Kill Teams v5.0

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    Kill Teams

    The populations on the two inhabitable planets in the Torc system haverevolted and turned to the Chaos gods. The Imperial fleet deemed Adradis, thesmaller of the two planets, beyond the emperors mercy. Adradis was firebombedfrom orbit to stop the spread of corruption. The Imperial fleet then moved in to crushthe rebellion on the Hive world of Torc Prime. A strange signal was received from theruins of the planet Adradis before a warp storm hit the system. The storm brought afleet of Chaos warships to reinforce the planet. The Imperial fleet is currently engagedwith the forces of chaos for the planet Torc Prime. Small detachments have been sentto the ruins of Adradis to investigate the signal that still emanates from the planet.Unfortunately the strange signal and the promise of plunder have drawn the attentionof Xenos and humans alike. The key to turning the battle for the system could verywell lie in the rubble on Adradis.

    Universal Rules:

    Commander: Any models within 6 may use this models leadership value for leadershiptests they are required to make.

    Psyker: This model may use psychic abilities. To use an ability roll 2D6, if the roll is belowthe models LD value, the ability is successful. When a psyker gains a level, he may chooseanother psychic ability instead of a standard skill if he rolls for one.

    Machine: This model is made of metal, it may not gain experience.

    Frenzied: This model automatically passes all leadership tests he is required to take. Themodel must assault the closest enemy model within range. A frenzied model is only taken outof action on a 6, and treats a 5 as stunned instead. The model gains +1 Attack as long as heis frenzied. If he is ever knocked down or stunned, he loses his frenzy.

    Hard Headed: A model with this ability is only taken out of action on a 6, and treats a 5 asstunned instead. This is superseded by any weapon rule that effects injury rolls.

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    Turn Order

    Recovery.

    During the Recovery phase, a Stunned model will become Knocked Down. A KnockedDown model may stand up. More on this is covered in detail in the Injury table page.

    Movement

    Every Model moves 6 inches per turn.

    Assaults. Models making an assault must roll 2D6 and that is the distance they move.

    Jumping. A model may attempt to jump over a gap connecting to point which are notconnected. Take an initiative test for every full 2 of gap attempted to cover. If any arefailed, the model has fallen. See the rules for falling.

    Climbing. A model which wants to climb a ladder/rope treats it as difficult terrain, in additionif the model rolls two ones during the test, and then fails an initiative test, the model istreated as falling from 2, see the rules for falling.

    Falling. A model that has fallen will be automatically hit by a S2 hit, adding +1 S to the hitfor every full 2 fallen (i.e. a 7 fall will be a single S5 hit), armor saves are taken like normal.

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    Shooting

    Silent:Any model that is successfully hit (and any model within 6) by must take a Leadership test. Ifthe test is passed, the model may continue to act normally. If the test is failed, the modelimmediately goes to ground, conferring a +1 cover save. A model that passes the test may

    choose to also go to ground. During the pinned models recovery phase, the model must takea leadership test, if passed may move only D6 inches and may shoot and assault as normal. Ifthe test is failed, the model may not move, or assault, but may shoot snap shots if able.

    Blast:Normal Book rules

    Slow to Reload:A model with this type of weapon may not fire two turns in a row with this rule. The modelmay move but not assault in the turn he is reloading. He may assault, but must still forgo around when he is able to shoot to reload his weapon. The (X) value is the number of total shotthe gun may fire before it must reload.

    Automatic:A weapon with this rule always shoots with a ballistic skill of 1 less when firing.

    Cumbersome:A model attempting to use a weapon with this rule cannot fire the weapon at targets closerthan 12". Nor may it take snap Shots.

    Mountable Weapon:A model wishing to mount a weapon with this rule must forgo an entire shooting phase, andthe following movement phase to set up his weapon. Once this has been accomplished, themodel may ignore the Slow to Reload, Over Half Range, and Cumbersome rules, so long as themodel remains stationary.

    Assault Weapon:

    A weapon with this rule may always fire the weapon to its full effect, even before assaulting. Amodel may double the range of the weapon, but it may shoot only once at WS1, and also themodel must forego his ability to assault that ensuing assault phase.

    Heavy:A weapon with this type may only fire a single Snap shot, unless the model was Stationary inthe previous turn. In which case it can fire the maximum number of shots allowed (unless itmust be reloaded)

    Rapid Fire:This weapon type may not attempt to assault after firing at full effect. The model may fire asingle half range snap fire and still assault. A Rapid Fire Weapon that also has the Automaticrule, the Automatic Rule can be ignored if only a single shot is fired.

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    Rending:A weapon with this rule counts any attack that rolls a 6 to wound as one AM level higher thannormal. This rule is not used if a 6 to wound is required.

    Precise:

    A model targeted with a weapon with this rule does not gain +1 cover for being over halfrange of this weapon.

    Gets Hot:Same as rule book

    Flame Weapon:The model may fire the weapon exactly like an Assault Weapon, but it may not extend therange. There is no over half range penalty. The model used the Template, and any modelunder the template is hit on a 2+.

    Assault

    Models fight in close combat following the Initiative Step system.

    Fleeing Test: Take Leadership Test, if failed loser rolls D6 plus initiative, winner does thesame. If winner rolls higher loser is destroyed. If loser is lower, the losing model moves 2D6inches toward their Commander model, If the Commander model is Out of Action, the modelmakes this movement to the nearest table edge. The winning model moves 2D6 inches inpursuit. The winner may opt to not pursue, and after a successful Command Check, maymove 1D6 in. in any direction.

    Reasons for fleeing test:All Alone.Comrade Taken out of action within 6 inches.

    Comrade Stunned:

    Sometimes a model is stunned nearby and he would face certain death the following CloseCombat Phase. Just as the Assault Phase

    Psychic Abilities

    A psychic ability is cast successfully on a successful leadership test. A model may cast spellsafter he has stood up from being knocked down. The Psyker may not use the CommandersLeadership value for this test, (unless the Psyker himself has the Command Ability of course)

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    Weapons of Kill Teams

    Melee:Whip:

    The Model may make attacks as long as the friendly model they are in base to base contactwith, is in base to base contact with an enemy.

    Great Weapon:Requires two hands to wield, no additional weapon can be used.

    Unwieldy:A weapon with this trait strikes at the initiative Step 1.

    Specialist Weapon:A model cannot make Pistol Whip attacks when wielding one of these weapons. If both theweapons are the same, and are both specialist weapons, the extra attack can be used.

    Concussive:This weapon forces an opponent to strike at -2 initiative for the next time he attacks if it is

    successfully wounded (if the model makes its save).

    Rending:A weapon with this rule counts any attack that rolls a 6 to wound as one AM level higher thannormal. This rule is not used if a 6 to wound is required.

    Parry:A model may attempt to parry. After the opponent has rolled to hit, the defender may roll aD6, if his result is higher than the attacker, the attack is parried. A model with a higher WSmust only match the opponents roll, not beat it. A model may only make one parry peropponent per Combat Phase.

    Armor:Clothing: 6+ save

    Body Armor: +1 Save

    Leg Armor: +1 Save

    Helmet: 3+ Save against Stunned Result

    Powered Armor: +1 Save

    Sealed Armor: Requires Powered Armor, Leg and Body Armor, 2+Save.

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    Ranged Weapons:

    The following is a list of all the Imperium Ranged Weapons

    Grenades: Range 10 in., Small Blast, Throw, Assault 1

    A Grenade scatters exactly like a barrage weapon, only the player subtracts his initiative from

    the D6 roll rather than his WS.

    Assault Grenade: one use only, models hit by the grenade blast take an initiative test, if thetest is failed, the model suffers -2 initiative.

    Concussive Grenade: one use only, models hit by the grenade blast suffer a S3, AM (1), hit.

    Defensive Grenade: one use only, target assaulting models hit by the blast are consideredto be in difficult terrain until the end of the next player turn.

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    Injuries Injuries Table Injury Roll Modifiers

    1-2 Knocked downThe force of the blow knocks the warrior

    down.

    Place the model face up to show that he hasbeen knocked down.

    3-4 StunnedThe target falls to the ground where he lieswounded and barely conscious. Turn themodelface down to show that he has been stunned.

    5-6 Out of actionThe target has been badly hurt and falls totheground unconscious. He takes no further partinthe game and is immediately removed fromthebattle

    InjuriesMost warriors have a Wounds characteristic of 1, but some have a value of 2 or more. If the target hasmorethan 1 wound then deduct 1 from his total each time he suffers a wound. Make a note on the rostersheet.So long as the model has at least 1 wound remaining he may continue to fight. As soon as a fightersWounds are reduced to zero, roll to determine the extent of his injuries. The player who inflicted the

    wound rolls a D6 for the wound that reduced the model to zero wounds and for every wound the modelreceives after that. If a model suffers several wounds in one turn, roll once for each of them and applythe highest result.

    If a model has been successfully wounded multiple times (saves have been failed) by a single model ina single turn, roll a single injury table D6, however add +1 to the result for every successful woundbeyond the first. For example, A model has three attack, and successfully wounds with two attacks.He then rolls a 4 on the injury table, which normally would be a stunned result. However since therewere two successful wounding rolls from the same attacker the model would be placed out of action.

    1-2 Knocked DownA fighter who has been knocked down falls to the ground either because of a jarring blow he hassustained, because he has slipped, or because he has thrown himself to the ground to avoid injury.Turn the model face up to show that he has been knocked down. Knocked down models may crawl 3"during the movement phase, but may not fight in hand-to-hand combat, shoot or use psychic abilities.If he is in base-to-base contact with an enemy, a knocked down model can crawl 3" away only if theenemy is engaged in hand-to-hand combat with another opponent, otherwise he has to stay where heis. In combat he cannot strike back and the enemy will have a good chance of putting him out ofaction.

    A warrior who has been knocked down may stand up at the start of his next turn. In that turn he maymove 3, shoot and use psychic abilities, he cannot Assault, or run (but may use Fleet if able). If he isengaged in hand-to-hand combat, he may not move away and will automatically strike last,irrespective of weapons or Initiative. After this turn the fighter moves and fights normally, even though

    Instant death: (double

    toughness) +1 to injury roll

    Every Successful wound beyondthe first : +1 to the injury roll

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    he has zero wounds left. If the model takes any further wounds, then roll for injury once more, exactlyas if the model had just sustained its last wound.

    Models making attacks against Knocked down models automatically hit.

    Models Knocked Down receive a +2 cover save to represent the model crawling for cover on all fours,having a smaller profile.

    Shooting at models Knocked Down. Once the model has been successfully wounded (after savesare failed), roll again on the injury table, only add +1 to the result.

    3-4 StunnedWhen a warrior is stunned, he is either badly injured or temporarily knocked out. Turn the model facedown to show that he has been stunned. A fighter who is stunned may do nothing at all. A player mayturn the model face up in the next recovery phase, and the warrior is then treated as knocked down.

    If an enemy model can make an attack against a stunned model, the model is immediately removedfrom the table top. If this model is also in combat with a standing model, this auto-kill attack cannotbe used.

    Shooting Stunned Models. Once the model has been successfully wounded (after saves are failed)the add +2 to any further injury table roll.

    5-6 Out of actionA warrior who is out of action is also out of the game. Remove the model from the tabletop. Itsimpossibleto tell at this point whether the warrior is alive or dead, but for game purposes it makes no differenceat this stage. After the battle you can test to see whether he survives and if he sustains any serious

    lasting injuries as a result of his wounds. See the Serious Injury Table.

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    Serious Injury Table

    11-15 DEADThe warrior is dead and his body is abandoned in thedark pathways of eternity, never to be found again. Allthe weapons and equipment he carried are lost.Remove him from the Kill Teams roster.

    16-21 MULTIPLE INJURIESThe warrior is not dead but has suffered a lot of wounds. RollD6 times on this table. Re-roll any Dead, Captured andfurther Multiple Injuries results.

    22 LEG WOUNDThe warriors leg is broken. The Warrior is always consideredto be in difficult terrain when moving, even over open ground.

    23 ARM WOUNDRoll again: 1 = Severe arm wound. The arm must beamputated. The warrior may only use a single one-handedweapon from now on. 2-6 = Light wound. The warrior mustmiss the next game.

    24 TOUCHED BY THE WARPRoll a D6.On a 1-3 the warrior suffers from warp madness;On a 4-6 the warrior gains the berserk rule from now on

    Berserk Model Must make a LD testeach turn or the model must assault ifwithin range to do so. He must forgo hisshooting attacks if forced to assault inthis way.

    Warp Madness - Model Must make a LDtest each turn or go to ground, just likehe was within 6 of a model that was hitby a pinning weapon.

    25 SMASHED LEGRoll again: 1 = The warrior may not run (or fleet) any more. 2-6 = The warrior misses the next game.

    26 CHEST WOUNDThe warrior has been badly wounded in the chest. He

    recovers but is weakened by the injury so hisToughness is reduced by -1.

    31 BLINDED IN ONE EYEThe warrior survives but loses the sight in one eye; randomlydetermine which. A character that loses an eye has hisBallistic Skill reduced by -1. If the warrior is subsequentlyblinded in his remaining good eye hemust retire from the Kill Team.

    32 OLD BATTLE WOUNDThe warrior survives, but his wound will prevent himfrom fighting if you roll a 1 on a D6 at the start of anybattle. Roll at the start of each battle from now on.

    33 NERVOUS CONDITIONThe warriors nervous system has been damaged. HisInitiative is permanently reduced by -1.

    34 HAND INJURYThe warriors hand is badly injured. His Weapon Skillis permanently reduced by -1.

    35 DEEP WOUNDThe warrior has suffered a serious wound and mustmiss the next D3 games while he is recovering. Hemay do nothing at all while recovering.

    36 Damaged EquipmentOne of the Warriors items has been damaged. Roll a D6.

    1-2. The Warriors melee weapon is destroyed.3-4. The Warriors Ranged weapon is destroyed.5-6. The Warriors Armor is destroyed.

    41-55 FULL RECOVERYThe warrior has been knocked unconscious, orsuffers a light wound from which he makes a fullrecovery.

    56 BITTER ENMITYThe warrior makes a full physical recovery, but ispsychologically scarred by his experience. From nowon the warrior may re-roll to hit in the first turn of closecombat againstthe following (roll a D6):

    D6 Result1-3The individual who caused the injury. If it wasa trooper, he hates the enemy leader instead.

    4The leader of the Kill Team that caused the injury.

    5The entire Kill Team of the warrior responsible for theinjury.

    6 All Kill Teams of that type.

    61 CAPTUREDThe warrior regains consciousness and finds himselfheld captive by the other Kill Team. He may be ransomed at aprice set by the captor or exchanged for one of their Kill Teamwho is being held captive.

    Captives may be sold to slavers at a price of D6x5 credits.Tyranids may kill their captive and incorporate genes of theWarrior into the Leader, giving +1 exp. Chaos may force theirwill on the prisoner. They will gain a new trooper. Captiveswho are exchanged or ransomed retain all their weapons,armour and equipment; if captives are sold, killed or turned,their weaponry, etc, is retained by their captors.

    62-63 HARDENEDThe warrior survives and becomes inured to the

    horrors of the Universe. The model is Fearless.

    64 WAR VETERANThe warrior has been through many battles, and has themarks, cuts, and bullet holes to prove it. Any model that isnot fearless will think twice before Assaulting such anadversary. Models must pass a Leadership Test to Assaultthis model.

    65 SOLD TO SLAVERSThe warrior wakes up in a Slavers Camp. The leader wouldlike to see the warrior fight against a captured Genestealer(Standard Tyranid Profile). Roll to see which side charges, andfight the battle as normal. If the warrior loses, roll to seewhether he is dead or injured (ie, a D66 roll of 11-15). If he isnot dead, he is thrown out, without his armour and weaponsand may re-join his Kill Team. If the warrior wins he gains 50credits, +2 Experience and is free to rejoin his Kill Team withall his weapons and equipment.

    If the model is part of a Slavers/Pirate group, the team maypay 25 credits to have him released. Forgoing the above.

    66 SURVIVES AGAINST THE ODDSThe warrior survives and rejoins his Kill Team. Hegains +1 Experience.

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    Skills

    Combat skills

    Strike to Injure.The warrior can land his blowswith uncanny accuracy. Add +1 to all injury rollscaused by the model in hand-to-hand combat.

    Combat Master.The warrior is able to take onseveral opponents at once. If he fights againstmore than one enemy at a time, he gains an extraAttack in each hand-to-hand combat phase as longas he is fighting two or more enemy models. Theseattacks are used with the pistol whip attack. Inaddition, the warrior can never be outnumbered.

    Weapons Training. A warrior with this skill isadept at using many different weapons. He maychoose to use any hand-to-hand combat weapons

    from the Level of weapons currently allowed his KillTeam

    Web of Steel. Few can match the ability of thiswarrior. He fights with great skill, weaving a web ofsteel around him. The model gains counts anyweapon as one AM better than normal, to amaximum of AM (5)

    Sword Master.This warrior has been expertlytaught in the art of swordsmanship. He may re-rollall missed attacks if he is using a Sword in thehand-to-hand phase of the turn that he charges.Note that this only applies to anything that is asword.

    Fist Weapons.This warrior has been expertlytaught in the art of fisticuffs. He may re-roll allmissed attacks if he is using a Power First or aSlam Attack in the hand-to-hand phase of the turnthat he charges.

    Step Aside.The warrior has a natural ability toavoid injury in combat. Each time he suffers awound in close combat he may make an additionalsaving throw of 5+. This save is never modifiedand is taken after all other armor saves.

    Buckler. This model always counts as having aWS higher than his opponent when attempting to

    parry. If he WS is already higher, he can re-roll afailed parry.

    Melee Specialist. This model may parry with anymelee weapon he carries.

    Shooting skills

    Quick Shot.The warrior may shoot Snap FireShots at BS 2.

    Pistolier.The warrior is a pistol expert. He maybe equipped with a pistol in each hand (they mustbe the same type), and he may fire each in the

    Shooting phase. He may use each pistol in closecombat, just as if each was a close combatweapon, conferring +1 attack.

    Eagle Eyes.The warriors sight is exceptionallykeen. He adds +6" to the range of any missileweapon he is using.

    Weapons Expert.The warrior has been trained touse some of the more unusual weapons of theknown world. He may use any missile weapon hecan get his hands on, not just allowed to his killteam.

    Relentless.The warrior counts as always havinghis weapon mounted. You must declare he is usingthe relentless rule at the beginning of the movephase. However he can move up to D6 a turn (hemay not climb or jump, all terrain is impassible). Inaddition, he must still Reload as if he was notmounted.

    Trick Shooter.The warrior can shoot through thetiniest gap without it affecting his aim. Anyweapons this model uses have the Precise SpecialRule, if the model is using a weapon with theprecise rule, the cover save is reduced by 2.

    True Grit. The warrior may wield a Weaponmarked as Heavy as a two handed great weaponin melee. He may parry attacks with such a

    weapon if he also has the Melee Specialist skill.

    Grenade Expert.The warrior is an unrivalledexpert at using grenades for maximum effect. Hecan throw a grenade in any assault he engages.This is done in lieu of shooting. The model beingassaulted, loses -3 Initiative during the first turn ofthe assault

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    Advanced Targeting. If the model has a multipleshot weapon, he may choose where each shot istargeted. Maximum of three targets.

    Academic skills

    Battle Tongue.This skill may only be chosen by aleader. The warrior has drilled his Kill Team tofollow short barked commands. This increases the

    range of his Leader ability by 6".

    Master Psyker. This skill may only be taken bymodels with the Psyker ability. A warrior with thisskill subtracts 1 from his psychic test rolls.

    Streetwise. A warrior with this skill has goodcontacts and knows where to purchase rare items.He may add +2 to the roll that determines hischances of finding such items (see the Tradingsection).

    Haggle. The warrior knows all the tricks ofbargaining and haggling. He may deduct 2D6credits from the price of any single item (to a

    minimum cost of 1 credit) once per post battlesequence.

    Psychic Prowess. Any warrior with this skill maylearn and use Psychic abilities. This confers onlythe ability to learn Psychic abilities, a further Learna New Skill roll must be achieved to learn Psychicpowers.

    Scrap Hunter.The warrior has an uncanny abilityto find useful items from battlefields and warzones.If a Hero with this skill is searching the ruins in theexploration phase you may re-roll one dice whenrolling on the Exploration chart. The second resultstands.

    Psychic Halo. This skill may only be taken bymodels with the Psyker ability, or psykers. Thepsyker gains a 5+ invulnerable save. May not becombined with items that confer invulnerablesaves.

    Anti-Psyker. This character may NOT have thisskill in combination with a psyker himself.Whenever an enemy psyker within 18 successfullypasses a psychic test, roll a D6, on a roll of a 5-6the psychic ability is nullified.

    Apothecary. Whenever another fellow Kill Teammember rolls on the Serious Injury Table, theplayer may reroll either the first or second die.

    Requisition Hunter. This for every model withthis ability roll a D6 whenever your kill teamattains a Requisition Point. If the result is a 5 or a6, you gain another requisition point. This roll mayonly be made once per model with this skill, perend of action sequence.

    Strength skillsMighty Blow. The warrior knows how to use hisstrength to maximum effect and has a +1 Strengthbonus in close combat. As his Strength is used forclose combat weapons, the bonus applies to allsuch weapons.

    Pit Fighter. The warrior has learned how to fightin enclosed spaces from his time in the many cityfights he has engaged in. He is an expert atfighting in confined areas and adds +1 to his WSand +1 to his Attacks if he is fighting inside ruins.Its a good idea to define which bits of your terrain

    collection count as buildings or ruins at the startof a battle to avoid confusion later.

    Resilient. The warrior is covered in battle scars.Deduct -1 Strength from all hits against him inclose combat.

    Fearsome. Such is the reputation and physique ofthe model that he causes fearin opposing models.Enemy models must pass a leadership test in orderto declare an assault against a model with thisSkill. Also, enemy models must pass a leadershiptest if they are assaulted by a model with this skill.If this test is failed, they may only hit on a D6 rollof 6.

    Strongman.The warrior is capable of great featsof strength. He may use a Power Fist/ ThunderWeapon without the usual penalty of alwaysstriking last. Work out order of battle usingInitiative order; however the model strikes at -1Initiative.

    Unstoppable Charge. When he charges, thewarrior is almost impossible to halt. He adds +1 tohis Weapon Skill when charging and initiative, inaddition to +1 attack.

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    Feel no Pain. The model treats all Stunnedresults as knocked down when rolling on the injurychart.

    Steadfast. When a model with Steadfast isassaulted, his toughness is increased by +1 for theduration of the Close combat phase. In thefollowing close combats it reverts to the normalvalue. This number is not considered whencalculating instant death.

    Speed skillsLeap. Any model with the leap ability may ignoreterrain pieces (up to 3 tall) when moving orassaulting. F the model ignores a piece during themovement phase, they may not use it again in theassault phase, and vice versa.

    Sprint. The warrior may move an additional 3 inthe moving phase. He rolls 3D6 and discards thelowest for Assault moves

    Acrobat. The warrior is incredibly supple andagile. He may fall or jump from a height of up to12" without taking any damage if he passes asingle Initiative test, and can re-roll failed DivingAssault rolls. He can still only make a divingassault from a height of up to 6".

    Counter Attack. The warrior has the CounterAttack special rule. When a model with theCounter Attack rule is assaulted, if the modelpasses a LD check, they will also receive +1 attackfor the first round of Close Combat.

    Jump Up.The warrior can regain his footing in aninstant, springing to his feet immediately if he is

    knocked down. The warrior may ignore knockeddown results when rolling for injuries.

    Dodge. A warrior with this skill is nimble and asfast as quicksilver. He can avoid any hits from amissile weapon on a D6 roll of 5+. Note that thisroll is taken against missiles as soon as a hit isscored to see whether the warrior dodges it or not,before rolling to wound. He may also ignore theeffects of pinning (the models surrounding are stillaffected as normal).

    Scale Sheer Surfaces. A warrior with this skillcan scale even the highest wall or fence with ease.He can climb up or down a height equal to twicehis normal Movement, and does not need to makeInitiative tests when doing so.

    Hit and Run. The model may deliberately leavecombat after both sides have struck blows, and ifneither is knocked down or stunned. The modelmust test on their own leadership, if passed, themodel immediately moves out of combat 2D6inches in any direction.

    Tactical SkillsAnd they shall know no Fear. The model cannever be instantly destroyed from a fleeingmaneuver. If he is bested on the flee roll, he willreenter combat, and will strike with 1 attack atinitiative 1.

    Sky Jump. If the model has this ability, and isequipped with some sort of Jump Pack, (SwoopingHawk Wings, Wings, Warp Generator, etc.) themodel may make a Sky Jump. During themovement phase, if the model has not yet moved,mark a place on the board, within 20 of themodel. Roll a scatter die and 1D6 move themarker to the position indicated. the model willland as close to the spot as possible. The modelmay fire Assault weapons, and Pistols, but may notassault.

    If the model lands within 6 of an enemy Warrior,the Jumping model may make a Sky Assault. Amodel making a Sky Assault gives up their chance

    to shoot (as above) and may make an assaultmove. The model may not move over difficult ordangerous terrain to make contact with the enemy.

    Heavy Weapons Training. The character withthis ability may carry and fire Heavy Weapons.

    Stealth.The model may add +2 to the cover saveallowed, even when in open ground.

    Infiltrate. The model may be places, afterdeployment anywhere on the table, 12 from anyobjecting, and 12 from an enemy model, 18 if inline of sigh

    Assault Training. This model treats an weapon

    without the Heavy rule as an assault weapon. Allother rules apply. A Model with this rule wielding aBolter may fire two shots at 24, or 1 Snap fire at48.

    Tank Hunter. The Warrior may re-roll the armorpenetration roll when rolling against vehicles. Thesecond result must stand, even if worse.

    Hand Signals. This model mimics thecommander bonus of the Kill Team leader. This is

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    always based on the current leaders Leadershipability.

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    Character Improvement

    Advance RollsMake Advance rolls straight after the battle so

    both players can witness the result. Roll 2D6and consult the appropriate tables below.

    Heroes2D6 Result2-5 New Skill. Select one of the Skill tablesavailable to the Hero and pick a skill. If he is apsyker he may choose to randomly generate anew Psychic Ability instead of a skill.

    6 Characteristic Increase.Roll again: 1-3 = +1 Strength; 4-6 = +1 Attack.

    7 Characteristic Increase.

    Choose either +1 WS or +1 BS.

    8 Characteristic Increase.Roll again: 1-3 = +1 Initiative;4-6 = +1 Leadership.

    9 Characteristic Increase.Roll again: 1-3 = +1 Wound;4-6 = +1 Toughness.

    10-12 New Skill. Select one of the Skill tablesavailable to the Hero and pick a skill. If he is apsyker he may choose to randomly generate anew Psychic Ability instead of a skill.

    TroopersTroopers never add more than +1 point to anyof their initial characteristics. If the dice rollindicates an increase in a characteristic whichhas already been increased (or is at its racialmaximum), roll again until an un-increasedcharacteristic is rolled. All warriors in the groupgain the same advance.

    2D6 Result

    2-4 Advance. +1 Initiative.

    5 Advance. +1 Strength.

    6-7 Advance. Choose either +1 BS or +1WS.

    8 Advance. +1 Attack.

    9 Advance. +1 Leadership.

    10-12 The lads got talent. One model inthe groupbecomes a Hero. If you already have the

    maximum number of Heroes, roll again. Thenew Hero remains the same Trooper type (eg,a Fire Warrior as a Fire Warrior) and starts with

    thesame experience the Trooper had, with all hischaracteristic increases intact. You may choosetwo skill lists available to Heroes in your KillTeam. These are the skill types your new Herocan choose from when he gains new skills. Hecan immediately make one roll on the HeroesAdvance table. The remaining members of theTrooper group, if any, roll again for theadvance that they have earned, re-rolling anyresults of 10-12.

    Maximum

    Characteristics

    WS

    BS

    S T W I A Ld

    Space Marine 7 6 4 4 3 5 4 10

    Human 6 5 4 4 3 4 4 10

    Tau 5 7 3 3 3 5 4 10

    Tyranid 5 4 5 6 4 7 5 9Eldar 7 7 3 3 3 7 4 1

    0Orc 5 4 4 5 3 4 4 1

    0Necron 5 5 5 5 4 3 5 1

    0

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    End of Battle SequenceAt the end of each battle, a Kill Team may roll on the Exploration chart. This is done as soon as agame is over so that players can witness each others dice rolls. As you can see from the chart, aKill Team that is just starting out has little chance of finding the more obscure places after a battle.

    However, a Kill Team will make more discoveries as it goes along thanks to its better equipmentand accumulated skills. Roll a D6 for each Hero in your Kill Team who survives without going out ofaction. This represents the Kill Teams efforts to unearth Imperial Relics. Do not roll for any Heroeswho went out of action during the battle; they are taken back to the Kill Teams staging area torecuperate instead. So, for example, if your Kill Team includes four Heroes who all survived the lastbattle, you can roll four dice. If you won your last game, you may roll one extra dice. Add theresults of the dice together and consult the Exploration chart to see how many Imperial Relics yourKill Team has found.

    Do not roll for Troopers. This does not mean that they dont search the ruins, but insteadrepresents theefforts of the Heroes in coordinating the search parties.

    rolling multiplesAs well as finding Imperial Relics, the Kill Team can come across unusual places or encounterinhabitants of the area. If you roll two or more of the same number while searching, you have foundan unusual building or encountered something out of ordinary. Consult the chart and refer to theappropriate entry in the Exploration results. For example, you might roll two 3s or three 5s, inwhich case you should refer to the chart. Choose the most numerous multiples if you score morethan one set of multiples. So, if you rolled a double 3 and a triple 5, only look up the triple 5 on theExploration chart. In the case of two doubles or triples look up the highest result. For example, ifyou rolled double 1 and double 3, look up the double 3 result.

    Any money or loot you find in these locations is added straight to the Kill Teams treasury. AnyImperial Relics you find can be sold as normal.

    exploration procedure

    1. Roll 1D6 for each of your Heroes who survived the battle and one extra dice if you won, plus anyextra dice allowed by skills or equipment. Note, however, that you must pick a maximum of six diceout of all the dice you roll, even if you are allowed to roll seven dice or more.

    2. Some things, such as skills and equipment, may allow you to re-roll dice.

    3. If you rolled any doubles, triples, etc, you have found an unusual location in the area. Consultthe Exploration chart on the next page to see what you find. Refer to the appropriate entry on thefollowing pages and follow the instructions given there.

    4. Add the results together and consult the chart on the next page to see how many Imperial Relicsyou have found. Mark down the amount of Imperial Relics on your Kill Teams roster sheet.

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    Looting/Selling

    Number of Warriors in Warband

    1-3 4-6 7-9 10-12 13-15 16+

    1 to 5 45 40 35 30 30 25

    6 to 11 60 55 50 45 40 35

    12 to 17 75 70 65 60 55 50

    18 to 24 90 80 70 65 60 55

    25 to 30 110 100 90 80 70 65

    31 to 35 120 110 100 90 80 70

    36 to 41 145 130 120 110 100 90

    42+ 155 140 130 120 110 100

    DiceResult

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    Post Operations ChartDOUBLES1 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Well2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shop3 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Corpse

    4 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Straggler5 5 . . . . . . . . . . . . . . . . . . . . . .Destroyed Vehicle6 6. . . . . . . . . . . . . . . . . . . . . . . . . Ruined Hovels

    TRIPLES1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tavern2 2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Smithy3 3 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . Prisoners4 4 4 . . . . . . . . . . . . . . . . . Overrun Defense Line5 5 5 . . . . . . . . . . . . . . . . . . . . Space Port Market6 6 6. . . . . . . . . . . . . . . . . . . . Returning a Favour

    FOUR OF KIND1 1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . Gunsmith2 2 2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shrine3 3 3 3 . . . . . . . . . . . . . . . . . . . . . . . . Townhouse

    4 4 4 4 . . . . . . . . . . . . . . . . . . . . . . . . . Armourer5 5 5 5 . . . . . . . . . . . . . . . . . . . . . . . . . Graveyard6 6 6 6 . . . . . . . . . . . . . . Tyranid Hive Catacombs

    FIVE OF KIND1 1 1 1 1 . . . . . . . . . . . . . . . . . Governors House2 2 2 2 2 . . . . . . . . . . . . .Apothecarys Laboratory3 3 3 3 3 . . . . . . . . . . . . . . . . . . . Thieves Hideout4 4 4 4 4 . . . . . . . . . . . . . . . . . Merchants House5 5 5 5 5 . . . . . . . . . . . . . . . . . Shattered Building6 6 6 6 6 . . . . . . . . . . Entrance to the Catacombs

    SIX OF KIND1 1 1 1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . The Pit2 2 2 2 2 2 . . . . . . . . . . . . . . . . . Hidden Treasure3 3 3 3 3 3 . . . . . . . . . . . . . . . . . . .Marine Outpost

    4 4 4 4 4 4 . . . . . . . . . . . . .Slaughtered Kill Team5 5 5 5 5 5. . . . . . . . . . . . . . . . . . . .Fighting Arena6 6 6 6 6 6 . . . . . . . . . . Nobles Defense Fortress

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    Doubles(1 1) Well

    Choose one of your Heroes and roll a D6. If theresult is equal to or lower than his Toughness,he finds one Relic at the bottom of the well. If

    he fails, the Hero swallows tainted water andmust miss the next game through sickness.

    (2 2) Shop

    After a thorough search you find loot worth D6credits.If you roll a 1 you will also find a Lucky Charm(see the Equipment section)

    (3 3) Corpse

    To see what you find when you search thecorpse, roll a D6:D6 Result1-2 Hammers3-4 Swords/KNives5 a Whip6 Carapace Armor

    (4 4) Straggler

    Eldarwill and gain 2D6 credits.Chaos Kill Teams can sacrifice theunfortunate individual for the glory of the

    Chaos gods. The leader of the Kill Team willgain +1 Experience.Tyranid Landing Broods can kill the man andgain a gaunt at no cost.

    Any other Kill Team can interrogate the manand gain insight into the area. Next time youroll on the Exploration chart, roll one dice morethan is usually allowed, and discard any onedice. (For example, if you have three Heroes,roll four dice and pick any three).

    (5 5) Destroyed Vehicle

    Roll a D6 to see what you find:

    D6 Result1-2 Satellite Image (see Equipment)3-4 A trophy worth 2D6 credits5-6 1 requisition point

    (6 6) Ruined Huts

    You find loot worth D6 credits amidst the ruins.

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    Triples(1 1 1) Tavern

    You could easily sell the barrels for a goodprice.Unfortunately your men are also interested in

    the contents! The Kill Teams leader must takea Leadership test. If he passes, the Kill Teamgains 4D6 credits worth of goods which can besold immediately.If he fails, the men drink most of the alcoholdespite their leaders threats and curses. Youhave D6 credits worth of alcohol left when theKill Team leaves.Eldar, Space Marines, Tyranids, Tau, andNecronsKill Teams automatically pass this test, as theyarenot tempted by such worldly things as alcohol.

    (2 2 2) Armory

    Roll a D6 to determine what you find inside:D6 Result1 Chain Weapon2 Power Sword3 Two-Handed Weapon4 D3 Laspistols or Shuriken Pistols5 Power Fist6 2D6 credits worth of metal

    (3 3 3) Prisoners

    Tyranid Landing Broods can sacrifice thevictims They gain D3 Experience which isdistributed amongst the Heroes of the Brood.Dark Eldar Slavers can sell the prisoners intoslavery for 3D6 credits.

    Other Kill Teams can escort the prisoners out ofthe area. For their trouble, they are rewardedwith 2D6 credits. In addition, one of theprisoners decides he wishes to join the KillTeam (not Space Marines). If you can afford toequip the new recruit with weapons andarmour, you may add a new Trooper to any ofyour human Trooper groups (with the same

    stats as the rest of the group, even if they havealready accumulated experience).Space Marines gain a Scout, will create a newTrooper squad.

    WS

    BS S T W I A Ld Sv

    3 3 3 3 1 3 1 75+

    (4 4 4) Overrun Defense Line

    Roll a D6 to see what you find:D6 Result1-2 D3 Lasguns3 D3 Lastpistols4 D3 Hammers5 Two Handed Weapon6 an Axe

    (5 5 5) Space Port Market

    You find several items worth 2D6 credits intotal.

    (6 6 6) Artifact Remnant

    Your Kill Team gains +2 Requisition Points.

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    Four of a Kind(1 1 1 1) Gunsmith

    Roll a D6 to see what you find:D6 Result1 a Bolter

    2 D3 Laspistols (worth 10 credits each)3 Plasma Gun4 D3 Lasguns5 Heavy Bolter6 Sniper Rifle

    (2 2 2 2) Shrine

    Your Kill Team may strip the shrine and gain3D6 credits worth of loot.Kill Teams of the Imperium (Space Marines,Witch Hunters, Imperial Guard) may save someof the shrines holy relics. They will gain 3D6

    credits from their patrons, and a blessing fromthe emperor. One of their weapons (chosen bythe player) will now be blessed and will alwayswound any Chaos or Deamonic Enemy on 2+,regardless of strength.

    (3 3 3 3) Native Hovel

    Your Kill Team gains +1 requisition.

    (4 4 4 4) Armourer

    Roll a D6 to see what you find:

    D6 Result1-2 Flak Armor3-4 Carapace Armor5 Power Armor6 a Personal Halo, (confers a 5+ invulnerable,may be sold for 40 credits)

    (5 5 5 5) Graveyard

    Any Kill Team may loot the donation bowl andgraves and gains D6x10 credits worth of loot.(Except imperium forces) If you loot thegraveyard, the next time you play against anyImperium Forces, the entire enemy Kill Team

    will hate all the models in your Kill Team. Makea note of this on your Kill Team roster sheet.Imperial Kill Teams may seal the graves. Theywill be rewarded for their piety by D6Experience points distributed amongst theHeroes of the Kill Team.

    (6 6 6 6) Tyranid Hive Catacombs

    You can use the new tunnels you found in thenext battle you play. Position up to three

    fighters (not vehicles or Monstrous creatures)anywhere on the battlefield at ground level.They are set up at the end of the players firstturn and cannot be placed within 8" of anyenemy models. This represents the warriorsmaking their way through the tunnels,infiltrating enemy lines and emerging suddenlyfrom below ground.

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    Five of a Kind(1 1 1 1 1) Governors House

    Inside, hidden amongst the debris, you findD6x10 credits.

    (2 2 2 2 2) Apothecarys Laboratory

    In the ruins you find loot worth 3D6 credits anda battered old notebook. One of your Heroesmay study the Apothecarys notebook, and theextra wisdom he gains will enable him tochoose from Academic skills whenever hegains a new skill in addition to those skillsnormally available to him.

    (3 3 3 3 3) Thieves Hideout

    Roll a D6 to see what you find:D6 Result1-2 Quartz stones worth D6x5 credits3-4 Amethyst worth 20 credits5 a War Trophy worth 50 credits6 A ruby worth D6x15 credits

    If your Kill Team does not sell the gems, one ofyour Heroes may keep them and displays themproudly. He will gain +1 to the rolls for locatingrare items as merchants flock to such anobviously wealthy warrior.

    (4 4 4 4 4) Merchants House

    Inside you find several valuable objects whichcan be sold for 2D6x5 credits. If you roll adouble, instead of finding money you find thesymbol of the Intergalactic Traders. A Hero inpossession of this gains the Haggle skill.

    (5 5 5 5 5) Shattered Building

    You gain +1 requisition. In addition take aLeadership test against the Kill Team leadersLeadership value. If passed a Cyber dog joinsthe Kill Team as a personal guard of the KillTeams Leader that was guarding the building.

    WS

    BS S T W I A Ld Sv

    2 0 4 3 1 2 1 75+

    (6 6 6 6 6) Entrance to a CatacombYou can use these tunnels to explore theBattlefield more efficiently. From now on, you

    may re-roll one dice when you roll on theExploration chart. Make a note of this in yourKill Teams roster sheet. Second andsubsequent catacomb entrances you find donot grant you any additional re-rolls, althoughyou may find further re-rolls from othersources.

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    Six of a Kind(1 1 1 1 1 1) The Pit

    If you wish, you can send one of your Heroes tosearch for any Imperial Trophies hidden here.Roll a D6. On a roll of 1 the Hero is devoured

    by the guardians of the Pit and never seenagain. On a roll of 2 or more he returns with +1Requisition.

    (2 2 2 2 2 2) Hidden Treasure

    When you open the vault you find the followingitems. Roll for every item on the list separately(apart from the credits) to see whether youhave found it. For example, on a roll of a 4+you find the Imperial Trophy.Items D6 Result Needed1 Requisition 4+

    5D6x5 credits AutoHoly relic 5+Power Armor 5+D3 Gems worth 10 credits each 4+Eldar cloak 5+Holy relic 5+Piece of Legendary Wargear 5+

    (3 3 3 3 3 3) Abandoned MarineOutpost

    Roll a D6 to see what you find:D6 Result1 D3 Two-Handed Weapons2 D3 Carapace Armor3 Power Sword4 Power Armor5 Power Fist6 Power Armor and Carapace Armor

    (4 4 4 4 4 4) Slaughtered Kill Team

    Roll for every item separately (apart from thegold coins and daggers) to see if you find it.

    Item D6 Result Needed3D6x5 credits Auto

    D3 Flak Armor 4+Carapace Armor 5+D6 Hammers, AutoSatellite Image(see p55) 4+D3 Axes 5+D3 Bolt Pistols 3+D3 Bolters 2+Heavy Bolter 4+Plasma Pistol 2+

    (5 5 5 5 5 5) Arena

    You find a training manual, which you caneither sell for 100 credits or let one of your

    Heroes read. The extra knowledge your Herogleans from reading the manual entitles him tochoose from Combat skills whenever he gains anew skill, and his WS may now be increased byan extra point above his normal racialmaximum (for example, a Human who has thebook would now have a maximum Weapon Skillof 7).

    (6 6 6 6 6 6) Nobles Defense Fortress

    Roll a D6. If you roll 1-2, gain +1 requisistion.On a roll of 3-4, you find D6 vials of Crimson

    Shade. On a roll of 5-6 you find a hidden pieceof Legendary Wargear carefully concealed in ahidden cellar or behind a secret door. Roll onthe Legendary Wargear table.

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    Legendary WargearRoll a D6 and use this table to determine which item you find when a result in theExploration

    chart indicates that you have found a Weapon of Legend. In a campaign none of theseitems canappear more than once, so if you find a magic item which is already in someone elsespossessionroll again even if the warrior carrying it has been killed.

    1 The Orb of Destruction

    Grants the bearer immunity to psychic abilities. In addition, once per game, during the owning players shootingphase, draw a straight line 8 in any direction from the bearer. All models touched (friend or foe) must pass aninitiative test or be instantly removed. The bearer may not assault the same turn this ability is used.

    2 Morks Mighty Claw

    This is a Power Fist which always strikes at S10. In addition, the Model has the parry rule.

    3 Grey Armor

    This armor upgrade Grants the Wearer a 2+ armor save and a 5+ step aside save. If He has the step aside Skillthis save is increased to 3+. It also allows the bearer to go in and out of phase with reality. The wearer can movethrough any type of terrain without any penalty. (He may not end in that terrain though).

    4 The Emperors Reach

    Bolter. May Be used by any race (except Tyranid). The Emperors Reach is an Assault 4, with S5 AM (3). Range,24.

    5 Demonic Weapon

    Power Sword, +1 S. The model bearing a Demonic Weapon Gains D6+1 Attacks on any assault he makes. Inaddition, the model suffers from uncontrollable rage. To represent this, roll a D6 every controlling playersmovement phase that the model is on the board, standing. On a roll of 1, the model is filled with rage and movesD6 towards the closest model, if he makes contact he counts as assaulting. If he contacts a friendly model in thisfashion, he will attack during the turns assault phase. At the end of the phase he comes to and is moved out ofbase contact (if the victim is still alive!).

    6 Lemans Battle Hammer

    In addition to counting as a Thunder Hammer, Lemans Battle Hammer will strike at normal initiative order andknock back enemies hit by 3.

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    Galactic Legendary WargearRoll a D6 and use this table to determine which item you find when a result in theExplorationchart indicates that you have found a Weapon of Legend. In a campaign none of theseitems canappear more than once, so if you find a magic item which is already in someone elsespossessionroll again even if the warrior carrying it has been killed.

    1 The Staff of the Ctan

    This staff, created by the CTan was given to the first of the Necron Lords, it has been lost for ages, after the firstbattle the Necrons encountered the Space Marines, the result of this first battle was a crushing Space Marinedefeat, but the Necrons had a slow start against the unknown Super-Humans they had never seen before.

    The Staff grants the bearer immunity to weapons with strength lower than 5, however, the model may not assault.The model is considered to be floating, so the model may move as if he were riding a jetpack, without the addedmovement.

    2 Eldrads Spirit Stones

    The bearer of Eldrads Spirit Stones can see all models on the table top, even if they are out of sight. He treats allcover saves as 2 worse for the target (i.e. a 4+ cover save would become a 6). He can guide his fellow Kill Teammembers through the ruins (this allows you to roll two dice for the bearer after battle when rolling on theExploration chart). The bearer also has an additional 6+ save (which is not modified by Strength or weaponmodifiers) against all shooting attacks and strikes in close combat, as he can sense the attacks before they aremade. This save is added to other such attacks, such Step Aside, making the save a 4+.

    3 Tau Fire Carbine

    The bearer of this rifle gains +1 BS. The Tau Fire Carbine is an Assault 2 weapon, with S6 and AM (3). Range, 30.

    4 Scorpion Kings Claw

    Power Fist. The Claw of the scorpion king allows the bearer to attack two models with every point of attackcharacteristic the model possesses. Choose the better of any value when values are different (if one model has aWS of 5 and the other has a WS of 3, the attack is made against the WS 5 model, same with Toughness). TheBearer may always forgo this ability of the attack.

    5 Leliths Whip of Agony

    The whip Carried by Lelith has tortured millions over the life of the death Witch.

    The Whip can be used three ways, 1) a close combat weapon with the rending special rule, 2) an Assault 1 weaponwith strength of the bearer. With a range of 8 inches, 3) a range 8 weapon, without any strength, when targetmodel is hit by this version of the whip, the model instantly must take an initiative test, or immediately be stunned.The model is then dragged to base to base with Lelith. If this third attack is used, Lelith may not fight in theensuing assault phase. She is considered to be in close combat however.

    6 Orb of Souls

    The orb Orb of Souls gives the bearer +1 strength. In addition, for every model taken out of action, the bearergains one wound, this effect can bring the bearers wound total above his starting amount.

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    Tyranid Legendary BiomorphsRoll a D6 and use this table to determine which item you find when a result in theExplorationchart indicates that you have found a Weapon of Legend. In a campaign none of theseitems canappear more than once, so if you find a magic item which is already in someone elsespossessionroll again even if the warrior carrying it has been killed.

    1 Gland of DeathAll attacks from the Tyranid add +3 to injury rolls.

    2 Rending MawFor every successful hit in close combat, the Tyranid may make an additional attack at its base strength. Theseattacks have the rending ability.

    3 Rock CarapaceThis is the hardest type of Tyranid Carapace known. The model gains a 2+ save and a 4+ invulnerable save. Everytime the model is the target of a psychic ability, roll a D6, if the result is a 4+ the ability is nullified. The modelloses 2 initiative for this biomorph.

    4 Flying BarbsThis biomorph grants the Tyranid an additional ranged attack that may always be fired. (even when engaged inclose combat, although when used in close combat, the target must be one in base contact). Shoots at BS 3, S6,ap4, Assault 3. Range 18

    5 Monstrous GrowthThe Model grows to become a Carnifex Monstrosity. The Model gains the following profile and loses all previousstat line changes. All the models attacks ignore armor saves. From This point on, the new Carnifex may only gainexperience at a half rate.

    WS

    BS S T W I A Ld Sv

    3 2 7 6 5 2 3 7 3+

    6 LictorThe Model becomes a Lictor. It loses all skills and may replace each lost skill with one from the speed Skills list, orCombat Skill list.. The Model gains +1 WS, +1S, and +2 I. The model also gains the Lictor Deployment specialRule.

    Lictor Deployment. Before the start of a match, choose a specific point on the table. This point may not bewithin 18 or an enemy model, or the enemies table entrance. The Lictor deploys from this point.

    The Lictor has a +1 bonus to any cover save, even in the open.

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    MiscellaneousEquipment

    Grappling Shot & hookA warrior using a rope & hook will find itmuch easier to move amongst ruins anddestroyed structures.A warrior (and any models in his Troopergroup) equipped with a rope & hook may re-roll failed Initiative tests when climbing upand down.

    poisons and drugsBlack Metal Residue

    A weapon coated with the Residue will woundits target automatically if you roll a 6 to hit.Note that you can still roll a dice for everywound inflicted in this way. If you roll a 6, youwill inflict a critical hit with that roll. If you donot roll a 6, you will cause a normal wound.Take armour saves as normal. This may notbe used on any special hand weapons, onlyCombat Knives.

    Bio VenomThis is a poison extracted from Biovores.The slightest wound infected by Bio Venomcauses excruciating pain, incapacitating the

    bravest of men.Any hit caused by a weapon coated with BioVenom counts as having +1 Strength, so, forexample, if a warrior with Strength 3 wieldinga poisoned weapon hits an opponent, he willcause a Strength 4 hit instead. This may notbe used on any special hand weapons, onlyCombat Knives.

    Chaos DustEffect: Any warrior who takes Chaos Dustbefore a battle will be subject to Berserk(see the special rules from under the SeriousInjury Table). The Chaos Dust has no effecton Tyranids.Side effect: After the battle, roll a D6. On aroll of a 1 the model loses -2 Ld.

    Crimson ShadeEffect: A model using Crimson Shade has hisInitiative increased by +D3 points, andMovement and Strength by +1 (this effectlasts for one game).

    Crimson Shade has no effect on Tyranids.Side effects: After the battle, roll 2D6. On aroll of2-3, the model becomes addicted and youmust try to buy him a new batch of CrimsonShade before every battle from now on. If youfail to buy any, he will leave your Kill Team.

    On a roll of 12 the models Initiative isincreased permanently by +1.

    Combat StimulantsCombat Stimulants increase the usersawareness and pain threshold, however theuser becomes addicted to the drug.Effect: Stims make a man almost oblivious topain. His Toughness is increased by +1 forthe duration of a battle and he treats allstunned results as knocked down instead.Stims have no effect on Tyranids.Side effects: If the model took stims in theprevious game, (and is not taking any for thecurrent one) roll a D6, if the result is a 1 or 2,the model strikes at -2 I in close combat, andis considered to be at -1 T for the battle. (thisdoes not affect his ability to be instantlykilled).

    Lucky charmThe first time a model with a lucky charmis hit in a battle they roll a D6. On a 4+the hit is discarded and no damage issuffered. Owning two or more charmsdoes not confer any extra benefits, the modelmaystill only try to discard the first hit.

    eldar cloakAlways confers an additional +1 cover save,even in the open.

    netSteel nets, such as those used by Pit Fighters,can be used in battles. Once per game, thenet may bethrown in the shooting phase instead of themodelshooting a missile weapon. Treat the net as amissile weapon in all respects with a range of8". Use the models BS to determine whetherthe net hits or not there are no movementor range penalties. If it hits, the target mustimmediately roll a D6. If the result is equal to,or lower than his Strength, he rips the net

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    apart. If the result is higher, he may notmove, shoot or cast spells in his next turn,although he is not otherwise affected. Ineither case the net is lost.

    Jump LocatorIf a model is attempting to use the Sky Jumpskill on a point that is in line of sight of thebearer of a teleport homer, the jumpingmodel does not scatter at all.

    Mind AmplifierIf a psyker has a Mind Amplifier may attemptto use a second psychic ability in a singleturn. The model must pass a leadership testto do so.

    Mind CalmerA psyker can subtract 1 from the score whendetermining whether he (or she) successfullyuses a psychic ability.

    Aid KitA Hero with an aid kit can use them at thebeginning of any of his recovery phases aslong as he is not engaged in hand-to-handcombat. This restores all wounds he haspreviously lost during the game.

    Holy (unholy) RelicA model with a holy relic will automaticallypass the first Leadership test he is required tomake in the game. If worn by the leader, itwill allow him to automatically pass the firstRout test if he has not taken any Leadershiptests before. You can only ignore the firstLeadership test in any single game owningtwo or more holy relics will not allow you toignore second and subsequent tests.

    IMKsThe Kill Team makes great use of IMKs(Injected Meal Kit), the Kill Team can carryone more model than allowed. SpaceMarines, may not use this Item.

    Superior AmmunitionThe model has acquired a better quality ofammunition than is normally available (evenfor Space Marines). This new batch makes

    any Rapid Fire weapon an Assault weaponfor the match.

    Satellite ImageWhen you buy/find an image, roll a D6:D6 Result

    1 Fake. The image is a fake, and iscompletely worthless. It leads you on astray.Your opponent may automatically choose thenext scenario you play.

    2-3 Vague. Though grainy, the image isgenerally accurate (well parts of it areperhaps!). You may re-roll any one diceduring the next explorationphase if you wish but you must accept theresult of the second roll.

    4 Subterranean Image.The map shows away through the catacombs of the area. Youmay automatically choose the scenario nexttime you fight a battle.

    5 Accurate. The map is recently taken andvery detailed. You may re-roll up to three diceduring the next exploration phase if you wish.You must accept the result of the second roll.

    6 Satellite Updated Map. This map is

    electronic, it shows the image of the area inreal time from an overhead satellite. Fromnow on you may always re-roll one dice whenrolling on the Exploration chart as long as theHero who possesses this map was not takenout of action in the battle.

    Commissars Cloak

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    Any Human(-like) Kill Team (NotTyranids/Necrons) whose leader is wearing aCommissars Cloak may re-roll the first failedRout test. However, after each battle in whichthe leader is taken out of action, roll a D6. Ona roll of 1-3 the clothes are ruined and mustbe discarded.

    Will of the EmperorA model that drinks a vial of the Will of theEmperor at the beginning of a battle will becompletely immune to all poisons for theduration of combat. There is enough liquid ina vial of the Will of the Emperor to last forthe duration of one battle.

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    VehiclesCertain Kill Teams may wish to come prepared with some extraequipment. That will help them maneuver around the battle field inrelative safety.

    Vehicles types in Kill Teams are:

    Jetbikes- Move 12 instead of 6, ignore terrain. Take Dangerous Terrain test in landing in anything otherthan flat ground. Roll of 6means they take an automatic wound, saves as normal, injuries as normal. May not use two close combatweapons. Adds +1T.

    Jump Packs- Move 12, may fight in close combat like normal.

    Troop Carriers See Below

    Troop Carriers

    Troop Carriers are vehicles that can carry troops into battle. A troop carrier may carry a maximum of 10troops. A model wearing ancient armor, or having a toughness of 5 or higher counts as two models whenentering a transport.

    Anti-Tank Weapons. These weapons are anything with S6 or higher. They follow the normal rules forVehicle Damage in the Main Rule Book. However replace the Immobilized result and replace it withRicochet.

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    Kill Team ListsImperial Patrol:The Imperial Fleet has dispatched patrols to the surface of Adradis to investigatethe mysterious signal that is believed to be causing the warpstorm in the system. Although membersof the Inquisition have been dispatched to destroy the cause of the signal as well, Imperial HighCommand believes they would potentially destroy an artifact that could create warpstorms. A weaponof that magnitude in the hands of the Imperium could change Imperial warfare forever.

    - The Patrol gains 2 requisition points in addition to the starting 500 credits. One to be spent onthe leader, the second to be spent on any model in the Patrol (even the Leader).

    - The Patrol may Choose Either a Gunnery Lieutenant or an Imperial Psyker as the leader of thePatrol.

    - The Maximum Size of a Imperial Patrol Kill Team is 20 models.o The Kill Team may take up to 2 Greenhorns

    o The Kill Team may take up to 2 Veterans

    o The Kill Team may take any number of Grunt Squads

    o The Kill Team may take only one Specialist Squad

    Rogue Traders:Rogue Traders are renegade bands of human who are drawn to battlefields wherevery lucrative trades can be made. These groups tend to be very hardy and powerful, not havingmuch time to train new recruits.

    - The Patrol gains in addition to the starting 600 credits, and 1 requisition point.- A Rogue Trader Kill Team may choose either a Gunnery Lieutenant, or a Battle Lieutenant as

    the Leader of the Patrol. Both are named Rogue Trader. The Maximum Size of a RogueTrader Kill Team is 15 models.

    o The Kill Team may take up to 1 Greenhorn

    o The Kill Team may take up to 3 Veterans

    o The Kill Team may take only 1 Grunt Squad

    o The Kill Team may take any number of Specialist Squads

    Inquisitorial Squad:The Inquisition believes the corruption of the entire system could be linkedto whatever is causing the signal on the surface of Adradis. Some believe mind control could be thecause of the mass revolts in the system. Inquisitors have been dispatched to destroy whatever iscausing the corruption in the system. However, mind control technology is of great interest to somemembers of the Inquisition and some Inquisitors have been sent in to quietly retrieve anything of

    potential use.- The Patrol gains in addition to the starting 500 credits, and 1 requisition point.- The Kill Team always receives the maximum amount of credits found after a mission (the

    Column noted 1-3).- They may take any number of Specialist Squads.

    - The Patrol may Choose Either Battle Lieutenant (Inquisitor) or an Imperial (Inquisitorial) Psykeras the leader of the Patrol. The Maximum Size is 15 Models

    o The Kill Team may not take any Greenhorns

    o The Kill Team may take up to 3 Veterans

    o The Kill Team may not take any Grunt Squads

    o The Kill Team may take any number of Specialist Squads

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    Chaos Cultists: Underground Chaos cults that survived the firebombing of the planet stalk theruins of the planet defending their holy places. Now is the time of the gods and the cultists look foranything to advance their favor in the eyes of their chosen god. Cultist groups are led by a Chaos

    Chosen, a mutated leader chosen by a Chaos God to sow destruction and despair- The Patrol gains in addition to the starting 500 credits, and 1 requisition point.- The Leader of this kill team may choose two bonuses from the chart below when the force is

    assembled. Identical Choices may not be chosen.

    o 1) A Strength Skill

    o 2) Initiative +2

    o 3) Weapon or Ballistic Skill +1

    o 4) Attack +1

    o 5) Leadership +1- The Mutants may choose one entry from above.

    - A Chaos Cult May be led by Either a Psyker, or a Battle Lieutenant. The maximum size is 20models.

    o The Kill Team may take up to 4 Greenhorns

    o The Kill Team may not take any Grunt Squads, but may take any number of CultistFanatic Squads

    o The Kill Team may take up to 3 Mutant Squads

    WS BS S T W I A Ld Cost

    1 1 3 3 1 3 1 5 15

    - A unit of Fanatics may consist of up to 4 models.They must be armed and armored the same.

    WS BS S T W I A Ld Cost

    3 3 3 3 1 3 1 6 25

    - If a Mutant is taken out of action, thetrooper survives on a roll of a 4+, ratherthan the usual 3+

    - A unit of Mutants may consist of up to 5 models.They must be armed and armored the same.

    Cultist FanaticsMutants

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    CombatShooting

    Academic

    Strength Speed

    Tactical

    Gunnery Lieutenant X X X

    Battle Lieutenant X X X

    Psyker X X

    Veteran X X X

    Greenhorn X X X

    Human Equipment

    Ranged Rng. STR. AM Shots Rules Credits Req.Bolter 24 4 2 VAR. Rapid Fire, Automatic 40 -

    Heavy Bolter 36 5 3 3 Heavy, Mountable, Slow to Reload (9), Automatic 80 1

    Bolt Pistol 12 4 2 1 Precise 30 -

    Lasgun 24 3 1 VAR. Rapid Fire, Automatic 15 -

    Laspistol 12 3 0 1 Precise 10 -

    Stubber 24 3 0 VAR. Rapid Fire 10 -

    Heavy

    Stubber36 4 2 3 Heavy, Mountable, Slow to Reload (9), Automatic 30 -

    Flamer Temp 4 2 1 Flame Weapon 30 -Rocket

    Launcher48 8 4 1

    Heavy, Mountable, Slow to Reload (1), Cumbersome,

    Blast80 1

    Plasma Gun 24 7 4 VAR. Rapid Fire, Gets Hot, Slow to Reload (5) 50 1

    Plasma

    Pistol12 7 4 1 Precise, Gets Hot 40 1

    Sniper Rifle 36 4+ 1 1 Precise, Rending, Heavy, Slow to Reload (5), Silent 80 2

    Assault

    Cannon36 6 3 4

    Cumbersome, Mountable, Slow to Reload (8),

    Rending, Automatic80 1

    Meltagun 12 8 1 1 Assault, Slow to Reload (3) 70 2

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    Melee Str. AM Rules Credits Req.

    Power

    Sword- 3

    Parry40 1

    Power Axe +1 3 Unwieldy 40 1

    Power Fist x2 4 Unwieldy, Specialist 80 1

    Chain

    Weapon - 1 15 -

    Sword - - Parry 10 -

    Knife - - Free -

    Hammer - - Concussive 5 -

    Thunder

    Hammerx2 4

    Concussive, Unwieldy, Specialist100 2

    Whip - - Whip 20 -

    Great

    Weapon+2 1

    Two-Handed30 -

    Axe +1 1 Unwieldy 30 1

    Human Psychic AbilitiesD6 Result

    1 The Will of the Gods.

    The user gains +2 strength in melee in the following assault phase.

    2 Inspiring Presence

    All friendly models within 8 are immune e to psychology effects until thefollow friendly turn.

    3 Soulfire

    Enemy Models within 4 suffer -1 toughness until the end of the currentturn. (Toughness returns to Normal at the end of the turn.)

    4 Shield

    Any single model within 8 of the caster gain +2 AS. Once 3 successful saveshave been made, the shield vanishes. The Targets save can never get betterthan 2+.

    5 The Hand of the Gods.

    Any friendly model is instantly healed one wound, and any model within 2can immediately stand up and fight like normal.

    6 Psychic Move.

    Target model (vehicle or character) is moved D6 in a random direction. Ifhe makes contact with any obstacle, he takes a strength 2 hit.