I've been working on a set of advanced Kill Team rules, optional rules to be used with the official Kill Team expansion (as opposed to other efforts such as the Kill Team rules from Heralds of Ruin, In the Emperor’s Name, Inquisimunda, and Killzone. Those are all good games with differing takes on a small scale skirmish game. Much of what I'm doing here is merely dusting off concepts that I've used previously in the Arena of Death rules (which we used at a few Games Days) and Small Unit Battles 40,000 (SUB40K - you can't see those efforts anymore).
Much of what I've done has been to take existing Games Workshop rules from other games, mostly Necromunda, Legends of the Old West, and Legends of the High Seas, so they have a track record within what is recognizable as the GW system. Some small changes are necessary to accommodate the differences - Warhammer 40,000 doesn't use zones of control, for example. I also incorporated concepts from older versions of Kill Team. The intent is to give players another option for introducing flexibility and tactical choices into the game.
I'm going to present this in a few installments and am looking for feedback on each element as we move forward. Once we have nailed down finished rules, they will be made available as a downloadable product, either as part of the Legio Imprint general issues or as a Legio Imprint Lite dedicated solely to this effort (or perhaps to skirmish games so that we can mention the other games that I linked above).
I've already tackled the Brotherhood of Psykers/Sorcerers rule here, so I'll move into one of the most radical of elements, Kill Team composition. For this, I've drawn upon concepts from 4th edition as well as the Horus Heresy, though this isn't a straight lift.
The following rules replace the Choosing Your Kill Team section in the Kill Team rulebook.
Players must agree upon a maximum points value and level for their Kill Team. Points values range from 200 to 400 points.
The following requirements and restrictions apply to Kill Teams of all levels:
- A Kill Team must consist of one core unit (see later) and any additional units/models allowed (see later).
- A Kill Team must include at least four non-vehicle models. One of these models must be your Leader and three must be Specialists (see the official Kill Team rules).
- A Kill Team cannot include any models with more than 3 Wounds or Hull Points on their profile.
- A Kill Team cannot include any vehicles with a combined Armour Value (established by adding the vehicle’s Front, Side, and Rear Armour Values together) of more than 33.
- A Kill Team cannot include Flyers, Monstrous Creatures, or Super Heavies.
Kill Team levels and their requirements/restrictions are described below.
Alpha Level Kill Team Detachments should be used in games of 200-300 points. All units in the Kill Team must be chosen from a single codex or codex supplement and will adhere to the Alpha-Level Kill Team Detachment Force Organisation Chart shown below:
0-1 Fast Attack
Alpha Level Kill Team Detachments have the following additional restrictions/requirements:
- An Alpha Level Kill Team Detachment cannot include any models with more than 2 Wounds or Hull Points on their profile.
- An Alpha Level Kill Team Detachment cannot include any models with a 2+ Armour Save.
Gamma Level Kill Team Detachments should be used in games of 250-350 points. The core unit and Leader in the Kill Team must be chosen from a single codex or codex supplement. Additional units may be taken from the same codex or codex supplement. One additional unit/model may be taken from another codex or codex supplement whose faction shares the Battle Brothers level of alliance with the core unit’s faction. The Kill Team will adhere to the Gamma Level Kill Team Detachment Force Organisation Chart shown below:
0-1 Fast Attack
Gamma Kill Team Detachments have the following additional restrictions/requirements:
- A Gamma Level Kill Team Detachment cannot include any models with more than 2 Wounds or Hull Points on their profile.
Omega Level Kill Team Detachments should be used in games of 300-400 points. The core unit and Leader in the Kill Team and additional units must be chosen from a single codex or codex supplement. One additional unit/model may be taken from another codex or codex supplement whose faction shares the Battle Brothers level of alliance with the core unit’s faction. The Kill Team will adhere to the Omega Level Kill Team Detachment Force Organisation Chart shown below:
0-1 HQ (if included, automatically counts as the Kill Team’s Leader; does not count as the core unit; may cost no more than 50% of the total Kill Team points value)
0-1 Fast Attack
The core unit of the Kill Team is selected as normal from the codex or codex supplement, matching the basic Unit Composition provided. The core unit counts as a single choice on the force organisation chart and may be expanded per the unit’s options.
Example: A Dark Angels player may decide to choose a Company Veterans Squad as his Kill Team’s core unit for 90 points. Two additional Veterans may be taken for 36 points and one Veteran may be given a power weapon for 15 points (for a total of 141 points so far). The Company Veterans Squad takes up the single Elites slot on the force organisation chart.
The Kill Team can be further expanded by taking additional units/models. These may be purchased in either of two ways.
The first option is to take an additional unit as a complete unit, just like the core unit. Each such unit counts as a single choice on the force organisation chart and may be expanded per the unit’s options.
Example: The Dark Angels player may decide to expand his Kill Team by adding a Scout Squad for 55 points, taking one of the Troops slots on the force organisation chart. The player further expands the squad by giving four of the models sniper rifles for 4 points, bringing the total squad cost to 59 points and the total cost of the Kill Team up to 200 points.
Alternately, additional models may be purchased as if taken as unit options (i.e., as individual models). All such additional models from the same unit type count as being in the same squad, though the total of such additional models is limited to the maximum allowed in the options. Additional models may only take options if they meet the requirements as if all of the models from the same unit were combined into a single unit. When taken in this way, each unit type can be taken only once in the Kill Team.
Example: The Dark Angels player may decide to take individual models from a Tactical Squad instead of the Scout Squad. He chooses two Space Marines. Since this is less than ten models, he may only take a Special Weapon –or– a Heavy Weapon, not both. He opts to take a heavy bolter, bringing the total squad cost to 38 points. He then opts to take a Space Marine from an Assault Squad, taking up the Fast Attack slot on the force organisation chart. He gives the Assault Squad Space Marine a flamer, for a total squad costs of 19 points and a total Kill Team cost of 198 points.
In an Omega Level Kill Team Detachment, additional models may not be taken in the HQ slot on the force organisation chart unless the main HQ unit is taken.
Example: The Dark Angels player couldn’t take additional Servitors unless the Techmarine is taken.
The intent behind all of these rules is to give players a degree of flexibility in composing their kill teams. They can opt to take the current style in the Alpha level Kill Team, a slightly more varied form in the Gamma, or one possibly led by a more powerful character in the Omega. The gradual increase in points values allows for a bit more in the kill teams. Also, the ability to take individual models vice squads allows for a bit more variety. The default choice would be the Alpha level Kill Team detachment at 200 points, but players might agree beforehand on having "more."
I want to focus on this portion of the rules so that I can make further refinements based on feedback. Once we get this done, I'll move on to the next portion of the rules that I'm working on.