KILL TEAM
For cvery battle honour, a thousand hcroes die alone, unsunS, and unremembered.                              t'
     '6
     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                       O-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 models
                                                                   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. lt5 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
                                                             individual units in this mission, even if they were
FIRST TURN                                                   chosen as part of a squad or squadron. ln addition,
Roll a D6. On a 2 o!' more the player that deployed first    when a model shoots or fights in an assault it may split
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; rf 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 special 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
first one to fail will lose the battle.                      specialist Tank Hunter", or "This specialist is Fearless"
                                                             and so on. Keep a note as to which 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 -1 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 tabletop!
KILL TEAM DEPLOYMENT MAP
                                                                                  Deploy the armies in opposite table quafteR
  Set-Up 5ummary
  .   Roll-off for deployment areas
  .   The winner of the roll-off deploys first,
      9" from the centre of the table
  .   The opposing player deploys second,
      9" from the centre of the table.
  .   Neither player may place units in reserve
                                                                                        Battle Missions: Special Missions        91