Post by The Supreme Emissary on Oct 20, 2016 0:59:57 GMT -5
BUILD YOUR KILL TEAM
Players choose their units straight out of one Codex/Supplement and can spend up to 200 points.
Kill Team Detachment
OPTIONAL 0-2 Troops, 0-1 Elites, 0-1 Fast Attack
RESTRICTIONS
Must have a minimum of 4 non-vehicle models. 1 must be your Leader and 3 must be Specialists.
No models with more than 3 Wounds/Hull Points.
No vehicles with a combined Armour Value greater than 33.
No Flyers
No 2+ Armour Saves
LEADER
The CHARACTER model with the highest LEADERSHIP. If tied then choose.
Roll/Choose their Leader Trait
1: D3+2 non-vehicles have outflank
2: Seize the Initiative on a 4+
3: +1VP if your leader slays the enemy Leader in a challenge
4: Command Range incresed to 12"
5: Leader becomes a Specialist (must choose a different Specialty than your other specialists)
6: Zealot
Command Range and Break Tests
At the start of your turn, if more than half the total models in your Kill Team have been destroyed (or otherwise removed from play) your Force is Broken.
From that point on each of your models must make Break Tests at the start of your movement phases, including the turn your force was Broken.
Start rolling your tests with your Leader.
Leaders have a Command Range of 6".
If your force is Broken and your Leader passes his Break test, all friendly models in his range automatically pass their Break tests.
Each model makes a Leadership test. If passed they continue as normal. If failed, the model is removed from play as a casualty.
Vehicles and Fearless models auto-pass Break tests.
Models with And They Shall Know No Fear re-roll failed Break Tests.
SPECIALISTS
3 non-vehicle, non-Beast, non-Swarm models can CHOOSE 1 special ability from 1 of 5 Specialties. Some scenarios allow for more, but in standard play, no 2 specialists can choose from the same Specialty. Your Leader can choose to become a Specialist but also may not share a Specialty with any of the other Specialists.
COMBAT SPECIALIST
Counter-attack
Furious Charge
Hammer of Wrath
Hatred
Rage
Berserk Fighting: Gain D3 attacks if locked in combat with multiple enemy models. Doesn't affect a model that made a disordered charge.
Deathblow: Instant Death in close combat.
Killer Instinct: Fleshbane in close combat.
Warrior Adept: +1WS
WEAPON SPECIALIST
Sniper
Bane of Vehicles: Tank Hunter in shooting
Eagle Eye: Ranged weapons increase their range by 50%. No effect on Templates.
Expert Shot: +1BS
Machine Saboteur: Haywire in close combat
Master-Craftsman: 1 ranged weapon has Master Crafted.
Reaping Volley: Ranged weapons that make more than one shot can target different enemies with each shot. Must decide each shot BEFORE rolling To Hit.
Sharpshooter: Ignores Cover in Shooting.
Supressing Fire: Pinning in shooting.
DIRTY FIGHTER SPECIALIST
Fear
Soul Blaze
Blinding Distraction: Blind in close combat.
Exploit Weakness: Rending in close combat.
Executioner: Shred against multi-wound enemies.
Low Blow: Concussive in close combat.
Murderous Blow: Shred in close combat.
Poisoned Weapons: Poison 4+ in close combat.
INDOMITABLE SPECIALIST
Adamantium Will
Crusader
Eternal Warrior
Fearless
Feel No Pain
Relentless
Stubborn
Smackdown: A non-vehicle model that suffers 1 or more HITS in close combat moves as if through Difficult Terrain until the end of its next turn.
GUERILLA SPECIALIST
Fleet
Hit & Run
Infiltrate
Move Through Cover
Night Vision
Preferred Enemy
Scout
Stealth
Promethium Charges: model has Assault Grenades. However, shooting attacks with these grenades Ignore Cover.
KILL TEAM MISSIONS
Missions are designed for 4x4' tables.
Each model is treated as a SEPERATE UNIT, including those selected as wargear.
Independent Character doesn't function.
Transports can carry a number of models up to their capacity, even if they're selected from different Codex units. However Dedicated Transports can still on deploy with their owning unit embarked.
Psykers can't use Conjuration.
Brotherhood of Psykers/Sorceres is not used.
Reserves are not used except in the case of Outflank.
Ongoing Reserves are not used.
Deep Strike is not used.
Unless stated otherwise in their rules, all models are scoring units.
Chaos Daemons
Warp Storm and Daemonic Instability are replaced by Fearless.
Chaos Space Marines
Champion of Chaos is not used.
Cult Mechanicus
Canticles of the Omnissiah is not used.
Khorne Daemonkin
Blood for the Blood God is not used
Orks
Mob Rule is not used
Skitarii
Doctrina Imperatives are not used
KT Mission Secondary Objectives
Slay the Leader: If the enemy Leader is slain by the end of gain, gain +1VP. Doesn't count if the model leaves as a result of a failed Break Test.
Linebreaker: Get +1VP if at least 1 of your models is in the enemy deployment zone at end of game. Doesn't count if they are falling back or have gone to ground.
First Blood: Gain +1VP for being the first to kill an enemy model.
Break the Enemy: Gain +1VP if by end of game you have destroyed more than half your enemy's total models.
Players choose their units straight out of one Codex/Supplement and can spend up to 200 points.
Kill Team Detachment
OPTIONAL 0-2 Troops, 0-1 Elites, 0-1 Fast Attack
RESTRICTIONS
Must have a minimum of 4 non-vehicle models. 1 must be your Leader and 3 must be Specialists.
No models with more than 3 Wounds/Hull Points.
No vehicles with a combined Armour Value greater than 33.
No Flyers
No 2+ Armour Saves
LEADER
The CHARACTER model with the highest LEADERSHIP. If tied then choose.
Roll/Choose their Leader Trait
1: D3+2 non-vehicles have outflank
2: Seize the Initiative on a 4+
3: +1VP if your leader slays the enemy Leader in a challenge
4: Command Range incresed to 12"
5: Leader becomes a Specialist (must choose a different Specialty than your other specialists)
6: Zealot
Command Range and Break Tests
At the start of your turn, if more than half the total models in your Kill Team have been destroyed (or otherwise removed from play) your Force is Broken.
From that point on each of your models must make Break Tests at the start of your movement phases, including the turn your force was Broken.
Start rolling your tests with your Leader.
Leaders have a Command Range of 6".
If your force is Broken and your Leader passes his Break test, all friendly models in his range automatically pass their Break tests.
Each model makes a Leadership test. If passed they continue as normal. If failed, the model is removed from play as a casualty.
Vehicles and Fearless models auto-pass Break tests.
Models with And They Shall Know No Fear re-roll failed Break Tests.
SPECIALISTS
3 non-vehicle, non-Beast, non-Swarm models can CHOOSE 1 special ability from 1 of 5 Specialties. Some scenarios allow for more, but in standard play, no 2 specialists can choose from the same Specialty. Your Leader can choose to become a Specialist but also may not share a Specialty with any of the other Specialists.
COMBAT SPECIALIST
Counter-attack
Furious Charge
Hammer of Wrath
Hatred
Rage
Berserk Fighting: Gain D3 attacks if locked in combat with multiple enemy models. Doesn't affect a model that made a disordered charge.
Deathblow: Instant Death in close combat.
Killer Instinct: Fleshbane in close combat.
Warrior Adept: +1WS
WEAPON SPECIALIST
Sniper
Bane of Vehicles: Tank Hunter in shooting
Eagle Eye: Ranged weapons increase their range by 50%. No effect on Templates.
Expert Shot: +1BS
Machine Saboteur: Haywire in close combat
Master-Craftsman: 1 ranged weapon has Master Crafted.
Reaping Volley: Ranged weapons that make more than one shot can target different enemies with each shot. Must decide each shot BEFORE rolling To Hit.
Sharpshooter: Ignores Cover in Shooting.
Supressing Fire: Pinning in shooting.
DIRTY FIGHTER SPECIALIST
Fear
Soul Blaze
Blinding Distraction: Blind in close combat.
Exploit Weakness: Rending in close combat.
Executioner: Shred against multi-wound enemies.
Low Blow: Concussive in close combat.
Murderous Blow: Shred in close combat.
Poisoned Weapons: Poison 4+ in close combat.
INDOMITABLE SPECIALIST
Adamantium Will
Crusader
Eternal Warrior
Fearless
Feel No Pain
Relentless
Stubborn
Smackdown: A non-vehicle model that suffers 1 or more HITS in close combat moves as if through Difficult Terrain until the end of its next turn.
GUERILLA SPECIALIST
Fleet
Hit & Run
Infiltrate
Move Through Cover
Night Vision
Preferred Enemy
Scout
Stealth
Promethium Charges: model has Assault Grenades. However, shooting attacks with these grenades Ignore Cover.
KILL TEAM MISSIONS
Missions are designed for 4x4' tables.
Each model is treated as a SEPERATE UNIT, including those selected as wargear.
Independent Character doesn't function.
Transports can carry a number of models up to their capacity, even if they're selected from different Codex units. However Dedicated Transports can still on deploy with their owning unit embarked.
Psykers can't use Conjuration.
Brotherhood of Psykers/Sorceres is not used.
Reserves are not used except in the case of Outflank.
Ongoing Reserves are not used.
Deep Strike is not used.
Unless stated otherwise in their rules, all models are scoring units.
Chaos Daemons
Warp Storm and Daemonic Instability are replaced by Fearless.
Chaos Space Marines
Champion of Chaos is not used.
Cult Mechanicus
Canticles of the Omnissiah is not used.
Khorne Daemonkin
Blood for the Blood God is not used
Orks
Mob Rule is not used
Skitarii
Doctrina Imperatives are not used
KT Mission Secondary Objectives
Slay the Leader: If the enemy Leader is slain by the end of gain, gain +1VP. Doesn't count if the model leaves as a result of a failed Break Test.
Linebreaker: Get +1VP if at least 1 of your models is in the enemy deployment zone at end of game. Doesn't count if they are falling back or have gone to ground.
First Blood: Gain +1VP for being the first to kill an enemy model.
Break the Enemy: Gain +1VP if by end of game you have destroyed more than half your enemy's total models.