.
Kill Team Missions
Escalating Skirmish
Doomsday Device
Take and Hold
Possession
Last Stand
Raid