Force organization Chart:
0-1 Elite
0-2 Troops
0-1 Fast Attack
All units must meet unit size minimums and not exceed maximum upgrades
You may only take units that fit into the above organization slots.
Restrictions:
No models with an armour value (AV)
Ex. Rhino, devilfish, dreadnaught (any version), chimera, landspeeder, etc
No unique/named models/characters
Ex. Marbo, Doom of Malantai, Telion, Snikrot etc
No models with monstrous creature status
Ex. Refer to Tyranid book, and sorry to the Tyranid players out there
No invulnerable save better than 4+
No models with a 2+ save
No allies
No Forgeworld rules
Codex Specific Adjustments:
Black Templars:
none
Blood Angels:
No death company
Chaos Daemons:
Still deploy by Deamonic Assault, however, once each unit arrives on the table the models then act in accordance with the Kill Team rules
Chaos Space Marines:
Chaos Spawn takes up a fast attack slot in the force organization chart
No Summoned Greater and/or Lesser Deamons, you want them take Chaos Daemons
Icons only effect the model carrying the icon, however models with marks like noise marines, thousand sons, berserkers, plague marines each have their own mark so each is effected by the mark
Grey Knights:
Personal Teleporters reduced to a 15 inch max move.
Role a D6 at the start of each game turn, that is the number of Psychic attacks that can be used that turn.
Dark Angels:
none
Dark Eldar:
No Power From Pain (ie No Pain Tokens)
o far too complicated to keep track of on a model by model basis.
Eldar:
Warlock/Exarch powers/abilities only effect themselves due to Kill Team Every Man For
Himself rule
ShadowSeer Veil of Tears only effect themselves due to Kill Team Every Man For Himself rule
Imperial Guard:
Orders:
Only can be given by the junior officer model of a platoon command squad
vox casters only work for the model carrying it, so as the officer doesnt carry it, there is no point to it
When rolling for Desperados for any Penal Legion squad, roll for the unit as a whole as normal, ie before they become individual units on the table
No Psyker Battle Squad(s)
Heavy Weapon teams act as 1 model whether they are represented on the table by 1 or 2 separate bases as they are treated as a 2 wound model in the codex
Combined Squad rule does not apply.
Storm Troopers: Special Operations rule must be the same for each member of the squad and chosen before deployment. At deployment they are now each considered their own unit.
Necrons:
Replace Well Be Back with Feel No Pain universal special rule.
Warrior Unit minimum squad size is reduced to 5
Phase Out removed
Orks:
none
Codex Space Marines:
none
Space Wolves:
Ferisian wolves bought as wargear, remain attached to the models and maintain unit coherency
Tau Empire:
Remove 1+ restriction on Fire Warriors
Drones bought as wargear, remain attached to the models and must maintain unit coherency; in the case of units with drone upgrades the drones are attached to the team leader; the drone controller must be nominated before deployment; drones do not cause panic checks to their controllers
Pathfinders do not require a devilfish to be taken
All Kroot in Kroot units have Infiltrate even if a Krootox Rider(s) are present, however the
Krootox Rider(s) do not have Infiltrate
Tyranids:
No instinctive behavior
Witch Hunters:
All sisters of battle are considered independent characters for Acts of Faith tests
If you desire to use Arco-Flagellants you must still take a priest as part of the unit even though a Priest is normally considered an HQ selection. Also this priest must be taken from the Witch Hunters Codex.
Inquisitorial Retinues only provide stat modifiers to the Inquisitor & non of the other benefits
Special Rules:
Every Man For Himself: All models operate as individual units, even if chosen as part of a squad. When models shoot or fight in combat they may split up their shots/attacks amongst any eligible targets.
Specialist Troopers: Each player is allowed to pick up to 3 different models to benefit from one universal special rule in the Warhammer 40,000 rulebook. This is done as part of your army list and should be marked on the list. No 2 or more models per kill team may take the same universal special rule. No model may be given more than 1 universal special rule; pre-existing universal special rules are not counted in these allotments.
Disallowed USRs: Swarms (unless the model has it already)
Note: It is strongly encouraged to have USRs well represented, for ease of play and understanding by opponents.
Missions etc
Spoiler
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Table Setup & Deployment:
4x4 table
Divide table in quarters
No models may be deployed within 9 of the centre of the table
No models may be left in reserve
Models may still use the Infiltrate universal special rule (if they have the rule) but they may not outflank as this involves being placed in reserve
Roll to choose quarter, winner chooses
Winner deploys all their kill team
Other player then deploys in the opposing quarter, same restrictions
First Turn:
Second player may seize the initiative, as per the Warhammer 40,000 rulebook.
Scoring Models:
All models are considered scoring, unless their own Codex entry states they cannot be scoring.
Models are not considered scoring if they have Gone to Ground
Scoring Breakdown (per round):
Victory Points brake down:
15 points for a massacre
11 points for a solid victory
8 points for a draw
4 points for solid loss
1 point for being massacred
Sportsmanship brake down:
5 Great Game, this is what gaming is all about
3 Good game, I would play this person again
1 shake hands don't look back
Standard Kill Team Mission:
Game Length:
Time and victory conditions
Objectives:
Kill your opponents Army
Victory Conditions:
The battle continues until one side has been reduced to half its starting models or less. The player must then take a leadership test at the start of each of their turns; if they fail the test then they lose. Else the battle continues, but the player must take tests on all subsequent turns, with a -1 modifier per test passed. (ie 2nd turn -1, 3rd -2, 4th -3, etc) The leadership test is always done using the highest leadership value of any of the players surviving models.
Note:
1. that both players may have to take leadership tests at the start of their turns, and the first one to fail loses.
2. Fearless, stubborn and/or any other rule that modifies leadership tests are ignored for purposes of these tests
Victory Points Definitions:
Massacre: your opponent has fled the table or has no models left, while you still have more than half your models remaining on the table
Solid Victory: your opponent has fled the table or has no models left, and you have half or
less of your models remaining on the table
Draw: both forces have half or less of their models remaining on the table ie time runs out
King of the Hill
Game Length:
Random Game Length, between 7 and 9 game turns. At the end of game turn 7, a player must roll a die. On a 1-2 the game ends, on a 3-6 game turn 8 is played. If the game continues then, at the end of game turn 8, the other player must roll a die. On a 1-3 the game ends, on a 4-6 game turn
9 is played. After game turn 9 the game is over period.
Objectives:
1 objective counter
Deploy the 1 object at the exact centre of the table
Objectives are stationary
Victory Conditions:
Side with the most number of models in base contact with the objective at the end of the game wins
Victory Points Definitions:
Massacre: you have 1 or more models in base contact with the objective and your opponent has none
Solid Victory: you have more models in base contact with the objective than your
opponent does
Draw: both sides have the same number of models in base contact with the objective or neither side has any models in base contact with the objective
Assassination:
Game Length:
Random Game Length, between 7 and 9 game turns. At the end of game turn 7, a player must roll a die. On a 1-2 the game ends, on a 3-6 game turn 8 is played. If the game continues then, at the end of game turn 8, the other player must roll a die. On a 1-3 the game ends, on a 4-6 game turn
9 is played. After game turn 9 the game is over period.
Secondary Objective met
Objectives:
Each side must nominate 1 model as their Armies Leader.
Victory Conditions:
Primary Objective: To meet this objective you must Kill your opponents Leader before the
Secondary Objective is completed
Secondary Objective: Standard Kill Team Mission (refer to its mission page entry)
Victory Points Definitions:
Massacre: you completed the Primary Objective while your opponent completed no
Objectives
Solid Victory: you completed the Secondary Objective before the Primary Objective
Draw: neither Primary nor Secondary Objectives have been met by either side or both sides complete the Primary Objective and neither side complete the Secondary Objective
Note: Although your army has a Leader, there is always another member waiting to take his place. This means that even if your army loses their Leader but manages to Assassinate the opposing armys Leader they can still claim a Massacre if they meet the Secondary Objective. If however the game runs out and both sides have lost their Leaders but neither side accomplished the Secondary Objective then it is considered a draw.
Seize Ground:
Game Length:
Random Game Length, between 7 and 9 game turns. At the end of game turn 7, a player must roll a die. On a 1-2 the game ends, on a 3-6 game turn 8 is played. If the game continues then, at the end of game turn 8, the other player must roll a die. On a 1-3 the game ends, on a 4-6 game turn
9 is played. After game turn 9 the game is over period.
Secondary Objective met
Primary Objective:
D3+2 objective counters
Before choosing deployment zone, players take turns deploying objectives until all are deployed
Objectives must be 9 apart and away from table edges, and not in impassable terrain
Objectives are stationary
Controlled Objectives: 1 or more models of only 1 side must be in base contact with the objective
Contested Objectives: 1 or more models from both sides are in base to base contact with the objective
Victory Conditions:
Primary Objective: most controlled objective counters
Secondary Objective: Standard Kill Team Mission (refer to its mission page entry)
Victory Points Definitions:
Massacre: you met the Primary Objective
Solid Victory: you completed the Secondary Objective while not controlling any objectives
Draw: neither Primary nor Secondary Objectives have been met by either side
The Hornburg Culvert:
Game Length:
Time and victory conditions
Game ends when either side completes the Primary Objective
Deployment Zone:
Instead of standard division of table into Quarters, Armies must be deployed outside of 9 of the table centre line, as per Pitched Battle in the Warhammer 40k rulebook
Primary Objective:
2 objective counters (1 per side, called the Bomb)
Deploy objectives after armies are deployed, 1 in each deployment zone
Control of Objectives: any model may control their side's objective but they cannot control the opposing side's objective, to do so the model must be in base ontact with the objective
Bomb Movement: In order for the "Bomb" to move, you must have a model in base contact with it at the start of the phase. The Bomb may move a maximum of 6" in the movement phase, subject to difficult terrain, may run, may not move in the assault phase
If controlling model flees for any reason the Bomb is left behind
Victory Conditions:
Primary Objective: You must take your "Bomb" (objective) from your deployment zone to the back edge of your opponent's deployment zone.
Secondary Objective: Standard Kill Team Mission (refer to its mission page entry)
Tertiary Objective: write on your score sheet the origin of the name of this mission for a bonus point to your Overall score
Victory Points Definitions:
Massacre: you completed the Primary Objective
Solid Victory: you completed the Secondary Objective before the Primary Objective
Draw: neither Primary nor Secondary Objectives have been met by either side