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==Killzones== The different map types in Kill-Team are called Killzones. In addition to all the typical terrain you can expect from 40k, each Killzone has a set of environmental conditions that can add additional effects to a battle. For example, in a Sector Munitorum Killzone you might be forced to avoid the battlefield edges or risk your models being smacked on the head by falling containers. Additionally, some Tactics only work in specific Killzones. ===Sector Imperialis=== Sector Imperialis Killzones can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up: *'''1- Abandoned Habs:''' Nothing. *'''2- Abandoned Munitions:''' In each battle round, each Kill-Team can have two different models use their grenades in a phase instead of one. *'''3- Smoke in the Air:''' All shooting attacks subtract 1 from their hit rolls. *'''4- Traps:''' The upper floors of all ruins are dangerous terrain. *'''5- Tunnels:''' If a model from your kill team begins your turn in the Movement phase within 1" of a manhole and more than 1" from any enemy models, and they are not shaken, they can enter the tunnels. When they do so, remove them from the battlefield. At the end of your turn in the Movement phase of the next battle round, you can place that model within 1" of any manhole that is within 24" of the manhole they used to enter the tunnels, and more than 1" from any enemy models. They are considered to have made a normal move. While they are not on the battlefield, they are considered to be out of action for the purposes of Nerve tests and checking whether your kill team is broken. If they are not on the battlefield at the end of the battle, they are considered to be out of action. *'''6- Hidden Cache:''' In campaign games, the winner of this mission gains 1 Materiel. Outside of campaign games, this has no effect. ===Sector Mechanicus=== Sector Mechanicus Killzones can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up: *'''1- Quiet Industry:''' Nothing. *'''2- Artificial Quakes:''' Roll a D3 each battle round, on a 1 all open ground is difficult terrain until the end of the round. *'''3- Gouts of Flame:''' Roll a D6 each battle round for every model within 1" of an embedded pipe. On a roll of 1, suffer a mortal wound. *'''4- Service Hatches:''' If a model fails a nerve test within 1" of a service hatch or begins your turn in the movement phase within 1" of a service hatch, they can hide. They are out of action but do not make a casualty roll for them after the battle. *'''5- Toxic Emissions:''' +1 to all injury rolls. *'''6- Raw Materials:''' In campaign games, the winner of this mission gains 1 Materiel. Outside of campaign games, this has no effect. ===Sector Munitorum=== Sector Munitorum Killzones can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up: *'''1- Vacant Warehouse:''' Nothing. *'''2- Container Collapse:''' Roll a D3 each battle round, on a 1 randomly pick a map edge. Any model within 3 inches of that edge get a mortal wound. *'''3- Pitch Darkness:''' Models can't target models further than 12" away with shooting or psychic powers. *'''4- Triggered Alarm:''' -1 to all rolls to determine if the battle ends *'''5- Unstable Cargo:''' Randomly pick a piece of terrain at least 4" in 1 dimension to be dangerous terrain. *'''6- Scavenged Bounty:''' In campaign games, the winner of this mission gains 1 Morale. Outside of campaign games, this has no effect. ===Sector Fronteris=== Sector Fronteris Killzones can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up: *'''1- Deserted Wasteland:''' No additional rule. *'''2- Sandstorm:''' Roll a d6 at the start of every round. On a 1, any model not within 1" of a Ryza-pattern Ruin are shaken and all ranged weapons have their range of 6" **Weirdly, due to the wording, actually increases the range of weapons with under 6" of range, like the Melta Bomb. *'''3- Shifting Sands:''' All desert areas thats not already Dangerous or Impassible Terrain is now Difficult. *'''4- Solar Storm:''' Roll a D6. From that number round (eg roll 2, from the second round) onwards, Comms tactics and abilities cannot be used, and all players get +1 to wound when the target is not at least partially underneath the roof of a Ryza-pattern Ruin. *'''5- Stinging Vermin:''' Roll a d6 when a model advances or declares a charge. On a 1, take a mortal wound. *'''6- Abandoned Safe House:''' In a campaign game, the player who wins the mission gains 1 Materiel. Otherwise, there is no additional rule ===Sector Sanctoris=== Sector Sanctoris Killzones have specific rules pertaining to the wall surrounding the shrine that is printed on the board. Namely that if you perform a ranged attacks across the wall, the target is considered obscured. Additionally, any non-flying models that move across the wall must end their move touching the shrine wall, but not on it. Additionally, it can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up: *'''1- Shattered Shrine:''' No additional rule. *'''2- Deafening Proclamations:''' Any attack within 6" of an Imperial Statue takes a -1 penalty to hit. *'''3- Consecrated Area:''' '''IMPERIUM''' Models on the Shrine floor gain a 6+ FNP. If they already have a FNP, the model instead gets no benefit. *'''4- Desecrated Shrine:''' -1 Ld for any '''IMPERIUM''' Models on the Shrine floor *'''5- Encroaching Battle:''' Roll a D6 for each model with 3" of the board edge. On a 1, it suffers a Mortal Wound *'''6- Recovered Relic:''' In campaign games, the winner of this mission gains 1 Materiel. Outside of campaign games, this has no effect. ===Death World Forest=== Death World Forest Killzones can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up: *'''1- Too Quiet:''' No additional rule. *'''2- Aggressive Fauna:''' At the beginning of each battle round, roll a D6. On a 4+, randomly select one model on the battlefield. that model suffers a mortal wound. *'''3- Crawling Undergrowth:''' Whenever a model Advances you must roll an additional dice and use the lowest roll. When determining a model's charge distance you must roll an additional dice and use the two lowest results. *'''4- Terrifying Sounds:''' You must add 1 to all Nerve tests. *'''5- This Was A Mistake:''' ''All'' terrain on the battlefield other than impassable terrain is dangerous terrain. *'''6- Not Entirely Lethal:''' In a campaign game, the player who wins the mission gains 1 Territory. Otherwise, there is no additional rule. ===The ''Truehawk''=== The ''Truehawk'' killzone forces the rules for ultra-close confines to be used and disables the Scouting Phase. Additionally, it can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up: *'''1- All Systems Running Normally:''' No additional rule. *'''2- Crawlways:''' If a model from your kill team begins your turn in the Movement phase within 1" of a crawlway entrance and more than 1" from any enemy models, and they are not shaken, they can enter the crawlways. When they do so, remove them from the battlefield. At the end of your turn in the Movement phase of the next battle round, you can place that model within 1" of any crawlway entrance that is within 24" of the manhole they used to enter the crawlways, and more than 1" from any enemy models. They are considered to have made a normal move. While they are not on the battlefield, they are considered to be out of action for the purposes of Nerve tests and checking whether your kill team is broken. If they are not on the battlefield at the end of the battle, they are considered to be out of action. *'''3- Engine Coolant Leak:''' All players subtract 1 to hit in the shooting phase if a firing model or its target is within 6" of either Engine Coolant Station terrain feature. All open ground within 1" of the Engine Coolant Stations is dangerous terrain. *'''4- Logis Lockdown:''' The Remote Access Tactic requires 2 CP instead of 1. *'''5- Grav Plate Malfunction:''' The player with the greatest strategic advantage rolls a d6 at the start of each round. On a 1, the entire battlefield becomes difficult terrain for the rest of the round; if a model advances or charges, it treats the battlefield as dangerous terrain instead. *'''6- Compromised Hull Integrity:''' When a player rolls a 1 to hit, they must roll a second d6. If the second result is a 1, everyone rolls a d6 for each model in their kill-team. On a 1, the model takes a mortal wound. This effect can only happen once per game. ===Ministorum Shrine=== The Ministorum Shrine killzone forces the rules for ultra-close confines to be used and disables the Scouting Phase. Additionally, it can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up: *'''1- Deserted Shrine:''' No additional rule. *'''2- Stronghold of the Ecclesiarchy:''' All Imperial units get +1 to Ld, and all Chaos units get -1 to Ld. *'''3- Defiled Sanctum:''' As above, but Chaos is buffed and Imperials are debuffed instead. *'''4- Dust and Debris:''' Everyone subtracts 1 to hit in the shooting phase. *'''5- Crypt Tunnels:''' If a model from your kill team begins your turn in the Movement phase within 1" of a crypt access trapdoor and more than 1" from any enemy models, and they are not shaken, they can enter the crypt tunnels. When they do so, remove them from the battlefield. At the end of your turn in the Movement phase of the next battle round, you can place that model within 1" of any crypt access trapdoor that is within 24" of the crypt access trapdoor they used to enter the crypt tunnels, and more than 1" from any enemy models. They are considered to have made a normal move. While they are not on the battlefield, they are considered to be out of action for the purposes of Nerve tests and checking whether your kill team is broken. If they are not on the battlefield at the end of the battle, they are considered to be out of action. *'''6- Fog of Incense:''' All ranged weapons subtract 6" to range and all charge rolls take a -2 penalty. ===Wall of Martyrs=== Wall of Martyrs Killzones can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up: *'''1- Nothing But Bodies:''' No additional rule. *'''2- Inspiring Sacrifice:''' Players can subtract 1 from Nerve tests for models within 1" of any terrain in the Morale phase. *'''3- Minefield:''' If a player chooses the Plant Traps stratagy, they may booby-trap an additional D3 Pieces of terrain. If this mission has no Scouting phase, there is no additional rule. *'''4- Shattered Plain:''' Subtract 1 from the rolls made when any model advances or charges. *'''5- War Unending:''' Add 1 to any rolls made to determine whether or not the battle ends. *'''6- Prime Location:''' In a campaign game, the player who wins the mission gains 1 Territory. Otherwise, there is no additional rule. ===Generatorium=== Generatorium Killzones force the rules for ultra-close confines to be used, and requires a specific terrain setup unless the mission instructs otherwise. Additionally, it can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up: *'''1- Safeguards Operational:''' No additional rule. *'''2- Hot as Hell in Here:''' Roll a D6 every time you move a model. On a 1, subtract 1 from hit rolls made by that model for this battle round. *'''3- Venting Steam:''' Player with Initiative rolls a D6 at the end of each battle round. If the result is the same as the battle round number, roll a D6 for every model within 2" of any pipes. On a 5+, that model suffers a mortal wound. *'''4- Emergency Lockdown:''' Player with Initiative rolls a D6 at the end of each battle round. On a 5+ all doors close. *'''5- Explosive Barrels:''' Barrels become valid targets in the shooting phase. Only 1 can be made against the barrel. If it succesfully hits, roll a D6. On a 4+ the barrel is removed from the battlefield, any model standing on the barrel is out of action and any models within 2" must roll a D6. On a 4+ they suffer a Mortal Wound. *'''6- Unstable Cargo:''' All crate stacks are dangerous terrain. ===Catacombs=== Catacombs Killzones force the rules for ultra-close confines to be used, and requires a specific terrain setup unless the mission instructs otherwise. Additionally, it can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up: *'''1- Quiet as the Grave:''' No additional rule. *'''2- Creeping Roots:''' When rolling a charge, if 2 or more dice have the same result, halve the total. *'''3- Shrouding Haze:''' Roll a D6 every time you Charge or Advance. On a 1, subtract 1 from hit rolls made by that model for this battle round. *'''4- Oppressive Gloom:''' Models cannot shoot at models >12" away. *'''5- Toxic Storage Facility:''' -1T when within 2" of barrel stacks *'''6- Lost in the Dark:''' At the end of each round, roll a D6 for any model not within 8" of a friendly model. On a 1, that model is taken out of action. For the Casualty Roll in Campaign Missions, treat rolls of Dead or Convalescence as Full Recovery. You can still get Hard Knocks as usual. ===Armorium Stockpile=== Armorium Stockpile Killzones force the rules for ultra-close confines to be used, and requires a specific terrain setup unless the mission instructs otherwise. Additionally, it can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up: *'''1- Nothing Very Useful:''' No additional rule. *'''2- Ammunition Crates:''' Models readied within 1" of crates can reroll 1's in the shooting phase. *'''3- Oil Leak:''' Roll a D6 every time a model attempts to Advances or Charge within 2" of a barrel. On a 1, they don't move this phase. They are still considered to have Advanced or attempted a Charge. *'''4- Security Lockdown:''' Roll a D6 every time you attempt to open a door. On a 1, the door stays closed. *'''5- Prowling Xenos Predator:''' At the end of the Movement phase, roll a D6 for any model not within 8" of any other model. On a 1, that model is taken out of action. *'''6- Prototype Weapon:''' At the end of the Movement phase, roll a D6 for any model that is within 1" of a crate and more than 1" from any enemy models. On a 6, instead of shooting in the Shooting phase, that model can instead inflict D3 Mortal Wounds to any visible enemy model within 12". ===Garrison Vault=== Armorium Stockpile Killzones force the rules for ultra-close confines to be used, and requires a specific terrain setup unless the mission instructs otherwise. Additionally, it can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up: *'''1- Squared Away:''' No additional rule. *'''2- Leaking Sewage Pipes:''' Roll a D6 for any models with 2" of a pipe at the start of the Shooting Phase. On a 1, subtract 1 from hit rolls made by that model for the rest of the phase. *'''3- Ration Storage:''' Randomly select an objective marker, if they are in play. Any models with 1" can reroll Nerve tests when within 1" of that marker. *'''4- Fortified Blockhouse:''' -2 to hit rolls when obscured by walls, instead of -1. *'''5- Lighting Malfunction:''' At the end of the Initiative Phase, roll a D6. On a 1, models cannot shoot at models more than 12" away. *'''6- Unstable Munitions:''' Roll a D6 when moving onto or over a barrel or crate stack. On a 1, that model suffers D3 flesh wounds and the barrel or crate stack is removed from the battlefield. ===Blackstone Fortress=== Blackstone Fortress Killzones force the rules for ultra-close confines to be used, and have no random environmental effects. Instead there are several additional rules about layouts, deployments and portals as well as specifications on how to interpret the ultra-close confines rules on Blackstone Fortress tiles. You first choose a layout from one of the combat cards either by choice or at random, and then set up that layout as specified. Replace any Discovery Markers with Objective Markers placed on the center of the hex and any Maglev Transport Chambers with Portals. Pink lines on the tiles are considered Walls, and Walls are considered to also exist on any tile edge is not adjacent to another tile . When deploying, the players roll off. Winner selects one the Portals to deploy to. Their opponent must use the the Portal furthest away from that one. Take turns deploying one model each wholly within 3" of their respective Portal. Any models that can't fit can be brought onto the board during the movement phase by putting them on the the edge of the Portal tile adjacent to another tile and then moving them as normal. Any models not brought onto the board by the start of Round 3 is considered out of action.
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