Thursday, September 1, 2016

Kill Team: optional rules


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?

3 comments:

  1. 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.

    All the rest yes. I feel like they do make the game flow more action movie style and will change up the tactics some.

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  2. 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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