Warhammer 40,000: Kill Team (HoR)/Tactics(7E)

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Revision as of 11:45, 22 August 2014 by 1d4chan>TheWiseDane (Changed rules in progress.)
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This is a stub of Kill Team, the Heralds of Ruin Unofficial rules for the giggles. If anyone want to help me build this, be my guest - I would in fact like that!

Once upon a time, the Warhammer World dudes made a supplement for Warhammer 40k called Kill Team, which were based around 200 pt battles were each model was controlled individually and you could only chose from the Elite, Troops and Fast Attack slots. Many 'toppers around the world loved it for its simplicity, for how easy it was to get into and how much bullshit it avoided. But then, something happened.

The blog Heralds of Ruin made their own, unofficial version, with blackjack and hookers. And it was awesome.

General Tactics

The Kill Team: Heralds of Ruin Unofficial Warhammer 40,000 Supplement (from now on called Kill Team for simplicity) changes a lot of the usual dogmas about 40K that you need to revert to get into Kill Team - Don't get us wrong, it is still the same game, but the focus is shifted to a few key models instead of the usual bucketload of model, so you need to use a more focused mindset - Your "Heavy Support" might only be two-three Devastators, and your "HQ" is usually something equivilant of Sergeants and Nobs. That said, because there is so few models, fewer AP/S = Fuck You and almost no Vehicles, the resilience of your models goes up in general. T 5 and up is suddenly king, and any Armour Save over +4 is badass for most models. Guns tend to do the same - Because models often only hit one model at a time, Heavy Bolters suddenly have three chances to kill that goddamn Dire Avenger, where it would hit a unit in a usual game and maybe remove two if you are lucky.

Building a Kill team

This is usually the expensive part of making an army, but when playing Kill Team, you usually just need two or three kits of infantry. A Space Marine Team can be made of a kit of Tacs and a kit of Sternguards without problem, and even Orks can make an entire army of a box of Nobs and a box of Boyz.

A Kill Team has a Point Limit of 250 pt, and in general has one Team Leader (who keeps up morale), about 20-30 Core models (Do I need to explain) and about 5 Special Models (Who are models that would otherwise be a bitch to fight, and therefor is kept to a minimum). Most Team Leaders have some ability to get Special Models to Core, or increase the amount you can take of some Core models, which is why it is best to choose your Team Leader first before getting the rest - A Team Leader is good, A Team Leader that fits within the list and boost it is absolutely boss.

There are two general rules when creating a Kill Team:

  • Never be too Elite: When you can only shoot one model at a time, your attacks get funneled down to a little bit of the enemy while the enemy can gang on you - That will often end up with you getting crumped by the sheer amount of the models the enemy might swamp you with. Not that you can't be elite-ish, just remember the 40K dogma of "There is quality in quantity".
  • Placement actually matters: Most 40K games are placed on half-empty boards with a lot of place for you units of Mahreens, Kill Team is jammed with terrain in several stories - If there is room for a Rhino to drive about, you are doing it wrong. Think about that when you make your list - Heavy weaponry needs to get up in to places where they can see more than an alley, so that will be about one or two turns were they can't use their guns right. Plus, as all climbing and jumping use Initiative, Orks, Necrons and Tau usually have problems with getting upwards, while Eldar and Dark Eldar will jump about the battlefield like nobody's business.

New Rules

Kill team brings in a whole lot of new rules to simulate what the producers call a "cinematic experience", alongside simple amendments for rules like Mob Rule and Orders that make the more iconic parts of each faction astand out even more. They also bring new rules entirely for some models, a good load of extra gear for all factions and some new factions like Adebtus Arbites, Genestealer Cults and Deathwatch armies, making the game function more like Mordheim than 40K. What follows is a list of changed rules and amendments for the game in general. If it isn't mentioned, it hasn't been changed.

  • Movement.
    • Difficult Terrain: When moving through Difficult Terrain, your model just moves half of what it would have done in open ground, i.e. 6" becomes 3" instead. The wording in the rules are rather confusing: They count each inch as some sort of resource, where moving through Dif. Ter. will consume double of the normal amount. You only move at half speed when actually moving through Dif. Ter. - If some of the distance is on open ground, you move normally. i.e. You move 2" over some rubble and 2" over open ground, using up all 6" in the process. Charging moves through Dif. Ter. ignore subtracting of the standard 2" inches and uses this system instead.
    • Running: All your models have suddenly learned to move about without stumbling all the time: Run moves are always 6"! Fleet and Crusader USR give D3 extra inches when Running instead.
    • Climbing: Kill Team has rules for moving about that will sound familiar for fans of Mordheim and Necromunda. Bear in mind that Charging, Consolidation and other such moves can be used to climb, as long as you succeed the Initiative rolls:
      • Moving up: When moving up to a ruin or building and wishing to move up a floor, make an Initiative test: If succeeded, you can moved, if not, your character ends up where he was forced to make the roll. A staircase or a ladder allows for free movement when moving up and down.
      • Jumping and Jumping Down: Same as above: Move to the edge of where you want to jump - Roll an Initiative test: If succeeded you can use your remaining inches to move through the air to you assigned location. If failed, the model will fall to the bottom of the building, closest to where your model jumped and take a S X Ap - hit, where X is equal to inches fallen. When jumping down, don't measure the distance travelled down as movement. You can never move more than 6" when jumping.
    • Hiding: If your model is more than 12" away from any enemy model and is 50% obscured or better from all enemy sources, you can choose to Hide. When hiding, no enemy can target you with any kind of weaponry (including Barrage and Ignore Cover), but can still be hit by stray Blasts. Your own model has effectivly ended their turn if choosing to Hide, and will be able to move as normal next turn. If an enemy model moves so they are within 12" or can see more than 50% of the enemy model, the effects of Hiding immediately expires.
  • Terrain.
    • Real Terrain: Kill Team simulates walls just more realistically - A wall is a wall and cannot be moved through if there are no doors or openings, where doors are regardes as any actual doors on the Ruin model, and open spaces as any open space less than 1" high and more than 1" across. This means that most chesthigh walls can be moven through without suffering Difficult Terrain.
      • Blasts and Real Terrain: In Kill Team walls block of blasts - Grenades and explosives are considered to have hit walls if they scatter into them, and will only hurt anything under the pieplate on the side they chrashed into. These walls must be about 3" high, so no "Anti Blast Aegis Defensive Line".
  • Psychic Phase: