These are some of the relevant rules from the Heralds of Ruin website that I think would add to our games of Kill Team. I’m looking for a vote on each individual rule (yes/no) and if you have a reason for/against it.
For the first set,
my goal is not to add complexity, but to deal with some rules that wouldn’t
apply, since there are no longer “Units” in Kill Team.
1.
A Team
Leader may choose the closest friendly model within 6” to take a hit during
Look Out, Sir – not just within his own unit.
2.
Psychic
Powers that target a ‘unit’ affect models within 3” of the target model.
Powers that specifically target a single model still only target one model.
a.
Any Wounds
caused by Psychic Powers are taken from the target model, then the closest
model to the target.
3.
Any model
must immediately take a Pinning test if any friendly model within 3” is killed by
a Pinning weapon during the Shooting phase (unless he is immune to Pinning
tests).(this could also apply to: Blind, Concussive, Soul Blaze?)
4.
If a weapon
has more than one shot (such as a heavy bolter), the owning
player may decide to use Suppressing Fire. If he does so, the model reduces his
BS by 1 during this phase (to a minimum of 2?). Allocate shots before rolling
to hit. At least one must target the primary
target; any remaining shots may be worked out against any secondary targets.
Roll to hit as normal. (a model with Split Fire special can do this without the penalty?)
The Assault phase
is where a lot of Kill Team’s changes come into effect. To compliment all these
changes, a new ‘order of operations’ for the Charge sub-phase has been created:
5.
Order of
Assault:
1. Choose
an enemy model; declare ALL charges against that model.
2. Resolve
Overwatch fire
3. Roll
individual charge ranges for all chargers and move models.
4. Go back to Step 1 until all enemy models you want to charge, have
been charged.
6.
If a model
wants to charge, but cannot because his target from the Shooting phase is
already dead, he may wish to ‘redirect’ his charge. To do this, choose a new
target within 3” of the location where his original target has died – the
charger may now charge that model as normal. (Ld test?)
7.
Models may
declare charges against enemy models already engaged in combat, even if they
cannot physically be placed in base contact due to friendly models (i.e. there
is no room). If you choose to do this, still measure from the enemy model’s
base for charge distance – if you are in range, move the charger as close as
possible to the enemy. If you cannot place the charger in to base contact with
a friendly model in base contact with an enemy, the charge fails.
8.
As soon as
a model is able to fire Overwatch, any model from the same team within 3"
of it may choose to immediately also fire Overwatch as well. All wounds caused
by Overwatch are assigned to the closest model (then the next if he is killed,
and so on) of those charging the original Overwatching model. Any single model
may only fire Overwatch once per phase.
The following
changes are just a neat idea, but totally up to the groups preference:
9.
To
represent a more cinematic style of play, Kill Team replaces the rules for
Difficult Terrain, as well as Area Terrain. Instead of rolling for Difficult Terrain,
models that move through it count as moving double the distance (rounding up to
the nearest inch) - so moving 3” would count as moving 6”. Run moves are now
also affected by Difficult Terrain. A model with the Move Through Cover special
rule is not affected by this ‘doubling’ and may always move its full movement
across Difficult Terrain. This new rule replaces the rule for charging through
difficult terrain – i.e. you roll 2d6 charge distance as normal but must take
into account the double distance for any Difficult Terrain you cross.
a.
Sometimes a
model’s move will be split, partly over open terrain and partly over Difficult
Terrain. In this case, the model moves normally over open terrain and only the
distance over Difficult Terrain is doubled. For example, a model moves 2” over
a marsh (doubled to 4”) leaving 2” of the 6” move for further movement. Always
round any remaining fractions of movement up to the next inch.
10.
Ignore the
cover rules for area terrain. Instead, work out cover on a model-by-model basis
using the true line of sight and 25% obscured rules. Area terrain is still
classed as Difficult Terrain.
11.
Instead of
using the normal rules where models can move freely through walls and similarly
solid obstacles, look at the terrain on your battlefield. If it’s a wall, you
can't move through it. If it’s a door, you can (we assume models can open
closed doors). Only a model that can physically fit within a space on your
board can move through it. Also, a model may ‘vault’ through windows and leap
over obstacles that are less than 1" high/wide without affecting their
movement.
12.
Sometimes
it may be in a model’s best interest to hide! A model can hide if it ends its
movement behind an obstacle where it is at least 75% obscured from all enemy
models (if in doubt, discuss it with your opponent). The player must declare
that the model is hiding during its Movement phase. A model may not hide if it
is within 12” of an enemy model. If any
enemy model moves so that the hiding model is no longer at least 75% obscured,
or moves within 12”, the model is no longer hidden. When hidden, a model cannot be directly shot
at, charged or targeted by enemy psychic powers. Hiding models can still be
‘accidentally’ hit by Blasts or psychic powers, as long as the hiding model is
not directly targeted. While hiding, a model cannot shoot, run, charge or use
psychic powers.
13.
When a
missile, or similar projectile, veers off target and hits a wall it explodes on
impact. To represent this, if a Scatter roll takes a blast marker’s center
point into contact with a wall or comparable immovable object, it detonates on
contact. Resolve the weapon’s effect from this spot. The portion of the blast
that crosses and lies beyond the line of a wall is lost.
14.
All types
of grenades have the ‘One Use’ rule. Once a grenade has been used (either in
the Shooting or Assault phases) it may not be used again. An easy way of
recording this is to cross off the grenade on a model’s roster once it has been
used. You may state whether or not you are going to use a grenade in the
Assault phase (for example, when charging into terrain with frag grenades).
a.
A model
that has the ability to purchase grenades from their options may buy more than
one. E.g. Commissars may buy Krak Grenades for 1 pt – if he wishes, he may buy
multiple Krak Grenades for 1 pt each. If a model comes with grenades, they may
still buy additional grenades at the cost indicated below. Note you may only buy grenades from this list if the model already has that
grenade:
·
Frag/Assault
Grenade 1 pt
·
Krak
Grenade 1 pt
·
Defensive/Photon
Grenade 1 pt
·
Plasma
Grenade 2 pts
·
EMP/Haywire
Grenade 2 pts
·
Melta Bomb
5 pts
b. We could also allow models without assault
grenades to purchase them? This would
help with lists that cannot reach exactly 200 points?
In order:no on the first 4 rules. As each guy is different I have trouble with the idea of targeting whole groups that happen to be close together. I think it makes kill team too much like a regular game. I might consider it if the guys are within 2 inches like they have to be for coherency normally.
ReplyDeleteAll the rest yes. I feel like they do make the game flow more action movie style and will change up the tactics some.
I like it. I agree with The Law that the 3" is a little much but 2" would be more like they are Coherent. My favorite is the assault grenades for models who don't have them. Flesh hooks for genestealers and raveners!
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