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Kill Team Part1

Kill Team Part1

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Published by Jinx686
Games workshop White Dwarf kill team article, reproduced from PDF resources available on games workshop website.
Games workshop White Dwarf kill team article, reproduced from PDF resources available on games workshop website.

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Published by: Jinx686 on Feb 07, 2013
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KILL-TEAM by Phil Kelly 
Greetings citizens and welcome to Chapter Approved. This monthLexmechanic Kelly has devoted his waking hours to theinvestigation of commando tactics in the 41st millennium, and has wrought an experimental simulation of some cunning missionsthat involve just one squad of highly disciplined soldiers againstthe numerous, but often inefficient, soldiers of the enemy. Thismonth the first half of his efforts are exposed to the galaxy, withtheir conclusion to follow. Should you need to destroy an enemy command cogitator, capture a governess or assassinate an alienleader, this treatise on covert operations should prove invaluable.
Each month, Chapter Approved takes a look at theWarhammer 40,000 game and its rules,introducing new scenarios, weapons, rules andarmy list entries of all types, frequently stolen fromcodexes in progress here at the Studio. It also actsas a forum for dedicated players of Warhammer40,000 who have produced inspired, well thoughtout and just plain brilliant additions to the game(as reviewed and arbitrated by that well-knownmodel of fairness and balance – me). If you’ve gotsomething good for Chapter Approved then writeto me at the address given here.Note: Please don’t include rules queries etc, withyour letters, as the volume of mail means that inmost cases I won’t be able to send individualreplies. Andy Chambers (Chapter Approved),Games Workshop,Willow Road, Lenton,Nottingham,NG7 2WS, UK 
The notion of this small-scalegame is based on those movies we allknow and love where a crack team ofexperts (or desperadoes trained by asingle-minded double-hard drillinstructor) go in and triumph against allthe odds. We’re all familiar with thisformula due to good old UncleHollywood and the countless films thatcover these themes: The MagnificentSeven, Aliens, The Guns of Navarone,The Dirty Dozen, Where Eagles Dare,Saving Private Ryan, Star Wars, Returnof the Jedi, Kelly’s Heroes… the listgoes on. The veterans amongst you willhave spotted that this concept borrowsheavily from Gav Thorpe’s LastChancers (the hard-bitten ColonelSchaeffer and his recruits from theImperial Guard Penal Legions – more onthese chaps elsewhere in this issue), butextends it into a games system for allraces rather than just focusing on theImperial Guard. In this way Kill-team canfeature a team of Ork Kommandossneaking into a Necron tomb complex, apack of Kroot mercs using cover of nightto ‘liberate’a priceless Dark Eldarartefact from its twisted shrine, or asquad of Space Marine Scouts avoidingpatrolling gun drones on their mission toassassinate a Tau Ethereal. Odds onyou’ll have enough models in yourcollection to assemble at least one Kill-team, and the necessary forces you’llneed to be the bad guys when it’s youropponent’s turn to be the desperadoes.Kill-team is best thought of as small-scale, objective-based Warhammer40,000, and is playable in an hour orless. If you’ve had a chance to try the‘40K in 40 minutes’system publishedback in WD 274, this is about the samelevel of simplicity and is easily playableduring lunch, after hours or over acouple of drinks. You’ll need around tenmodels to play the good guys, althoughthis varies slightly from race to race. Theopponents, being grunts as opposed toelite commandos, will have more: theseare almost always the basic troop typefor that race. So you’ll find that if youregularly play a friend with Tyranids,you’ll likely be infiltrating your waythrough patrols of Gaunts to dump amelta bomb in the central sporechimney, and so on.
Another area of the game that makesKill-team appealing to veteran players isthat it offers the possibility for your Kill-team to advance in skill. UnlikeMordheim, Path to Glory and
Necromunda this will generally besquad-level rather than individualsgaining experience. In this way Kill-teams evolve and grow as you sendthem on different missions, but youwon’t have to shed any tears if half thesquad gets wiped out during the mission(and they will… ).
Saying that, players should make everyeffort to personalise their Kill-team,converting them to carry trophies orspecial gear and keeping tracks of whokills the most bad guys. AStetson orcigar (or squig and Iron Gob etc) hereand there can really get across thefeeling of a gang of desperate buthardcore soldiers. You might even wantto give them names, especially your Kill-team’s leader, who will generally bekicking the most alien butt. You cancomplete the missions without Sarge,but it’s an awful lot trickier.This month we’ll cover the basic rulesand throw a few ideas into the pot forcreative players to get started. Nextmonth we’ll look at a few advancedmissions, elite Kill-teams, some coolwargear (silencers, las-traps and soforth) and rules for Boss Goons. Fornow, though, let’s take a look at thebasic rules.
The good guys (
) faceoff against the bad guys(
) on a 4' by 4' table. Theantagonist sets up the terrain, it’s histerritory after all. This should ideallyfeature a large and impressivescenery piece as the centralobjective.
Mark a point (
the central objective
)that the Kill-team needs to reach inorder to fulfil its mission (see‘Objectives’, below); this should reallybe in the centre of the table or atleast nearby, but you’ll find thescenery piece will usually dictate this.It should also be elevated if possibleso that bad guys can fall to theirdeaths onto spiked railings, into poolsof radioactive waste etc. All goodclean fun.
The protagonist begins the game withone Kill-team (
, but forthis month we’ll stick to basic teams),which will usually include a Sergeantof some sort. The number ofoperatives varies for each racedepending on how capable they are;for instance a Kroot Carnivore Kill-team would have 14 members,whereas a Kill-team comprising ofNecron Flayed Ones would onlynumber 8.
The antagonist begins the game witha varying number of models. He maychoose which race he fields. See theKill-team Numbers table later in thisarticle for more details.
The antagonist sets up his models ingroups of 3 anywhere within 12" ofthe objective. Each of these groups iscalled a
goon squad
. No goon squadcan be deployed within 6" of anyother. All goon squads start the game
(more on this later).
Playing Kill-team
The protagonist may choose whichtable edge his Kill-team deploy from.They enter play from that table edge.
The protagonist gets first turn andmay act as normal, retaining unitcoherency.
The protagonist must reach theobjective by any means necessaryand fulfil a criteria determined bymission to achieve a victory (a Kill-team playing a Sabotage mission, forinstance, is automatically equippedwith melta bombs and mustsuccessfully destroy an AV14objective). These criteria can betaken from ‘objectives’below or beagreed upon between the players.The antagonist must destroy theentire Kill-team to achieve a victory.All other considerations are irrelevant.
The antagonist may
up to D6 goon squads atthe beginning of each turn. Onlyactivated goon squads can move(you might want to place a coloureddice or token by activated goonsquads). Bear in mind that althoughactivated goon squads can move,they won’t necessarily move in thedirection the antagonist wants. It isoften advisable to leave the goonsquads nearest the objectivedeactivated (and therefore static) forthe first few turns so they don’twander off and leave the Kill-team aclear run at their objective.Deactivated squads remain in place,no doubt swapping stories about thegirls/she-fungi/tentacled brood-beastsback home.
In the Movement phase of theantagonist’s turn, each activatedgoon squad moves as if it were asingle sentry. That means that duringthe antagonist’s Movement phase,
Imperial Guard Storm Troopers undertake a daring raid against a Tau landing pad.
each player rolls a dice (the controlroll) for each goon squad in turn: theplayer that scores highest moves themembers of the goon squad thatmany inches in the direction of hischoice. This dice roll is modified bythe number of klaxon counters theantagonist has accrued (see below).Goon squads can never move morethan 6" regardless of their specialrules (fleet of foot for example) due tothe fact they are moving with caution,and may never move off the table.See Diagram 1 for an example.
If the result of the control roll is adraw (taking into account anymodifiers for klaxon counters etc) theantagonist player moves the squadthat number of inches, as even thethickest henchman has a brain andwill act sensibly more often than not.
Each time a goon squad (activated ordeactivated) comes within spotting range(its Initiative value plus the number ofklaxon counters accrued) of the Kill-teamfor any reason (even enemy assaults) ithas spotted the intruders and becomes
, and may act as normal; moving,shooting, and assaulting under theantagonist’s control for the rest of thegame. Whenever a goon squadbecomes
, for whatever reason,add a klaxon counter to the antagonist’sstore. They may not accrue furthercounters. It really doesn’t matter whatyou use for klaxon counters, but keepthose you have accrued in a separatepile. Note that you get one klaxoncounter per squad, not per model. Alsoadd a klaxon counter whenever the Kill-team shoots.
Each klaxon counter accrued in thisway adds +1 to the dice roll forcontrolling each goon squad and +1 tothe basic spotting distance valuedetermined by the goon squad’sInitiative (note that it is the number ofklaxon counters accrued at thebeginning of that turn that is taken intoaccount). In this way, as the alarm israised, goon squads will quickly moveto reinforce their brethren. Agoonsquad cannot accrue more than oneklaxon counter per phase.
Kill-teams are fearless and hence willautomatically pass their Ld tests, whilstgoon squads test on their unmodifiedLeadership for all Morale tests,including regrouping. All otherconsiderations for such tests areignored (All On Your Own tests, enemywithin 6", Drone leadership etc).
Kill-teams roll for Difficult Terrain asnormal, whereas goon squads ignoredifficult terrain altogether: it’s theirterritory and they know their wayaround pretty well.
Kill-teams may only consolidate aftercombat; their mission is tooimportant for them to go haring offafter bad guys.
Goon squads will fall back toward thenearest table edge or toward theobjective, depending on which isnearest. They will automatically rallyif they reach the objective and mayact as normal from their next turn.Fleeing goon squads cannot accrueklaxon counters.
There is no turn length, play until theKill-team is dead or the objective ismet. Then swap sides and let the otherguy play the Kill-team– he can choosea different race if desired.
 K i l l - t e a m
Kill -teamSpottingRangeProtagonistwins roll witha 5, andmoves goonsquad awayfrom Kill-team.Antagonistwins rollwith a 3.Activated Goon SquadDeactivated Goon SquadAntagonistwins rollwith a 6.
The antagonist has1 klaxon accrued.The protagonistrolls a 4.The antagonist alsorolls a 4 but gets +1for the klaxon counterfor a total of 5.The goon squadtherefore moves 5",and because they arewithin spotting range(Initiative + number ofklaxon counters)accrue a furtherklaxon counter.
Diagram 1Diagram 2
The protagonist has hisKroot Kill-team near their goal, anunexploded bomb, but has had tostealthily dispatch an Imperial Guardgoon squad on his way. The players rollto see who controls each activatedgoon squad. For the goon squadnearest the Kill-team, both players getlucky and roll a 6, and because theantagonist has a klaxon counter histotal is raised to 7. The antagonist winscontrol and moves the goons 6" (themaximum) directly toward the Kill-team.Members of the goon squad are now 4"away (the Guardsman goon’s Initiativeof 3 plus one for a klaxon counteraccrued earlier in the game) and havetherefore spotted the Kill-team.Awooga! Another klaxon counter isadded to the antagonist’s store, andalthough he will only have his +1 to hiscontrol rolls and spotting range until thebeginning of next turn, he will have +2next turn and can now shoot andassault with the goon squad in spottingrange, because it has become
.Who knows, he may even kill a coupleof the protagonist’s precious operativesor delay them until next turn when therest of the goons, adding +2 to theircontrol rolls and therefore travellingfaster, race towards the scene…

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