6th Edition Kill Team Rules-R PDF

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"For every battle honour, a thousand heroes die alone, unsung, and unremembered.

"
This special Warhammer 40,000 scenario allows players to His opponent then does likewise.
recreate a deadly firefight between a crack team sent out on a Neither side may place any units in reserve.
deadly mission and the defending troops ordered to stop them.

4'
It could be a team of Ork Kommandos sneaking into a Necron
tomb complex, a pack of Kroot Mercenaries sent to 'liberate' a
priceless Dark Eldar artefact from its twisted shrine, or a squad

3'
of Space Marine scouts avoiding patrolling Gun Drones as they
make their way to assassinate a Tau Ethereal; the possibilities
really are endless!
Kill team is designed to be played with a small number of
models, each of which is treated as an individual unit.
This means games will be quick: you'll easily finish a game in a 9''
lunchtime, and may even have time for a rematch.
In addition we've we've included a special rule for 'Specialist
Troopers' that is perfect for those players that like to convert
models in their armies.
So click off the safety catch and ensure you brought along those
extra ammo clips. It's a battle to the death, and only the most
ruthless warriors will survive. First Turn
The player that deployed first goes first unless his opponent can
Army Selection and Force Organisation Chart
seize the initiative as described in the Warhammer 40,000
Each player picks an ‘army’ worth 200 points using the following
rule book.
Force Organisation Chart:
0-1 Elite Game Length & Victory conditions
0-2 Troops The battle continues until one side has been reduced to half its
0-1 Fast Attack starting number of models or less.
Neither Play may place any units in Reserves under any Once a player's army has been reduced to half strength he must
circumstances. take a leadership test at the start of each of his turns; if he fails
This means you may not take any Flyers, and units are unable to the test then his army flees and the other player wins the battle.
leave the table and enter Continuous Reserves. If the test is passed then the battle continues, but the player will
Units that have to be deployed via Deep Strike such as Codex have to take another test at the start of his next turn.
Daemons forces and Drop Pods must deploy as normal units Note that it is entirely possible for both player's to have to take
within the Deployment zone instead. Leadership testes at the start of their turns and that the first one
to fail will lose the battle.
You may select an army using any current Warhammer 40,000
Codex, including any Warhammer 40,000 current legal The Leadership test is always taken using the highest Leadership
Forgeworld Army Lists and units. of any of the player's surviving models.
You may not select units from out-of-date Codexes, Apocalypse Apply a -1 modifier to the second test a player has to take, a -2
or Planet Strike, etc. modifier to the third test and so on.
All units must be selected from the same Codex (no Allies) and Special Rules
you are not able to take any Fortifications. Every Man For Himself:
You must select your force following all restrictions of each All models operate as individual units in this mission, even if they
Codex, including minimum squad sizes, numbers of models were chosen as part of a squad of squadron.
required for weapons and wargear, and any 1+ requirements for In addition when a model shoots or fights in assault, it may split
units within the Elites, Troops and Fast Attack slots. its attacks up amongst eligible targets if desired.
Furthermore, Independent Characters are not able to join other
Table Set-Up and Deployment
units, and special rules that affect entire units will only affect the
Kill Team is ideally played on a table that is three or four feet
model(s) that have them.
square.
Much smaller than this and models will start on top of each Specialist Troopers:
other, and much larger they may never find each other! Each player is allowed to pick up to three different ‘Specialists’
Place as much terrain as you can on the table - in Kill Team the that benefit from one of the universal special rules listed below.
more terrain the better. Each player picks their specialists out loud before at the start of
the mission, before the armies deploy. Each Specialist counts as
Split the table into four quarters and roll-off to see which player
having one of the Universal Special Rules.
picks the quarter they will deploy in.
You must say which rule applies when you declare the model is a
The opposing player deploys in the opposing quarter.
Specialist. For example, you might say ‘This model is a specialist
The player that won the roll-off deploys first.
Tank Hunter’, or ‘This Specialist is Fearless’, and so on.
He must deploy all of his army in his deployment area, anywhere
Keep a note as to which rule applies to which Specialist.
that is more than 9" from the centre of the table.
All Specialists on the same side must pick different special rules,
Units that normally have to be deployed via Deep Strike such as
and you may not give more than one specialist rule to each
models from Codex Daemons and Drop Pods must deploy in the
model.
same manner as regular models within the deployment zone.
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Universal Special Rules: The following Special Rules can be applied to any one weapon
These Special Rules are found on pages 32-43 of the on any model in your Kill Team, and will only affect attacks
Warhammer 40,000 6th Edition Rulebook. made with that weapon:
The following Special Rules can be applied to any model in your Armourbane
Kill Team: Barrage
Adamantium Will Blast
Crusader Blind
Daemon Concussive
Fear Fleshbane
Fleet Force
Furious Charge Gets Hot
Hammer of Wrath Haywire
Hatred Ignores Cover
Hit & Run Lance
Infiltrate Large Blast
Independent Character Master-Crafted
It Will Not Die Melta
Jink Pinning
Monster Hunter Poisoned (4+)
Move Through Cover Rending
Night Vision Shred
Rage Sniper
Rampage Specialist Weapon
Relentless Strikedown
Scout Torrent
Shrouded Twin-Linked
Skilled Rider Two-Handed
Skyfire Unwieldy
Slow and Purposeful The following Special Rules can be applied to any Vehicle model
Smash in your Kill Team:
Soul Blaze Assault Vehicle
Stealth Missile Lock
Stubborn Power of the Machine Spirit
Swarms Psychic Pilot
Tank Hunters Strafing Run
Zealot Supersonic
The following Special Rules can be applied to any Non-Vehicle Vector Dancer
model in your Kill Team: The Psyker Special Rule makes the Specialist a Mastery Level 1
And They Shall Know No Fear Psyker and may select from the Psychic Powers normally
Brotherhood of Psykers available to models in that Codex.
Brotherhood of Sorcerers If your codex does not include any psychic powers (eg. Tau or
Counter-Attack Dark Eldar), then you have access to the Pyromancy and
Eternal Warrior Biomancy disciplines from the Warhammer 40,000 rule book.
Fearless Rules such as Torrent and Barage that affect a specific weapon
Feel No Pain type such as Template, Blast or Large Blast can only be applied
Psyker to a weapon that is already of the correct type or it will have no
The following Special Rules can be applied to any model in your effect. (For example, giving a Meltagun the Torrent special rule
Kill Team, but will only affect Close Combat attacks made by will not mean it is now a template weapon.)
that model:
Armourbane
Blind
Fleshbane
Poisoned (4+)
Rending
Shred
Strikedown

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