5.07.2010

Kill Team Rules and Missions

Kill Team Tournament Rules

Requirements: Players will create Kill Teams using the guidelines from the Kill Team missions in Battle Missions (pg. 90-91). No special characters. All models must be painted, based, and WYSIWYG, conversions welcome. 3 models may select universal special rules as described in the Kill Team mission (these models must be identified in your force list). You must be able to differentiate the models with special rules from other models. They may not be switched after lists are submitted Lists must be presented to the game masters prior to the first game at 12:00pm. Games will begin promptly at 1:00pm.
Opponent Selection: Opponent selection and table placement will be random.
Victory Conditions: The victor is determined by either: a. forcing your opponent to retreat from the field (as per the Kill Team rules pg. 90-91) or b. meeting a scenario victory condition as described in that weeks special scenario rules.
Time Limit: 1 Hour
Rounds: 2 Rounds per Sunday
Tournament Awards: Veteran Sergeant Award- The player who has accumulated the most victory points over 4 weeks. Best Painted/Theme- The player with the best kill team appearance (based on theme, conversions, and painting) as judged by PotA staff.

Kill Team Addendum Rules

Though it is impossible to write a comprehensive rules supplement for all the possible interactions between the standard rules and Kill Team here are some important rules judgements (all judgements made during the tournament are final).

General

Vehicles: Vehicles will be assigned a leadership based on their army list.
Space Marine- Ld 8
Imperial Guard- Ld 7
Imperial Agents- Ld 8
Grey Knights- Ld 8
Battle Sisters- Ld 8
Chaos Space Marines- Ld 9
Eldar- Ld 8
Dark Eldar- Ld 8
Orks- Ld 7 (Except Killa Kans Ld 5)
Tau Empire- Ld 8
Necrons- Ld 10
Fearless: Fearless models must still take Ld checks if their Kill Team is reduced to 50% or less models.




Imperial Guard

Orders: Each order can effect up to ten models in range (from that platoon). Roll once for all ten (vox caster grants a re-roll if in range).
Penal Legion: Roll once on their chart at the beginning of the game. Your roll effects all the models in the unit.

Chaos Space Marines

Possessed: Roll once on their chart at the beginning of the game. Your roll effects all the models in that unit.


Tyranids

Synapse: Roll for instinctive behavior for any individual models out of range of a synapse creature as if they were separate units.

Necrons

Phase out: Necrons do not suffer phase out in Kill Team and instead use the Kill Team scenario morale rules.


Kill Team Week 1

Mission: Kill Team

Objective- Drive the opposing force from the field (the standard Kill Team scenario from Battle Missions pg. 90-91). Once a player’s force has been reduced to half strength (by model count)

Kill Team Week 2

Mission: Fog of War

Special Deployment- As the battle rages, opposing armies forces mix in the seething vortex of battle. Chaos rules, units become divided, or worse... lost. Under these conditions it is impossible to know where one might stumble onto a friend... or... an enemy! Fog of War week will utilize special deployment rules to represent soldiers separated from their units and stumbling onto enemy forces. All your units are held in reserve at the beginning of the battle (remember in Kill Team units are individual troops). On your turn roll for each unit. On a 4+ it enters the battlefield on turn 1. Every additional turn apply a +1 to the die roll (turn 2 requires a 3+ and so on). When a unit becomes available roll a d6 on a 2-5 the troop deploys on the table edge indicated (this will be indicated at the event), on a 6 the player chooses which edge to deploy on, and on a 1 your opponent chooses your units table edge. Models begin their movement from the edge, but may otherwise move, shoot, and assault as normal.

Objective- Drive the opposing force from the field (the standard Kill Team scenario from Battle Missions pg. 90-91). Once a player’s force has been reduced to half strength (by model count). Include models off table in when determining when to begin morale checks.

Kill Team Week 3

Mission: Secure Resources

Deployment- Standard Kill Team Deployment (Battle Missions pg. 90-91)

Objective- Every army needs supplies. Two forces have stumbled unto a small cache of critical supplies. Each side battles to secure them for their war effort. Secure at least 2 of 3 resource counters by capturing them and exiting the board from your deployment corner. Resource counters are deployed 1 in the center of the table and 2 and 3, 12 inches to the sides. Resource counters are captured by moving into base contact and spending that units action (may not shoot or assault that turn) with the counter. Vehicles may not capture counters. Jump troops may not use their jump packs after capturing an objective (though units may run). If a unit with an objective is killed it drops the resource counter where it was slain (units who slay a unit in melee must still wait till their next action to pick up the counter). Supply counters are considered secured when a model who has captured one exits the board from his corner. Such is the importance of the resources that forces will not retreat when reduced to 50% and do not need to test (thus the only ways to win the scenario is to fulfill the objective or table your opponent).


Kill Team Week 4

Mission: Capture the Mutant

A powerful mutant psyker is wandering the war zone. Your forces have tracked him down and he now lurks in the “no man’s land” between you. Each of your commanders believes this mutant is the key to victory and must be captured at any cost and regardless of danger. YOU MUST CAPTURE THE MUTANT!

Deployment- The table is divided into four sections. Players roll off to determine section and first turn. The player with the highest roll picks his section, deploys his forces within 9” of the corner, and takes first turn. The second player deploys in the opposite corner and may steal the initiative by rolling a 6 prior to the first turn.

Objective- Capture the mutant. In the center of each table is a powerful, rogue mutant psyker. Your force wishes to claim this being for use as a weapon, purgation, or study. Regardless of your disparate motivations... YOU MUST CAPTURE THE MUTANT! The force that can capture and hold the mutant psyker until the end of turn 5 will be the victor. If no force has captured the mutant psyker by the end of turn 5 the game will go into sudden death. In sudden death the forces will each take a complete turn. At any time during that round a force that can capture and hold the mutant until the end of both player’s turns wins. Such is the importance of the mutant that forces will not retreat when reduced to 50% and do not need to test (thus the only ways to win the scenario is to fulfill the objective). If neither force can subdue the mutant the game is considered a draw and neither side receives points towards overall victory.
The mutant moves in a random direction after both players have taken their turns. Roll a scatter die for direction and a d6 for movement. If a mutant would scatter off the board he stops at the board edge until his next turn. The mutants powerful psychic manifestations are so potent he cannot be targeted by any shooting whatsoever. The mutant must be captured in close combat. To capture the mutant charge the mutant (you can charge the mutant with multiple models like any Kill Team melee). The mutant is constantly pulsing out psychic energy and always strikes first (your opponent rolls all rolls for the mutant). Roll a d6 for each model that engages the mutant, on a 4+ that model takes 1 strength 4 hit that allows no armor saves (invulnerable and feel no pain saves are allowed). If the model has multiple wounds and takes a wound from the mutant, that model must pass a leadership test or be instantly killed (ignoring eternal warrior). Each model that survives may roll 1 die to subdue the mutant. The mutant is subdued on a 4+. If the mutant is not subdued it immediately scatters d6 leaving the combat. The model that successfully subdues the mutant may move normally, but may run, but may not use any other form of extra movement (jump packs, teleportation, vehicles, etc.). Bikes, jetbikes, horses, etc are reduced to a 6" move and a 6" run while holding the mutant. If the model holding the mutant is killed the mutant immediately scatters d6. Models from the same force may exchange the mutant by moving into base contact with each other, but the mutant receives an immediate 5+ escape saves. If the mutant escapes he immediately scatters d6 inches. Due to the electrical jamming caused by the mutants powers vehicles, dreadnoughts, and walkers may not capture the mutant.