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40K Kill Team

This scenario simulates a deadly firefight between a crack kill team and defending troops. Each player fields a small army of around 200 points consisting of elite, troop, and fast attack units. Players deploy their armies in opposite corners of a terrain-filled table. Units operate individually and can split attacks. Additionally, each player can nominate up to three models as specialists gaining unique rules. The battle ends when one side loses half its starting units or fails a series of leadership tests.
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100% found this document useful (1 vote)
145 views2 pages

40K Kill Team

This scenario simulates a deadly firefight between a crack kill team and defending troops. Each player fields a small army of around 200 points consisting of elite, troop, and fast attack units. Players deploy their armies in opposite corners of a terrain-filled table. Units operate individually and can split attacks. Additionally, each player can nominate up to three models as specialists gaining unique rules. The battle ends when one side loses half its starting units or fails a series of leadership tests.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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KILL TEAM

" For every battle honour, a thousand heroes die alone, unsung, and unremembered. ,t

This special Warhammer 40,000 scenario allows ARMY SELECTION & FORCE
players to recreate a deadly firefight between a ORGANISATION CHARTS
crack team sent out on a deadly mission and Each player picks an 'army' worth 200 points using the
the defending troops ordered to stop them. following force organisation chart:
It could be a team of Ork Kommandos sneaking
into a Necron tomb complex, a pack of Kroot 0-1 Elite
Mercenaries sent to 'liberate' a priceless Dark 0-2 Troops
Eldar artefact from its twisted shrine, or a 0-1 Fast Attack
squad of Space Marine Scouts avoiding
patrolling Gun Drones as they make their way TABLE SET.UP & DEPLOYMENT
to assassinate a Tau Ethereal; the possibilities Kill Team is ideally played on a table that is three or
really are endless! four foot square. Much smaller than this and mooers
will start right on top of each other, and much larger
Kill Team is designed to be played with a small number they may never find each other! Place as much terrain
of models, each of which is treated as an individual as you can on the table - in Kill Team, the more terrain
unit. This means that games will be quick: you'll easily the better.
finish a game in a lunchtime, and may even have time
for a rematch. ln addition we've included a special rule Split the table into four quarters and roll-off to see
for 'specialist troopers' that
is perfect for those players which player picks the quarter they will deploy in.
that like to convert the models in their armies. So click The opposing player deploys in the opposite quarter.
off the safety catch and ensure you brought along The player that won the roll-off deploys first. He must
those extra ammo clips. lt's a battle to the death, and deploy all of his army in his deployment area, anywhere
only the most ruthless warriors will survive... that is more than 9" from the centre of the table. His

90 Battle Missions: Special Missions


opponent then does likewise. Neither side may place SPECIAL RULES :^.,
any units in reserve in this scenario. Every Man For Himself; All models operate as i *,

FIRST TURN
Roll a D6. On a 2 or more the player that deployed first
individual units in this mission, even if they were
chosen as part of a squad or squadron. In addition,
when a model shoots or fights in an assault it may split
t
has the first turn. On a roll of 1 the enemy seize the its attacks up amongst any eligible targets if desired.
initiative and go first,
OPTIONAL RULES
GAME LENGTH & VICTORY CONDITIONS Players may choose to use the following rule if desired.
The battle continues until one side has been reduced to
half its starting number of models or less. Once a Specialist Troopers: Each player is allowed to pick up
player's army has been reduced to half strength he to three different models in their army as being
must take a Leadership test at the start of each of his 'specialists' that benefit from one of the universal

turns; if he fails the test then his army flees and the special rules in the Warhammer 40,000 rulebook. Each
other player wins the battle. lf the test is passed then player picks their specialists out loud at the start of the

the battle continues, but the player will have to take mission, before the armies deploy. Each specialist counts
another test at the start of his next turn. Note that it is as having one of the universal speclal rules. You must
entirely possible for both player's to have to take say which rule applies when you declare the model is a

Leadership tests at the start of their turns and that the specialist. For example, you might say "This model is a
frrst one to fail will lose the battle. specialrst Tank Hunter", or "This specialist is Fearless"
and so on. Keep a note as to whlch rule applies to each
The Leadership test is always taken using the highest specialist. All specialists on the same side must pick
Leadership of any of the player's surviving models different universal special rules, and you may not give
Apply a -'l modifier to the second test that a player has more than one specialist rule to each model'
to take, a -2 modifier to the third test, and so on
Design Note: Players really should represent specialists
with suitably converted models. You don't have to do
this, but we think you'll find that converted models will
perform much better on the tabletopl

KILL TEAM DEPLOYMENT MAP


Deploy the armies in opposite table quarters

Set-Up SummarY
. Roll-off for deployment areas
. The winner of the roll-off dep oys first,
9" from the centre of the tabLe.

. The opposing p ayer deploys second,


9" from the centre of the table.

. Ne;tne" player mav place "nits in rese'\e

Battle Missions: Special Misstons

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