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Kill Team League Fall 2016 Rules


Xavier319

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  • Start with 400 points worth of basic infantry. With a maximum of 50 points worth of wargear and special upgrades per kill team (this is included in the 400 points). The initial wargear points are only usable at team creation. Any that are not spent then, are lost.
  • Basic infantry defined as infantry type models. Nothing with a veteran style statline (ie, command squad, crisis suit, etc). See end of document for list of what are allowable starting models for each faction.
  • Your roster is 400 points, but most games will be 200 points. You will construct your team before each game, from your roster.
  • May not start with vehicles
  • Choose your warlord upgrade, do not roll.
  • Warlord trait must be re-rolled if new warlord is ever chosen (due to death or choice).
  • Choose three models that receive random veteran skills from a category of your choice. No two may have a skill from the same category.
  • Models roll on a chart if they get a kill. If they are removed as a casualty, roll on another chart. If they break, roll on another chart. (provided below)
  • At any point you may replace lost points with ‘basic infantry’ models with no wargear or skills.
  • At the end of the week’s games you may release models and remove them from your Kill Team.
  • Max roster size is 40 models, including vehicles.
  • May upgrade basic infantry to alternate unit types based on same models
    • Ie. Tactical marines to bikers, or to sternguard veterans. Or may be changed into vanguard veterans.
    • Any model that has at least one veteran skill may be upgraded to new unit types. These units must still meet minimum size requirements and you must devote the requisite points.
  • May release soldiers in order to make room points wise within your Kill Team for vehicles, upgrades or other units at any point, but only just enough for what is needed.
  • After each game, a kill team gains a number of ‘wargear points’ for which to save or spend on upgrades, wargear or units. To upgrade tactical marnies to veterans, you must pay the points difference, etc. Basic infantry does not come out of this pool! You may save points indefinitely. You may ‘sell’ wargear and weapons for half their cost (round down). Win 3d6 tie 2d6 lose 1d6 points.
  • Each week you my fill out your lost points in your roster, ONLY with ‘basic infantry’ as stated above.
  • Each game, roll on a chart for the type of game to be played, or play the special mission for the week. May only play the special mission once per week.
  • Captured Models may be ransomed back to the owning player for wargear/upgrade points, or traded for other captives.
  • Costs to upgrade basic infantry into other types (tactical marine to biker), those points must come from your ‘wargear points’ from playing games, but still take up points from your 400 point roster.
  • Models must be fielded in the units that they are purchased with in the overall kill team roster. If a model is removed as casualty, and the unit had upgrades, newly added models may not be added to that unit as they lack the required upgrades, and the unit must be fielded with fewer models. If such losses brings a unit below minimum size, that unit may not be fielded.
  • Basic infantry added to units with unit-wide upgrades (such as astra militarum veteran doctrines, or EMP grenades on a strike team) are the only exception to the rule that prevents the purchasing of wargear or upgrades between games (usually only allowed at the end of a week).
  • Veteran sergeant upgrades do not count as ‘upgrades’ or ‘wargear’.
  • Any upgrade that is not part of a model’s base cost, such as assault marine jump packs or EMP grenades for a Fire Warrior Strike Team, count as wargear.

 

If a model gets a kill during a game, roll on the following chart after the conclusion of the game – 11-66

11-16 nothing

21-56 gain one random veteran skill from a random chart

61-65 gain one random veteran skill from a chart of your choice, or remove one random injury

66 gain one veteran skill of your choice

 

If a model breaks and flees the battle, roll on the following chart after the conclusion of the game – 11-66

11 killed by allies for fleeing

12-16 captured by opposing player

21-26 flees from battle, must sit out next battle

31-56 flees from battle

61-66 flees from battle, comes back with 5 points worth of wargear or weapons that they ‘found’ as an apology for fleeing.

 

If a model gets removed as a casualty, roll on the following chart after the conclusion of the game – 11-66

11-13 dead, remove from roster, lose wargear/weapons.

14-16 dead, remove from roster, retain wargear/weapons.

21-26 lose one random veteran skill, gain an injury

31-56 gain one random injury

61-65 gain one random injury and one random vereran skill

66 gain one random veteran skill

 

Injury table – 11-66

11-13 -1 toughness, must sit out one game

14-16 -1 strength, must sit out one game

21-23 -1 ballistic skill

24-26 -1 weapon skill

31-33 -1 initiative

34-36 -1 attack (min 1), if only 1 attack, re-roll

41-46 -1 leadership

51-53 cannot run

54-56 always moves as if in difficult terrain

61-63 always strikes last in close combat

64-66 superficial wound, no penalty

List of acceptable ‘basic infantry’:

Space Marines: Tactical Marines, Scouts, Assault Marines, Crusader Squad

Adeptas Sororitas: Battle Sisters, Doinions, Seraphim

Blood Angels: Tactical Marines, Scouts, Assault Marines

Dark Angels: Tacical Marines, Scouts, Assault Marines

Grey Knights: Strike Squad, Interceptors, Purifiers

Space Wolves: Grey Hunters, Bloodclaws, Scouts, Skyclaws

Deathwatch: Kill Teams (no bikes)

Cult Mechanicus: Kataphron Breachers, Kataphron Desroyers, Electro Priests (both types)

Skitarii: Rangers, Vanguards, Rust Stalkers, Infiltrators

Astra Militarum: Infantry Platoon, Rough Riders, Veteran Squad, Ratlings, Ogryn, Bullgryn

Chaos Daemons: Any Basic Daemon type

Chaos Space Marines: Chaos Marine Squad, Cultists, Raptors

Dark Eldar: Kabalite Warriors, Scourges, Wytches, Beast Packs, Hellions, Wracks, Mandrakes

Eldar: Guardians, Storm Guardians, Dire Avengers

Harlequins: Troupe

Inquisition: Henchmen

Khorne Daemonkin: Cultists, Chaos Space Marines, Bloodletters

Militarum Tempestus: Scions

Necrons: Warriors, Scarab Swarms, Wraiths, Flayed Ones

Orks: Boys, Gretchin, Kommandoz, Burna Boyz, Tankbustas, Stormboyz

Tau Empire: Strike Squad, Breacher Squad, Gun Drone Squadron, Pathfinders, Vespid, Kroot Carnivores

Tyranids: Hormagaunts, Termagaunts, Warriors, Genestealers, Shrikes, Raveners, Gargoyles

Genestealer Cults: Neophyte Hybrids, Acolyte Hybrids, Genestealers

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