Warhammer 40,000/Tactics/Kill Team(8E)
This page was made in advance for the upcoming Specialist game Kill Team (8th Ed)
The Rules
Unlike in vanilla 40k, most actions in the game are handled on a "I go, you go" basis of alternating activation, similar to Warhammer Underworlds.
Scouting Phase
Initative Phase
Movement phase
Movement works similarly to how it does in 40k, but with two prominent exceptions:
- Charging is now done in this phase and replaces regular movement. While it is still possible to fail a charge, a failed charge will still allow the charging model to move the full charge distance rolled as long as it moves towards the intended target. As in vanilla 40k, a successful charge allows the charging unit to go first in the combat phase.
- A model can also choose to Ready, skipping their movement phase in favor of shooting first in the Shooting phase.
Terrain can also interfere with movement, with different terrain having different effects.
Shooting phase
Cover and range are more important in Kill Team than they are in vanilla 40k; shooting a unit from more than half of a weapon's maximum range imposes a -1 penalty to hit them, as does shooting a unit that is obscured (i.e. if any part of it is blocked by cover). That said, an unmodified 6 to hit will always hit so doubling down on dakka to maximize the chances of a lucky hit is still a viable strategy.
Combat Phase
Morale Phase
Morale has two components in Kill Team: the morale of individual fighters and the morale of the team as a whole. If more than half of the squad has gone Out of Action, the remainder may break and suffer hit penalties. Meanwhile, models that have taken Flesh Wounds are at risk of becoming Shaken, which forces them to skip their turns entirely.
Flesh Wounds and going Out of Action
When a model loses its last Wound, its controlling player makes an injury roll. On a 4+, the model is Out of Action (i.e. dead); otherwise, it suffers a Flesh Wound. Being obscured is a -1 to the roll, and any previous Flesh Wounds act as a +1 bonus per wound. Additionally, attacks with a damage value higher than 1 cause multiple injury rolls.
In addition to penalizing future injury rolls, Flesh Wounds reduce a model's hit rolls and increase the chances of them becoming shaken in the Morale Phase.
Specialisms
Demolitions
A set of abilities focused on grenades, flamer use, and attacking obscured enemies, with a few post-battle abilities thrown into the mix.
- Breacher (Lv 1): Add 1 to wound against targets that are obscured.
- Pyromaniac (Lv 2A): Re-roll 1s to wound when using a weapon with auto-hit properties (e.g. flamers).
- Grenadier (Lv 2B): Add 3" to the maximum range of any Grenades and re-roll 1s to hit with them.
- Saboteur (Lv 3AA): If the model is in the Kill Team and not out of action when making casualty rolls, roll a d6. On a 5+, an opponent loses 1 Materiel.
- Sapper (Lv 3AB): If the model is in the Kill Team and the Plant Traps Strategy is used, an extra piece of terrain can be booby-trapped.
- Siegemaster (Lv 3BA): Add 1 to injury rolls caused by attacks made in the Shooting Phase if they are made against obscured models.
- Ammo Hound (Lv 3BB): If the model is in the Kill Team and not out of action when making casualty rolls, roll a d6. On a 5+, you gain 1 Materiel.