Post by Little Lano on May 7, 2013 21:07:54 GMT
I Have Done A Re-Work of The New and Old Rules of Kill-Team.
Hopefully it provides something Fun.
Choosing Forces
Attackers (200points)
Defenders (250)
Set Up
Movement
Shooting and Assault
Nothing Special
Klaxon Counters
These represent the security level of the Defending Team.
These are amassed in the following situations.
Spotted Enemy. If at the end of the Defenders moving phase, there is an Attacking model within [Initiative Value + Number of Klaxon Counters] The alarm is raised and the defenders gain 1 Klaxon counter and such unit becomes "Aware".
Jet/Jump Packs. These things are too god damn noisy. If used, Just give the Defenders a Klaxon Counter
Attackers Shooting
Attackers Assault
When Assaulting "Unaware" goon Squads, roll off with
[Initiative + D6] (Defenders add 1 for every Klaxon Counter)
Attackers Win
Roll D3
1 - Nothing Special
2 - Attackers attack at I10
3 - Attacker attack at I10 + Fleshbane
Defenders Win
1 Klaxon counter.
and Defenders gain Counter-Attack.
Missions
All Missions are played under Night Fighting Rules.
1] Sabotage. The Kill-Team is armed with Melta Bombs. And musty destroy the central objective (AV14 all Around)
2] Assassinate. The Kill Team must eliminate an important person on the central objective with the following profile.
3] Escape. Move... [Then Roll a D3 then apply the following]
1 - At least 50% of your Kill Team
2 - At least 1 Miniature of your Kill Team
3 - Your Kill Team Leader
To the Opposite Corner of the board.
4] Last Stand
The Attackers start within 6" of the central Objective.
The Defenders set up no more than 12" of any table edge.
Defenders Start with 1 Klaxon Counter.
Kill Team have to Kill ALL Goon Sqads to win.
5] Hit and Run. The Kill Team must grab the relic (Follows rules for "Relic in 40k Rule Book) and escort it off ANY table edge.
6] Recon. Kill Team Must CIRCLE the central objective and head back to their Deployment zone.
Hopefully it provides something Fun.
Choosing Forces
- 1 Player is the "Attacker", the other is the "Defender"
- Miniatures must be Small Based (25mm Base Size)
- Both Players may choose Entries from the following.
0-1 Elites
0-2 Troops
0-1 Fast Attack
Attackers (200points)
- Have to Take one "Full Unit" at Codex Entry Cost in order to field a Sergeant or similar veteran Character. This unit may buy upgrade as per Codex States.
eg. 4 Chaos Space Marines and 1 Sergeant cost 75points. - Afterwards, may purchase individual "Specialist" models at singular Value. They may purchase upgrades as per Codex States.
eg. "May Take Up up to Fifteen Chosen Space Marines .... 18pts each"
The Singular Value of a Chosen Space Marine is therefore 18 Points.
Defenders (250)
- Must be chosen as full units. No singular Specialists.
- May NOT choose jump infantry.
- Goon Squads
All defending models are to be split into Units comprising of 3 WOUNDS. Hence 3 Tactical Space Marines = 1 Goon Squad.
Set Up
- Games are played on a 4x4 board, with ONE Central Objective.
- Defender Places Terrain
- Defender places all Goon Squads Within 9" of The Objective.
- Attacker deploys 6" at one Table edge.
Movement
- Attackers move as normal. Models may act independently
- Defenders.
- D6 Units can be chosen by the defender to be Activated or Deactivated.
- Activated Units.
- For every Activated Unit, Attacker Rolls D6, Defender rolls D6 + Number of Klaxon Counters (explained later)
- The winner get to move that unit the winning amount of Inches (to a maximum of 6")
Shooting and Assault
Nothing Special
Klaxon Counters
These represent the security level of the Defending Team.
These are amassed in the following situations.
- "Aware" Units that are Aware are under full control of the Defender. They act normally.
Spotted Enemy. If at the end of the Defenders moving phase, there is an Attacking model within [Initiative Value + Number of Klaxon Counters] The alarm is raised and the defenders gain 1 Klaxon counter and such unit becomes "Aware".
Jet/Jump Packs. These things are too god damn noisy. If used, Just give the Defenders a Klaxon Counter
Attackers Shooting
- Heavy Weapon. on a 2+, a Klaxon Counter has been awarded.
- Assault/Rapid Fire/ Melta. On a 4+
- Pistol/ Melta Pistol / Sniper. On a 6+
- If a Goon Squad has taken a casualty but has not been wiped out, the alarm is raised and 1 Klaxon Counter is amassed.
Attackers Assault
When Assaulting "Unaware" goon Squads, roll off with
[Initiative + D6] (Defenders add 1 for every Klaxon Counter)
Attackers Win
Roll D3
1 - Nothing Special
2 - Attackers attack at I10
3 - Attacker attack at I10 + Fleshbane
Defenders Win
1 Klaxon counter.
and Defenders gain Counter-Attack.
Missions
All Missions are played under Night Fighting Rules.
1] Sabotage. The Kill-Team is armed with Melta Bombs. And musty destroy the central objective (AV14 all Around)
2] Assassinate. The Kill Team must eliminate an important person on the central objective with the following profile.
- Ws/Bs/S/I - 3
- T - 4
- W/A - 2
- LD - 10
- Sav - 4+
3] Escape. Move... [Then Roll a D3 then apply the following]
1 - At least 50% of your Kill Team
2 - At least 1 Miniature of your Kill Team
3 - Your Kill Team Leader
To the Opposite Corner of the board.
4] Last Stand
The Attackers start within 6" of the central Objective.
The Defenders set up no more than 12" of any table edge.
Defenders Start with 1 Klaxon Counter.
Kill Team have to Kill ALL Goon Sqads to win.
5] Hit and Run. The Kill Team must grab the relic (Follows rules for "Relic in 40k Rule Book) and escort it off ANY table edge.
6] Recon. Kill Team Must CIRCLE the central objective and head back to their Deployment zone.