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6th Edition Kill Team Rules-r

6th Edition Kill Team Rules-r

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Published by Oliver East
6th ed kill team rules
6th ed kill team rules

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Published by: Oliver East on Feb 25, 2013
Copyright:Attribution Non-commercial


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This special Warhammer 40,000 scenario allows players torecreate a deadly firefight between a crack team sent out on adeadly mission and the defending troops ordered to stop them.It could be a team of Ork Kommandos sneaking into a Necrontomb complex, a pack of Kroot Mercenaries sent to 'liberate' apriceless Dark Eldar artefact from its twisted shrine, or a squadof Space Marine scouts avoiding patrolling Gun Drones as theymake their way to assassinate a Tau Ethereal; the possibilitiesreally 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 alunchtime, and may even have time for a rematch.In addition we've we've included a special rule for 'SpecialistTroopers' that is perfect for those players that like to convertmodels in their armies.So click off the safety catch and ensure you brought along thoseextra ammo clips. It's a battle to the death, and only the mostruthless warriors will survive.
Army Selection and Force Organisation Chart
Each player picks an ‘army’ worth 200 points using the followingForce Organisation Chart:
0-1 Elite0-2 Troops0-1 Fast Attack
Neither Play may place any units in Reserves under anycircumstances.This means you may not take any Flyers, and units are unable toleave the table and enter Continuous Reserves.Units that have to be deployed via Deep Strike such as CodexDaemons forces and Drop Pods must deploy as normal unitswithin the Deployment zone instead.You may select an army using any current Warhammer 40,000Codex, including any Warhammer 40,000 current legalForgeworld Army Lists and units.You may not select units from out-of-date Codexes, Apocalypseor Planet Strike, etc.All units must be selected from the same Codex (no Allies) andyou are not able to take any Fortifications.You must select your force following all restrictions of eachCodex, including minimum squad sizes, numbers of modelsrequired for weapons and wargear, and any 1+ requirements forunits within the Elites, Troops and Fast Attack slots.
Table Set-Up and Deployment
Kill Team is ideally played on a table that is three or four feetsquare.Much smaller than this and models will start on top of eachother, and much larger they may never find each other!Place as much terrain as you can on the table - in Kill Team themore terrain the better.Split the table into four quarters and roll-off to see which playerpicks the quarter they will deploy in.The opposing player deploys in the opposing quarter.The player that won the roll-off deploys first.He must deploy all of his army in his deployment area, anywherethat is more than 9" from the centre of the table.Units that normally have to be deployed via Deep Strike such asmodels from Codex Daemons and Drop Pods must deploy in thesame manner as regular models within the deployment zone.His opponent then does likewise.Neither side may place any units in reserve.
First Turn
The player that deployed first goes first unless his opponent canseize the initiative as described in the Warhammer 40,000rule book.
Game Length & Victory conditions
The battle continues until one side has been reduced to half itsstarting number of models or less.Once a player's army has been reduced to half strength he musttake a leadership test at the start of each of his turns; if he failsthe test then his army flees and the other player wins the battle.If the test is passed then the battle continues, but the player willhave to take another test at the start of his next turn.Note that it is entirely possible for both player's to have to takeLeadership testes at the start of their turns and that the first oneto fail will lose the battle.The Leadership test is always taken using the highest Leadershipof any of the player's surviving models.Apply a -1 modifier to the second test a player has to take, a -2modifier to the third test and so on.
Special Rules
Every Man For Himself:
All models operate as individual units in this mission, even if theywere chosen as part of a squad of squadron.In addition when a model shoots or fights in assault, it may splitits attacks up amongst eligible targets if desired.Furthermore, Independent Characters are not able to join otherunits, and special rules that affect entire units will only affect themodel(s) that have them.
Specialist Troopers:
Each player is allowed to pick up to three different ‘Specialists’that benefit from one of the universal special rules listed below.Each player picks their specialists out loud before at the start of the mission, before the armies deploy. Each Specialist counts ashaving one of the Universal Special Rules.You must say which rule applies when you declare the model is aSpecialist. For example, you might say ‘This model is a specialistTank Hunter’, or ‘This Specialist is Fearless’, and so on.Keep a note as to which rule applies to which Specialist.All Specialists on the same side must pick different special rules,and you may not give more than one specialist rule to eachmodel.
"For every battle honour, a thousand heroes die alone, unsung, and unremembered." 
        3        '        4        '

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