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==General Tactics== The Kill Team: Heralds of Ruin Unofficial Warhammer 40,000 Supplement (from now on called HoR to differentiate from [[GW]]'s own [[Kill Team (Specialist Game)|Kill Team]] rules.) 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 models, so you need to use a more focused mindset - Your "Heavy Support" might only be a couple of Devastators, and your "HQ" is usually something equivalent of Sergeants and Nobs. That said, because there are so few models, fewer AP/S 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. Also, even though it is not a written rule, many team leaders gain extra wounds in their statline, meaning they can take a little more damage. ===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 is usually set at around 250 pts, and in general has one Team Leader (who keeps up morale and kick ass in CC), 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 therefore is kept to a minimum, like Terminators or Dark Reapers). Most Team Leaders have some ability to get Special Models to Core (see the aforementioned Terminators), 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 boosts it is absolutely boss. There are two general rules when creating a Kill Team: *Never be too Elite: When you can generally 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, the terrain will slow your dudes down. ===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 [[Orks|Mob Rule]] and [[Astra Militarum|Orders]] that make the more iconic parts of each faction stand 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 [[Adeptus 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 Phase. **Difficult Terrain: When moving through Difficult Terrain, your model subtracts 2" from its total Movement. **Advancing: All your models have suddenly learned to move about without stumbling all the time: you can choose between trying your luck with D6" or adding a flat 3" when Advancing. **Climbing: Same as Difficult Terrain, subtract 2". ***Jumping and Jumping Down: Move to the edge of where you want to jump, then roll a D6: on a 2+ 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 X/2 hit, where X is equal to inches fallen. Damage is 1 for falling less than 6", D3 otherwise. When jumping down, don't measure the distance travelled down as movement. If the model Advanced add 3" to the jump distance. **Hiding: If your model is more than 6" 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 or Psychic power. Your own model has effectively ended their turn if they choose to Hide, and will be able to move as normal next turn. If an enemy model moves so they are within 6" 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 chest high walls can be moved through without suffering Difficult Terrain. *Psychic Phase. **Generating Powers: Same as Bighammer, although you can generally cast and deny only one power per turn. Also, no Smite spam: each power can be cast only once per turn. **Smite: given the limited nature of Kill Team, Smite has been nerfed to 1 Mortal Wound or D3 on a 10+. **Area of Effect: powers affecting whole units now have a 3" AoE radiating from their primary target. *Psychology. **The Rout Test: When you start a turn on a higher Rout Threshold than your opponent, your Team Leader (or the highest-Leadership model left, if your Team Leader has bitten it) must take a Rout test, which is a standard Ld-test - If passed, nothing happens. If failed, your team retreats and instantly ends the game. Note that the routing team is not auto-losing: count VPs as normal. You can choose to Rout even if you succeeded on staying on the table, though this mostly is used in Campaign to keep the troops alive. **Rout Thresholds ***Threshold 0: more than 50% of your Team is alive ***Threshold 1: 50-25% of your Team is alive ***Threshold 2: less than 25% of your Team is alive **Nerve: When a model is taken out of action, all friendly model within 3" take a Leadership test. If failed, the model must try to Hide following the usual crit-[[CLANG|CLANG - WHAT THE FUCK WAS THAT?]] *New Rules. **Grenades: Grenades are always One Use Only. **[[Dakka|Suppressing Fire]]: Any model with a ranged weapon with more than one shot per Shooting Phase may choose to allocate those shots - The original target gets the first shot, then pick as many enemy models within 6" as there are remaining shots. You may only allocate more than one shot on a model if all other targets has one shot on them too. **New USR. ***Inspiring Presence: A rule Team Leaders have by default. It allows any model within 6" of the model with the IP rule to use that model's Ld for anything - Nerve, Psychic Powers tests, you name it. Simple, really. *Assault Phase (This is where it gets tricky). **New Order of Operation: First, chose an enemy model, then, declare any and all charges against that single model. This means that massed charges at each model will happen, and reactions will be accordingly for the receiver of the charge - He can choose who and what to Overwatch, and if he want someone to charge to afterwards. **Supporting Charge: A model may charge a model already stuck in even though he can't be moved to be in base contact with the enemy model - Charge like you would measure towards the enemy, and then get your model as close to the enemy as possible. A model who charged this way are counted as being in melee with the enemy model regardless of Line of Sight. ***Supporting Combat: Any model in base contact with a friendly model in base contact with an enemy may fight like it was in melee itself. **Overwatch: All friendly models within 3" of the charged model can make a Ld test to see if they may shoot Overwatch as well. This can be dangerous if one model charges lot of model, but with clever redirection, it shouldn't be too dangerous. **Counter-Charge: Friendly models within 3" of a charged model may take a Ld test to see if they are allowed to get stuck in with the closest enemy model, allowing them to fight in melee against the charging opponent. Models with Counter-charge rule get 1+ Attack for doing so, too. **Redirection: If you killed the model you wanted to charge in the Shooting Phase, make a Ld test - If successful, your model may charge an enemy model within 3" of the original recipient of the charge. **Charging up: If a model charges up a building per the Movement rules, it must pass an Initiative test or get stumped at the edge at the building, receiving enemy Overwatch in turn. If succeeded, the model may charge, albit at WS-1 (" If it succeeds, the model completes its charge, but reduces its WS by 1 during the subsequent Fight sub-phase") this turn. **Charging down: If jumping down upon an enemy model when charging, make an Initiative test: If failed, the model falls per the Movement rules. If successful, the charging model gain 1+ S that turn. **Combat Resolution: Just like the main game - The highest amount of wounds drive the other enemy away. the following achievements also gain a bonus for the teams who accomplish them. All give 1 extra wound for resolution purposes only. ***A Model in combat Charged that turn. ***A Model in combat Counter-charged that turn. ***A Model bears a banner (Standard, Bosspole, etc). ***The enemy is outnumbered 1 to 5. *'''Transports''' (Optional): **You may only take as many transports as there are models in your team, divided by 10 (rounding up). Of course, these models can by any ones you want so long as the army has access to them normally. **Only Transports with a total AV of 34 are allowed (Goodbye Land Raiders! <s>Goodbye Drop Pods!</s> (They specifically mention that drop pods are an exception to this rule) Goodbye Stormwolves!) This includes upgrades. **Any model can use the firing points at any targets. This also means that they can overwatch in the event that their ride is getting charged. **Transports cannot contest objectives, nor may they be used to carry them. **If they explode, all occupants have to test initiative or catch fire like the Flamer rule writes. **Transports cannot be concealed, meaning that any cover that hides less than half the vehicle habe a -1 modifier on their cover. **Transports without Jink can still dodge when fired upon for a 5+ cover. **Transports moving more than 6" can only pivot once up to 90 degrees. If going flat-out, this pivot must go before the move. **If the force has no tools to repair a vehicle, they can take a 5-point Tool Kit that can let them repair an HP or fix Immobilized on a 6+. Of course, any armies with other methods have those available. **Transports In Campaigns: ***Can only be requisitioned from the HQ's Vehicle Hangar. ***After the first turn, Transports must pay a maintenance fee with Requisition; this is calculated by dividing the vehicle's total cost by 20. ***Transports have their own Battle Honours and Damage results. If it explodes or wrecks, the results table has a -1.
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