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Advanced Kill Team Rules


Brother Tyler

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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.

CHOOSING YOUR KILL TEAM

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 Detachment

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:

0-2 Troops

01- Elites

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 Detachment

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:

0-2 Troops

01- Elites

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 Detachment

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)

0-2 Troops

01- Elites

0-1 Fast Attack

CORE UNIT

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.

ADDITIONAL UNITS/MODELS

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.
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This is going to be awesome happy.png!

Here come the questions:

- If there is an HQ Unit that doesn't take up a slot on the FOC, should we still only be able to use it in Omega Level Detachments or can we use those types of units at all (eg Ministorum Priests for SoB and IG)?

- Would the HQ Unit referenced above only be able to be taken if a "proper" HQ Unit was taken in an Omega Level Detachment?

Also, thanks for the link to Inquisimunda.

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The answers I provide below might change through discussion and playtesting.

- If there is an HQ Unit that doesn't take up a slot on the FOC, should we still only be able to use it in Omega Level Detachments or can we use those types of units at all (eg Ministorum Priests for SoB and IG)?

The Kill Team force organisation chart doesn't work quite the way the standard FOC does, so whether or not a unit "takes up a slot" doesn't matter. If it's an HQ choice, it's an HQ choice and can only be taken in an Omega Level Kill Team Detachment.

Would the HQ Unit referenced above only be able to be taken if a "proper" HQ Unit was taken in an Omega Level Detachment?

The Omega Level Kill Team Detachment is limited to 0-1 HQ choice, so the answer is probably "No." The only way you'd be able to add on to the HQ is if the second unit is part of the first, such as the relationship between Servitors and Techmarines where the Servitors are part of the Techmarine unit entry (i.e., they are one unit). I'll need more exact information for a definitive answer, however.

The point of Kill Team is that it is focused on the squad level action. It's not supposed to be Herohammer. I suppose we might consider a fourth option, or an alternate set of rules for players that want to take the Super Friends (a humorous description, but not making fun of the idea msn-wink.gif ). For now, though, I want to focus on the Kill Team concept.

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Thanks for clearing that up. I thought of a way I could still take a Ministorum Priest as a "leader" and not have to rely on the HQ Slot being an option: the Inquisition Codex lists them as an Elite option.

I've always loved the idea of Kill Team but, sadly, never really got to play it when I was playing games. Oh great, I just got an idea turned.gif.

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The questions at this point:

  • Are the restrictions/requirements for the varying levels clear?
  • Are the restrictions/requirements for the varying levels balanced?
  • Is it clear that the points values are merely recommended? For example, an Alpha Level Kill Team Detachment might be up to 400 points?
It might help to build some example kill teams using the rules presented, and these examples might help clarify what the rules are trying to say. I'll stick to armies covered by the B&C for these examples. If anyone else builds example kill teams in this discussion, please follow suit and stick to the B&C's factions (and the Horus Heresy setting is welcome, too). I'm just picking codices and going from there, so these aren't necessarily going to be optimal kill teams. I'm just trying to illustrate what is possible under the rules I've presented. I'm going to use the aspects of the rules that are peculiar to what I've built - there's no point in illustrating what the official rules already offer.

Alpha Level Kill Team Detachment 1, 200 points

Codex: Chaos Space Marines

Core Unit: Possessed (4 Possessed and 1 Possessed Champion, two gifts of mutation for the Possessed Champion, Mark of Khorne - 165 points) - Elites

Additional Unit: Chaos Cultists (purchased as individual models via the options rather than the standard unit - 2 Chaos Cultists w/ Mark of Khorne - 12 points) - Troops

Additional Unit: Chaos Bikers (purchased as individual models via the options rather than the standard unit - 1 Chaos Biker w/ Mark of Khorne - 22 points) - Fast Attack

199 points total

Alpha Level Kill Team Detachment 2, 250 points

Codex: Astra Militarum

Core Unit: Veterans (9 Veterans w/ 1 heavy flamer, 1 heavy bolter (heavy weapons team), 1 voxcaster, and 6 shotguns; 1 Veteran Sergeant w/ laspistol and close combat weapon; Grenadiers doctrine) - 200 points - Troops

Additional Unit: Bullgryns (1 Bullgryn) - 45 points - Elites (this unit is taken as an individual model via the options)

245 points total

Gamma Level Kill Team Detachment 1, 250 points

Codex: Blood Angels

Core Unit: Sanguinary Guard (5 Sanguinary Guard w/ death masks, 2 Encarmine axes, 1 power fist, and 1 inferno pistol) - 185 points - Elites

Additional Unit: Scout Squad (2 Scouts w/ camo cloaks and sniper rifles, 1 Scout w/ heavy bolter and hellfire shells, and 1 Scout w/ camo cloak and shotgun) - 65 points - Troops (this unit is purchased as individual models via the options)

250 points total

Gamma Level Kill Team Detachment 2, 300 points

Codex: Space Marines

Core Unit: Tactical Squad w/ Chapter Tactics: Iron Hands (6 Space Marines w/ 1 heavy bolter, 1 Veteran Sergeant w/ power weapon and bolt pistol) - 119 points - Troops

Additional Unit: Sicarian Ruststalkers (4 Sicarian Ruststalkers w/ transonic blades; and 1 Ruststalker Princeps w/ transonic blades, chordclaw, refractor field, and digital weapons) - 180 points - Elites (this unit is taken from Codex: Skitarii)

298 points total

Omega Level Kill Team Detachment 1, 350 points

Codex: Grey Knights

Core Unit: Paladin Squad (5 Paladins w/ 1 Nemesis force halberd, 1 Nemesis daemon hammer, 2 w/ Nemesis falchions, and 1 incinerator) - 300 points - Elites

Additional Unit: Land Speeder - 50 points - Fast Attack (this unit is taken from Codex: Space Wolves)

350 points total

Omega Level Kill Team Detachment 2, 400 points

Codex: Inquisition

Core Unit: Inquisitorial Henchmen Warband (1 Acolyte w/ carapace armour, storm bolter, and Liber Heresius; 3 Crusaders; 1 Arco-flagellant; 1 Ministorum Priest w/ eviscerator and autogun) - 141 points - Elites

Additional Unit: Ordo Hereticus Inquisitor w/ power sword, power armor, and 2 servo skulls - 41 points - HQ

Additional Unit: Battle Sister Squad (19 Battle Sisters w/ 1 heavy bolter and 1 meltagun; and 1 Veteran Sister Superior w/ power weapon) - 225 points - Troops (this unit is taken from Codex: Adepta Sororitas).

397 points total

I'm farily certain that y'all will let me know if I goofed on anything above. I'm not as worried with exact unit specifics as I am about the composition and restrictions/requirements for the kill teams. msn-wink.gif

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Oops! I did make a mistake there somewhere. 19 Battle Sisters can be in one unit, per Codex: Adepta Sororitas, but they would cost more than I've indicated. It should have been 13 Battle Sisters (the base 4 plus 9). I've fixed it (I hope).

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*groan*  Talk about near-homegrown and nostalgia....  I found the 2nd Edition 40k rulebook in my boxes.   The days of Herohammer and when armies were rather Kill Team (and kill em all) sized.   And wasnt Necromunda game basically those same rules, but with warband sized forces?

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  • 4 weeks later...

Okay, other than correcting an error there has been no feedback. So either nobody cares or nobody has any issues with the ideas.cool.png

So let's push this rock even further up the hill...

KILL TEAM MISSION RULES

All rules in the official Kill Team rules remain unchanged except Psychic Solitude which is changed to read:

Psychic Solitude: When generating the Warp Charge pool, all of the models from the same unit with the Brotherhood of Psykers/Sorcerers special rule adds the unit’s Mastery Level to the pool as a single unit rather than as individuals.

Example: A Kill Team composed of a 7-model Grey Knights Purifier Squad would add only one dice to the Warp Charge pool for the squad’s Mastery Level of 1.

Due to the Every Man for Himself rule, each model uses psychic powers independently, using the model’s Ld for the Psychic Test.

ADVANCED RULES

All advanced rules are optional and are intended to provide players with tactical complexity. Players should discuss in advance whether or not to use advanced rules and which advanced rules to use.

Cover Fire

The Cover Fire rule allows a model to shoot during the enemy player’s turn. This represents a model taking up position to shoot at an enemy as he appears in view.

Any model may go onto Cover Fire readiness at the end of its Movement phase. Place Cover Fire counter by the model to indicate that it is ready to provide Cover Fire.

A model must give up the rest of its turn to provide Cover Fire. The model cannot therefore shoot, run, or assault. The model cannot hide, but may remain hidden if it started the turn in hiding.

The arrow on the Cover Fire marker indicates the direction in which the model on Cover Fire is facing. The model is observing an area along the path of the Cover Fire marker, simply extending the sides of the Cover Fire marker along the line of the facing arrow to identify enemy targets that move within the Cover Fire zone. During the enemy’s turn the model may shoot at any enemy model within range and within the zone indicated by the Cover Fire marker as it presents itself at any time. For example, the model could shoot before the target moves, after it has completed its move, or actually while the target is moving. The model providing Cover Fire must have line of sight to the enemy model. Cover Fire is obviously very useful for shooting at enemy models as they dash from cover to cover or as they peek out of hiding to shoot.

When you wish to shoot with a model on Cover Fire, begin by declaring that you are doing so and then determine the position of the enemy model at the moment of fire.

Work out the shot as normal. There is a special -1 BS modifier for shooting at an emerging or disappearing target while on Cover Fire. This applies when the target is emerging from a position where he can’t be seen or is attempting to move to where he can’t be seen, presenting a fleeting target to the firer.

Once a model has fired, it ceases to be on Cover Fire. Remove the Cover Fire marker. The model is no longer on Cover Fire.

If a model is hit while on Cover Fire, it loses its Cover Fire status immediately. Remove the Cover Fire marker.

At the beginning of your turn, remove all Cover Fire markers for friendly units that did not shoot in the enemy turn. All models may move and shoot as normal.

Fighting on Different Levels

If two models on different levels are engaged in assault, the model that is higher fights with +1 WS. The model must be on a level at least ½” higher than the lower model in order to gain the benefit. Models that are climbing (see the Obstacles rules) do not gain this bonus as their position prevents them from taking advantage of their elevated level.[/size][/font]

Note that the Obstacles rules will appear later.

Hidden Movement

The Hidden Movement rule allows us to represent the fog of war, with opposing sides having only a vague idea of the location of enemy models without knowing what those models actually are. This might represent a skirmish where darkness or terrain features conceal antagonists. During deployment, players place blip counters instead of the actual models. Blip counters may be represented by a bases or by tokens comparable to the bases (e.g., a Space Marine Terminator model’s blip counter would be represented by a 40mm base while a Bloodletter would be represented by a 25mm base). Like-sized blip counters should be identical on top, though opposing sides should have distinct blip marks (e.g., one side uses red blips and the other side uses blue blips). The bottom of each blip counter should indicate the corresponding model. Once deployment is completed, any blip counter that is in line of sight of an enemy model is replaced with the actual model it represents. Blip counters are then treated just like any other model for purposes of movement. Any time a blip counter is in line of sight of an enemy model, it is immediately revealed. Flip the blip counter over in place and then place the corresponding model anywhere in base contact with the blip counter, removing the blip counter once the model is placed. If a model is ever out of line of sight of enemy models, it may be replaced with the blip counter.

The finished product will include blip counters for opposing sides.

False Contact

The False Contact rule is an optional add-on to the Hidden Movement rule, amplifying the fog of war by allowing players to have additional blips that represent false readings or non-combatants (e.g., a harmless animal or servitor). For every four blip counters of the same size, rounding down, a player may include a false contact blip. This blip counter looks and acts just like a regular model. The bottom of the blip counter, however, is marked with “False Contact” (or “FC”). If the false contact blip counter is ever within line of sight of an enemy model, it is revealed and then removed from the game.

The 1:4 ratio is questionable – perhaps it should be adjusted to fewer (1:5) or more (1:3).

Hiding

The Hiding rule allows us to represent the fact that real people can duck down and conceal themselves in a way our unmoving and dramatically posed models cannot. A hiding model keeps as still as possible, just peeking out over his cover or around a corner. Hiding is sometimes useful if you want to keep out of range until the enemy gets close, or if you want a breather to recover and regroup.

A model can hide if it ends its movement behind a low wall or column, at the corner of a turn, or in a similar position where a person might reasonably conceal himself. The player declares that his model is hiding and ndicates this by placing a Hiding counter on the model’s base.

While hiding, a model cannot be seen or shot at by any other model whose line of sight to the hidden model is at least partially obstructed by whatever the model is hiding behind, even if a portion of the model is actually sticking up or out from its cover. Models that have clear line of sight to the hidden model may shoot at it as normal.

Models that are hiding may only move up to 2” per turn and must remain in base contact with the obstacle behind which they are hiding. While hidden, a model cannot shoot without giving away its position or coming out of hiding. If a hiding model moves so that it can be seen or if it shoots, then it is no longer hidden (remove the counter) and can be shot at as normal.

A model may stay hidden over several turns so long as it remains behind a concealing wall or similar feature. It may even move around behind cover so long as it remains concealed while it does so, although it may only make slow moves. If an enemy moves into a position where he would clearly be able to see the hidden fighter, then the model cannot claim to be hidden any longer and the counter is removed.

A model may not hide if it is too close to an enemy – he will be seen or heard no matter how well concealed he may be. This distance varies according to the enemy model, who will always see, hear, or otherwise spot hidden foes within his Initiative value in inches. So a model whose Initiative value is 4 will automatically spot all hidden enemy within 4”.

Models that are Hiding may shoot, but they immediately lose their Hiding status.

Models that are Hiding suffer a -1 penalty to their WS when defending if they are assaulted.

The finished product will include Hiding tokens.

Stray Shots

When a model shoots and misses it sometimes happens that the path of the shot passes close to another model or obstacle.

The path of the shot starts at the middle of the shooting model’s base, passes through the middle of the target model’s base, and extends up to the maximum range of the weapon. If only part of either model is visible, use the center of the visible portion to determine the shot path. If there are any models or obstacles within ½” of the path of the shot then there is a chance of accidentally hitting the other model or obstacle. This can only happen when you miss and roll a 1 to hit.

Roll a further D6 to determine if the stray shot hits the intervening model. On the roll of a 1 the intervening model is hit. Work out whether the target is wounded as normal.

There may be a choice of more than one model that could be hit by a stray shot. In this case randomise which target is hit in some convenient way – e.g., 1, 2 or 3 the target on the left, 4, 5, or 6 the target on the right.

If a model is shooting from behind cover, its own cover isn’t considered to be in the way of its shooting so long as the model is touching the cover and is tall enough to see over or around it.

If a model is shooting from behind a friendly model, this model is not considered to be in the way of the shot, so long as the base of the shooter is touching the base of the friendly model and the friendly model’s base is the same size as the shooter’s or smaller.

Note that I'm also considering some optional rules for grenades, including the possibility of smoke/blind grenades. Those need a little work, though, so they'll appear later. For now, I'd like to focus on the ideas above.

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  • 4 weeks later...

The following rules were basically lifted straight out of Legends of the Old West, Game Workshop Historical's skirmish level Old West tabletop miniatures wargame.

 

OBSTACLE RULES

 

The Obstacle rules are Advanced Rules. All of the elements of the Obstacle rules must be used if the players elect to use the Obstacle rules.

 

BARRIERS & GAPS

Obstacles can take many forms on the tabletop – most are raised barriers that impede visibility or movement such as a stack of crates, a barrel, or a support stanchion. An obstacle can also be something that cuts down into the landscape forming a gap, such as a drainage trench, access tunnel, or even the distance from one catwalk to another. The main difference between an obstacle and an area of difficult terrain is that an obstacle is something you might leap over, while an area of difficult terrain is something you must slog your way through. A good example is a crate – a raised barrier you might leap over – as opposed to a hazmat sump where all you can do is push your way through. It is important to make the differences between the types of terrain clear, and so here are some examples of various pieces of terrain.

 

How Barriers Affect Models

The effects of raised barriers are dictated by how high they are. Depending on the size of the barrier, a model will either be able to cross the barrier unhindered, have to jump it, or have to climb it.

  • If a barrier is very low then a model can cross it unhindered – a model simply strides over the barrier. A model can automatically cross any barrier if its height is less than ½”.
  • If a barrier is very high then it cannot be crossed at all, or can only be crossed by climbing as noted later. A model cannot cross any barrier that is more than 2” without climbing it.
  • Some barriers, especially very steep or very smooth ones – are considered impossible to climb. Players must use their own judgment to decide if a barrier is impassable in this way.
Any raised terrain that is more than 1” wide and has space for a model to stand on top of it does not count as a barrier. It is simply considered a different level of the playing area. Models may move across it, jump or climb onto it just as they would a barrier, but may move around on the higher level and then, if appropriate, jump or climb down the other side.

 

How Gaps Affect Models

The effects of gaps are dictated by how wide they are. Depending on the size of the gap, a model will be able to cross unhindered or leap over, while obviously large gaps cannot be jumped.

  • If a gap is very narrow then a model can cross it unhindered – the model simply steps over. A model can automatically cross any gap if its width is less than ½”.
  • If a gap is between ½” and 2” wide, then it can be jumped as described below.
  • If a gap is more than 2” wide then it cannot be jumped. Depending on the exact type of terrain, the model will have to find another way – taking a different route or perhaps climbing down one side and then up the other if possible.
Doors

To open or close a door, a model must sacrifice half of its movement. Models may then be placed inside buildings or rooms. If this is not physically possible due to the type of terrain being used, then the door is considered to be barred and the building or room cannot be entered.

 

Barred doors may be attacked as other obstacles. The characteristics for such doors should be determined by the players or referee beforehand.

 

Jumping an Obstacle

Sometimes a model will have no choice but to negotiate an obstacle in order to move beyond it, as in the case of a drainage trench, for example. On other occasions, a model might be able to move around, taking a longer route but avoiding the inconvenience of tackling the barrier itself (by moving downtrench to get to the crossing, for example).

 

To get over an obstacle, a model must first move up to it and must have at least enough movement remaining to reach the other side were the obstacle not there. A model that does not have a great enough movement distance to cross the obstacle must wait until the following turn.

 

Models may make only one attempt to jump over an obstacle during a turn. A model combine a normal Move and Run into a single Jump attempt, gaining a +3 modifier when rolling on the Jump Table.

 

Models with the Jump or Jet Pack type do not have to roll on the Jump Table.

 

Models with the Slow and Purposeful special rule have a -2 modifier when rolling on the Jump Table.

 

Models that aren’t slowed by dangerous terrain have a +2 modifier when rolling on the Jump Table.

 

Models with the Bulky special rule have a -1 modifier when rolling on the Jump Table. Models with the Very Bulky special rule have a -2 modifier when rolling on the Jump Table. Models with the Extremely Bulky special rule have a -3 modifier when rolling on the Jump Table.

 

Models with the Fleet special rule have a +1 modifier when rolling on the Jump Table.

 

A single dice is rolled to see if the attempt is successful. The higher the score, the more successful the jump is. If the barrier is taller or the gap is wider than 1”, subtract 1 from the result. Next consult the Jump table.

 

 

 

JUMP TABLE

 

Dice/Result

 

1/Stumbles – the model does not cross, and cannot move further this turn.

2-5/Success – the model successfully clambers over the barrier or jumps over the gap and reaches the other side. The model is placed on the other side of the obstacle with its base touching it and cannot move further this turn.

6/Effortlessly bounds across – the model leaps over the obstacle and can complete its move if it has any remaining.

Falling Down a Gap

If the obstacle being jumped is a gap, then the price of failure may be somewhat more serious! On a 1 the model does not simply fail to cross, but falls down the gap as well. A model falling more than 2” may be injured as a result – see below for details about damage from falls.

 

Climbing

Terrain with a vertical surface that is more than 2” high may not be jumped onto or over. As mentioned earlier, it is up to players to decide if a piece of terrain is climbable or impassable. If it is climbable, then the surface will offer enough handholds so that it can be scaled steadily. In this case treat the vertical surface as difficult terrain and move the model upwards or downwards, counting the distance it moves as double the actual measured distance. In addition, roll a dice when the model starts to climb and at the start of each Movement phase while climbing, then consult the Climb table. Some vertical surfaces have ladders or ropes against them. These counter the need for a Climb test, and may instead be negotiated simply is Difficult Terrain.

 

When a model who is climbing is engaged in Assault, the model’s WS is at half value, rounded down. This reflects his precarious position. The model who isn’t climbing may gain the bonus for fighting on a higher level (see below). Such models may only fight with a single one-handed weapon and do not gain any bonuses for having an additional one-handed weapon in assault.

 

 

 

CLIMB TABLE

 

Dice/Result

 

1/Fall – the model slips and falls to the ground.

2-5/Success – if the top/bottom is reached, place the model at the edge. The model cannot move further that turn.

6/Effortlessly bounds across – if the top/bottom is reached, the model can complete any remaining move.

Falling

A model can jump, climb, or fall down a vertical drop of up to 2” without penalty. No Jump roll is required to jump down in this way, and the vertical distance does not count towards the model’s movement.

 

Jumping or falling down a drop of more than 2” is dangerous. If a model jumps or falls in this way it suffers one Strength 3 hit for each full 1” of fall. So a model that falls 3” suffers three Strength 3 hits, and so on.

 

It’s also important to note that when jumping down a drop of more than 2”, no Jump roll is required to make the descent, no matter how far it is. The model plummets to the ground quite uncontrollably! Even if the model survives the fall, he may move no further that turn.

 

Obstacles and Charging

If a model is directly behind a wall, crate, barricade, ditch, or similar linear obstacle, he is well placed to stop anyone else crossing over. Models are not permitted to jump a gap or a barrier if they would land within 1” of an enemy model that is in contact with the obstacle. However, it is still possible to charge the enemy and fight with one model on either side, even though the obstacle prevents their bases from touching.

 

As always, the enemy model must be visible to the charging model at the start of his move, so the obstacle must be low enough to see the target. To charge an enemy who is behind an obstacle, the charger’s base must move into contact with the obstacle and be within 1” of the enemy’s base. The two models are then considered to be engaged in combat as if their bases were touching, and neither model can move further this turn. In practice, this means that if an obstacle is wider than 1” then it will be impossible to charge without first negotiating the obstacle itself. Equally, if the obstacle is quite thin (a fence, for example), then it may be possible for two or even three models to charge the same enemy.

 

Fighting on Elevated Positions

A model who climbs to the top of a wall, balcony, cliff, or other vertical surface automatically counts as charging the nearest enemy whose base is within 1” of the top edge. The climber hangs on just below top and fights the model above. If no enemy is within 1” of the top edge, then the climber can position himself on the top – but he cannot charge any other enemy on the top as they would not have been visible at the start of his move. Only models within 1” of the edge are considered to be visible as the climber moves up the vertical surface.

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Those are some neat rules.
If you were up for modifying them, you might consider making the jump test success based on initiative (perhaps make it a 6 is a stumble/fall, initiative to 5 is success and below init is effortless, obviously the modifiers would have to be flipped or reworded).

Additionally, I think that the fall damage should use the 6th ed fall damage which increased the S of the fall hit rather than the number of hits, as a large enough fall should be able to kill high t critters and walkers too.

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Yes, I'll have to go through and revise where necessary in order to align with the standard WH40K rules (at the time these were published in LotOW, WH40K didn't have such rules).

 

I'll probably get around to that this weekend. Hopefully.

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  • 10 months later...

Those are some neat rules.

If you were up for modifying them, you might consider making the jump test success based on initiative (perhaps make it a 6 is a stumble/fall, initiative to 5 is success and below init is effortless, obviously the modifiers would have to be flipped or reworded).

Additionally, I think that the fall damage should use the 6th ed fall damage which increased the S of the fall hit rather than the number of hits, as a large enough fall should be able to kill high t critters and walkers too.

The rules I've used came from Legends of the Old West and Legends of the High Seas. Frankly, there are weaknesses with them, but no more so than switching from I to S. If I were looking at developing a more realistic set of rules, I might examine some combination of S and I. As it is, I'd prefer to stay within the realm of the established "Games Workshop system" (which is tricky since we're talking about two games that were largely copies of each other and an obsolete edition).

For now HoR kill team is pretty neat. Use it for some inspiration smile.png

Yes, it is. However, I'm trying to keep these rules as close as possible to the established "Games Workshop system" and the extant Kill Team expansion. The point is to provide small rules changes here and there while still keeping the whole recognizable so that players don't have to learn a whole new system.

Moving forward, one issue that has been brought up relates to (the lack of) unit coherency. There are some units that have special rules and/or wargear that influence or are influenced by the unit within which the model operates (in normal Warhammer 40,000). With the Every Man For Himself rule, however, these aren't usable in Kill Team. One example is the Apothecary and his Narthecium. A xenos example would be a Warlock with a Guardian Squad.

The intended purpose of the Every Man for Himself rule is to allow players to move their models about the battlefield without having them move as a single unified mass. Where standard Warhammer 40,000 is a game of units, Kill Team is a game of individuals. However, the current (Kill Team) rules seem overly restrictive in this area and render certain units less effective than they should be (in some players' opinions).

So how can we "fix" this perceived shortcoming? The end result should be balanced, providing both advantages and disadvantages. The purpose wouldn't be to impose movement/charging restrictions

So here's a possible starting point for an Advanced Rule that we might incorporate.

Linked Up*

When two or more friendly models are within 2" of each other, they are said to be Linked Up. Models that are Linked Up may be treated as if they are a single unit for the purpose of special rules and wargear.

Models that are Linked Up may also be treated as a single unit for the purpose of enemy shooting.

Models that are Linked Up are not subject to the normal Unit Coherency rules (see the Warhammer 40,000 Rulebook) for the purpose of movement, charging, and assault.

Models lose their Linked Up status when they are no longer within 2" of each other. This may happen as a result of being moved more than 2" from each other, suffering casualties, etc.

* Tentative name - I didn't want to use "Unit Coherency" because that might cause confusion.

Admittedly, the above is just a starting point and really needs to be shored up. There are probably some gaps in there that could be exploited for evil (we can't have that msn-wink.gif ). So this is going to rely on getting the correct intent hammered out, and then getting the wording correct in order to ensure that the intent is supported. We'll have to look at how different armies/units are impacted in order to ensure that the proper outcome is reached, so this will be iterative in nature.

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Because that's not how it works in regular WH40K. As I've said, the point with these rules (vice other purely homegrown warband/skirmish level rules) is to preserve normal WH40K rules as much as possible. There are, admittedly, some difference (such as with the obstacles and such), but when things work a certain way in regular WH40K, they should continue to work that way in Kill Team.

 

In WH40K, a unit requires unit coherency, so we're applying the basic principle of unit coherency here, though by a different name.

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Perhaps Linked Up could require a Character to "initiate" it, and have a maximum number of models involved? For example, an Apothecary could Link Up with up to two more infantry models, but you couldn't have a Heavy Bolter marine Link Up with a Boltgun marine.

 

I'm thinking this would help keep the feel of very small units and individuals fighting each other.

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One clarification, I wouldn't make this an optional rule. It would be part of the baseline rules.

 

As for Brother Casman's suggestion, I think that creates too much complexity. We would have to consider all of the possible iterations from across all of the codices, and I don't really see the value. Some players would "game the game" by moving two or more of the non-Linkers together without suffering the drawback (except for templates, of course). Players will really only do this when there is a tactical advantage to be gained (i.e., when there is some "unit" rule they might benefit from). The risk of a single enemy model shooting at two or more of them would be enough of a detractor to prevent it otherwise.

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It's possible I may have misunderstood this part here:

When two or more friendly models are within 2" of each other, they are said to be Linked Up.

I was taking this to essentially mean that, like Unit Coherency, we could form a "chain" of Linked Up models, where model 1 was linked to model 2, and model 2 could also be linked to model 3, without having model 1 linked to model 3. So I was thinking it would be possible to have say, 5 tactical marines that were deployed in an arc or semi-circle, around an Apothecary, all close enough to benefit from his FNP, and shielding him from enemy fire. I'd prefer to avoid these scenarios, as I think they miss the intent of Kill Team. This is why I suggested the cap restriction.

 

Now, if the quoted part is intended to ensure that each model Linking Up must link up with all other models involved, then the player can still end up with a cluster of models, but one essentially limited by base size. (Also a good target for a Template of some sort!) So a cap is sort of built into the rule.

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Ah, yes, true. The intent is to mimic Unit Coherency without using that rule's name. Perhaps the verbiage would be better if it drew upon the Unit Coherency rule. Something like...

 

 

"All models within 2" of any other friendly models are considered to be Linked Up..."

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Okay, just so I'm clear - the "coherency chain" is what we're aiming for?

 

As for my character restriction suggestion - I simply don't see the "combined unit for enemy shooting" as a sufficient drawback. If the models are close enough to be tagged by a template or blast, then I thought that would happen regardless of whether they were a unit or not. When an enemy uses a "standard" weapon, then my Heavy Bolter specialist (e.g.) Linked with a tactical marine just gained an ablative wound - you have to kill them both to silence my Heavy Bolter. Whereas, if the models aren't Linked, then the enemy can just ignore the tactical marine and focus on the Heavy Bolter.

 

I guess this is all a roundabout way to say that I don't think mimicking Unit Coherency is the way to go with this concept. I understand that a general, "conservative" rule is easier to build and justify than a specific, "liberal" one, but maybe we should look into how many units have a special rule like the Narthecium, and see if there's another commonality we could build a rule on? I do think there's a place for a rule allowing these sorts of things to work in Kill Team.

 

Edited to add: I have to say, it's good to be hashing out homegrown rules again :)

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Would be easiest to give models that share rules a 3 inch area effect. Allows them to do their job while keeping within the spirit of kill team. Being able to link up starts allowing wound allocation shenanigans.
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