56 CHAPTER APPROVED
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…