For up to date rules, team lists and supplements visit: heralds-of-ruin.blogspot.co.uk Version 1.

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Disclaimer This is not a Games Workshop product and is intended as a non-profit fan-made expansion on the official rules. You will require all rulebooks and your army’s codex to use this material. We do not own any of the artwork that appears in this document or any other Kill Team related document. All rights and trademarks to all respective owners are reserved.

A player must make a Run Away! test at the start of his turn if more than 50% of his force is falling back or has been removed as a casualty. along with other supplemental materials. every time your Kill Team fights your models gain in experience. more narrative driven games of Warhammer 40. For example.000. Instead of fighting across vast battlefields controlling armies of hundreds of troops.000: Kill Team v1.3 INTRODUCTION Kill Team is a fan-made expansion to Warhammer 40. Campaign rules can be found on the Heralds of Ruin blog site. If the score is equal to or less than the Team Leader’s unmodified Leadership. If the Team Leader is falling back or has been removed as a casualty then the player must use the highest Leadership amongst any remaining friendly models who are not falling back. Furthermore. Sir – not just within his own unit. Building Your Team These rules have been designed with the Kill Team Army Lists in mind. Note that this may not necessarily mean defeat. as the team’s mission could still have been successful – after all. Team Leaders are always classed as Characters and use the full rules for being so. the game ends. Built-up Area Some Kill Team missions have the Built-up Area special rule . the player has passed the test and may continue to fight. with the changes and additions explained in this document. In a campaign.000 that allows you to fight more intimate. Sir and Challenges. Raw recruits quickly progress to become fully fledged soldiers. A Kill Team game uses the core Warhammer 40. Characters No models are classed as Characters except for Team Leaders. every successful hit a Team Leader makes is automatically a Precision Shot/Strike. Simply download your list from the Heralds of Ruin blog site and write a 250 point Kill Team following the Model Allowance rules set out in your team list.no models may Deep Strike in a game using this mission. Campaign Rules If you are playing in a campaign. 1 . you will have the chance to expand and improve your Kill Team after each game. If the Run Away! test is failed. and may also have the opportunity to recruit special characters such as Inquisitors or dreadnoughts. GENERAL RULES A Team of Heroes All models in a Kill Team game act completely independently.Warhammer 40. you take control of a small task force with a handful of men. the mission is what matters! To take a Run Away! test roll 2D6. including Look Out. and are classed as single model units in all respects. in a force that has twelve models a test is needed if less than six are still fighting. By winning battles your Kill Team will gain requisition in order to reinforce or reequip. Run Away! Some Kill Team missions use the Run Away! special rule. Rules on how to build Kill Teams using official Codices can also be found on the blog. A Team Leader may choose any friendly model within 6” to take a hit during Look Out. and the Leader of your Kill Team will learn new skills which will make them even better in combat.000 rules.

If he does so. any models within 3" of this target are eligible as secondary targets. up to its maximum Transport Capacity. the model must immediately Go to Ground. If they pass. If failed. any remaining hits may be worked out against any secondary targets. Models with the Fleet special rule may add D3 inches on to this Run distance. the following combined rule has been designed to provide a more elegant alternative to the needs of Kill Team: A model may climb walls and jump gaps/drops of up to 6" during their movement phase. the model is no longer hidden. edge or gap and still have enough movement left to be able to climb or jump the distance required. To do this they must move up to the wall. the owning player may decide to use Suppressing Fire.000: Kill Team v1. work out cover on a model-by-model basis using the true line of sight and 25% obscured rules. run. as long as the hiding model is not directly targeted. Choose a primary target within range. Running and Fleet Instead of rolling to determine a model's Run distance. ignoring the 'one unit only' rule. you may always Run up to 6”. Any models embarked into a building will count as a single unit in all respects. or moves within 6”.if any hits are scored at least one must hit the primary target. The player must declare that the model is hiding during its Movement phase and place a Hidden counter next to the model. charged or targeted by enemy psychic powers. Instead. Only models with the Infantry or Beasts unit types may climb. discuss it with your opponent). Hiding Sometimes it may be in a model’s best interest to hide! A model can hide if it ends its movement behind an obstacle where it is at least 50% obscured from all enemy models (if in doubt. Hiding models can still be ‘accidentally’ hit by Blasts or psychic powers. A model can also leave one unit to join another in a different location in the building (e. in addition to any other effects. Area terrain is still classed as Difficult Terrain. If any enemy model moves so that the hiding model is no longer at least 50% obscured. As soon as a model disembarks (which they may do so individually) it immediately counts as its own unit again. While hiding. the battlements) as long as its destination is not full. A model may not hide if it is within 6” of an enemy model. You must allocate at least one hit to every eligible model before assigning more than one hit.g. a model cannot shoot. SHOOTING PHASE Nerve Any model must take a Leadership test if any friendly model is killed or fails a Pinning test within 3” during the Shooting phase. . the model reduces his BS by 1 during this phase (e. the model simply stays at the bottom of the wall. A model does not need to take an Initiative test when climbing or jumping less than 1”.3 MOVEMENT PHASE Climbing and Jumping Although there are rules already present for ‘moving through ruins’ and 'leaping down' in the core rulebook. Buildings You may embark any number of models into a building. BS4 becomes BS3). If they fail when climbing up. When hidden. ignore the cover rules for area terrain. Area Terrain To make Kill Team more cinematic. The model must pass an Initiative test. If they fail when jumping down or jumping a gap. but all unit types may jump. a model cannot be directly shot at. Suppressing Fire If a weapon has more than one shot with a weapon (such as a heavy bolter). Hidden counters are removed at the start of the model’s next turn. We find that 2 it allows you to get more cinematic with your terrain and model placement. they climb or jump successfully and may continue moving if they have any movement left. charge or use psychic powers.g. they fall: The model falls from the point they started to jump and takes an automatic AP.hit with a Strength equal to the distance they fell in inches (rounding down).Warhammer 40. Roll to hit as normal . A model only needs to takes one test for Nerve per phase.

3 Grenades All types of grenades add the One Use Only rule to their ‘shooting’ profile if they have one. Models may only ever have one Burning counter. the charge fails. If you cannot place the charger in to base contact with a friendly model in base contact with an enemy. the flames are put out – remove the Burning counter. Diving Charges If you have to Jump more than 1” to get to an enemy it is classed as a ‘diving’ charge. Models that are Burning must make an Initiative test at the start of any Movement phase they are still Burning. as this enables the new rules for Overwatch and Counter-charge to work as intended. possible to the enemy. Go back to Step 1 until all enemy models you want to charge. with the model placed at the bottom of the fall. Resolve Overwatch fire (see below).hit. and gains a +1 Strength bonus during the subsequent Fight sub-phase. Melee profiles and other rules are unaffected. 5.Warhammer 40. On a success. place a Burning counter next to it. Choose an enemy model. 3. Any model that is hit by a Flaming weapon must pass an Initiative test or be set on fire! If a model fails the test. even if they cannot physically be placed in base contact due to interviewing friendly models (i. If you roll a 1 however. Models count as moving through Difficult Terrain if they move or charge while they are still Burning. the model takes falling damage as normal and the charge is failed. To compliment all these changes. still measure from the enemy model’s base for charge distance – if you are in range. the charge automatically fails. 2. For all model’s helping. Climbing Charges If a charging model has to climb in order to reach its target. roll a d6 for each separately. If it succeeds. move the charger as close as 3 . 4. have been charged. On a 2+ you have succeeded and may remove the Burning counter. Template Weapons All ‘Template’ weapons in Kill Team have the following additional ‘Flaming’ Special Rule: Flaming weapons may cause their targets to catch on fire even if they survive the initial damage.000: Kill Team v1. declare ALL charges against that model. Supporting Charges Models may declare charges against enemy models already engaged in combat. If failed. During the Shooting phase any friendly model within 3” may help a Burning model put out the flames instead of shooting or running. Roll charge range for all chargers and move models. a new ‘order of operations’ for the Charge sub-phase has been created: 1. If you choose to do this. Work through the charging sub-phase as normal until you have to move the diving model (measuring base to base to determine charge distance). there is no room). Move any counter-chargers (see below). If the Initiative test is failed the fire continues to burn. you have aggravated the flames and the helping model is now Burning too! ASSAULT PHASE The Assault phase is where the majority of Kill Team’s changes come into effect. An easy way of recording this is to cross off a grenade on a model’s roster once it has been used. causing an automatic S3 AP. Disorganised Charges Units do not count as having a Disorganised Charge if they make a multiple assault.e. Take an Initiative test in exactly the same well as jumping down. the model completes its charge. Note: Step 1 is important.

and so on) of those charging the original Overwatching model. Assault Results When determining assault results. Individual models within a Squad may each target separate units when shooting. your opponent may then choose which of the models in base contact with those that rolled together are assigned wounds.). add one Wound for each of the following conditions that apply to each side before working out the result. do not have to test for ‘Nerve’ and may only Counter-charge if all members of the Squad are in range to do so into the same combat. 4 . If there is only one model left in a squad at any point. etc. using the majority Toughness of those in base contact with these models.000: Kill Team v1. If they pass. any friendly models within 3" of a charging enemy model may take a Leadership test in order to Counter-charge. Side contains a model that Counter-charged this turn.000 rules. but are in base contact with a friendly model in base contact with any enemy model are classed as ‘supporting’. Models in a Squad do not use the ‘A Team of Heroes’ rule. Squad Some models in Kill Team do not act individually – such as swarms of Tyranids or squads of Guardsmen. Inspiring Presence Any friendly model within 6" of the Team Leader may use his Leadership for all Leadership tests. ADDITIONAL SPECIAL RULES Following are a number of unique Special Rules models in Kill Team may have. Counter-charge Once all charges against a specific model in the Charge sub-phase are completed.3 Overwatch As soon as a model is able to fire Overwatch. If you do this. Note that individual models will still count toward the maximum Model Availability of the Kill Team. Where this is in effect ‘Squad’ will be noted in the unit’s Special Rules and will state how many models form the unit. Supporting Attacks Models engaged in combat who are not in base contact with an enemy model. Any single model may only fire Overwatch once per phase. using the Warhammer 40. A model that uses Counter-charge does not gain any bonuses for charging unless they have the Counter Attack special rule. This will allow models to win/lose combat. Simply treat the unit as normal.Warhammer 40. Quick-rolling For the sake of speed. Non-flammable The model passes all Initiative tests caused by the Flaming special rule. All wounds caused by Overwatch are assigned to the closest model (then the next if he is killed. Models in a Squad may not hide. the model may choose to immediately charge too. but if any model falls out of unit coherency the unit must regain its coherency as soon as possible (by using Run moves or jumping and climbing if need be). Side has won a challenge. any model from the same team within 3" of it may choose to immediately also fire Overwatch as well. except that the supporting model may only ever make a single supporting attack (regardless of Attacks. You may climb and jump with a Squad. bonuses. he immediately loses the ‘Squad’ special rule. even if no Wounds have been scored. if models are all equipped with the same weapons you may wish to roll all attacks at the same time. Supporting models may attack any model in base contact with any friendly models it is in base contact with – this is done exactly as If the supporting model was in base contact with the enemy model. Move the model into contact with any charging model within 3". and represent the psychological effects of a melee:    Side contains a model that Charged this turn.

Roll a d6 and consult the Mission list below. one in each deployment zone and two outside of the deployment zones. and represent important objectives on the battlefield – such as sensitive plans. Before determining missions. To destroy a Marker you must move into base contact with it during the Movement phase. Remember to keep your Missions secret from your opponent! 1. Deployment zones extend 18” from a corner.000: Kill Team v1. and players always deploy in opposite corners. The players need to place a total of four Markers. Missions give both sides a number of conditions they need to fulfil before the end of the game. and may act normally in all respects. we always encourage players to create alternate missions and narratives of their own! Game Special Rules The following special rules are in effect when playing the Kill Team Mission: Night Fighting. both players roll off to determine who will place the first Marker. and Run Away! The Battlefield Kill Team games are played on a 4’x 4’ board.A player achieves this Mission by taking the enemy's Team Leader model out as a casualty. You may only destroy a Marker in your own Movement phase. strive for a visually appealing and tactically challenging battlefield – you should try not to strategically place terrain features in a manner that unfairly aids or penalises a specific side. Primary Objectives The Primary Objectives in a Kill Team game are called Missions. Reserves. Deployment Zones To determine Deployment zones. communication equipment. roll a D6 and consult the diagram below. both player's roll and write down their Missions in secret. with a heavy concentration of terrain. You must establish what Missions you will be striving to achieve before deploying your forces. etc. This represents your base of operations.Warhammer 40. or in base contact with an enemy as well a Marker in its Movement phase. To represent the covert nature of a Kill Team's Mission. Assassination . Built-up Area. Any results of a 6 will automatically destroy the Marker. it may not attempt to destroy the Marker. 1-3 4-6 4-6 1-3 Destructible Markers In a Kill Team Mission game you need to place four ‘Markers’. the more terrain the better the game! When placing terrain.3 KILL TEAM MISSION These are the basic ‘Kill Team Mission’ rules that are designed to provide a fun and varied game every time. rolling on the Mysterious Objectives chart when a model comes within range. and any model in base contact with it rolls a number of dice equal to their base Attacks. You may not purposefully destroy the Marker in your own deployment zone. repeat this (re-rolling if you have two of the same Mission) until you have two different Missions. hostages. and are worth 3 Victory Points each if completed. archeotech artefacts and warzone traits. 5 . weapons cache. Forging the Narrative: A Kill Team game is a great way of using all the cool little rules already present in the Warhammer 40. To add a little extra mayhem to the game you can also class the Markers as mysterious. Although this is ‘standard’ game you will play. While in base contact with a Marker a model does not count as being engaged.000 rulebook such as gun emplacements. These two Missions will determine what objectives you will need to complete to win the game. battlefield debris. Each Marker needs to be at least 6” away from the table edge and at least 12” away from another Marker. If a model is hiding. or other important location. These Markers should be 25mm in diameter.

in exactly the same way as attacking a vehicle and counts as WS 0. Stormy – The heavy wind and rain creates a challenge for ranged combat. sheds. statues. Wipe Out! – Your opponent has no models left on the table at the end of the game. barrels. and other such terrain features do not make good destructible terrain features and may spoil your game. you can’t destroy a river!). they can still mean the difference between victory and defeat.   All destructible terrain features have an Armour Value of 10.A player achieves this Mission by having their Team Leader model in the enemy deployment zone at the end of the game. the game is a draw. or one team fails a Run Away! test. A terrain feature can be attacked in close combat. it cannot be damaged. No team may Infiltrate during this game due to the difficulty of scouting in snow. deployment zones rolled for. 6. Markers positioned and missions determined it is time for your forces to deploy. Fine conditions – All normal rules apply. and all scatter rolls are made on 3D6 instead of 2D6. You must discuss with your opponent as to which terrain features may be destroyed (if any). Note that if one player has no model’s left on the table at any point the game ends immediately. 3. All Secondary Missions are worth 2 Victory Points:   Come Back You Cowards! – opponent fails a Run Away! test. and must abide by the following rules:   The terrain feature must be able to be completely removed from the battlefield. If both players agree. total up how many Victory Points each player has achieved. The player with the most Victory Points wins the game. 4. trenches. and any glancing or penetrating hit caused automatically removes it from the game. Burn It Down . Blizzard – Thick snow and low visibility makes the skirmish impossibly difficult for both parties. In Kill 6 Optional Rule – Destructible Terrain Some terrain features can be destroyed. The lowest scorer then does the same in the opposite board corner. 6. unless his opponent can steal the initiative on a roll of a 6! Winning the Game The game ends either once both players have completed 8 turns.The player achieves this Mission by destroying more Markers than their opponent. Add +3” to all weapon ranges.A player achieves this Mission by keeping the Marker in their own deployment zone unharmed until the end of the game. Perfect Weather – Sunny and dry. Unless the terrain feature is specifically targeted. Weapon ranges are reduced by -3”. At the end of the game. . these are known as ‘destructible’ terrain features.A player achieves this Mission by keeping over half of their models alive at the end of the game. Both players roll a D6 – the highest scorer chooses a deployment zone and sets up his/her models completely within it. and other such items are perfect. The player who deployed first goes first. Smaller features such as tents. Secondary Objectives Although Secondary Objectives are less important than the Missions. If both players have the same amount of Victory Points. woods.3 2. Deployment With the terrain placed. perfect conditions for a skirmish. Team it doesn’t necessarily matter if your team is wiped out (most are suicidal anyway). roll a D6 on the following chart before deployment to determine the conditions: 1. 2. Total up Victory Points as normal. Your 3-5.000: Kill Team v1. Lead from the Front . Survival . Defend . This does not however mean the other player is the victor. 5.e. as long as the mission has been completed! Optional Rule – Weather The weather can play as much importance in a battle as what equipment you take. The terrain feature must ‘logically’ be able to be destroyed by normal means (i. and any ranged weapons ranges are reduced by half.A player achieves this Mission by destroying the Marker in their opponent’s deployment zone. Be careful when decided which terrain features to denote as destructible: buildings. no one may run. Assault .Warhammer 40.

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