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HOR Kill Team then...

Justjokin

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I am using this as my own summary of the HOR Kill Team rules for 40K, but I am happy to share, and invite comment and discussion!

 

This is not intended to replace going out and reading the rules, just my notes as I read them, and then update as I play them! If you have a different take on a rule, let me know and I am happy to work it into the notes.

 

All of the content discussed or borrowed came from these guys:

 

http://heralds-of-ruin.blogspot.co.uk/p/kill-team-rules.html?m=1

 

Kill Team Rules

 

 

MAIN RULES · TEAM LISTS · MISSIONS · FEEDBACK

40k+Kill+Team+Logo.JPG

SKIRMISH BATTLES IN THE 41st MILLENNIUM

Kill Team is a fan-made unofficial expansion to Warhammer 40,000 that allows you to fight more intimate, more narrative driven games of Warhammer 40,000. Instead of fighting across vast battlefields controlling armies of hundreds of troops, you take control of a small task force with a handful of men.

 

Army of Heroes: Kill team is 250 pts of individual models classified as Leaders, Core, and Special. Each codex has it's own supplement with individual model/wargear costs. TEAM LISTS

 

Team Leaders are characters and can lookout sir with any model in the Kill Team within 6 in.

 

No deep striking except to teleport/warp -1 to deep strike mishap

 

Run Away!: Lose more that 50% of the Kill Team and LD test against team lead or highest leadership model still not a casualty or falling back. Failing ends game. Teams with less than 25% of models left can choose to fail the Run Away! test, in cases where you may have already satisfied victory conditions.

 

Psychic Powers: Powers that target individual models work normal. Powers that target units have a 3in area of effect. Only one deny the which roll against the AOE power, regardless of how many models are hit. Closest model to the psyker affected first.

 

Lots and lots and lots of terrain! No moving through walls. Units can open doors. Model has to physically fit in the space may move there. SpaceHulk Kill Teams anyone?

 

Difficult terrain cuts the distance you can move through it in half, no rolling. This section of the rules is worded very oddly. I'm not sure if I'm missing something here.

 

No buildings like in normal 40K rules. Rule book suggests using them like a ruin without the difficult terrain penalty. If you can't physically place the model in the building it can't go in, so no being inside of a bastion.

 

Models can climb or jump 6 inches in the movement phase, must pass initiative test. Jumping models who fall take an ap- hit with strength equal to the number of inches they fell.

 

Hiding: A model that is at least 50% obscured from all enemy models can declare that they are hiding in their movement phase. You can't hide,or are no longer hidden if an enemy model is within 6 inches. Hidden models cannot shoot, move, run, charge, or use psychic powers, or be targeted or charged. Scatter hits can still hit.

 

Nerve/Pinning test: Take Ld test if friendly model is killed within 3 inches. Only ever take one nerve test per phase. Friendly models killed by Pinning weapons cause this check to be rolled at 3d6.

 

Always run 6 inches. Add d3 for Fleet or Crusader. Affected by difficult terrain as above.

 

Area terrain: Ignore normal rules. Check shooters line of site and grant 25% obscured save. Area terrain is still difficult.

 

Suppression Fire: Multishot weapons can use Suppressing fire. Reduce shooters BS by 1. Designate primary target. Roll to hit. 1st hit is assigned to primary target. Other wounds can be assigned by shooter to other models within 3 inches. Each model must have be assigned a wound before any mode gets a second.

 

 

Gets Hot rolls of 1 effect all models under a S3 AP1 blast template centered on the shooter, except the shooter. The shooter takes the normal gets hot effect.

 

Center of missile blast weapons contacts a wall it detonates on that spot. Blast portion that goes beyond the wall is ignored/lost.

 

Grenades are One Use. Either in shooting(throw) or assault phase (charging difficult terrain). Special chart for buying additional grenades, see rules.

 

Flamers cause units to have to pass a ld test or catch on fire, and take wounds on subsequent turns.

 

More notes to come!

 

 

 

Tau Kill Team

 

Crisis Commander, 2 Plasma Rifles, Iridium Armor - 87

Sniper Drone Team, 1 Marksman, 3 Sniper Drones - 58

Pathfinders x 2 w/ Markerlights - 22

Firewarriors x 5 w/ Pulse Rifles - 45

Kroot x5 w/ Sniper rounds - 35

 

Total 247 Pts

 

Tau Suit and Tie Team

 

Crisis Commander 2 Flamers, Iridium - 67

Crisis Suit 2 Plasma Rifles - 52

Crisis Suit 2 Plasma Rifles - 52

Crisis Suit 2 Plasma Rifles - 52

Pathfinders x 2 - 22

 

Total 245

 

Vespid Sting Team w/ Kroot Support

 

Strain Leader - 28

Vespid StingWing - Vicious Strain, Core - 23

Vespid StingWing - Vicious Strain, Core - 23

 

Vespid StingWing - Vicious Strain, Core - 23

 

Vespid StingWing - Vicious Strain, Core - 23

 

Vespid StingWing - Vicious Strain, Core - 23

Kroot x5 w/ Sniper rounds - 35

Kroot x5 w/ Sniper rounds - 35

Kroothounds x 7 -35

 

Total 248



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