New Kill Team Rules - Warhammer 40K Fantasy

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  1. #1
    Member black cherry's Avatar
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    New Kill Team Rules

    Now who got annoyed at the rules for kill team rules? its ok you are allowed to put your hands up. games workshop will only beat you lightly for it.

    ok seriously.i came up with some slightly ajusted rules for kill teams and am slowly playtesing them at my club but it would be helpful if you lot on the forums could send some feedback too.show me the weanessses or the strenghes. some things too overbalanced for example.

    here is a direct copy since i cant attach a document. have fun with the rules and remembere feedback would be very appriciated.

    Kill Team: Revised Rules

    Here are some revised rules for kill teams, as I know how much the current rules annoy many of you. I have removed the immutable/mutable rules as; well they sucked (for the disconcerting person, Peter, sorry for doing a Richard Marsh on you, man). I have also removed the specialist kit, for now and have made the klaxon counters easier to be tactical with.

    Kill Team
    You can spend up to 160pts on anything in the list following the following restrictions:
    · No 2+ svs
    · No models with more than 2 wounds
    · No bikes, jetbikes, vehicles or anti-grav platforms
    · No weapons above strength 8 or with more than 3 shots.
    · Kill team must be 4-15 members in strength
    · The team comes with frag grenades as standard
    · Every member of the squad can have up to 15 pts of wargear (of course unit champions can have up to the usual amount)
    Each model acts as an independent character and although they set up in the same place they are under no compulsion to remain in squad coherency if they wish.

    Goons and Boss goons
    You get an amount of 3 man goon squads depending on the race used
    Space Marines Chaos S.m. OrkBoys Eldar Guardians D.EldarWarriors Termagaunts GunDrones Necron Warriors Guardsmen Inquisitorial Storm Troopers
    5 5 8 8 8 9 6 5 10 6

    You also get a basic unit upgrade for that squad e.g. Space marines get a Veteran Sergeant. This is your boss goon. Necrons get +D3 goons. The boss can buy up to 15 points of wargear from the relevant list or can take:
    15 points: Ultimate Doomsday Device tm (Mwahaha!)
    You can activate this when the alarm has been raised and over half the goon squads are dead. This will activate on the current turn on a 1, the next turn a 1 or a 2 and so on. When activated the game ends.

    Rules
    Until the alarm is raised all goons act as sentries i.e. roll a D6 for each squad, highest roller moves the in the direction he wants.

    Sounding the alarm
    The alarm can be raised in a number of ways:
    · Any sentry or kill team member moves within a sentries spotting range (initiative in inches)
    · If a player opens fire but does not kill the target the alarm is raised automatically.
    · Even if the target is killed the alarm could be raised on a 6. Sniper rifles are an exception to this.
    · If sentries are assaulted and survive the alarm is raised on a 6.
    · If sentries survive the assault then the alarm is raised on a 4+
    Many of the above can be modified by klaxon counters.
    Klaxon Counters
    Klaxon counters can be used to affect dice rolls for goon squads. For every klaxon counter assigned to a goon squad (up to 3 max) the unit receives +1 to its spotting distance and the control of the unit. Klaxon counters can also be kept back to add +1 to the chance of an alarm being raised. The maximum amount allowed to be kept back is 2. Klaxon counters are used in the turn after they were acquired. If they are not used they are wasted.

    Acquiring Klaxon Counters
    Klaxon counters can be acquired in the following situations.
    · 1 for every time a jump pack is used.
    · 1 for every shot fired but which did not raise the alarm.
    · 2 for every heavy weapon shot that did not raise the alarm
    · 1 for every assault where people survived but did not raise the alarm

    Alarm Raised (oh, bugger)
    Goon squads move as normal and are all controlled by the defender. Alarm lasts for 6 turns after alarm is raised after that the kill team must abandon the battle before the area is overwhelmed by nearby troops. The kill team lose automatically.

    Death of all kill team members
    As you may have guessed, the kill team lose.

    Feedback

    What are your comments on the game? Did you like the game? If not why? Was it too easy for one side? Please give any comments on what you would like changed and how or what you would like to see improved or put into the game.

    Please provide your name and any comments, as it is very important so that I can improve the game and judge its appeal.

    Thanks,
    Reece Morris Jones

    Kill Team: Revised Rules

    Here are some revised rules for kill teams, as I know how much the current rules annoy many of you. I have removed the immutable/mutable rules as; well they sucked (for the disconcerting person, Peter, sorry for doing a Richard Marsh on you, man). I have also removed the specialist kit, for now and have made the klaxon counters easier to be tactical with.

    Kill Team
    You can spend up to 160pts on anything in the list following the following restrictions:
    · No 2+ svs
    · No models with more than 2 wounds
    · No bikes, jetbikes, vehicles or anti-grav platforms
    · No weapons above strength 8 or with more than 3 shots.
    · Kill team must be 4-15 members in strength
    · The team comes with frag grenades as standard
    · Every member of the squad can have up to 15 pts of wargear (of course unit champions can have up to the usual amount)
    Each model acts as an independent character and although they set up in the same place they are under no compulsion to remain in squad coherency if they wish.

    Goons and Boss goons
    You get an amount of 3 man goon squads depending on the race used
    Space Marines Chaos S.m. OrkBoys Eldar Guardians D.EldarWarriors Termagaunts GunDrones Necron Warriors Guardsmen Inquisitorial Storm Troopers
    5 5 8 8 8 9 6 5 10 6

    You also get a basic unit upgrade for that squad e.g. Space marines get a Veteran Sergeant. This is your boss goon. Necrons get +D3 goons. The boss can buy up to 15 points of wargear from the relevant list or can take:
    15 points: Ultimate Doomsday Device tm (Mwahaha!)
    You can activate this when the alarm has been raised and over half the goon squads are dead. This will activate on the current turn on a 1, the next turn a 1 or a 2 and so on. When activated the game ends.

    Rules
    Until the alarm is raised all goons act as sentries i.e. roll a D6 for each squad, highest roller moves the in the direction he wants.

    Sounding the alarm
    The alarm can be raised in a number of ways:
    · Any sentry or kill team member moves within a sentries spotting range (initiative in inches)
    · If a player opens fire but does not kill the target the alarm is raised automatically.
    · Even if the target is killed the alarm could be raised on a 6. Sniper rifles are an exception to this.
    · If sentries are assaulted and survive the alarm is raised on a 6.
    · If sentries survive the assault then the alarm is raised on a 4+
    Many of the above can be modified by klaxon counters.
    Klaxon Counters
    Klaxon counters can be used to affect dice rolls for goon squads. For every klaxon counter assigned to a goon squad (up to 3 max) the unit receives +1 to its spotting distance and the control of the unit. Klaxon counters can also be kept back to add +1 to the chance of an alarm being raised. The maximum amount allowed to be kept back is 2. Klaxon counters are used in the turn after they were acquired. If they are not used they are wasted.

    Acquiring Klaxon Counters
    Klaxon counters can be acquired in the following situations.
    · 1 for every time a jump pack is used.
    · 1 for every shot fired but which did not raise the alarm.
    · 2 for every heavy weapon shot that did not raise the alarm
    · 1 for every assault where people survived but did not raise the alarm

    Alarm Raised (oh, bugger)
    Goon squads move as normal and are all controlled by the defender. Alarm lasts for 6 turns after alarm is raised after that the kill team must abandon the battle before the area is overwhelmed by nearby troops. The kill team lose automatically.

    Death of all kill team members
    As you may have guessed, the kill team lose.

    Feedback

    What are your comments on the game? Did you like the game? If not why? Was it too easy for one side? Please give any comments on what you would like changed and how or what you would like to see improved or put into the game.

    Please provide your name and any comments, as it is very important so that I can improve the game and judge its appeal.

    Thanks,
    Reece Morris Jones

    wow. now that was interesting

    This is a part where i'm ment to 'big up' my clubs forum-
    Visit

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    First of all, no weapon w/ more than 3 shots. How about no HEAVY weapon with more than S8 or 3 Shots? Because we have to not forget some weapons like the Dark Eldar Splinter Cannon.

    The rest is OK, although perhaps something along the lines of "No special weapon may be master-crafted" would be nice. Also, lose the Frag Nades standard, or at least use racial equivalents (Plasma grenades, photon grenades, etc.)

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    are these the actuall rules, or just ones you made up? Because in the warhammer book it doesn't say that each man can have 15 points of wargear (although I like that a lot better) and would like to legally use this in my games.

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    Member black cherry's Avatar
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    These are a blend between the kill team rules from the 40k rulebook and my own ideas as a few things annoyed me about the ones in the book.
    ok
    reece(BC)
    wow. now that was interesting

    This is a part where i'm ment to 'big up' my clubs forum-
    Visit

    Marvel at its brilliance
    Marvel at its sheer scale
    Marvel at the 6 core posters

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    they look pretty good. The wargear bit especially, because you wouldn't expect a crack team of expert death artists to have regular weapons

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    if i was a mod hello would go bye bye

    EDIT: Phobos

    When we want your stellar, enlightening input we'll ask for it, rest assured. Dear jesus, how ever did we manage before without you? Mine heart bleeds at the anguish of the thought.
    Last edited by Phobos; May 25th, 2005 at 20:08.
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    The rules look good, maybe I'll try 'em out when I get a kill team going.

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    Quote Originally Posted by kingal
    if i was a mod hello would go bye bye
    I do not have a clue what that means??!

    yes it would be good to use these rules with an opponent, but I would have to get their consent, but that is normally no problem

    congrats to whatever his name is, he's made some good rules

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    Venerable Old One Phobos's Avatar
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    Kindly remove any and all material that GW has published in either WD or Big Black Book. This is violation of copyright and is not only against our rules but illegal in a court of law (counts as piracy.)

    Anything that is of your own devising, you may leave in.
    "It fits like clothes made out of wasps!"

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    Zed
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    Good Job.

    I'm sure you spent a long time working on this. I am certain that i'm going to use these rules instead. The official rules can be quite irritating, and sometimes they just don't make common sense fluff-wise. I especially like the wargear idea.

    Thanks for bringing me an alternative.
    "DICE FOR THE DICE GOD!"

    And the almighty Dice God said to his followers "Thou shalt not speak ye words "anything but a one" For thou whoever'st speaketh this blasphemy will be cursed with thy rolls being of one".
    [SIGPIC][/SIGPIC]

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