Warhammer 40,000: Kill Team (HoR)/Tactics (8E): Difference between revisions

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This is a stub of the unofficial '''Heralds of Ruin''' Kill-Team ruleset, which seeks to establish a separate paradigm from the official GW Kill-Team. For starters, there is a bit more focus on how morale and setting take part in the battle and there is a more inclusive ruleset not so easily bound to what models are made.
This is a stub of the unofficial '''Heralds of Ruin''' Kill-Team ruleset, which seeks to establish a separate paradigm from the official GW Kill-Team. For starters, there is a bit more focus on how morale and setting take part in the battle and there is a more inclusive ruleset not so easily bound to what models are made made by the community itself.
 
The big downside, however, stems from that last point: The rules are designed by a vast community that may have different notions about how balance works. In addition, the community will prefer to focus on certain things as they feel like, leading to situations where mainliner armies will get whatever they want while lesser-known or fan-made armies will get next to nothing once the opus is complete.




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HoR 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.  
HoR 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.  


Unlike GW's Kill-Team, though, the progression is not so singularly gated, meaning that a Gunner will not stay a Gunner.
Unlike GW's Kill-Team, though, the progression is not so singularly gated, meaning that a Gunner will not necessarily stay a Gunner. The armoury is also considerably more open without factoring in any expansions or the like.


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.
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.
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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.
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.
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 (Your troops) 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:
There are two general rules when creating a Kill Team:
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===New Rules===
===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.
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]], [[Rogue Trader]]s and [[Squat]] 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.
*Movement Phase.
**Difficult Terrain: When moving through Difficult Terrain, your model subtracts 2" from its total Movement.
**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.
**Advancing: All your models have suddenly learned to run 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".
**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.
***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.
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*Terrain.
*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.
**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 regarded 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.
*Psychic Phase.
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***Threshold 1: 50-25% of your Team is alive
***Threshold 1: 50-25% of your Team is alive
***Threshold 2: less than 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?]]
**Nerve: When a model is taken out of action, all friendly models within 3" must 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.
*New Rules.
**Grenades: Grenades are always One Use Only.  
**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.
**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 any tests they need to take. Simple, really.
**New USR.
**Look Out (Sir)!: Yes, this one's back. Whenever a model with Inspiring Presence is targeted, an ally within 3" can test Ld to make themselves the target, giving the attacker a +1 to hit. This is limited to once per target per phase, meaning that you can't have a dozen cultists throw their lives down to protect a Genestealer Primus from an autocannon.
***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.
 
***Look Out (Sir)!: Yes, this one's back. Whenever a model with Inspiring Presence is targeted, an ally within 3" can test Ld to make themselves the target, giving the attacker a +1 to hit. This is limited to once per target per phase, meaning that you can't have a dozen cultists throw their lives down to protect a Chaos Lord from an autocannon.
*Shooting Phase
**While you need to fire at the closest model (Snipers avoiding this), you can split up the shots between this primary target and any others near them if you have a gun with multiple shots. This gives you a chance to shoot past a character's bodyguard if you have them cornered with only a few bodyguards.


*Charge Phase (This is where it gets tricky).
*Charge Phase.
**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.
**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 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.
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***A Model bears a banner (Standard, Bosspole, etc).
***A Model bears a banner (Standard, Bosspole, etc).
***The enemy is outnumbered 1 to 5.
***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.


===Tactical Points===
===Tactical Points===
Of course, just like bighammer, there are Command Points available, here renamed "Tactical Points". However, the means to get them are a good lot more diverse to compensate for the lack of different detachments. The following are open to all armies:
Of course, just like bighammer, there are Command Points available, here renamed "Tactical Points". However, the means to get them are a good lot more diverse to compensate for the lack of different detachments. The following are benefits open to all armies:


*''Destined for Greatness:'' +3 TP for using a Team Leader. In campaigns, this is increased by +1 for each fight the leader took part in.
*''Destined for Greatness:'' +3 TP for using a Team Leader. In campaigns, this is increased by +1 for each fight the leader took part in.
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*''Boots Before Loot:'' +1 TP if your team lacks any inventory from the Opus Armoury.
*''Boots Before Loot:'' +1 TP if your team lacks any inventory from the Opus Armoury.
*''Shiny Fingz:'' +1 TP if your team carries 3+ items from the Opus Armoury.
*''Shiny Fingz:'' +1 TP if your team carries 3+ items from the Opus Armoury.
*''Motley Crew:'' +1 TP if your team is not from a single army Opus, if possible.
*''Motley Crew:'' -1 TP if your team is not from a single army Opus, if possible.


====Philosophies====
====Philosophies====
These are a bit like warlord traits, but these have a direct impact on how the army can gain extra Tactical Points.
These are a bit like warlord traits, but these have a direct impact on how the army can gain extra Tactical Points, and thus are influenced by your team composition/tactics. Unlike above, you can only select one of these philosophies.


*''One-Track Mind:'' +1 TP if you limit yourself to using only one Tactical Action per game.
*''One-Track Mind:'' +1 TP if you limit yourself to using only one Tactical Action per game.
*''Keep Them Guessing:'' +2 TP, but you can never use any Tactical Action more than once.
*''Keep Them Guessing:'' +2 TP, but you can never use any Tactical Action more than once.
*''Bloodthirsty:'' +1 TP for scoring First Blood; this is raised to +2 TP if your Warlord scored the kill.
*''Bloodthirsty:'' +1 TP for scoring First Blood; this is raised to +2 TP if your Warlord scored the kill.
*''Raider: +1 TP the first time a model from your team enters the enemy deployment zone.
*''Raider:'' +1 TP the first time a model from your team enters the enemy deployment zone.


====Tactical Actions====
====Tactical Actions====
Because those Tactical Points have to be used for something, just like Command Points.
Because those Tactical Points have to be used for something, just like Command Points.


*''Tactical Re-Roll (1 TP):'' Re-roll a single die.
*'''Tactical Re-Roll (1 TP):''' Re-roll a single die.
*''Speed is of the Essence (1 TP):'' Up to two models may ignore any terrain this phase.
*'''Speed is of the Essence (1 TP):''' Up to two models may ignore any terrain this phase.
*''Counter-Attack (1 TP):'' Used at the start of a charge. After the charge, you can let one model fight back.
*'''Counter-Attack (1 TP):''' Used at the start of a charge. After the charge, you can let one model fight back.
*''Immovable Object (1 TP):'' Select one objective. So long as a model from your side is within 3" of it, you count as having one extra model there. This can be used multiple times, but only once per round.
*'''Immovable Object (1 TP):''' Select one objective. So long as a model from your side is within 3" of it, you count as having one extra model there. This can be used multiple times, but only once per round.
*''Unstoppable Force (2 TP):'' One model counts as having charged for the Fight phase even if they did not do so.
*'''Unstoppable Force (2 TP):''' One model counts as having charged for the Fight phase even if they did not do so.
*''At Any Cost (3 TP):'' Auto-pass any Rout test for the turn.
*'''At Any Cost (3 TP):''' Auto-pass any Rout test for the turn.
*''One Step Ahead (X TP):'' Add X (X being the number of TP spent) to the roll to determine who goes first.
*'''One Step Ahead (X TP):''' Add X (X being the number of TP spent) to the roll to determine who goes first.
 


== Campaigns ==
== Campaigns ==
In order to allow narratives to be made in an organized fashion, there are supplemental rules that tell how a campaign can be run.
In order to allow narratives to be made in an organized fashion, there are supplemental rules that tell how a campaign can be run.
#Build a Kill-Team.  The recommended amount is around 250 points.
#Build a Kill-Team.  The recommended amount is around 250 points.
#*Establish a Force.  This Force is essentially a pool of all the models you have for the whole campaign.
#*If you have more models than you want/need, you can place some into Tactical Reserves. They'll remain where they are, but won't be able to score anything until they're back on the field.
#**In a Force, Core Models of the same type join into 5-man groups which are deployed together in a game.  This is just so you can roll certain upgrades without having to pour over every single model. They're otherwise the same as regular.
#***If you ever need to replace a lost member of a group, roll 1d6.  If the result is higher than or equal to the number of battle honours the team has, then they'll be replacing that model.  Otherwise, the new guy won't be able to be used and you have to wait a turn before trying again.
#***Squads act as single groups.  They gain Battle Honours and replacements as if they're a group.
#**In a game where the Leader is out of commission, a Special Model can become a Leader with Inspiring Aura.  This makes them effectively a leader, but it'll costs -1VP from whatever winnings you get.  Note that if you have no Core models to use in a game, then you immediately forfeit the game.
#Play the damn game.  Seriously.
#Play the damn game.  Seriously.
#Determine injuries for totally-dead models/squads.
#Determine injuries for totally-dead models/squads.
#*Core and special units have different result tables to roll on for injuries, as do transports, walkers, and artillery if you take them.  While Core units either get dead or alive, Special models can risk losing from a stat or being temporarily out of a game.
#*Core and special/leader units have different result tables to roll on for injuries.  While Core units either get dead or alive, Special and Leader models roll a d66 and can risk anything from death to stat loss (temporary or permanent) to returning good as new.
#Determine RP and Renown won
#Determine Requisition Points and Renown won
#*Requisition is won through accomplishing certain goals in the game.  They make models better.
#*Requisition is won through accomplishing certain goals each game.  They can grant a number of benefits
#*Renown is generally how good you are, so they're a score. Winners gain renown, losers roll d6 where they either lose Renown for what happened or gets +1.
#**All models can buy Battle Honours, though any models that aren't leaders are limited in how many groups besides the General and Faction tables they can pick from and how many honours they can select. It should be noted that any elite units (models with 2+ saves, really durable models or those with unusual abilities) pay more for their Honours.
#Spend RP
#**You can spend RP for Battlefield support, granting you either a supporting piece of terrain, a turret, or artillery.
#*You can either spend Requisition to replace models, upgrade the base or buy Battle Honours for certain models.
#**If you use bases, you can spend RP to upgrade them with specialized facilities that can offer in-game benefits, level up the facilities to expand the points cap for your teams and the number of facilities you can purchase (though this costs upkeep each game after), and expands the size of the base itself should it ever get raided.
#**Base upgrades give you not only bonus points to spend on your Force, but you can also spend Requisition to get you bonuses you can use on-field.
#*Renown is gained for certain landmark achievements for each model. The more renown gained performing certain tasks (such as killing with a flamer or for capping an objective), the more passive benefits you get for that task.  
#**Battle Honours upgrade one model in a group by either raising his stats or giving him special rules he normally doesn't get.  Walkers and Transports have different upgrades from the infantry, with one allowing them to recover any lasting damage they take from the Injury Results Table.  If a model ever is killed and stays dead after a game, they lose whatever Battle Honours they get.


Rinse and repeat until you have a winner.
Rinse and repeat until you have a winner.
=== Bonus Stuff ===
For the sake of bonus fun for your campaigns, you can add in bonus rules to give access to both Legendary Weapons (weapons with nifty special rules) and Legendary Heroes (Special characters, though not necessarily Codex ones, with options like the [[Legion of the Damned]] and Dreadnought [[Davian Thule]].)
'''LEGENDARY WEAPONS'''
#Before the next mission of the campaign starts, you can declare that you're looking for a Legendary Weapons if you have 5 Renown to spend.
#*The next mission you play is based upon how many players also call for a hunt.
#If you win the weapon, you now get to roll to generate just what exactly it is, be it a gun or a melee weapon, and the properties it has.
'''LEGENDARY HEROES'''
#During the spending stage, a player can spend Requisition to hire the services of a certain Legendary Hero that can be hired by their faction.  For every 5 Renown you have, you can hire another Hero, but if you ever go below that limit, you can't look for another until you regain renown.
#These heroes are essentially outside the FOC (though they will be added in points cost).  This means that they'll never get Battle Honours because they're already special enough.
#After the first fight, the player must pay for a Legendary Hero's upkeep fee in Requisition.  If he is killed or dropped from the Force, then there's no cost.
#*If the Hero is ever killed in a game, they must roll on the Core Injuries chart.  If the Hero's part of a squad, then they can never hire reinforcements.


== Tactics ==
== Tactics ==


All existing factions has updated rules as per 7th, and has their own list of models and wargear for use. Most are existing models with no extra rules, but some are slightly changed to make them work with the rules of Kill Team. Some are completely new entries with rules unseen in the offical codices though, so all is not the same. The armywide rules are also amended in most cases. The lists also assume thay you have your codex at hand, as most upgrades and rules beyond the most base statlines aren't stated.
All existing factions has a ruleset (here called an Opus) for 8th, and has their own list of models, tactics, and wargear for use. Most are existing models with no extra rules, but some are slightly changed to make them work with the rules of Kill Team. Some are completely new entries with rules unseen in the official codices and others are just offshoots from official codices or taking from FW. The lists also assume that you have your codex at hand, as all special rules and upgrades use the same points as standard.


All Version 3.0 and higher are updated to 7th Edition, but all lists functions decently.
===Imperium===
*[[Space Marines]] (Generic Marines): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Space Marines(8E)|Version 1.4]]. They come in lots of other flavors, but if Ultramarine Vanilla doesn't cut it for you...
**[[Black Templars]] (zealous footslog-assault): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Black Templars(8E)|Version 1.3]].
**[[Blood Angels]] (fast jumpy-assaulting zealots): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Blood Angels(8E)|Version 1.4]].
**[[Dark Angels]] (zealous NSA catholics): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Angels(8E)|Version 1.2]]
**[[Deathwatch]] (Mix & Match [[Alienhunters]]): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Deathwatch(8E)|Version 1.8]].
**[[Grey Knights]] (Zealous striketeams of anti-chaos): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Grey Knights(8E)|Version 1.1]].
**[[Space Wolves]] (Space Vikings, and wolves. Not zealots): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Space Wolves(8E)|Version 9.5]].
**[[Primaris Marines]] (Tall zealots): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Primaris Space Marines(8E)|Version 1.0]]
*[[Astra Militarum]] (Puny zealous guardsmen, with options for a Militarum Tempestus army): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Astra Militarum(8E)|Version 1.5]].
**[[Death Korps of Krieg]] (Puny zealous guardsmen with more sieging): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Death Korps of Krieg(8E)|Version 2.0]].
*[[Sisters of Battle|Adeptus Ministorum]] (Zealous nuns with guns and armor, supported by angry priests): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Adeptus Ministorum(8E)|Version 1.3]].
*[[Adeptus Arbites]] (A zealous mix of Guardsmen and Sisters): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Adeptus Arbites(8E)|Version 1.4]].
*[[Inquisition]] (Unexpected zealots that make good allies): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Inquisition(8E)|Version 2.4]].
*[[Adeptus Mechanicus]] (Zealous tin men): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Adeptus Mechanicus(8E)|Version 1.8.7.]]
*[[Rogue Traders]] (Spacefaring traders and colonists): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Rogue Traders(8E)|Version 1.7.]]
*[[Squats]] (Dwarves in space):  [[Warhammer 40,000: Kill Team (HoR)/Tactics/Squats(8E)|Version 1.1.]]
*[[Necromunda]] Gangs (Because all Kill-Team needed was an excuse to throw all your Juves at someone): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Necromunda Gangs(8E)|Version 9.6]].
*[[Officio Assassinorum]] (Assassins): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Officio Assassinorum(8E)|Version 1.0]].
*Talons of the Emperor ([[Adeptus Custodes]] with a dash of [[Sisters of Silence]]): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Talons of the Emperor(8E)|Version 9.9]].


=== Imperium. ===
====[[Horus Heresy]]====
*[[Space Marines]]: [[Warhammer 40,000: Kill Team (HoR)/Tactics/Space Marines|Version 3.1]]. They come in lots of other flavors, if Ultramarine Vanilla doesn't cut it for you:
*Space Marines
**[[Black Templars]] (zealous footslog-assault): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Black Templars|Version 3.0]].
**Blackshields (Unaligned Legionaries)
**[[Blood Angels]] (fast jumpy-assaulting zealots): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Blood Angels|Version 3.0]].
**Loyalists
**[[Dark Angels]] (zealous NSA catholics): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Angels|Version 3.0]]
**Traitors
**[[Deathwatch]] (Mix & Match [[Alienhunters]]): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Deathwatch|Version 3.2]]. UNIQUE RULES.  Take if you wanna play your team in the FFG game.
*Olamic Quietude
**[[Grey Knights]] (Zealous striketeams of anti-chaos): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Grey Knights|Version 3.2b]].
*Storm Scions
**[[Space Wolves]] (Space Vikings, and wolves. Not zealots): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Space Wolves|Version 3.0a]].
*Imperial Militia (30k Guardsmen)
*[[Astra Militarum]] (Puny zealous guardsmen, with options for a Militarum Tempestus army): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Astra Militarum|Version 3.0a.]]
**Solar Auxilia (Elite 30k Guardsmen)
*[[Adepta Sororitas]] (Zealous nuns with guns and armor): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Adepta Sororitas|Version 2.0]].
*Mechanicum (Advanced robot-men)
*[[Adeptus Arbites]] (A zealous mix of Guardsmen and Sisters): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Adeptus Arbites|Version 1.1]].
*Megarachnids (Giant Space-Spiders)
*[[Inquisition]] (Unexpected zealots that make good allies): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Inquisition|Version 2.0]].
*Thunder Warriors (Prototype Space Marines)
*[[Adeptus Mechanicus]] (Zealous tin men, merging CultMech with [[Skitarii]]): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Adeptus Mechanicus|Version 3.1.]]
*[[Rogue Traders]] (Spacefaring traders and colonists): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Rogue Traders|Version 1.0.]]
*[[Squats]] (Dwarves in space):  [[Warhammer 40,000: Kill Team (HoR)/Tactics/Squats|Version 1.0.]]
*[[Ogryns]] [[Warhammer 40,000: Kill Team (HoR)/Tactics/Ogryns|Version 1.0.]]


=== Chaos. ===
===Chaos===
*[[Chaos Space Marines]] (Evil Marines with focus on the Traitor Legions): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Chaos Space Marines|Version 3.0]].
*[[Chaos Space Marines]] (Evil Marines with focus on the Traitor Legions): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Chaos Space Marines(8E)|Version 9.7]].
*[[Chaos Daemons]] (Evil creepy-crawly things from the realm of nightmares, with less random): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Chaos Daemons|Version 3.1]].
**[[Death Guard]] (Evil marines that smell): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Death Guard(8E)|Version 10.0]]
**[[Thousand Sons]] (Evil wizard marines): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Thousand Sons(8E)|Version 9.5]]
**Daemonkin of [[Malice]] (The forces of a god that may or may not exist): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Daemonkin of Malice(8E)|Version 9.2]]
*[[Chaos Daemons]] (Evil creepy-crawly things from the realm of nightmares, with less random): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Chaos Daemons(8E)|Version 1.3]].
*Renegades & Heretics (Traitorous Guardsmen): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Renegades & Heretics(8E)|Version 0.0]]


=== Xenos. ===
===Xenos===
*[[Dark Eldar]] (Murder elves): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Eldar|Version 3.1]].
*[[Dark Eldar]] (Murder elves): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Eldar(8E)|Version 3.1]].
*[[Eldar]] (Jumpy elves): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Eldar|Version 3.0a]].
*Craftworld [[Eldar]] (Jumpy elves): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Eldar(8E)|Version 3.0a]].
**[[Harlequins]] (Even jumpier elves): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Harlequins|Version 2.0.]]
**[[Harlequins]] (Even jumpier clown elves): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Harlequins(8E)|Version 2.0.]].
*[[Necrons]] (Hardass zombie robots): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Necrons|Version 1.4.]]
**Eldar Corsairs (Pirate elves): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Eldar Corsairs(8E)|Version 2.3]]
*[[Orks]] (Green gitz with hordes of boyz): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Orks|Version 3.0]].
*[[Necrons]] (Hardass zombie robots): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Necrons(8E)|Version 1.4.]]
**Grot Rebels (Smaller green gitz): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Grot Rebels|Version 1.0]].
*[[Orks]] (Green gitz with hordes of boyz): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Orks(8E)|Version 3.0]].
**Feral Orks : [[Warhammer 40,000: Kill Team (HoR)/Tactics/Feral Orks|Version 1.0]].
**Grot Rebels (Smaller green gitz): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Grot Rebels(8E)|Version 1.0]].
*[[Tau]] Empire (Small blue dudes with not-so-small pewpew): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Tau|Version 2.3]].
**Feral Orks : [[Warhammer 40,000: Kill Team (HoR)/Tactics/Feral Orks(8E)|Version 1.0]].
*[[Tyranids]] (Bugs.  Bugs everywhere): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Tyranids|Version 2.1]].
*[[Tau]] Empire (Small blue dudes with not-so-small pewpew): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Tau(8E)|Version 2.3]].
**[[Genestealer]] Cult (Generic humies with extra eeeew): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Genestealer Cults|Version 1.1]].
**[[Kroot]] Mercenaries (Bird-aliens):[[Warhammer 40,000: Kill Team (HoR)/Tactics/Kroot Mercenaries(8E)|Version 2.3]]
*[[Tyranids]] (Bugs.  Bugs everywhere): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Tyranids(8E)|Version 2.1]].
**[[Genestealer]] Cult (Generic humies with extra eeeew): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Genestealer Cults(8E)|Version 1.1]].
*[[Enslavers]] (Mind-controlling aliens): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Enslavers(8E)|Version 2.3]]
*[[Rak'Gol]]: [[Warhammer 40,000: Kill Team (HoR)/Tactics/Rak'Gol(8E)|Version 2.3]]
*Vermynus (SPEHSS [[Skaven|RATS]] ARE BACK!): [[Warhammer 40,000: Kill Team (HoR)/Tactics/Vermynus(8E)|Version 2.3]]
*[[Slann]] (Neigh-omnipotent frogs):


[[Category: Warhammer 40,000 Tactics/Kill Team (HoR)]]
[[Category: Warhammer 40,000 Tactics/Kill Team (HoR)]]

Latest revision as of 22:28, 23 June 2023

This is a stub of the unofficial Heralds of Ruin Kill-Team ruleset, which seeks to establish a separate paradigm from the official GW Kill-Team. For starters, there is a bit more focus on how morale and setting take part in the battle and there is a more inclusive ruleset not so easily bound to what models are made made by the community itself.

The big downside, however, stems from that last point: The rules are designed by a vast community that may have different notions about how balance works. In addition, the community will prefer to focus on certain things as they feel like, leading to situations where mainliner armies will get whatever they want while lesser-known or fan-made armies will get next to nothing once the opus is complete.


The website Heralds of Ruin contains all rules.

General Tactics[edit]

HoR 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.

Unlike GW's Kill-Team, though, the progression is not so singularly gated, meaning that a Gunner will not necessarily stay a Gunner. The armoury is also considerably more open without factoring in any expansions or the like.

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[edit]

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 (Your troops) 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[edit]

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 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, Rogue Traders and Squat 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 run 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 regarded 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 models within 3" must take a Leadership test. If failed, the model must try to Hide following the usual crit-CLANG - WHAT THE FUCK WAS THAT?
  • New Rules.
    • Grenades: Grenades are always One Use Only.
    • 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 any tests they need to take. Simple, really.
    • Look Out (Sir)!: Yes, this one's back. Whenever a model with Inspiring Presence is targeted, an ally within 3" can test Ld to make themselves the target, giving the attacker a +1 to hit. This is limited to once per target per phase, meaning that you can't have a dozen cultists throw their lives down to protect a Genestealer Primus from an autocannon.
  • Shooting Phase
    • While you need to fire at the closest model (Snipers avoiding this), you can split up the shots between this primary target and any others near them if you have a gun with multiple shots. This gives you a chance to shoot past a character's bodyguard if you have them cornered with only a few bodyguards.
  • Charge Phase.
    • 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 may shoot Overwatch as well. This can be dangerous if one model charges a mob, 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, albeit 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.
  • Fight Phase
  • Shove: At any point where one model is within 3" of a cliff, both attacker and defender roll off, adding the model's strength to the roll. If the attacker wins, the defender takes damage as if they took a fall.
    • 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.

Tactical Points[edit]

Of course, just like bighammer, there are Command Points available, here renamed "Tactical Points". However, the means to get them are a good lot more diverse to compensate for the lack of different detachments. The following are benefits open to all armies:

  • Destined for Greatness: +3 TP for using a Team Leader. In campaigns, this is increased by +1 for each fight the leader took part in.
  • Strength in Numbers: +1 TP for taking the max allotment of Core models.
  • Cream of the Crop:+1 TP for taking the max allotment of Special models.
  • Mind the Boat: +1 TP for taking the minimum allotment of Core or Special models. This adds +2 if you have a minimum of both.
  • HeroHammer: +1 TP per model that costs 100+ points.
  • Bound By Experience: +1 TP if your team shares one non-faction keyword (Character doesn't count). This is increased to +3 if they share all keywords.
  • Death and Diversity: +1 TP if your entire team has 8+ different faction and unit-specific keywords.
  • Boots Before Loot: +1 TP if your team lacks any inventory from the Opus Armoury.
  • Shiny Fingz: +1 TP if your team carries 3+ items from the Opus Armoury.
  • Motley Crew: -1 TP if your team is not from a single army Opus, if possible.

Philosophies[edit]

These are a bit like warlord traits, but these have a direct impact on how the army can gain extra Tactical Points, and thus are influenced by your team composition/tactics. Unlike above, you can only select one of these philosophies.

  • One-Track Mind: +1 TP if you limit yourself to using only one Tactical Action per game.
  • Keep Them Guessing: +2 TP, but you can never use any Tactical Action more than once.
  • Bloodthirsty: +1 TP for scoring First Blood; this is raised to +2 TP if your Warlord scored the kill.
  • Raider: +1 TP the first time a model from your team enters the enemy deployment zone.

Tactical Actions[edit]

Because those Tactical Points have to be used for something, just like Command Points.

  • Tactical Re-Roll (1 TP): Re-roll a single die.
  • Speed is of the Essence (1 TP): Up to two models may ignore any terrain this phase.
  • Counter-Attack (1 TP): Used at the start of a charge. After the charge, you can let one model fight back.
  • Immovable Object (1 TP): Select one objective. So long as a model from your side is within 3" of it, you count as having one extra model there. This can be used multiple times, but only once per round.
  • Unstoppable Force (2 TP): One model counts as having charged for the Fight phase even if they did not do so.
  • At Any Cost (3 TP): Auto-pass any Rout test for the turn.
  • One Step Ahead (X TP): Add X (X being the number of TP spent) to the roll to determine who goes first.

Campaigns[edit]

In order to allow narratives to be made in an organized fashion, there are supplemental rules that tell how a campaign can be run.

  1. Build a Kill-Team. The recommended amount is around 250 points.
    • If you have more models than you want/need, you can place some into Tactical Reserves. They'll remain where they are, but won't be able to score anything until they're back on the field.
  2. Play the damn game. Seriously.
  3. Determine injuries for totally-dead models/squads.
    • Core and special/leader units have different result tables to roll on for injuries. While Core units either get dead or alive, Special and Leader models roll a d66 and can risk anything from death to stat loss (temporary or permanent) to returning good as new.
  4. Determine Requisition Points and Renown won
    • Requisition is won through accomplishing certain goals each game. They can grant a number of benefits
      • All models can buy Battle Honours, though any models that aren't leaders are limited in how many groups besides the General and Faction tables they can pick from and how many honours they can select. It should be noted that any elite units (models with 2+ saves, really durable models or those with unusual abilities) pay more for their Honours.
      • You can spend RP for Battlefield support, granting you either a supporting piece of terrain, a turret, or artillery.
      • If you use bases, you can spend RP to upgrade them with specialized facilities that can offer in-game benefits, level up the facilities to expand the points cap for your teams and the number of facilities you can purchase (though this costs upkeep each game after), and expands the size of the base itself should it ever get raided.
    • Renown is gained for certain landmark achievements for each model. The more renown gained performing certain tasks (such as killing with a flamer or for capping an objective), the more passive benefits you get for that task.

Rinse and repeat until you have a winner.

Tactics[edit]

All existing factions has a ruleset (here called an Opus) for 8th, and has their own list of models, tactics, and wargear for use. Most are existing models with no extra rules, but some are slightly changed to make them work with the rules of Kill Team. Some are completely new entries with rules unseen in the official codices and others are just offshoots from official codices or taking from FW. The lists also assume that you have your codex at hand, as all special rules and upgrades use the same points as standard.

Imperium[edit]

Horus Heresy[edit]

  • Space Marines
    • Blackshields (Unaligned Legionaries)
    • Loyalists
    • Traitors
  • Olamic Quietude
  • Storm Scions
  • Imperial Militia (30k Guardsmen)
    • Solar Auxilia (Elite 30k Guardsmen)
  • Mechanicum (Advanced robot-men)
  • Megarachnids (Giant Space-Spiders)
  • Thunder Warriors (Prototype Space Marines)

Chaos[edit]

Xenos[edit]