Вы находитесь на странице: 1из 23

Kill

Team League Season 1 Alone in the Grimdark


WhatisAloneintheGrimdar?ItsaleagueforplayingWarhammer40,000KillTeamgamessetovera
few weeks ending in play offs for the top players. Each player will have a Player Page where their
Leaguerecord,roster,andphotosoftheirarmywillbedisplayed.Theleaguewillbeeitherroundrobin
style, or bracketed and will run for a number of weeks depending on the number of players in the
League.EntryintotheLeaguewillbe$5tohelpsponsorthewebpageandprizesforthewinners.
Nowthenextbigquestion,whatisKillTeam?Well,itsbasicallyWarhammer40,000,exceptthatyou
playitatlowpoints,around150250.KillTeamisawaytoplayagamethatinteractsatamuchmore
personallevel,insteadofbeinginaunit,eachmodelmoves,shoots,andbehavesindividually.Thisis
notafullscalebattlebetweenarmies,butasmallstrikeforcedeployedtoaccomplishaspecificmission.
And last but not least, why do you care? Well, ever wanted to play another army, or just that one
randomboxofcoolmodels,nottherestofthearmy?ThenKillTeamisthegameforyou!Lowpoints,
remember?Formostarmies,youonlyneed1boxworthofmodelstohaveenoughpointstoplayKill
Team,sogoaheadandgetthatoneboxofHarlequins.Notsurewhatarmyyouwanttodostartnext,
pickarandomone,playsomeKillTeamgamesandseehowyoulikeit.Tryingtofigureoutwhatthe
GrimdarkisandhowtoplayWarhammer40,000,gotyoucoveredonthatendtoo.Itsaloteasierto
learnthebasicmechanicsofhowtoplayandwhatisgoingonwhenyouonlyhavetoworryaboutafew
modelsandeveryoneisjustrunningaroundontheirown.
SoSignUpandplayinKillTeamLeagueSeason1AloneintheGrimdarktoday!

Kill Team League Rules


Eachplayergeneratesaunitrosterofnomorethan800pts,includingupgrades,wargearoptions,etc.
The unit roster can be made up of any number of Elite, Troop, or Fast Attack choices. Codices that
containspecialrulessimilartoSpaceMarineChapterTacticsmustusethesamespecialrulesforallKill
Teams,i.e.theentirerostermustusethesameChapterTactics.(NotethatDeathwatchChapterTactics
areaspecificexemptiontothisasdetailedbelowandintheirrules).Beforethegamestarts,theplayer
createsaKillTeamDetachmentofnomorethan250ptsfromhisroster,usingtheunitsexactlyaslisted
onhisroster.EachKillTeamDetachmentmustadheretotheKillTeamForceOrgandrestrictionsshown
below.
Players using the Deathwatch Chapter Tactics (see below) may instead select up to 800 pts worth of
models,andmayinclude anynumberofKillTeamLeaders,dedicated transports,andspecialist/heavy
weapons. Players using Deathwatch Chapter Tactics then generate a Deathwatch Kill Team (as
described in their Chapter Tactics), using any combination of models from their roster, but may only
include1KillTeamLeader,and1dedicatedtransport.

Kill Team Detachment


02Troops
01Elites
01FastAttack
KillTeamRestrictions

The team must include at least 4 nonvehicle models. One of these models must be the kill
teamleader,and3othernonvehiclemodelsmustbeSpecialists(seebelow).
AKillTeamcannotincludeanymodelswithmorethan3woundsorhullpointsontheirprofile
AKillTeamcannotincludeanymodelswithacombinedarmorvaluegreaterthan33(AVFront+
AVSide+AVRear)
AKillTeamcannotincludeflyers,unlesstheyarecapableofhovermode.Flyersmustremainin
hovermodeatalltimes.Flyingmonstrouscreaturesmustremaininglidemodeatalltimes.
AKillTeamcannotincludeanymodelswitha2+armorsave.
Relicwargearmaynotbeselectedbyunits.However,namedcharactersornamedcharacters
selectedasupgradesmaybepurchasedasnormal.E.g.theAnimusMalorummaynotbetaken
bythesergeantofaLegionoftheDamnedSquad,butSergeantTelionmaybetakenbyaScout
Squad.

Kill Team Leader


Theleaderisautomaticallythecharacterwiththehighestleadership.IftheKillTeamdoesnotcontaina
character model then the model with the highest leadership is the leader. In either case, if several
eligiblemodelsaretiedforthehighestleadership,oneofthemodelsmustbenominatedastheleader.
However, the leader must be a nonvehicle model, and may not have the Beast unit type or Swarm
special rule. If the leader was not already a character or independent character, then it gains the
Characterunittype.
At the start of each game roll on the Leader Traits table below before you deploy your kill team to
discoverwhatsignaturetacticsyourleaderhasplannedtohelpcompletethemission.

Leader Traits Table


D6Result
1 ACunningRuse:D3+2nonvehiclemodelsofyourchoicehavetheOutflankSpecialRule
2 QuickThinker:YourKillTeamsuccessfullySeizestheInitiativeonarollof4+
3 ChasingPromotion:Yougain1additionalvictorypointifyourLeaderslaystheenemyleaderin
achallenge
4 IronResolve:YourLeadersCommandRange(seebelow)isincreasedto12
5 Been there, Seen it, Done it: Your leader can select a special rule from one of the Specialist
Categories (see below), though this cannot be from the same category as any of your other
Specialists.
6 UnshakeableDedicationtoDuty:YourLeaderhastheZealotspecialrule.

Specialists
After establishing the Kill Team Leader, 3 nonvehicle models must be nominated as Specialists. The
Leader cannot be nominated, nor can a model with the Beast unit type or Swarm special rule. Each
Specialist must be assigned a single special rule from one of the Specialist Categories below. Each
SpecialistCategorymayonlybeselectedby1Specialist.
CombatSpecialist
Counterattack
FuriousCharge
HammerofWrath
Hatred
InstantDeath**
Rage
Rampage
WeaponSpecialist
Haywire**
IgnoresCover
Mastercrafted***
Pinning*
Rending*
Sniper
SplitFire****
TankHunter*
DirtyFighterSpecialist
Blind**
Concussive**
Fear
Fleshbane**
MonsterHunter
Poisoned(4+)*
Rending**
Shred**
SoulBlaze
IndomitableSpecialist
AdamantiumWill
Crusader
EternalWarrior
Fearless
FeelNoPain
Relentless
Strikedown**
Stubborn

GuerillaSpecialist
Fleet
HitandRun
Infiltrate
MoveThroughCover
NightVision
PreferredEnemy
Scout
Stealth
*AppliestotheSpecialistsshootingattacksonly
**AppliestotheSpecialistsclosecombatattacksonly
***NominateoneweaponcarriedbytheSpecialist,thatweaponhastheMastercraftedspecialrule.
**** A model with the Split Fire special rule can target two different enemy units with its shooting attacks.
However,thecontrollingplayermustclearlystatehowmanyshotsheintendstofireateachtarget.Thisdoesnot
allowthespecialisttofiremoreweaponsthanhewouldnormallybeable.

Kill Team Mission Rules


Skirmish Battlefield:Gamesareplayedona4x4board
Every Man for Himself:ModelsforaKillTeamarepurchasedasnormalfromtheircodex/supplement,
however,whendeployingtheKillTeamandthroughoutthegameeachmodelistreatedasaseparate
unit.ThisincludeswargearoptionssuchasSpaceWolvesFenrisianWolves,andTauEmpireDrones.Ifa
modelhastheIndependentCharacterspecialrule,itcannotjoinanothermodeltomakeaunitofmore
thanonemodel.
Transport Vehicles:Transportvehiclescancarryanumberofmodelsequaltotheirtransportcapacity
(butfollowingallofthenormalrestrictions);regardlessofwhichunitamodelwasselectedfromduring
KillTeamselection.However,onlymodelsthatwereselectedaspartofthesameunitduringKillTeam
selection,andwereassignedadedicatedtransport,canbeginthegameembarkedupontheirdedicated
transport.
Youre on your own:Extramodelscannotbegeneratedduringthecourseofthegamebyanymeans.
Daemonology powers may be taken and selected as normal, however, if a conjuration power was
generated it may not be used during the game, this does not allow a reroll on the table, the model
simplyhasapsychicpowerthatcannotbeused.Furthermore,theReservesruleisnotusedexceptasa
result of the Outflank special rule. If any models in the Kill Team can normally only deploy via Deep
Strike,simplydeploythemalongwiththerestoftheKillTeam,e.g.aKillTeammadeupsolelyofLegion
of the Damned models deploys the models on the table at the start of the game, not in Deep Strike
Reserveaswouldnormallybethecase.ModelscannotenterOngoingReservebyanymeans,exceptas
aresultofapsychicpowerorotherspecialrulethatstatesamodelentersOngoingReservesandthen
immediatelyreentersplaybyDeepStrike.Inthiscase,iftheDeepStrikingunitsuffersaDeepStrike
Mishap,donotusethenormalDeepStrikeMishapTable,insteadrollaD6,ona13theunitsuffersa
TerribleAccidentresultontheDeepStrikeMishaptable,ona46theunitsuffersaMisplacedresult.If
forsomereasontheunitcontainsmultiplemodels,orisatransportwithoneormoremodelsembarked
uponthetransport,andamisplacedresultisrolled,eachmodelmaybeplacedindividuallyindifferent
locations.
Psychic Solitude: When generating psychic powers for units that have the Brotherhood of
Psykers/Sorcerersspecialrule,generatepowersasnormalandapplytheresulttoallofthemodelsin
theunit.TheBrotherhoodofPsykers/SorcerersspecialrulehasnoothereffectingamesofKillTeam.
Break Tests: If at the start of your turn, your opponent has destroyed (or otherwise caused to be
removedfromplay)morethanhalfthetotalnumberofmodelsinyourKillTeam,yourforceisBroken.
From that point on, each model must take a Break test at the beginning of each of your movement
phases,includingtheturnonwhichyourforcewasBroken.StartingwithyourLeader(ifstillalive),each
ofyourmodelsmusttakeaLeadershiptest.Ifthetestpassesthemodelbehavesasnormal,ifthetestis
failed the model flees the battlefield and is immediately removed as a casualty. Vehicles and models
withtheFearlessspecialruleautomaticallypassBreaktests.ModelswiththeAndTheyShallKnowNo
FearspecialrulererollfailedBreaktests.ModelswiththeDemonicInstabilityspecialrulererollfailed
Breaktests.
Command Range:YourLeaderhasaCommandRangeof6.IfyourforceisBrokenandyourLeader
passestheirBreaktest,allfriendlymodelswithintheirCommandRangeautomaticallypasstheirBreak
tests.

CodexExceptionsforKillTeamMissions
Codex:ChaosDaemons:TheWarpStormspecialruleisnotusedinKillTeammissions.
Codex:ChaosSpaceMarines:TheChampionofChaosspecialruleisnotusedinKillTeammissions.
ArmyentrieslistedasaDedicatedTransportinanolderCodex(e.g.RazorbacksinCodex:SpaceMarine)
maybeselectedasaFastAttackchoice.

Kill Team Secondary Objectives


Slay the Leader: If at the end of the game, the enemys Leader has been slain, you score 1 Victory
Point.IftheenemyLeaderfledthefieldasaresultofaBreaktest,aVictoryPointisnotawarded.
Linebreaker:Ifattheendofthegameyouhaveatleastonemodelintheenemysdeploymentzone,
youscore1VictoryPoint.Modelsthatarefallingbackorhavegonetogrounddonotcount.
First Blood:Ifattheendofthegame,thefirstmodeltoberemovedasacasualtywaspartofyour
opponentsKillTeam,youscore1VictoryPoint.
Break the Enemy:If,attheendofthegame,youhavecompletelydestroyedmorethanhalfofyour
opponentsmodels,youscore1VictoryPoint.

Kill Team League Mission Table


D6Result
1
2
3
4
5
6

ForwardPush
HeadHunt
SecuretheHighGround
SupplyDrop
ChaosintheNight
Relic

1) Forward Push
Battlefield: Use deployment map shown below. Set up terrain as described in Warhammer 40,000
rulebook.

Place Primary Objectives:Bothplayersrolloff.Playerstaketurnsplacingatotalof3Objective


Markers, starting with the player who won the rolloff (place objectives as described in Warhammer
40,000rulebook).

Deployment:BeforeplacingmodelsdetermineLeaderTraits.Bothplayersrolloff,thewinnerofthe
rolloffhastheoptionofdeployingfirstorsecond.

First Turn: The player that deployed first has the option of choosing to go first or second. If the
player chooses to go first, their opponent can attempt to Seize the Initiative, as described in the
Warhammer40,000rulebook.
Game Length: The mission uses Variable Game Length, as described in the Warhammer 40,000
rulebook.

Victory Conditions:Attheendofthegame,theplayerthathasscoredthemostVictoryPointswins
thebattle.IftheplayershavethesamenumberofVictoryPoints,thegameisadraw.
Primary Objectives:Attheendofthegame,eachobjectivemarkerisworth1VictoryPointto
theplayerthatcontrolsit.
Secondary Objectives:SlaytheLeader,Linebreaker,FirstBlood,BreaktheEnemy

Mission Special Rules:NightFighting,MysteriousObjectives

Deployment Zone

12"

24"

12"

Deployment Zone

2) Head Hunt
Battlefield: Use deployment map shown below. Set up terrain as described in the Warhammer
40,000rulebook.

Deployment:BeforeplacingmodelsdetermineLeaderTraits.Bothplayersrolloff,thewinnerofthe
rolloffhastheoptionofdeployingfirstorsecond.

First Turn: The player that deployed first has the option of choosing to go first or second. If the
player chooses to go first, their opponent can attempt to Seize the Initiative, as described in the
Warhammer40,000rulebook.
Game Length: The mission uses Variable Game Length, as described in the Warhammer 40,000
rulebook.

Victory Conditions:Attheendofthegame,theplayerthathasscoredthemostVictoryPointswins
thebattle.IftheplayershavethesamenumberofVictoryPoints,thegameisadraw.
Primary Objectives:Ifattheendofthegame,theenemysLeaderhasbeenslain,youscore3
VictoryPoints.Youalsoscore1VictoryPointattheendofthegameforeachenemySpecialist
thathasbeenslain.Novictorypointsareearnedformodelsthatfledthebattleasaresultofa
failedBreaktest.
Secondary Objectives:Linebreaker,FirstBlood,BreaktheEnemy

Mission Special Rules:NightFighting

15"
Deployment Zone

9"

9"

Deployment Zone
15"

3) Secure the High Ground


Battlefield:Usedeploymentmapshownbelow.PlaceaHillorothertallpieceofterraininthecenter
ofthebattlefield,thismaynotbeabuilding,thensetuptheremainderoftheterrainasdescribedinthe
Warhammer40,000rulebook.

Deployment:BeforeplacingmodelsdetermineLeaderTraits.Bothplayersrolloff,thewinnerofthe
rolloffhastheoptionofdeployingfirstorsecond.

First Turn: The player that deployed first has the option of choosing to go first or second. If the
player chooses to go first, their opponent can attempt to Seize the Initiative, as described in the
Warhammer40,000rulebook.

Game Length: The mission uses Variable Game Length, as described in the Warhammer 40,000
rulebook.

Victory Conditions:Attheendofthegame,theplayerthathasscoredthemostVictoryPointswins
thebattle.IftheplayershavethesamenumberofVictoryPoints,thegameisadraw.
PrimaryObjectives:Attheendofthegame,youscore1VictoryPointforeachscoringmodel
whoseentirebaseiswithintheboundariesoftheterrainpiece.
SecondaryObjectives:SlaytheLeader,Linebreaker,FirstBlood,BreaktheEnemy

Mission Special Rules:NightFighting

12"

Deployment Zone

24"

High
Ground

12"

Deployment Zone

4) Supply Drop
Battlefield: Use deployment map shown below. Set up terrain as described in the Warhammer
40,000rulebook.

Place Primary Objectives:Bothplayersrolloff.Playerstaketurnsplacingatotalof6Objective


Markers,startingwiththeplayerwhowontherolloff(placeobjectivesasdescribedintheWarhammer
40,000rulebook).Afterallmarkershavebeenplaced,scattereachmarker2D6andmovethemarker
accordingly.Ifthemarkerscattersontoaterrainpiece,placeitonthehighestlevelunderneaththefinal
position of the marker. If the marker would scatter off of the table, move the objective as far as
possibleintheindicateddirection,butstop1awayfromthetableedge.Ifthemarkerwouldfinishits
move in impassible terrain, roll a scatter die and place the marker 1 away from the terrain in the
directionshown(rerollinghitsorresultsthatwouldmakeitimpossibletoplacetheobjective).

Deployment:BeforeplacingmodelsdetermineLeaderTraits.Bothplayersrolloff,thewinnerofthe
rolloffhastheoptionofdeployingfirstorsecond.

First Turn: The player that deployed first has the option of choosing to go first or second. If the
player chooses to go first, their opponent can attempt to Seize the Initiative, as described in the
Warhammer40,000rulebook.

Game Length: The mission uses Variable Game Length, as described in the Warhammer 40,000
rulebook.

Victory Conditions:Attheendofthegame,theplayerthathasscoredthemostVictoryPointswins
thebattle.IftheplayershavethesamenumberofVictoryPoints,thegameisadraw.
Primary Objectives:Attheendofthegame,thePrimaryDrop(seebelow)isworth3Victory
Pointstotheplayerthatcontrolsit.
Secondary Objectives:SlaytheLeader,Linebreaker,FirstBlood,BreaktheEnemy

Mission Special Rules:NightFighting


PrimaryDrop:OnlyoneoftheObjectiveMarkersincludestheessentialmunitionstheKillTeam
desperatelyneeds,referredtoasthePrimaryDrop.Thefollowingrulesapply:
Each time a model (friend or foe) ends its Movement phase within 1 of an Objective
Marker,rollaD6.Ona15,removetheObjectiveMarkerfromplaythiscrateisfilled
withnonessentialmaterial.Onarollofa6,thatmodelhasfoundthePrimaryDrop.
As soon as the primary drop is found, all other Objective Markers are immediately
removedfromplay.
IffiveObjectiveMarkershavebeensearchedunsuccessfully,thesixthObjectiveMarker
automaticallybecomesthePrimaryDrop.
ThePrimaryDropcannotbemovedbyanymeans.

12"

Deployment Zone

24"

12"

Deployment Zone

5) Chaos in the Night


Battlefield:Usedeploymentmapshownbelow.Setuptheremainderoftheterrainasdescribedin
the Warhammer 40,000 rulebook. Note that this mission is intended to be played with high terrain
densitytorepresentfightingwithintheconfinesofacity,jungle,etc.

Place Primary Objectives:AnObjectiveMarkerisplacedinthecenterofeachdeploymentzoneas


showninthedeploymentmapshownbelow.

Deployment:BeforeplacingmodelsdetermineLeaderTraits.Bothplayersrolloff,thewinnerofthe
rolloffhastheoptionofdeployingfirstorsecond.Bothplayersdeterminewhichmodels,ifany,willbe
placedinreserve(seeYoureonYourOwnabove)andwhichmodelswillbedeployed.Modelsmaynot
use the Infiltrate special rule to deploy. Starting with the player deploying first, deployment is then
performedasfollows
1) The player selects one model to be deployed (units may be deployed within their dedicated
transportasasinglemodel).
2) The player rolls a D6 for the model and determines the deployment zone for the model (see
deploymenttablebelow).ModelswiththeInfiltratespecialrulemayrerolltheD6,butmust
abidebythesecondresult.
3) The player then deploys the model anywhere in the deployment zone more than 3 from an
enemymodel.
4) Players alternate deploying models by repeating steps 13 until all models except those in
reservearedeployed.
5) ModelswiththeScoutspecialrulemaymakeScoutmovesasnormal.

First Turn:Theplayerthatfinisheddeployingtheirmodelsfirsthastheoptionofchoosingtogofirst
or second. If the player chooses to go first, their opponent can attempt to Seize the Initiative, as
describedintheWarhammer40,000rulebook.

Game Length: The mission uses Variable Game Length, as described in the Warhammer 40,000
rulebook.

Victory Conditions:Attheendofthegame,theplayerthathasscoredthemostVictoryPointswins
thebattle.IftheplayershavethesamenumberofVictoryPoints,thegameisadraw.
Primary Objectives:Attheendofthegame,eachObjectiveMarkerisworth3VictoryPoints
totheplayerthatcontrolsit.
Secondary Objectives:SlaytheLeader,FirstBlood,BreaktheEnemy

Mission Special Rules:MysteriousObjectives


DeathbyMoonlight:Inthismission,theNightFightingrulesareineffectfortheentirebattle.
HittheDirt:Allterrainfeatures(exceptopenground)providea6+invulnerablesaveagainstshooting
attackstomodelsthathavegonetoground.

Alone in the Dark: At the start of every player turn, each model must pass an initiative test to act
normally, unless it has been Rallied (see below) or is arriving from Outflank. Models with the Scout
specialrulemayrerollfailedtests.Modelsthatfailtheirinitiativetest:

Rollascatterdicetodeterminemovementdirection,themodelmayonlymoveinthisdirection
(itmayascendanddescendlevelsasnormal).IfaHitisrolledonthedice,themodelmaymove
inanydirection.Themodelisnotrequiredtomove.
Ifthemodelruns,itrunsinarandomdirectionasformovementabove.
Themodelmayonlyshootand/orchargetheclosestenemymodelinlineofsight.
Ifthemodelcharges,itcountsasmakingadisorderedcharge.

Rallied:ModelswithinCommandRangeoftheLeaderatthestartoftheplayerturnareRalliedand
may behave as normal for the remainder of the game (they are still subject to Break Tests as
normal).LeadersandvehiclesbeginthegameasRallied.

24"

24"
Player 1 Table Edge

Deployment Zone A

Deployment Zone B

3"
24"

3"

Objective

Objective

3"
24"

3"

Objective

Objective

Deployment Zone C

Deployment Zone D

Player 2 Table Edge

DeploymentTable:
D6Roll
1
2
3
4
5
6

DeploymentZone
OpposingPlayersChoice
ZoneA
ZoneB
ZoneC
ZoneD
OwningPlayersChoice

6) Relic
Battlefield:Usedeploymentmapshownbelow.SetuptheterrainasdescribedintheWarhammer
40,000rulebook.

Place Primary Objectives: A single Objective Marker is placed in the center of the table. If the
centerofthetableisoccupiedwithimpassableterrain,placetheObjectiveMarkerascloseaspossible
tothecenterofthetable.

Deployment:BeforeplacingmodelsdetermineLeaderTraits.Bothplayersrolloff,thewinnerofthe
rolloffhastheoptionofdeployingfirstorsecond.

First Turn: The player that deployed first has the option of choosing to go first or second. If the
player chooses to go first, their opponent can attempt to Seize the Initiative, as described in the
Warhammer40,000rulebook.
Game Length: The mission uses Variable Game Length, as described in the Warhammer 40,000
rulebook.

Victory Conditions:Attheendofthegame,theplayerthathasscoredthemostVictoryPointswins
thebattle.IftheplayershavethesamenumberofVictoryPoints,thegameisadraw.
Primary Objectives:Attheendofthegame,theObjectiveMarkerisworth3VictoryPointsto
theplayerthatcontrolsit.
Secondary Objectives:SlaytheLeader,Linebreaker,FirstBlood,BreaktheEnemy

Mission Special Rules:NightFighting


The Relic:
TheObjectiveMarkerrepresentstheRelic.Thefollowingrulescoverseizing,movinganddroppingthe
Relic.
SeizingtheRelic:AnonvehiclescoringmodelcanseizetheRelicbymovingintobasecontactduringthe
Movementphasethatmodelthenautomaticallypicksitupattheendofthephase.Fromthatpoint,
theRelicremainswiththemodel(movetheRelicwiththemodeltoshowthis)untilitisdropped,which
canhappenvoluntarily,buthappensautomaticallyifthemodelisslain.Whileamodelhasseizedthe
Relic,itisconsideredincontroloftheRelicforpurposesofVictoryPoints.
Moving with the Relic: The Relic is fragile, and swift movement will likely damage it, so the model
carryingtheReliccannotRunandcannevermovemorethan6"inanyphase.Ifitisforcedtodoso,the
Relicisimmediatelydropped.AmodelwiththeReliccanembarkaTransportvehicle,butthatvehicle
cannotmovemorethan6"perphasewhilsttheRelicisonboard.
Amodelcarryingthe Reliccantransferittoanyfriendly nonvehiclescoring modelif the twomodels
end their Movement phase in base contact. Move the counter to the new bearer to show who is
currentlyholdingtheRelic.TheReliccanonlybepassedtoafriendlymodelonceperMovementphase.
DroppingtheRelic:ThecontrollingplayercanchoosetohavehismodeldroptheRelicatanytime,in
whichcaseheplacesthecounter1"awayfromthemodel.IfthemodelFallsBack,theRelicisdropped

automaticallybeforethemodelperformsitsFallBackmove.Ifthemodelisremovedasacasualty,oris
in any other way removed from the table whether voluntarily or otherwise the Relic is dropped
automaticallyandplacedwithin1"ofthespotwherethemodellastwasbeforeitleftthetable.Note
thatembarkingontoaTransportisanexceptiontothis,asdetailedbelow.
NotethattheReliccanonlybebroughtaboardaTransportvehicleifitiscarriedbyamodelthatcan
embark upon the Transport. If the Relic is dropped whilst the bearer is embarked within a Transport
vehicle,placeit1"awayfromarandomlydeterminedAccessPoint.
If the Relic is dropped in impassable terrain, place it as close as possible to the point where it was
droppedthatisnotimpassableterrain.

15"
Deployment Zone

9"

9"

Deployment Zone
15"

Deathwatch Chapter Tactics


Kill Team Specialists:ADeathwatcharmydoesnotfollowthenormalKillTeamDetachmentForce
Org.InsteaditmusttakeasingleDeathwatchKillTeam.
Purge The Xenos:ModelsinthisdetachmenthavethePreferredEnemy(Xenos)andHatred(Xenos)
specialrules.
Band of Brothers:InsteadofasingleChapterTacticapplyingtotheentirearmy,modelswiththe
ChapterTacticsspecialruleselecttheirChapterTacticsindividuallyfromanyChapterTactic.Thisis
chosenatunitcreationandmustbenotedontheunitroster.Notethatthisdoesallowdifferentmodels
intheunittohavedifferentChapterTactics.VehiclesdonotreceiveanyChapterTactics.
Warrior of Renown:ModelgainstheunittypeCharacter.ThisdoesnotapplytoVehicles.

Deathwatch Kill Team


ADeathwatchKillTeamcanincludeanyofthemodelslistedbelowatthelistedpointscost.Eachmodel
hastheprofile,specialrules,andwargearlistedinitsrelevantcodexentry.Eachmodelmaypurchase
anyupgrades,options,and/orwargearaslistedinitsunitentry(exceptdedicatedtransportsand
subjecttotherestrictionsforKillTeamunitselectione.g.no2+armorallowed)atthepointscostlisted
intheunitentry.However,nomorethan4totalspecialand/orheavyweaponsmaybetaken.
AllmodelsgainthePurgetheXenos,BandofBrothers,andWarriorofRenownspecialrules.
AnymodelmayalsotakeitemsfromtheDeathwatchKillTeamSpecialIssueWargearlist.
CodexSpaceMarinesandCodexBloodAngels:
Sternguard26pts/model
Vanguard23pts/model
CodexSpaceWolves:
WolfGuard22pts/model
WolfScout18pts/model
CodexDarkAngels:
CompanyVeteran22pts/model
OnemodelmaybeupgradedtoaDeathwatchKillTeamLeader:5pts
DeathwatchKillTeamLeadergains+1WS,+1BS,and+1LD
DeathwatchKillTeamLeadermustbeTeamLeaderforKillTeamMissions
TheKillTeammaytakeadedicatedtransport
Codex:SpaceMarines
Rhino40pts
Razorback60pts

DeathwatchKillTeamSpecialIssueWargear
AKillTeamLeadermaytake
AdditionalCloseCombatWeapon:2pts
ItemsfromtheSpecialIssueWargear,Melee,orRangedWeaponslistsfromthemodels
ParentCodex.
MayexchangeBolter/BoltPistol/Chainsword/CloseCombatWeaponforaRelicBlade:25pts
Anyinfantrymodelmaytake:
JumpPack*:3pts
SpaceMarineBike**:7pts
MeltaBombs:5pts
AnymodelmaytakeDeathwatchSpecialIssueAmmunition(SeeProfilesBelow)fortheweaponsbelow
atthelistedpointscost.ModelswithSpecialIssueAmmunitionincludedintheirwargear(e.g.
Sternguard)mayexchangetheirSpecialIssueAmmunitionforoneoptionbelowat5ptsreducedcost
(toaminimumofzero).DeathwatchSpecialIssueAmmunitionispurchasedforeachweaponcarriedby
amodelindividually.

Boltgun,Combiweapon,orTwinLinkedBoltgun***:5pts

BoltPistol****:3pts

StormBolter:7pts

HeavyBolterorTwinLinkedHeavyBolter:10pts
*Maynotbetakenbymodelsonbikes,orWolfScouts.Maynotbetakenbymodelscarryingheavyweapons.
**MaynotbetakenbymodelswithJumpPacks.MaynotbetakenbyWolfScoutswithCamocloaks.
***ThisincludestheTwinLinkedBolteronaSpaceMarineBike.
****SelectonetypeofSpecialIssueAmmunitionandreplacetheBoltPistolsnormalprofilewiththeSpecialIssue
Ammunitionprofile.BoltPistolsmayonlyuseonetypeofammunition.

Deathwatch Special Issue Ammunition


DragonfireBolt
Weapon
Boltgun,Combiweapon,
TwinLinkedBoltgun
BoltPistol
StormBolter
HeavyBolter
TwinLinkedHeavyBolter

HellfireRound
Weapon
Boltgun,Combiweapon,
TwinLinkedBoltgun
BoltPistol
StormBolter
HeavyBolter
TwinLinkedHeavyBolter

KrakenBolt
Weapon
Boltgun,Combiweapon,
TwinLinkedBoltgun
BoltPistol
StormBolter
HeavyBolter
TwinLinkedHeavyBolter

VengeanceRound
Weapon
Boltgun,Combiweapon,
TwinLinkedBoltgun
BoltPistol
StormBolter
HeavyBolter
TwinLinkedHeavyBolter

Range
24
24
12
24
36
36

S
4
4
4
4
5
5

AP
5
5
5
5
4
4

Type
RapidFire,IgnoresCover
RapidFire,IgnoresCover,TwinLinked
Pistol,IgnoresCover
Assault2,IgnoresCover
Heavy3,IgnoresCover
Heavy3,IgnoresCover,TwinLinked

Range
24
24
12
24
36
36

S
4
4
4
4
5
5

AP
5
5
5
5
4
4

Type
RapidFire,Poisoned(2+)
RapidFire,Poisoned(2+),TwinLinked
Pistol,Poisoned(2+)
Assault2,Poisoned(2+)
Heavy3,Poisoned(2+)
Heavy3,Poisoned(2+),TwinLinked

Range
30
30
15
30
45
45

S
4
4
4
4
5
5

AP
4
4
4
4
3
3

Type
RapidFire
RapidFire,TwinLinked
Pistol
Assault2
Heavy3
Heavy3,TwinLinked

Range
18
18
9
18
27
27

S
4
4
4
4
5
5

AP
3
3
3
3
2
2

Type
RapidFire,GetsHot
RapidFire,GetsHot,TwinLinked
Pistol,GetsHot
Assault2,GetsHot
Heavy3,GetsHot
Heavy3,GetsHot,TwinLinked

Вам также может понравиться