Post by The Supreme Emissary on May 9, 2015 4:04:31 GMT -5
www.dropbox.com/s/dx3m06c371zbln2/Kill%20Team%20Roster.pdf?dl=0
Use the Kill Team Roster Sheet to more easily track your entire Force.
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The Chronocade campaign will feature a tweaked version of the HoR rules to allow players to complete a campaign in a reasonable amount of time.
Game Sizes 200-500
Universal Rosters
All Forces/Teams feature 1 Leader. If the Leader dies it can be temporarily replaced by a specialist.
All Forces/Teams feature up to 5 Specialists.
All Forces can include up to 5 Groups. Each group can consist of up to 5 models meaning normally a force can have up to 25 core models.
Squads are core groups that are fielded as one unit and have a minimum model count. The maximum model count for the squad is double the minimum number (so a group that comes in groups of 5 can be maxed out at 10). A Squad counts as one group no matter what its size.
Artillery counts as a group including a weapon and a selection of gunners. Artillery counts as one group, no matter how many models it has.
Transports
All transports have a reduced point cost of -50p. This may make some transport models free. The excess points cannot be applied to other models. All Teams are allowed 1 Transport.
Transports cannot have a combined armor value greater than 34. Drop Pods are the Exception.
Walkers
Light walkers are available to some factions and have their own damage table and maintenance costs.
Artillery and Gunners
If an artillery groups weapon is destroyed, the gunners may continue to act normally. if the gunners are killed or incapacitated the weapon remains in place. Other non-vehicle non-squad models can replace lost gunners in battle. Dead gunners must be fully replaced before the artillery group can be fielded again.
Allied Teams - HoR features a rule for Inquisition models being taken by other imperium forces, but lets take it a step further.
Any force can add models from another faction they are battle Brothers with.
Up to 1 Specialist, 1 Core Group (including squad types) and 1 transport can be taken from an allied faction, taking up their appropriate slots on your Force list.
- All Imperium factions are battle brothers
- All Eldar factions are battle brothers
- Chaos marines and daemons are battle brothers
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Bases
A player's Base adds certain features on and off the battlefield. The HoR rules make for a terribly drawn out process so use the following rules instead:
Base Upgrades - All Upgrades require Requisition Points to purchase and some come with a maintenance cost to keep using. Some Upgrades can only be accessed by players with a certain level of Renown.
RN 0 RP0 Tanglewire - up to 3 6" barricades/fences can be placed anywhere on the table. they cannot be destroyed and have no maintenance costs. (physical models)
RN 5 RP 5 Comms Relay - improves your reserve rolls, adds a comms relay to the field, acts as cover and can be destroyed. (Physical model)
+ RP 5 Target Designator - At the beginning of a game, mark a single enemy model. All of your models get a +1 to hit that model.
RN 10 RP 5 (not including upgrade points) Defense Turret - An automated sentry (BS2 fires at closest enemy) featuring a heavy weapon from that factions codex (cheapest option). The turret can be upgraded to a different weapon by spending the listed points difference. it can also be upgraded to Twin-Linked by paying for a second identical weapon (only needs to be done once, but further upgrades need to cover both weapons). it acts as cover and can be destroyed. (physical models)
* A Force can include up to 2 Turrets, each is paid for and upgraded separately
RN 15 RP 5 Shield Projector - Place a 25mm base anywhere in your deployment zone. any model fully within 3" (7"diameter circle) gains a 5++ invul save. doesn't act as cover, can be destroyed.
+ RP 2 Psi-shield - upgrade to shield generator. models covered by the shield get +1 to deny the witch.
* A Force can have up to 2 Shield Projectors. each is purchased separately (physical model)
RN 20 RP 10 Medical Facilities - Core and Special Injury Chart rolls +1.
RN 25 RP 10 Vehicle Hangar - Vehicle Damage chart rolls +1.
Base Equipment require RP to purchase and upgrade. The Turrets are upgraded using regular points. Base equipment does not take up any points on your Team List. Any destroyed equipment is replaced for the next game if you pay its maintenance cost. The maintenance costs of base equipment is its RP cost divided by 5 (1 or 2, tangle wire is free)
Destructible models count as having 1 HP and an AV of 10
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Legendary Weapons - HoR developed a generation system to create melee or ranged weapons that are potentially garbage or potentially devastating. In the normal rules players compete during missions for the rare chance to produce such gear. With how wild the quality can vary between results, these can be very frustrating quests compared to even the best possible results.
So instead, all players will get one chance during each narrative mission step to roll for a legendary weapon if/when they win a game in that step. The bigger the campaign, the more chances players get and the better the chance for a worthwhile result.
So, with one campaign step every week, every player who wins a game gets one chance owe week to roll for a Legendary Weapon.
Legendary Weapons can be given to leaders and specialists. They do not replace other weapons. They may be traded freely among these models. If one of these models dies, there's a chance heir legendary weapon is lost forever, or stolen by the enemy player.
-----
Game and Board size - Kill Team games are played on a smaller 4'x4' table. saves space considering their vastly smaller points. The table can be effectively shrunk further to make better use of limited terrain pieces, which are meant to be relatively densely packed.
Games start at 200 points and increase by 50 points for each narrative step up to 500 points (meaning 7 event missions)
Tables are built on 2-4 boards depending on the point size of the game.
200-250 2 boards
300-350 3 boards long ways
400-500 4 board square
-----
Renown - After each game, everyone gains experience that unlocks access to battle honors and base equipment.
After a win, gain 1 renown. If you lose, you gain none.
Bigger rewards - the Requisition Point rewards are used to buy new models and upgrades. The rate of acquisition in HoRs rules makes collecting them a long and arduous process for a casual group like the one at Chronocade. So lets speed things up a bit.
Everyone starts their Force with 250 points. That's more than they can field in their first game but it gives them a backup core to keep them in the game if they lose.
Use all the achievement and reward rules featured in the HoR campaign rules and any mission rewards as listed.
All players receive RP rewards for playing a game.
- Point value of game 200-250 2RP / 300-350 3RP / 400-450 4RP / 500 5RP. Winners receive the full points. Ties split the rewards evenly among all players that haven't been routed, rounding down.
- Gain 1RP for each opponent in the game.
- Difference in Renown may add or subtract RP. Add or subtract 1 RP from your rewards for each point of Renown difference between you and your opponent. In the case of multiple opponents only adjust for the highest and lowest Renown players.
Use the Kill Team Roster Sheet to more easily track your entire Force.
-Scroll down to most recent post-
The Chronocade campaign will feature a tweaked version of the HoR rules to allow players to complete a campaign in a reasonable amount of time.
Game Sizes 200-500
Universal Rosters
All Forces/Teams feature 1 Leader. If the Leader dies it can be temporarily replaced by a specialist.
All Forces/Teams feature up to 5 Specialists.
All Forces can include up to 5 Groups. Each group can consist of up to 5 models meaning normally a force can have up to 25 core models.
Squads are core groups that are fielded as one unit and have a minimum model count. The maximum model count for the squad is double the minimum number (so a group that comes in groups of 5 can be maxed out at 10). A Squad counts as one group no matter what its size.
Artillery counts as a group including a weapon and a selection of gunners. Artillery counts as one group, no matter how many models it has.
Transports
All transports have a reduced point cost of -50p. This may make some transport models free. The excess points cannot be applied to other models. All Teams are allowed 1 Transport.
Transports cannot have a combined armor value greater than 34. Drop Pods are the Exception.
Walkers
Light walkers are available to some factions and have their own damage table and maintenance costs.
Artillery and Gunners
If an artillery groups weapon is destroyed, the gunners may continue to act normally. if the gunners are killed or incapacitated the weapon remains in place. Other non-vehicle non-squad models can replace lost gunners in battle. Dead gunners must be fully replaced before the artillery group can be fielded again.
Allied Teams - HoR features a rule for Inquisition models being taken by other imperium forces, but lets take it a step further.
Any force can add models from another faction they are battle Brothers with.
Up to 1 Specialist, 1 Core Group (including squad types) and 1 transport can be taken from an allied faction, taking up their appropriate slots on your Force list.
- All Imperium factions are battle brothers
- All Eldar factions are battle brothers
- Chaos marines and daemons are battle brothers
-----
Bases
A player's Base adds certain features on and off the battlefield. The HoR rules make for a terribly drawn out process so use the following rules instead:
Base Upgrades - All Upgrades require Requisition Points to purchase and some come with a maintenance cost to keep using. Some Upgrades can only be accessed by players with a certain level of Renown.
RN 0 RP0 Tanglewire - up to 3 6" barricades/fences can be placed anywhere on the table. they cannot be destroyed and have no maintenance costs. (physical models)
RN 5 RP 5 Comms Relay - improves your reserve rolls, adds a comms relay to the field, acts as cover and can be destroyed. (Physical model)
+ RP 5 Target Designator - At the beginning of a game, mark a single enemy model. All of your models get a +1 to hit that model.
RN 10 RP 5 (not including upgrade points) Defense Turret - An automated sentry (BS2 fires at closest enemy) featuring a heavy weapon from that factions codex (cheapest option). The turret can be upgraded to a different weapon by spending the listed points difference. it can also be upgraded to Twin-Linked by paying for a second identical weapon (only needs to be done once, but further upgrades need to cover both weapons). it acts as cover and can be destroyed. (physical models)
* A Force can include up to 2 Turrets, each is paid for and upgraded separately
RN 15 RP 5 Shield Projector - Place a 25mm base anywhere in your deployment zone. any model fully within 3" (7"diameter circle) gains a 5++ invul save. doesn't act as cover, can be destroyed.
+ RP 2 Psi-shield - upgrade to shield generator. models covered by the shield get +1 to deny the witch.
* A Force can have up to 2 Shield Projectors. each is purchased separately (physical model)
RN 20 RP 10 Medical Facilities - Core and Special Injury Chart rolls +1.
RN 25 RP 10 Vehicle Hangar - Vehicle Damage chart rolls +1.
Base Equipment require RP to purchase and upgrade. The Turrets are upgraded using regular points. Base equipment does not take up any points on your Team List. Any destroyed equipment is replaced for the next game if you pay its maintenance cost. The maintenance costs of base equipment is its RP cost divided by 5 (1 or 2, tangle wire is free)
Destructible models count as having 1 HP and an AV of 10
-----
Legendary Weapons - HoR developed a generation system to create melee or ranged weapons that are potentially garbage or potentially devastating. In the normal rules players compete during missions for the rare chance to produce such gear. With how wild the quality can vary between results, these can be very frustrating quests compared to even the best possible results.
So instead, all players will get one chance during each narrative mission step to roll for a legendary weapon if/when they win a game in that step. The bigger the campaign, the more chances players get and the better the chance for a worthwhile result.
So, with one campaign step every week, every player who wins a game gets one chance owe week to roll for a Legendary Weapon.
Legendary Weapons can be given to leaders and specialists. They do not replace other weapons. They may be traded freely among these models. If one of these models dies, there's a chance heir legendary weapon is lost forever, or stolen by the enemy player.
-----
Game and Board size - Kill Team games are played on a smaller 4'x4' table. saves space considering their vastly smaller points. The table can be effectively shrunk further to make better use of limited terrain pieces, which are meant to be relatively densely packed.
Games start at 200 points and increase by 50 points for each narrative step up to 500 points (meaning 7 event missions)
Tables are built on 2-4 boards depending on the point size of the game.
200-250 2 boards
300-350 3 boards long ways
400-500 4 board square
-----
Renown - After each game, everyone gains experience that unlocks access to battle honors and base equipment.
After a win, gain 1 renown. If you lose, you gain none.
Bigger rewards - the Requisition Point rewards are used to buy new models and upgrades. The rate of acquisition in HoRs rules makes collecting them a long and arduous process for a casual group like the one at Chronocade. So lets speed things up a bit.
Everyone starts their Force with 250 points. That's more than they can field in their first game but it gives them a backup core to keep them in the game if they lose.
Use all the achievement and reward rules featured in the HoR campaign rules and any mission rewards as listed.
All players receive RP rewards for playing a game.
- Point value of game 200-250 2RP / 300-350 3RP / 400-450 4RP / 500 5RP. Winners receive the full points. Ties split the rewards evenly among all players that haven't been routed, rounding down.
- Gain 1RP for each opponent in the game.
- Difference in Renown may add or subtract RP. Add or subtract 1 RP from your rewards for each point of Renown difference between you and your opponent. In the case of multiple opponents only adjust for the highest and lowest Renown players.