Kill Team

Official Kill Team Faction Focus

Turn Summary

1. Initiative phase

Both player roll 2D6, re-rolling ties.
The Player with the highest number has the Initiative and must go first.

2. Movement phase

Starting with the Player with the Initiative, each Player moves all their models that are capable of doing so, and may charge their enemies.
Moves can be one of:
Normal Moves - Can not pass through solid walls or other models (but can FLY).
Fall Back - A model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase.Cannot Shoot unless it can FLY. This is the only move possible when within 1" of an enemy.
Advance - Move plus 1D6".  Can not Shoot.
Ready - Remain stationary to gain an advantage in the Shooting Phase.
Charge - Choose target(s) within 12". Targets can reeact (see below). 2D6" Charge move toward a Target, even if the number is too short to end within 1". A model who charged can not Shoot.

Reacting to a Charge:
Overwatch - Standard, except that a Model can fire Overwatch more than once per Phase.
Retreat - A model that is the target of a Charge can move back 3" if it has not already moved this phase. A Retreating model can not React again or Shoot (Unless it can fly). A model that has already fired Overwatch can Retreat.

Arriving from Reserves - The model counts as if it has made a normal move.

3. Psychic phase

Starting with the Player with the Initiative, choose a Psyker.
Only one Psyker in your Kill Team can manifest their powers per phase.
Each Psyker can only attempt to manifest the same power once per phase.
All Psykers know PsyBolt (as Smite but 1MW or 1D3 if manifest on 11+).
Standard manifest (2D6), standard Deny (2D6), standard Perils of the Warp, Standard Deny.

4. Shooting phase

Starting with the Player who has the Inititive.
Alternate choosing one model who use the Ready move action and resolve their shooting.
When there are no models who used the Ready action, starting with the Player who has the Inititive, alternate choosing one of the remaining models and resolve their shooting.

Targeting - A weapon with multiple attacks can be targeted at multiple models.
Weapon Types - Assault/Heavy/Rapid Fire/Pistol/Grenades follow standard rules.
Hit Roll is modified by:
-1 for shooting over half the maximum range of the weapon (except Grenades).
-1 if any part of the target model is obscured
-1 for each Flesh Wound of the firing model.
-1 if the attacking Kill Team is Broken
'1' always fails and '6' always hits.
Wound Roll and Saves are standard.
When a model reaches 0 wounds stop resolving damage and make an Injury Roll. Roll 1D6 for each damage characteristic of the weapon, choosing the highest roll.
1,2,3 = Flesh Wound (stays on 1 wound, gains +1 Flesh Wounds) / 4,5,6 = Out of Action
Modified by:
-1 if the model is obscured and within 1" of a model or terrain (except in Melee)
+1 if the wound was inflicted by a Melee attack.
+1 for each Flesh Wound on the target model

5. Fight phase

Models pile in and attack with melee weapons.
Starting with the Player who has the Initiative.
Alternate choosing one model who use the Charge move action and resolve their attacks.
When there are no models who used the Charge action, starting with the Player who has the Initiative, alternate choosing one of the remaining models and resolve their attacks.
Standard Pile in 3"
Hit Roll is modified by:
-1 if there is any intervening terrain preventing models from being placed in base contact.
-1 for each Flesh Wound of the attacking model.
-1 if the attacking Kill Team is Broken
Damage is resolved as per the Shooting Phase.
Consolidate 3" toward the nearest enemy model.

6. Morale phase

Starting with the Player who has the Initiative.
a) Check to see if your Kill Team is Broken.
If all models in a kill team currently have flesh wounds, are shaken or are out of action, it is broken.
Otherwise, if more than half of the models in your kill team currently have flesh wounds, are shaken or are out of action, it may be broken. Roll 2D6 – if the total is greater than the highest Leadership characteristic of any of the models in the kill team (other than those that are shaken or out of action), the kill team is broken.
Once a kill team is broken, it stays broken for the rest of the game.

b) Remove Shaken markers

c) Take Nerve Tests
Models in a broken kill team need to take Nerve tests in each Morale phase.
In addition, each Model that has a Flesh Wound needs to take a Nerve Test.
Roll 1D6 +1 for each other Shaken or Out of Action model, -1 for each model (that is not shaken) within 2".
'1' always passes.
If the result exceeds the Models Leadership it is Shaken, pace a Shaken marker.
Models with a Shaken marker cannot do anything until it is no longer shaken.


Once these phases have been played, the battle round has been completed and the next one begins, and so on, until the battle is concluded.

Unit Selection

Each faction can choose from a subset of the units in their Codex:

Space Marines - Scouts, Tactical Marines, Reiver, Intercessor
Deathwatch - Vetrans
Grey Knights - Strike Marine
Astra Militarum - Infantry Squad, Special Weapons, Scions
Adeptus Mechanicus - Ranger, Vanguard, Ruststalker, Infiltrator
Chaos Marines - Cultist, Space Marine
Death Guard - Plague Marine, Pocwalker
Thousand Sons - Ruberic, Tzaangor
Eldar - Guardian Defender, Storn Guardian, Ranger, Dire Avenger
Drukhari - Kabalite Warrior, Wych
Harlequin - Player
Necrons - Warrior, Imortal, Flayed One, Deathmark
Orks - Ork Boy, Gretchin, Kommando, Burna Boy, Loota
T'au - Fire Warrior, Pathfinder, Breacher, Stealth Battlesuit, Drone
Tyranids - Termagant, Hormagaunt, Lictor, Warrior, Genestealer
Genestealer Cult - Acolyte, Neophyte, Metamorph, Aberrant

For full details please see the Kill Team Core rule book.

Kill Team Selection

Command Roster

Each player creates a Command Roster of up to twenty named models.

From this list you can pick your Kill Team.

Nb. One physical model can represent more than one entry in the Command Roster but they can not be played together in the same Kill Team.
The Command Roster can contain multiple Leaders and Specialists.

Specialists

Each model’s datasheet tells you which specialisms can be taken by that model.

A specialist starts at Level 1, and has the ability shown in the band for that level. 
In a campaign, specialists gain experience and can advance up to Level 4.

Specialist cost additional points:
Level 1 +0 points
Level 2 +4 points
Level 3 +8 points
Level 4 +12 points

If you have a specialist in your kill team, and they are not currently shaken or out of action, you have access to Tactics that are specific to that model’s specialism. Each of these Tactics has a level: the specialist must be that level or higher for you to be able to use that Tactic.

Leader Specialist

Level 1 Ability - Resourceful
As long as this model is on the battlefield and not shaken, you gain an additional Command Point at the beginning of the battle round.

Level 1 Tactic - Lead by Example (1CP)
Use this Tactic when you pick a Leader from your kill team to fight in the Fight phase. Choose another friendly model within 3" of them that is eligible to fight. You can fight with each of these models, in an order of your choice, before the next player’s turn.

Combat Specialist

Level 1 Ability - Expert Fighter
Add 1 to this model’s Attacks characteristic.

Level 1 Tactic - Up and at 'em! (1CP)
Use this Tactic in the Fight phase, after attacking with a model from your kill team. Pick a Combat specialist from your kill team that has not yet attacked this phase: you can immediately fight with them.

Comms Specialist

Level 1 Ability - Scanner
Once per Shooting phase, if this model is not shaken, when you pick another model from your kill team within 6" of this model to shoot, you can add 1 to hit rolls for that model in this phase.’

Level 1 Tactic - Rousing Transmission (1CP)
Use this Tactic in the Morale phase before taking any Nerve tests. Until the end of the phase you can subtract 1 from Nerve tests for models from your kill team as though the Comms specialist was within 2" of them.

Demolitions Specialist

Level 1 Ability - Breacher
You can add 1 to this model’s wound rolls against targets that are obscured.

Level 1 Tactic - Custom Ammo (1CP)
Use this Tactic when you pick a Demolitions specialist from your kill team to shoot in the Shooting phase. You can add 1 to wound rolls for that model’s ranged weapons in this phase.

Heavy Weapon Specialist

Level 1 Ability - Relentless
This model does not suffer the -1 penalty for shooting with a Heavy weapon after moving in the preceding Movement phase, or for shooting an Assault weapon after Advancing.

Level 1 Tactic - More Bullets (1CP)
Use this Tactic when you pick a Heavy specialist from your kill team to shoot in the Shooting phase. You can add 1 to the number of shots fired by that model’s ranged weapons, with the exception of weapons that would otherwise fire 1 shot (e.g. an Assault 2 weapon would fire 3 shots, but a Rapid Fire 1 weapon at long range would fire 1 shot) in this Shooting phase.

Medic Specialist

Level 1 Ability - Reassuring
This model is never treated as being shaken when taking Nerve tests for other models in your kill team.

Level 1 Tactic - Stimm Shot
Use this Tactic at the start of the Movement phase. Pick a model from your kill team within 2" of a friendly Medic specialist that is not shaken. You can add 1 to Advance rolls and charge rolls for that model, and add 1 to that model’s Attacks characteristic until the end of the battle round.

Scout Specialist

Level 1 Ability - Swift
You can re-roll Advance rolls for this model.

Level 1 Tactic - Quick March (1CP)
Use this Tactic when you pick a Scout specialist from your kill team to move in the Movement phase. Increase the model’s Move characteristic by 2" this phase.

Sniper Specialist

Level 1 Ability - Marksman
You can re-roll hit rolls of 1 for this model when it makes a shooting attack.

Level 1 Tactic - Careful Aim (1CP)
Use this Tactic when you choose a Sniper specialist from your kill team to shoot in the Shooting phase. You can add 1 to hit rolls for that model until the end of the phase.

Veteran Specialist

Level 1 Ability - Grizzled
This model ignores penalties to its Leadership characteristic and Nerve tests.

Level 1 Tactic - Adaptive Tactics (1CP)
Use this Tactic at the start of the first battle round, but before the Initiative phase. Pick a Veteran specialist from your kill team. They can make a normal move or Advance. You can only use this Tactic once per battle.

Zealot Specialist

Level 1 Ability - Frenzied
You can add 1 to this model’s Attacks and Strength characteristics in a battle round in which they charged.

Level 1 Tactic - Killing Frenzy (1CP)
Use this Tactic when you pick a Zealot specialist from your kill team to fight in the Fight phase. Until the end of the phase, each time you make a hit roll of 6+ for that model you can make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Kill Team

Your kill team must consist of at least three models.

Your kill team must include one (and only one) Leader.
Your kill team can include up to three other specialists.
You cannot have two models with the same specialism in your kill team.
Your kill team cannot include more than the maximum of any particular model, as detailed on its datasheet.
All models must share a Faction keyword.
Your kill team cannot cost more than 100 points.



Command Points and Tactics

For every 10 command points below 100 a Kill Team gains 1 Command Point
All Battle-forged kill teams generate 1 Command Point at the beginning of each battle round.
As long as a Kill Team's Leader is on the battlefield and not shaken, you gain an additional 'Resourceful' Command Point at the beginning of the battle round.
Other Specialists can also generate Command Points.

Command Points can be spent on Tactics.
There are six Tactics available to all Kill Teams plus additional Faction and Specialist Tactics.

TACTICAL RE-ROLL (1CP)
Re-roll a single Advance roll, charge roll, Psychic test, Deny the Witch test, hit roll, wound roll, saving throw, Injury roll or Nerve test.

DECISIVE MOVE (1CP)
Use this Tactic at the start of the Movement phase. Pick a model from your kill team and make a move with it before any other models (including an Advance move, Fall Back move or charge attempt if you wish). If another player uses this Tactic, roll off: the winner goes first.

DECISIVE SHOT (2CP)
Use this Tactic at the start of the Shooting phase. Pick a model from your kill team that is eligible to shoot and shoot with it before any other models. If another player uses this Tactic, roll off: the winner goes first.

DECISIVE STRIKE (2CP)
Use this Tactic at the start of the Fight phase. Pick a model from your kill team that is eligible to fight and fight with it before any other models. If another player uses this Tactic, roll off: the winner goes first.

GRITTED TEETH (1CP)
Use this Tactic when you choose a model with one or more flesh wounds to shoot in the Shooting phase or fight in the Fight phase. Until the end of the phase, this model’s attacks do not suffer any penalty to their hit rolls from this model’s flesh wound(s).

INSANE BRAVERY (1CP)
Use this Tactic before taking any Nerve tests in the Morale phase. You can automatically pass a single Nerve test for a model from your kill team.

Campaigns

Resources

Each Faction starts with 8 resource points in each of the following categories:
Intelligence / Material / Morale / Territory
Each Mission can effect Resources as specified in the Mission details.
If a Faction runs out of any Resource they become a Guerrilla Faction.

Casualties

After each Mission, for each model in your Kill Team that was taken Out of Action or has one or more Flesh Wounds, roll a D6:
1 = Dead, replace this model on your Command Roster with a New Recruit.
If the model was taken Out of Action or you roll its Flesh Wounds or lower it can not be used in the next Mission.
If you roll over the Flesh Wounds the model has made a Full Recovery.

Experience

Every Specialist gain +1 Experience for each Mission
+1 Experience if they used one of their Specialism Tactics

Non-Specialists can form a Fire Team. 
A Fire Team consists of at least two non-specialist from the same Datasheet.
If your Kill Team has at least two models from a Fire Team are not Dead at the end of the Mission (Including Casualties), all members of the Fire Team on your Command Roster (not just in your Kill Team) gain +1 Experience.
If any member of this Fire Team also killed at least one enemy model the Team gains +1 Experience.
As Fire Teams level up they gain a random enhancement and increase their point cost.
New Recruits in a Fire Team can not use the Experience in their first mission (provided there are at least as many experienced Fire Team members as New Recruits in the mission they become trained).

Fire Team cost additional points:
Level 1 +0 points
Level 2 +1 point
Level 3 +2 points
Level 4 +3 points

Fire Team Random Bonus:
1 Fleet: Add 1" to this model’s Move characteristic.
2 Lucky: You can re-roll save rolls of 1 for this model.
3 Courageous: You can re-roll failed Nerve tests for this model.
4 Skilled: Choose one:
- You can re-roll hit rolls of 1 for this model when it makes shooting attacks.
- You can re-roll hit rolls of 1 for this model in the Fight phase.
5 Lethal: Choose one:
- You can re-roll wound rolls of 1 for this model when it makes shooting attacks.
- You can re-roll wound rolls of 1 for this model in the Fight phase.
6 Die-hard: You can subtract 1 from Injury rolls for this model.






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