UNOFFICIAL WARHAMMER 40,000 EXPANSION V3

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UNOFFICIAL WARHAMMER 40,000 EXPANSIONv3.1Kill Team is an unofficial expansion to Warhammer 40,000 that allows you to fight more intimate, morenarrative driven games of Warhammer 40,000. Instead of fighting across vast battlefields controlling armies ofhundreds of troops, you take control of a small task force with a handful of men.DISCLAIMERThis is not a Games Workshop product and is intended as a non-profit, unofficial fan-made expansion to theofficial rules. Photos in Kill Team documents were supplied by the Kill Team community. Art by Ivonne vanBlerk. All rights and trademarks to all respective owners are reserved.PLAYING KILL TEAMthe Team List for your army from the Kill Teamwebsite. You do not use the official Codexes tobuild your team (although you still need them toreference special rules, weapons, etc.). Once youhave chosen which Team List you want to use, youcan spend up to 250 points building your team.When building your team you must follow allModel Allowance rules set out in your Team List,for example if your Team List states that you mayhave 0-3 Special models, then you may only everhave up to three models chosen from the Specialsection of that Team List.A Kill Team game follows all the normalWarhammer 40,000 rules found in theWarhammer 40,000 rulebook, with the changesand additions explained in this document. Pleasenote that you will require all rulebooks andCodexes that you would normally need to play agame of Warhammer 40,000 (plus these rules,obviously).Team List ArmouriesSome models have the option to purchase wargearfrom their Team List’s armoury, if they do it willsay so in their options – note that some armouryitems may only be taken by specific types ofmodels. A model may only take one of each pieceof wargear from the Armoury.CAMPAIGN RULES, ROSTERSOTHER DOWNLOADSBUILDING YOUR TEAM&If you are playing in a campaign, you will have thechance to expand and improve your team aftereach game. Your team will gain requisition in orderto reinforce or reequip, and your models willincrease in experience and gain skills. If you’reunlucky, they may even suffer injuries or death!Team Lists, campaign rules, roster sheets, andother materials can be found at:Your team represents a small task force that couldbe infiltrating an enemy base, scouting ahead ofthe main army or the spearhead of larger forcewhose task is to assassinate the enemy’s leader. Agood team is not just one that does well on thetable top but one that has a strong theme.To play a Kill Team game you must first create yourteam using the Kill Team Lists. You can downloadheralds-of-ruin.blogspot.co.uk.1

UNOFFICIAL WARHAMMER 40,000 EXPANSIONv3.1A TEAM OF HEROESTHE ROUT TESTAll models in a Kill Team game act completelyindependently, and are classed as single modelunits in all respects.A player must make a Rout test at the start of histurn if half or more of his team has been removedas a casualty (or fled the battle). For example, in ateam that has twelve models a test is needed if sixor more are removed as casualties. If the Rout testis failed, the team automatically loses the game.The game ends immediately and surviving modelsretreat from the area.TEAM LEADERSTeam Leaders are always classed as Characters anduse the full rules for being so, including Look OutSir and Challenges. A Team Leader may choose theclosest friendly model within 6” to take a hitduring Look Out Sir – not just within his own unit.All Team Leaders have the Inspiring Presencespecial rule (see Special Rules later).To take a Rout test roll 2D6. If the score is equal toor less than the team’s Team Leader’s Leadership,the player has passed the test and may continue tofight. Note this is not a Leadership or Morale testand is not affected by any special rules. If theTeam Leader has gone to ground, is fleeing or hasbeen removed as a casualty, then the player maynot use his Leadership to take the test. Instead,use the highest Leadership characteristic amongstany remaining models.BUILT-UP AREADuring a Kill Team game, no models may DeepStrike in a game using this rule, except units whichare described as being able to teleport ormaterialise from the Warp (or a specific exceptionis noted in its entry in their Team List). However,any model that suffers a Deep Strike mishap musttake a -1 penalty to the result rolled – it’sdangerous to teleport into such built up areas!Voluntary RoutA player may choose to voluntarily Rout at thestart of any of his own turns if he wishes, but onlyif he was already required to take a Rout test.REAL TERRAINmodel may ‘vault’ through windows and leap overobstacles that are less than 1" high/wide withoutaffecting their movement.A Kill Team battlefield preferably uses a lot ofterrain, including ruins, buildings and a fair amountof scatter terrain (such as barrels, sandbags, etc).To represent a more cinematic style of play, KillTeam replaces the rules for Difficult Terrain andBuildings (see below). In addition, the followingamendment is in effect:DIFFICULT TERRAINInstead of rolling for Difficult Terrain, models thatmove through it count as moving double thedistance (rounding up to the nearest inch) - somoving 3” would count as moving 6”. Run movesare now also affected by Difficult Terrain. A modelwith the Move Through Cover special rule is notaffected by this ‘doubling’ and may always moveits full movement across Difficult Terrain.Instead of using the normal rules where modelscan move freely through walls and similarly solidobstacles, look at the terrain on your battlefield. Ifit’s a wall, you can't move through it. If it’s a door,you can (we assume models can open closeddoors). Only a model that can physically fit within aspace on your board can move through it. Also, aThis new rule replaces the rule for chargingthrough difficult terrain – i.e. you roll 2D6 charge2

UNOFFICIAL WARHAMMER 40,000 EXPANSIONdistance as normal (you do not reduce your chargedistance by 2) but must take into account thedouble distance for any Difficult Terrain you cross.v3.1AP- hit with a Strength equal to the distance theyfell in inches (rounding down).A model does not need to take an Initiative testwhen climbing or jumping less than 1”, or if theyare using a ladder. Only models with the Infantryor Beasts unit types may climb, but all unit typesmay jump. Climbing or jumping does not count asmoving through Difficult Terrain.Sometimes a model’s move will be split, partlyover open terrain and partly over Difficult Terrain.In this case, the model moves normally over openterrain and only the distance over Difficult Terrainis doubled. For example, a model moves 2” over amarsh (doubled to 4”) leaving 2” of the 6” movefor further movement. Always round anyremaining fractions of movement up to the nextinch.A model may jump or climb during a charge, run orconsolidation move if it wishes. Roll for charge/rundistance as normal, then if you wish to jump orclimb during this move take an Initiative test asexplained above. Note a model may still only jumpor climb a maximum of 6” at a time. For furtherdetails on climbing/jumping charges see theAssault Phase chapter later.BUILDINGSTo reinforce the ‘real terrain’ emphasis in KillTeam, do not use the rules for buildings in the corerulebook. Instead, simply use it as a ruin withoutthe Difficult Terrain penalty. Models may useladders and stairs freely, or attempt to climb (seeClimbing and Jumping below) the walls in order toreach battlements, second floors, etc. If you can’tphysically place models inside the building, youcan’t move into it.HIDINGSometimes it may be in a model’s best interest tohide! A model can hide if it ends its movementbehind an obstacle where it is at least 50%obscured from all enemy models (if in doubt,discuss it with your opponent). The player mustdeclare that the model is hiding during itsMovement phase and place a Hidden counter nextto the model. A model may not hide if it is within12” of an enemy model.CLIMBING AND JUMPINGAlthough there are rules already present for‘climbing up’ in the Moving Through Terrainsection of the core rulebook, the following rule hasbeen designed to provide a more cinematicalternative in Kill Team:If any enemy model moves so that the hidingmodel is no longer at least 50% obscured, ormoves within 12”, the model is no longer hidden.A model may climb walls and jump gaps/drops ofup to 6" during their movement phase. To do thisthey must move up to the wall, edge or gap andstill have enough movement left to be able toclimb or jump the distance required. The modelmust pass an Initiative test. If they pass, they climbor jump successfully and may continue moving ifthey have any movement left. If they fail whenclimbing up, the model simply stays at the bottomof the wall. If they fail when jumping down orjumping a gap, they fall: The model falls from thepoint they started to jump and takes an automaticWhen hidden, a model cannot be directly shot at,charged or targeted by enemy psychic powers.Hiding models can still be ‘accidentally’ hit byBlasts or psychic powers, as long as the hidingmodel is not directly targeted. While hiding, amodel cannot shoot, run, charge or use psychicpowers (or in fact do anything voluntarily for therest of his turn). Hidden counters are removed atthe start of the model’s next turn. Weapons thatdo not require Line of Sight may still not targethiding models.3

UNOFFICIAL WARHAMMER 40,000 EXPANSIONv3.1Kill Team is a game about small-scale operations,and although Psykers are prevalent throughout theWarhammer 40,000 universe their effect ispurposefully limited in these small games.PSYCHIC DEFENCEGENERATING POWERSAREA EFFECTAll models with the Psyker special rule count ashaving a psychic hood. Models with an actualpsychic hood have its range increased to 24”.Ignore the rules for generating psychic powers inthe core rulebook, including the Psychic Focusrule. Instead, every Psyker in a Kill Team game willhave a list of available psychic powers in theirentry in their Kill Team List. At the start of thegame you may chose a single power from this listfor every Mastery Level the Psyker has. A Psykercannot know the same psychic power twice.Psychic powers that target a ‘unit’ have an areaeffect of 3” around the target model. Powers thatspecifically target a single model still only targetone model. This is unless the target unit has the‘Squad’ special rule (see later), in which casenormal rules apply.For example, if you cast a Blessing power on afriendly unit and that unit consists of one model,any other friendly models within 3” of the targetmodel will benefit from the power too. You onlyroll once for Deny the Witch for each power used,using the best modifiers of those affected by thepower. Any Wounds caused by psychic powers aretaken from closest models first, as if the affectedmodels were a single unit. The same goes forpowers that require a unit to take a Leadershiptest: roll once with the highest Leadership affectedand apply whatever effect happens because of theresult of that test to everyone.WARP CHARGEIn a Kill Team game psychic powers are manifestedusing the normal rules, with the exception that youmust roll a D3 at the start of the Psychic phase todetermine Warp Charge instead of a D6. Forexample, if you had a single Psyker with MasteryLevel 1 and rolled for your Warp Charge pool, youwould roll a D3 and add 1 (for a total pool of WarpCharge between 2 and 4).NERVE AND PINNINGSUPPRESSING FIREAny model must immediately take a Pinning test ifany friendly model is killed within 3” during theShooting phase (unless he is immune to Pinningtests). If a model is killed with a weapon with thePinning special rule, this test must be taken on 3D6(the weapon is particularly adept at supressing). Amodel may only take one test for Nerve per phase.If a weapon has more than one shot (such as aheavy bolter), the owning player may decide touse Suppressing Fire. If he does so, the modelreduces his BS by 1 during this phase (e.g. BS4becomes BS3). Choose a primary target withinrange; any models within 3" of this target areeligible as secondary targets. Roll to hit as normal if any hits are scored at least one must hit theprimary target; any remaining hits may be workedout against any secondary targets. You mustallocate at least one hit to every eligible modelbefore assigning more than one hit.LINE OF SIGHTRemember that models act as single model units,so friendly models will obscure Line of Sight asnormal for enemy targets (unless they’re in aSquad as detailed later).4

UNOFFICIAL WARHAMMER 40,000 EXPANSIONRUNNING, FLEET & CRUSADERv3.1wishes, he may buy multiple Krak Grenades for 1pt each. If a model comes with grenades, they maystill buy additional grenades at the cost indicatedbelow. Note you may only buy grenades from thislist if the model already has that grenade:Instead of rolling to determine a model's Rundistance, you may always Run up to 6”. Modelswith the Fleet or Crusader special rules may addD3 inches on to this Run distance, in addition toany other effects. Run moves are now affected byDifficult Terrain. GETS HOT WEAPONSWeapons with plasma or other volatile substancesas ammunition tend to detonate in a spectacularfashion if ill-maintained or over-used. To representthis in Kill Team, any model using a weapon withthe Gets Hot special rule that rolls a 1 to hit takes awound as normal. Once this is resolved, place ablast template over the model before he isremoved as a casualty (if needs be) – any modelunderneath the template takes a S3 AP- hit, exceptthe model with the weapon itself as he has alreadytaken he brunt of the explosion!Frag/Assault GrenadeKrak GrenadeDefensive/Photon GrenadePlasma GrenadeEMP/Haywire GrenadeMelta Bomb1 pt1 pt1 pt2 pts2 pts5 ptsFLAMER WEAPONSFlamer weapons in Kill Team have the followingadditional ‘Flamer’ Special Rule. Flamer weaponsinclude all weapons listed under ‘Flamer Weapons’in the Weapons chapter of the Warhammer40,000 rulebook, as well as some weapons in theKill Team List armouries.Flamer weapons may cause their targets to catchon fire even if they survive the initial damage. Anymodel that is hit by a Flamer weapon must pass anInitiative test or be set on fire! This test must betaken after any Wounds have been resolved. If amodel fails the Imitative test it gains a Burningcounter. Models may only ever have one Burningcounter.BLASTS AND REAL TERRAINWhen a missile, or similar projectile, veers offtarget and hits a wall it explodes on impact. Torepresent this, if a scatter roll takes a blastmarker’s centre point into contact with a wall orcomparable immovable object, it detonates oncontact. Resolve the weapon’s effect from thisspot. The portion of the blast that crosses and liesbeyond the line of a wall is lost.A model with a Burning counter must take anInitiative test at the start of his turn. If passed,remove the Burning counter. If failed, the firecontinues to burn: the model suffers an automaticStrength 3 AP – hit and the counter remains. Anymodel that starts their turn in base contact with amodel with a Burning counter must pass anInitiative test or gain a Burning counter themselves– they may not try and remove the counter duringthe same phase.GRENADESAll types of grenades have the ‘One Use Only’special rule. Once a grenade has been used (eitherin the Shooting or Assault phases) it may not beused again. An easy way of recording this is tocross off the grenade on a model’s roster once ithas been used. During a campaign used grenadesare replenished after every game.During the Shooting phase any friendly modelwithin 1” may help a Burning model put out theflames instead of shooting or running. The friendlymodel rolls a D6: on a 2 it has succeeded and mayremove the Burning counter. If you roll a 1however, you have aggravated the flames and thehelping model gains a Burning counter too!You may state whether or not you are going to usea grenade in the Assault phase (for example, whencharging into terrain with frag grenades).A model with the Non-flammable special rulepasses all Initiative tests caused by the Flamer rule,and may never gain a Burning counter for anyreason.A model that has the ability to purchase grenadesfrom their options may buy more than one. E.g.Commissars may buy Krak Grenades for 1 pt – if he5

UNOFFICIAL WARHAMMER 40,000 EXPANSIONv3.1DIVING CHARGESThe Assault phase is where the majority of KillTeam’s changes come into effect. To complimentall these changes, a new ‘order of operations’ forthe Charge sub-phase has been created:If you have to Jump more than 1” to get to anenemy it is classed as a ‘diving’ charge. Workthrough the charging sub-phase as normal untilyou have to move the diving model (measuringbase to base to determine charge distance). Takean Initiative test in exactly the same well asjumping down. If failed, the model takes fallingdamage and the charge is failed, with the modelplaced at the bottom of the fall. If it succeeds, themodel completes its charge, and gains a 1Strength bonus during the subsequent Fight subphase.CHARGE SUB-PHASEORDER OF OPERATIONS1. Choose an enemy model; declare ALL chargesagainst that model.2. Resolve Overwatch fire (see right).3. Roll individual charge ranges for all chargers andmove models.4. Move any counter-chargers (see right).CLIMBING CHARGES5. Go back to Step 1 until all enemy models you wantto charge, have been charged.If a charging model has to climb in order to reachits target, work out the charge as normal until youhave to move the model. Move the model up tothe point it needs to climb and take an Initiativetest in exactly the same well as climbing in themovement phase. If failed, the model stays at thefoot of the climb and the charge is failed. If itsucceeds, the model completes its charge, butreduces its WS by 1 during the subsequent Fightsub-phase.QUICK-ROLLINGFor the sake of speed, if models are all equippedwith the same weapons you may wish to roll allattacks at the same time, using the majorityToughness of those in base contact with thesemodels. If you do this, your opponent may thenchoose which of the models in base contact withthose that rolled together are assigned wounds.MULTIPLE ASSAULTSUnits do not count as having a DisorganisedCharge if they make a multiple assault.REDIRECTING CHARGESIf a model wants to charge, but cannot do so as histarget in the Shooting phase is already dead, hemay wish to ‘redirect’ his charge. To do this, thewould-be charger must pass a Leadership test. Ifhe passes he may choose a new target within 3” ofthe location where his original target has died –the charger may now charge that model as normal.If he fails the test he may not charge.OVERWATCHAs soon as a model is able to fire Overwatch, anymodel from the same team within 3" of it maychoose to immediately also fire Overwatch as well.All wounds caused by Overwatch are assigned tothe closest model (then the next if he is killed, andso on) of those charging the original Overwatchingmodel. Any single model may only fire Overwatchonce per phase.SUPPORTING CHARGESModels may declare charges against enemymodels already engaged in combat, even if theycannot physically be placed in base contact due tointerviewing friendly models (i.e. there is noroom). If you choose to do this, still measure fromthe enemy model’s base for charge distance – ifyou are in range, move the charger as close aspossible to the enemy. If you cannot place thecharger in to base contact with a friendly model inbase contact with an enemy, the charge fails.COUNTER-CHARGEOnce all charges against a specific model in theCharge sub-phase are completed, any friendlymodels within 3" of a charging enemy model maytake a Leadership test in order to Counter-charge.If they pass, the model may choose to immediatelycharge too. Move the model into contact with anycharging model within 3". A model that uses6

UNOFFICIAL WARHAMMER 40,000 EXPANSIONv3.1ASSAULT RESULTSCounter-charge does not gain any bonuses forcharging unless they have the Counter Attack rule(in which case they gain the 1 charge bonus asnormal).When determining assault results, add one to thenumber of ‘unsaved Wounds inflicted total’ foreach of the following conditions that apply tomodels on each side of the combat before workingout the result. Each condition may only add 1 toassault results, regardless of how many modelscharged, etc. This will allow models to win/losecombat, even if no unsaved Wounds have beenscored:SUPPORTING ATTACKSModels engaged in combat who are not in basecontact with an enemy model, but are in basecontact with a friendly model in base contact withany enemy model are classed as ‘supporting’ andare still locked in combat. Supporting models mayattack any model in base contact with any friendlymodels it is in base contact with – this is doneexactly as If the supporting model was in basecontact with the enemy model, except that thesupporting model may only ever make a singlesupporting attack (regardless of Attacks etc.).COMBAT RESULTMODIFIERS A friendly model has Charged.A friendly model has Counter-charged.A friendly model has a Banner*.Your side of the combat outnumbers the enemyat least 5 to 1.*A Banner includes any wargear with ‘banner’ or‘standard’ in its name.Following are a number of unique Special Rulesmodels in a Kill Team list may have:Models in a Squad do not use the A Team ofHeroes rule, do not have to test for Nerve (but stilltest for Pinning and 25% casualties as normal) andmay only Counter-charge if all members of theSquad are in range to do so into the same combat.Models in a Squad may only hide if every model inthe Squad is eligible to do so, and if one model is‘found’ then all models are found. You may climband jump with a Squad, but if any model falls outof unit coherency the unit must regain itscoherency as soon as possible (by using Run movesor jumping and climbing if need be).INSPIRING PRESENCEAny friendly model within 6" of this model may useits Leadership for all Leadership tests.NON-LEARNINGThe model may never gain Battle Honours.NON-FLAMMABLEThe model passes all Initiative tests caused by theFlamer rule, and may never gain a Burning counterfor any reason.Individual models within a Squad may each targetseparate units when shooting. During Overwatchcount all models within a Squad as single modelswhen determining which models are within 3". Ifthe Squad is charged by multiple models thisallows the Squad to fire on multiple targets.SQUADSome models in Kill Team do not act individually,such as swarms of Tyranids. Where this is in effect‘Squad’ will be noted in the unit’s Special Rulesand will state how many models form the unit. Forexample, a Guardsman Squad has the Squad (5Guardsmen) special rule so will consist of a unit of5 Guardsmen. Simply treat the unit as normal,using the Warhammer 40,000 rules.If there is only one model left in a squad at anypoint, he immediately loses the ‘Squad’ specialrule for the rest of the battle. Note that individualmodels will still count towards the ModelAvailability of a team and the team’s Run Away!limit during missions.7

UNOFFICIAL WARHAMMER 40,000 EXPANSIONv3.1OPTIONAL RULESThe Warhammer 40,000 game was not built toaccommodate or balance these optional Injuryrules in any way. Discuss with your opponentbeforehand if you would like to use these rules.All melee attacks against knocked down models hitautomatically, and if any of the attacks cause anunsaved Wound the model is automatically takenout of action. A model that has been knockeddown may stand up at the start of its nextMovement phase. In that turn it may act normally,but will move as if walking through DifficultTerrain, cannot charge, and its Initiative is loweredto 1. After this turn the model may act normally.ROLLING FOR INJURYAs soon as a model loses its last Wound, the playerwho inflicted the wound rolls a D6 to determinethe extent of its target's injuries. If a model suffersseveral wounds at the same time roll once for eachof them and apply the highest result.STUNNEDWhen a model is stunned, it is either badly injuredor temporarily knocked out. Place the model facedown to show that it has been stunned. A modelwho is stunned may do nothing at all (eveninvoluntary actions). A player may turn the modelface up at the start of its next Movement phase,and the model is then treated as knocked down. Astunned model is at the mercy of the enemy, andis automatically taken out of action if an enemydesignates even one Attack to it in combat.INJURY ROLL1-2. Knocked down: The force of the blow knocks themodel down. Place the model face up to show that ithas been knocked down. The model returns to 1Wound.3-4. Stunned: The target falls to the ground where helies wounded. Turn the model face down to showthat it has been stunned. The model returns to 1Wound.CRITICAL HITS & INSTANT DEATH5-6. Out of action: The target has been badly hurt orkilled. Remove the model from the battle as a casualty.If you roll a 6 when rolling To Wound you willcause a critical hit. Critical hits add 1 to theresultant Injury roll. However, if the attackernormally needs 6s to wound his target, he cannotcause a critical hit. Wounds that cause InstantDeath automatically count as rolling Out of Actionon the Injury table.Note a knocked down or stunned model is notclassed as a casualty, so you will still need toinclude them in Run Away! tests, etc.BEING INJUREDIf your model is in base contact with an enemywho is still standing, he cannot attack any modelsthat are stunned or knocked down, since in realitythey will not pose an immediate threat to him andtheir companions will try to protect them. Modelsthat are stunned or knocked down gain 1 to theircover save for being prone (or a 5 cover save ifthey do not have one).KNOCKED DOWNA model that has been knocked down falls to theground either because of a jarring blow it hassustained, or because it has thrown himself to theground to avoid injury. Place the model face up toshow that it has been knocked down. Knockeddown models may crawl 3" during the Movementphase, but may do nothing else. If it is in engagedwith an enemy, a knocked down model may crawl3" away (and disengage from combat) only if theenemy is in base contact with another opponent,otherwise the model has to stay where it is.SQUADSIf a stunned or knocked down model is part of aSquad, the rest of the Squad can do one of twothings: 1) Stay in coherency with the injured modelor 2) Move out of coherency and automaticallyremove the injured model as a casualty.8

UNOFFICIAL WARHAMMER 40,000 EXPANSIONv3.1In this section we will take you through the KillTeam mission rules that govern how you setup andplay your games. Note that these rules are just anexample of how to play a Kill Team game – weencourage players to create their own missions,scenarios and rules!SPECIAL RULESUnless specified otherwise, a Kill Team gamefollows the rules in the Preparing for Battlechapter of the Warhammer 40,000 rulebook.There are two methods of picking a mission toplay, narrative or random:All Kill Team missions use the Reserves, NightFighting, Built-up Area and The Rout Test rules (seepage 2 for details on the last two rules).WHICH MISSION?NarrativeThe best way to play Kill Team is to decidebetween you and your opponent which of the sixmissions in this chapter you want to play. If this isdone in advance, you can even create a short storyto explain why the two teams are fighting. Its greatfun to make up a story, or recreate a story found inthe Warhammer 40,000 fiction.Every Kill Team mission has the following rules, inaddition to those described in its specific section ofthis chapter:THE BATTLEFIELDKill Team games are played on a 4’x 4’ battlefield,with a heavy concentration of terrain, the moreterrain the better the game! When placing terrain,strive for a visually appealing and tacticallychallenging battlefield – you should try not tostrategically place terrain features in a mannerthat unfairly aids or penalises a specific side. A lotof different types and heights of terrain also helpsmake the game interesting, try adding someemplaced weapons, tanglewire, fuel dumps andother small obstacles as well as the normalbuildings and ruins.Players can build their team around this story andeven paint up some special terrain to add to theoverall narrative. In some cases, you will need todecide which player will be the ‘attacker’ or‘defender’ depending on your story and teamchoices.If you have a strong story for your game, why notcreate your own scenario rules, or use the onesprovided as a base?DEPLOYMENTRandomSometimes you just want to gather yourminiatures and play a game, without the need toprepare a story beforehand. In this case, if ascenario references an ‘attacker’ or ‘defender’,randomise which player is which before you startplaying. In order to decide on the scenario you willbe playing roll a D6 on the following chart:When deploying your forces, use the StandardDeployment Method in the Warhammer 40,000rulebook with the deployment map included in themission you are playing. Players do not roll forWarlord traits.FIRST TURNUnless the mission specifies who has first turn, theplayer that deployed first can choose to take thefirst or second turn. If they decide to take the firstturn, their opponent can attempt to Seize theInitiative.MISSION CHARTD10123456GAME LENGTHAll Kill Team mission use the Variable Game Lengthrules, but some missions may have ways of endingthe game early.9MissionEscalating SkirmishDoomsday DeviceTake and HoldPossessionLast StandRaid

UNOFFICIAL WARHAMMER 40,000 EXPANSIONMISSION RULESTwo small teams have met by chance and neitheris prepared to turn his back and let his opponentget away without a fight. The skirmish soonescalates as reinforcements arrive.Before deployment, both players must split theirteams into two sub-teams as evenly as possible(for example a team of 11 models would be split into two sub-teams of 6 and 5 models). The playersthen decide which of their sub-teams start thegame on the ta

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