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Page 1: Pirates - Kill Team Pack 2015

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Welcome to the rules pack for the Pompey Pirates Kill Team Tournament, taking place onSaturday 18 th April 2015 at the Aston Rooms in Waterlooville. 

Kill Team is a game of small skirmishes in the Warhammer 40,000 universe, focusing on

independent model actions rather than large units and heavy firepower. Games are smaller,

faster and can be more varied than larger games of 40k. 

The rules that follow are based very closely on the official rules from Games Workshop,but with a few changes to put our own flavour on things. Some are minor, others

significant. Read carefully! 

EVENT SCHEDULE 

Saturday 18 th April 

10:00  Doors open, and setup begins. Welcome! 

10:30 – 11:00   GAME 1 – Forward Push

11:15 – 11:45   GAME 2 – Alone In The Dark  

12:00 – 12:30   GAME 3 – Head Hunt  

12:30 

 – 1:00 

GAME 4 – Behind Enemy Lines  

1:00  Lunch 

2:00 – 2:30  GAME 5 – Secure The High Ground  

2:45 – 3:15  GAME 6 – Supply Drop  

3:30 – 4:00  GAME 7 – Take Prisoners   4:15 – 4:45  GAME 8 – Bloodbath 

 

 4:45  Final points reckoning. 

5:15   Winners announcement and prize awards. 

6:00 

Get the hell out. 

TICKETS There are precisely 26 spaces available in this tournament based on how space and how

many gaming boards we have available. 

Spaces will be given out on a first come, first serve basis, and come with a cost of £3.50 per

person (payable on the day). Please contact us to confirm your space beforehand. 

Thank you. 

AWARDS 

1st Place   £20 Games Workshop Voucher 

2nd Place   £10 Games Workshop Voucher 

Last   Wooden Cooking Utensil 

MATCHUPS All matchups will be made completely randomly. We will always make sure that nobody

plays the same opponent twice, and will accept any requests for round one grudges. 

ARMY LISTS All army lists should be sent to the competition organizers by April 1st at the latest for

checking and verification. These can be sent to [email protected] 

Any questions or FAQ requests can also be sent to this email address. 

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Each player may spend up to 200pts on their Kill Team. Their force must be chosen from a single Codex or Codex Supplement, and may only use

the Kill Team force organization below. No other Detachments of Formation may be used. 

0-2 Troops 0-1 Elites 

0-1 Fast Attack 

Not all unit types are allowed in Kill Team missions, so there are a few more restrictions tochoosing your Kill Team: 

!   A Kill Team MUST include at least four non-Vehicle models to fill the

roles of Leader and Specialists (explained below). 

!    A Kill Team may not include any models with more than 3 Wounds or

Hull Points. !    A Kill Team may not include any vehicles with a combined armour

 value (Front + Side + Rear) of more than 33. 

!    A Kill Team may not include any Flyers or Flying Monstrous

Creatures. 

!    A Kill Team may not include any models with a 2+ armour or 2+

Invulnerable save. 

! No model have a Psychic Mastery higher than 1. Models with a higher

 value may be taken, but their Mastery level is reduced to 1. 

Note that these restrictions apply at all times, including if an upgrade or piece of Wargearis applied (so if for example you have a vehicle with a combined armour total of 33, and an

upgrade pushes this to 34, the vehicle will become illegal for games of Kill Team). 

When choosing your force, you must buy legal units as described in your Codex.Minimum units requirements must be met, as must any restrictions of choosing a unit (for

example if unit A can only be taken if you also have a Unit B, then this still applies). 

During actual gameplay however, every model acts completely independently . Every

model effectively becomes a unit its own right. 

Models may never join together with any other models to form units, even if they have theIndependent Character rule. 

Models bought as upgrades for other models but which exist as their own models (ShieldDrones for example, or Eldar Weapons Platforms, also act independently, and can not be

oined by other models. 

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One model in your Kill Team must be chosen to be your Leader, the individual characterchosen to lead this small strike force against the enemy. This is automatically the model

with the highest Leadership value amongst your Kill Team. If several models tie for

highest Leadership, you may select one of them. 

The only restrictions are that your Leader may not be a Vehicle, Beast or Swarm. 

Leaders have a Command Range of 6”. All friendly models within 6” may use the Leader’sLeadership value for any Leadership tests they called to make. If your Kill Team has

broken and your Leader passes his Break test, friendly models with the Command Range

automatically pass their Break tests. 

At the end of each game, your leader gains an upgrade which stays with them for the restof the competition. When the game ends, roll 2d6 and consult the table below. 

If you won your last game, add +2 to your roll. 

2*   Nothing. Bad luck, your Leader learns nothing from this encounter. 3-4**  Inspiring. Increase your Leader’s Command Range by +2”. 5   Sure Footed. Your Leader gains the Fleet special rule.

Hunter. Your Leader gains the Stealth special rule. 

7-8   Experienced. Your Leader gains either +1 Weapon Skill or Ballistic Skill to a max of 6. 

9* 

 Weapon Upgrade. One of the Leader’s weapons gains either +1 Strength or -1 AP. 

10*   Quick Thinking. Your Leader gains +1 Initiative. 11*   Heroic. Your Leader gains +1 Leadership to a max of 10. 

12*   Resilient. Your Leader gains +1 Wound. 13*

 

Hardened. Your Leader gains either +1 Strength, Toughness or Attack to a max of 6. 

14**  Experienced. Your Leader may select one special rule from and of the Specialists options. 

This upgrade may be taken a maximum of twice. 

**   This upgrade may be taken any number of times. If you have already taken an * Upgrade twice, or rolled an upgrade you can only take once, or can notupgrade a statistic because it has already reached 10, simply reroll your result. 

Note that whether or not your Leader is killed in battle has no effect on this upgrade. It isassumed that they somehow crawl away from the battlefield regardless and still learn

something from the encounter (unless they roll a 2 on the chart!). 

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Three non-Vehicle models in your Kill Team must be chosen as Specialists, hardened andexperienced veterans of long years of warfare, from which they have picked up new and

interesting skills and talents which have been noticed as valuable assets. 

Each Specialist gains a special rule from the lists below. Each Specialist chooses a special

rule from one of the following groups, and no two Specialists can choose from the samegroup. You may not select your Leader as a Specialist, nor may any of your Specialists be

Vehicles, Beasts or a Swarm. 

Specialist abilities are chosen when you first choose your force, and should be noted on

your army list. 

COMBAT SPECIALIST Counter-Attack Furious Charge 

Hammer of Wrath 

Hatred 

Instant Death1 

Rage Rampage

 

 Applies to Close Combat attacks only. 

2  Applies to one nominated weapon only.

 

3 Specialist must declare all targets before

rolls to hit are made.  4

  Applies to shooting attacks only. 

 WEAPON SPECIALIST Haywire1 

Ignores Cover 

Master Crafted2 

Pinning3 

Rending3 

Sniper Split Fire 4

 

Tank Hunter3 

DIRTY FIGHTER SPECIALIST Blind1

 

Concussive1 

Fear Fleshbane1

 

Monster Hunter 

Poisoned 4 

Rending1 

Shred1 

Soul Blaze 

INDOMITABLE SPECIALIST  Adamantine Will Crusader 

Eternal Warrior 

Fearless 

Feel No Pain Relentless 

Strikedown1 

Stubborn 

GUERILLA SPECIALIST Fleet

 

Hit And Run 

Infiltrate 

Move Through Cover 

Night Vision Preferred Enemy Scout 

Stealth 

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Skirmish Battlefield: All kill Team missions are played on a 4’x4’ board. 

Every Man For Himself: Every model operates as an independent unit, even those

purchased as wargear options for other models. No model may join any other unit for any

reason. 

Transport Vehicles: Transports may carry models from any unit, regardless of which unit

the Transport was purchased for, however only models from the unit the Transport was

purchased for may start the game embarked on it. 

You’re On Your Own: Additional models may not be generated during the game by anymeans. Additionally the Reserves rule is not used except by those models with the

Outflank ability. Models which can normally only be deployed from Reserves are instead

deployed with the rest of the force. 

Scoring Units: Unless specifically stated by their Codex, all models count as scoring units. 

Divided Brotherhoods: Models chosen from a unit with the Brotherhood of Psykers/ 

Sorcerers still count as independent models on the field, however the models only generate

Warp Charge based on their unit. For example, no matter how many models are takenfrom one unit with a Brotherhood of level 1, the whole unit only generates one charge.

Their power may only be used once as normal, but may be manifested from any member ofthe Brotherhood. 

Break Tests: When precisely 50% of your Kill Team, your Kill Team is considered to beBroken. From that point on, each model must take a Break test at the start of each of your

movement phases before rolling for any remaining Reserves/Outflankers. Starting with

your Leader (if still alive), each model must make a Leadership test. If failed, the model

immediately flees the battlefield and is removed from play. Vehicles and Fearless models

automatically pass this test. Models with And They Shall Know No Fear may reroll thetest if they fail. 

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Chaos Daemons: The Warp Storm special rule is not used in Kill Team. 

Chaos Space Marines: The Champion of Chaos special rule is not used in Kill Team. 

Eldar: Heavy Weapon Platforms may be taken in a unit as normal, and as normal may be

fired by any Eldar Guardian within 2” instead of using their own weapons. WeaponsPlatforms do still count as individual models however, and may be targeted separately.

They can NOT be chosen as a Leader or Specialist, and do NOT benefit from any

Specialist abilities of the model firing them. 

Necrons: Whenever you roll for Reanimation Protocols, only roll for models who arewithin 2” of an active friendly model (Necron models who are also subject to Reanimation

Protocols this turn do not count). Any Necron model not within 2” of a friendly model fails

the roll automatically and is removed from play as a casualty. 

Orks: The Mob Rule special rule is not used in Kill Team. 

If there are any questions about more updated Codecies, or specific rules you think should be covered by exceptions, pleasecontact the competition organizers and we’ll look into it. Thank you. 

FAQ and Errata  All current 7 th edition FAQ and Erratas will be used in this event.

 

A note on Tyranids. It could be very easy to take a massed swarm of Tyranids and overwhelm an opponent in

Kill Team, but it could also be very easy to forget to take Synapse creatures too. After

weighing it up, we’ve decided that these risks balance themselves out. A Tyranid playerwould need to take Synapse creatures to control their hordes, and take the risk of them

becoming primary targets. So no change to Synapse rule. 

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What follows are the eight missions which will be played during this competition. Eachists its own special rules and victory requirements, but also uses the following Secondary

Objectives: 

Slay The Leader: At the end of the game, score one victory point if the opponent’sLeader was killed. The point is not awarded if the leader was removed by failing a

 break test. 

Linebreaker: At the end of the game, score one victory point if you have at least one

model in your opponent’s deployment zone. 

First Blood: Score one victory point if the first model to be slain was part of your

opponent’s team. 

Break The Enemy: At the end of the game score one victory point if the enemy KillTeam is Broken (50% removed as casualties). 

Except where specifically noted below, all missions use the same setup, deployment andrules for determining first turn as standard games of Warhammer 40,000, including Seize

The Initiative and Variable Game Length. 

Terrain will be preset by the competition organizers. 

WARLORD TRAITS Due to the smaller nature of Kill Team missions, Warlord Traits are not use in these

games. 

MYSTERIOUS OBJECTIVES Some missions in Kill Team use Mysterious Objectives. These should be identified and

used just as described in the Warhammer 40,000 rulebook, with one alteration. The

Skyfire Nexus is almost useless in Kill Team missions, so replace it with the followingentry: 

3. Medical Supplies: !"#$%& () *")+,"% "- +.(& /01$*23$ 45() 6$$% 7" 85() 9:;< 

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2: ALONE IN THE DARK  

Objectives: Three primary objectives are placed before deployment, as per the rules for Objectives in theWarhammer 40,000 rulebook. 

Deployment: Players deploy 12” from opposing table edges. 

VICTORY CONDITIONS: At the end of the game, each Objective Marker is worth one victory point

to the player that controls it. The player with the most victory points wins the game. 

Variable Game Length Mysterious Objectives 

Death By Moonlight: In this mission, the Night Fighting rules are in effect for the entire battle. 

Search Pattern: Before deployment, both players roll a d6 for each model in their Kill Team. On a roll of1-2, the model must deploy using the Outflank rule. On a 3+ the model is deployed normally in their

deployment zone, but may not be deployed within 3” of another friendly model. 

3: HEAD HUNT 

Deployment: Players deploy in opposing table quarters. No model may deploy within 9” of the centre ofthe board. 

VICTORY CONDITIONS: Score three victory points if at the end of the battle, your opponent’s Leaderhas been slain, and one victory point for each enemy Specialist removed as a casualty. No victory points

are awarded for any models removed after failing a Break test. The player with the most victory pointswins the game.

 

Variable Game Length Night Fighting 

Slay The Leader is not used in this game. 

1: FORWARD PUSH 

Objectives: Three primary objectives are placed before deployment, as per the rules for Objectives in theWarhammer 40,000 rulebook. 

Deployment: Players deploy 12” from opposing table edges. 

VICTORY CONDITIONS: At the end of the game, each Objective Marker is worth one victory point

to the player that controls it. The player with the most victory points wins the game. 

Variable Game Length Night Fighting 

Mysterious Objectives 

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5: SECURE THE HIGH GROUND 

Objectives: A single terrain piece is setup in the centre of the board as the objective of this mission. 

Deployment: Players deploy 12” from opposing table edges. 

VICTORY CONDITIONS: At the end of the game, each player scores one victory point for each non-vehicle model whose entire base is within the boundaries of the central terrain piece. The player with the

most victory points wins the game. 

Variable Game Length Night Fighting 

6: SUPPLY DROP 

Objectives: Six primary objectives are placed before deployment, as per the rules for Objectives in theWarhammer 40,000 rulebook. After each has been placed, they should all scatter 2d6”. 

Deployment: Players deploy 12” from opposing table edges. 

VICTORY CONDITIONS: At the end of the game, the Primary Drop (see special rules below) is worththree victory points to the player who controls it. The player with the most victory points wins the game. 

Variable Game Length 

Night Fighting 

Primary Drop: Each time a model ends its movement within 1” of an Objective Marker, roll a d6. On a1-5, discard the Marker. On a 6, this Marker becomes the Primary Drop and remains in play. All otherMarkers are immediately removed. If only one Marker remains, this automatically becomes the Primary

Drop. The Primary Drop can not be moved by any means. 

4: BEHIND ENEMY LINES 

Deployment: Players deploy 12” from opposing table edges. 

VICTORY CONDITIONS: At the end of the game, each player scores one victory point for each oftheir models in the opponent’s deployment zone (effectively one victory point per Linebreaking model).The player with the most victory points wins the game. 

Variable Game Length 

Night Fighting Defensive Perimeter: The Outflank special rule may not be used in this game. 

Line Breaker is not used in this game. 

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8: BLOODBATH 

Deployment: Players deploy 12” from opposing table edges. 

VICTORY CONDITIONS: Players score one victory point for each enemy model slain during thisgame. The player with the most victory points at the end wins the game. 

Variable Game Length Night Fighting 

Reinforcements: When a non-Leader, non-Specialist, non-Vehicle is slain, place it to one side. At thebeginning of your next Movement phase, these models return to the battlefield using the Deep Strikerules. You must place the model within your own Deployment Zone before rolling for scatter. 

Units who deploy with the Outflank do not redeploy in the same manner. They will return via DeepStrike as described above. Note that because models will continually respawn, Break Tests are not taken during this mission. The

fight goes on to the bitter end! 

7: TAKE PRISONERS! 

Deployment: Players deploy in opposing table quarters. No model may deploy within 9” of the centre ofthe board. 

VICTORY CONDITIONS: At the end of the game, each player scores one victory point for eachObjective Marker it controls. The player with the most victory points wins the game. 

Variable Game Length 

Night Fighting Secure Prisoner: Each time a model is killed is destroyed, replace it with an Objective Marker. There

should be a distinction between Markers left by your models and those left by your opponent’s models.

Players may only claim Objective Markers left by slain opponent models. 

QUESTIONS? Any further questions, queries, concerns, quandaries and conundrums, please contact the

competition organizers at [email protected] 

EVENT LOCATION 

The Aston Rooms 

16 Aston Road, Waterlooville, Hampshire PO7 7XG 

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