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View Full Version : New Kill Team rules are now available for digital download!



The Sovereign
12-20-2013, 10:23 PM
First thing I noticed: no more models with a 2+ save allowed!

Patrick Boyle
12-20-2013, 10:37 PM
Have a link? GW Digital Editions page is still listing the 20th as the most recent for me.

The Sovereign
12-20-2013, 11:24 PM
https://itunes.apple.com/us/book/warhammer-40-000-kill-team/id775959071?mt=11

I think that's right. I'm bad with technology. :S

Patrick Boyle
12-20-2013, 11:40 PM
Ah, so the iBooks version is available, but not the regular ebook editions yet.

The Sovereign
12-21-2013, 12:10 AM
Yeah, sorry. Can I change the thread title to be more specific?

evilamericorp
12-21-2013, 12:12 AM
$12.99? That's absurdly expensive. This kind of thing used to be a freebie on their website, or included in White Dwarf. This money-grabbing is getting out of hand.

Bigred
12-21-2013, 12:36 AM
Sovereign, get on in that OP and fill in all the details you want.

BCompDude
12-21-2013, 12:50 AM
Kill Team Detachment

0-2 Troops
0-1 Elites
0-1 Fast Attack

Must contain a minimum of four non-vehicle models. One of these models must be your Leader and three must be Specialists.

Cannot include any models with more than 3 Wounds or Hull Points on their profile.

Cannot include any vehicles with a combined Armor Value of more than 13.

Cannot include Flyers.

Cannot include any models with a 2+ save.

Vangrail
12-21-2013, 01:10 AM
No armor that facings equal 33.... 12+12+10=34 damn no dreads :( lol. No always have been a fan of kill team it is great game mode for too cramped areas or people dont wanna play full games.

Vangrail
12-21-2013, 01:27 AM
Also surprised at the no 2+. The teams in space hulks are kill teams are they not?

celas
12-21-2013, 02:15 AM
Can't say that I'm too surprised. Not many armies can field a kill team that can reliably take down a team of terminators. Though my XV8 teams would make mince meat of them! Bwahahaha!

I look forward to giving this a try when the ebook version releases sometime today. Was hoping it would pop up at midnight but no such luck...

Chris Kirby
12-22-2013, 01:50 AM
ugh 200 points maximum sucks. My Grey Knights will never work in this game lol. And this should be the game they excel at based on the fluff lol.

Vangrail
12-22-2013, 01:55 AM
knights would do well lol in a 200 point game where everyone is independent . they have storm bolters and whatever weapon u give them. lol they will do fine

Mr Mystery
12-22-2013, 03:56 AM
Max armour 33..... My Necrons are asking if that's before or after any modifiers, like quantam shielding.

monkiman
12-26-2013, 12:27 PM
Ruleswise - is there much difference between the "new" Kill Team and these http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3460063a_Kill_Team_Rules_Pack_2013.4.pdf

Ursa
12-26-2013, 05:53 PM
Ruleswise - is there much difference between the "new" Kill Team and these http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3460063a_Kill_Team_Rules_Pack_2013.4.pdf

Get the rules and find out. The 12.99 price tag isn't that bad at all. Ive paid more than that for breakfast or a beer and burger at red Robbins. Ive looked over the rules and cant wait to field a team with veteran guard and a few ogryn. Or a stealth team with fire warriors. Or wolf guard (my thirteenth warriors) or marine scouts galore. Or guard vets and sentinels.

EdThompson63
12-27-2013, 03:48 AM
Little bit disappointed in this as I thought it would be more specific towards Deathwatch Space Marine Kill Teams. Sure, I know you can play them using Vanguard and Sternguard squads. I'm hoping to see something along the same lines for Deathwatch versus Genestealer Cults. Love Space Hulk, and I like to play smaller games using the regular marines, not just termies.

Lord-Boofhead
12-27-2013, 07:52 AM
First thing I noticed: no more models with a 2+ save allowed!

That has never been allowed, ever...

Lord-Boofhead
12-27-2013, 07:57 AM
Ruleswise - is there much difference between the "new" Kill Team and these http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3460063a_Kill_Team_Rules_Pack_2013.4.pdf

Yes

So what has changed?

Wound 3 models are in now. No more than 3 hull points on your Vehicles.

BUT now but minimum of 4 non vehicle minis.

In addition Specialist have changed. Traits are divided up into 5 Groups and you must pick your specialist traits from different lists. And your Leader may no longer be a specialist, but he gets a roll on a kill team warlord type table...

schoon
12-31-2013, 04:46 PM
This edition of the rules has taken another step towards balance and cheese-blockage, and as has been pointed out above, they are similar to the 5th Ed version.

I think they're almost too respectable, as I really enjoyed the quirkiness of the 4th Ed rules, even if they did allow for some egregious abuses by rules lawyers.

I'm going to see about adding some of the 4E character back into the 6E set while still maintaining balance. I'll be setting up a website supporting the new rules within the next week or so. It'll be at www.killteamhq.com once it's up.

If you're a fan of Kill Team, the new rules are a no brainer. If you've never tried them before, pick up the free 5E set from GW's site and then make the choice.

Defenestratus
01-04-2014, 08:38 PM
My group is using these rules - which seem pretty balanced honestly. The fact that there are mini codexes available is pretty boss.

http://heralds-of-ruin.blogspot.com/p/kill-team-rules.html

eversor6666
01-19-2014, 05:40 PM
Hi guys!
Just a few thoughts on the new edition of the kill team rules, speaking as somebody who's attended the last 3 events at Lenton, and will be off to no 4 soon.
The dropping of the 2+ saves was a) yes, to stop units of terminators (I know, space hulk etc, but thats not the format of the events, it open trad tables), as has been said, they are tough to kill, but more because they do not fit the ideas of the game, secondly and more importantly b) to help bar such things a Riptides. The event before last occurred only about a week or two after the riptides release, and at the time it was a permissible unit, but completely unbalanced the game. There were instances of people seeing they were up against a riptide and just shaking their opponents hand and withdrawing they unbalanced things that badly. Combine the banning of 2+ saves, the minimum squad number and the wounds cap should future proof the rules against such an unbalancing in the future.
The AV cap prevents other 'unfluffy' units, for example flying Librarian dreads and Baal Preds. Don't forget that the original ethos of kill team goes all the way back to "40k in 40 mins" developed back on the 90s by a UK school teacher (Tim Eagleing) as a small squad game for school kids to play in a lunch hour.
It has to be said that yes, battle suits are a tough team, but like all Tau they have the CC weakness, and it will be a small team, vulnerable to break checks on very few casualties. Grey Knights are also a tough team, I used Interceptors in my second event and did fairly well (including taking out a battle suit team for only one casualty). Loads of firepower, super mobile, good Ld, nemesis weapons, only the small team number works against them.
The AV cap applies to the listed armour values and anything you could apply pregame; if it starts the game with a listed value higher than 33, its banned. It is permissible to "acquire" 2+ cover saves in-game (turbo boosting jetbike with shroud for example), though what necron armoured unit would you want, or be permitted to take?
Ive not read the new Nid codex, but they were not a competitive army under the old codex due to lack of effective units for the format (no infiltrate for genestealers makes the soft skinned cannon fodder) and also lack of synaps creatures.

At the GW events there is a very low "cheese" tolerance, trying to be smug and squeeze in a 2+ armour save or any other forbidden thing by trying to use a 'loophole' will be, and has been, slapped down hard. These is a very strong sportsmanship element that has been more recently introduced which personally I applaud.

In this format the weirdest things can happen, winning or loosing games in a moment. I was very proud of taking out 3 marine bikes with my opening and only burst from a Loota (the rest had no targets anymore!) and then watching the rest of the squad fail their break check, but was trounced for the mentioned in dispatches award by the lone guardsman who took out a Callidus in CC.

May your dice always listen you you.

Tynskel
01-19-2014, 07:28 PM
One may use infiltrate now, right?

eversor6666
01-20-2014, 07:25 AM
You can indeed, but the no charge rule kind of limits its effectiveness for nids. I hope the new codex gives them something playable that is competitive. They are the only army that really struggled under the old rules / codex.

Another point I love about this format is that it is great for trying out new armies at very limited cost. I took an Ork team for the last one, first time I have ever used orks in a 30 year gaming career.

I'm tempted to take my Interceptors again for the next one (relentless jump pack psycannon, some things never get old), but my Sisters are calling to me.......

John Bower
01-20-2014, 05:41 PM
Kill team was actually awesome if you played nids before. We ran one down the club I used to go to soon after 6ed hit. I won most of my battles with just 10 Genestealers. The mostly unbeaten player I faced had Blood Angels on bikes, in the end I made him come to me, I kept out of sight in terrain and if he wanted to shoot me he had to risk me charging him. He got tired of waiting for me to make a mistake, came up and fired, and I charged, game over for him. Loved it, not least cos it was the only time I ever beat him.

Lord-Boofhead
01-21-2014, 10:39 AM
My group is using these rules - which seem pretty balanced honestly. The fact that there are mini codexes available is pretty boss.

http://heralds-of-ruin.blogspot.com/p/kill-team-rules.html

They seem way too complex. Why reinvent the wheel?

Mr Mystery
01-21-2014, 10:51 AM
Mr Boofhead.

I've seen quite a few of your posts today, and I can't help but wonder, do you only do snarky comments, or do you occasionally add to a conversation/topic in a meaningful manner?

Defenestratus
01-21-2014, 10:56 AM
They seem way too complex. Why reinvent the wheel?

Presumably due to the fact that the same mechanics that work in larger games don't work as well @ 250pts with single-model units.

Patrick Boyle
01-21-2014, 04:42 PM
Presumably due to the fact that the same mechanics that work in larger games don't work as well @ 250pts with single-model units.

This ruleset may help with that in some cases (wonkyness like not being able to charge someone if I kill my shooting target with my pistol; it makes sense in the abstraction of regular 40k, but at the kill team scale, which is essentially expanding on the same scenario in regular 40k, I should still be able to charge someone else in the enemy squad if I kill one...) but at the same time it adds a bunch of extra bookkeeping(on fire, have I used grenades, etc.), measuring, and tests(Pinning every time someone nearby dies), and entirely rewrites how terrain works in terms of model placement, cover and movement.

Then there's the army lists, with their mini-HQs, and wider availability of units through things like 2+ saves being allowed, and no vehicles period...

I feel like it's going for something entirely different than GW's Kill Team rules. While they are basically intended to be a cut down version of 40k, while still using the same general rules, so that if you have a grasp of regular 40k you can just pick it up and play, the fan rules are almost trying to make an entirely different skirmish game using 40k models and the 40k BRB as a base, before tossing out large chunks of it.

Tynskel
01-21-2014, 06:44 PM
I would like to see Necromunda rules for the new statlines of models. Necromunda and 2nd Edition rules are great for small games.

daboarder
01-21-2014, 07:01 PM
there's not much tweaking of the new rules to make them backwards compatible really. Take sternguard for example, they would have the standard marine profile and (including rapid fire) and then get their special ammunition.

Rough Touch
01-23-2014, 02:07 PM
$12.99? That's absurdly expensive. This kind of thing used to be a freebie on their website, or included in White Dwarf. This money-grabbing is getting out of hand.

it is getting out of hand......
but they are bringing a lot of codex/ dataplates/ sub games out all in a row so it's not too bad, you don't have to get everything even though it would be nice to have it all!

Starfarer
01-30-2014, 01:38 PM
Another point I love about this format is that it is great for trying out new armies at very limited cost. I took an Ork team for the last one, first time I have ever used orks in a 30 year gaming career.


This is a great point that shouldn't be understated. I had actually quit 40k about a year ago. Not out of frustration as much as a lack of time, and just didn't get my money's worth out of my purchases. However, Kill Team allows me to build a force for $100 or less, and that includes a codex purchase.

I started a Tau Kill Team, and I can say for certain I never would have considered starting a full Tau army, or ANY full army at this point. Not only that, but a few friends have also decided to pick up some kits and build a kill team because they can do so without the daunting task of paying hundreds of dollars and then have to build and paint dozens of models.

I really hope GW sees the value of a skirmish game like this and expands upon it, or at least eventually offers a physical copy of the Kill team rules, ideally with the core 40k rules needed to play Kill Team included in a single book. It is a great introductory game for new players and for those that want to expand, the option is there. For those like me that like the idea of doing a themed force, but don't want to build a full army, I can just start new Kill Teams when I get some inspiration for a book or new miniature release or whatever.

Lord-Boofhead
02-02-2014, 02:32 AM
Was updating the rules pack for my local Killteam event and noticed the following differences.

The latest version gains the following USRs

Infiltrate
Instant death
Scout
Split Fire
Soul Blaze

In addition Rending is now split into a close combat and shooting version so you can take it twice, sorta.

Poison is 4+ now in stead of 5+


The following USRs have been removed.
And They Shall now no Fear
Armourbane
It Will Not Die
Jink
Lance
Skilled Rider
Slow and
Purposeful
Smash

Most of them out of place in Killteam IMHO anyway.

Lord-Boofhead
02-02-2014, 05:50 AM
This ruleset may help with that in some cases (wonkyness like not being able to charge someone if I kill my shooting target with my pistol; it makes sense in the abstraction of regular 40k, but at the kill team scale, which is essentially expanding on the same scenario in regular 40k, I should still be able to charge someone else in the enemy squad if I kill one...) but at the same time it adds a bunch of extra bookkeeping(on fire, have I used grenades, etc.), measuring, and tests(Pinning every time someone nearby dies), and entirely rewrites how terrain works in terms of model placement, cover and movement.

Then there's the army lists, with their mini-HQs, and wider availability of units through things like 2+ saves being allowed, and no vehicles period...

I feel like it's going for something entirely different than GW's Kill Team rules. While they are basically intended to be a cut down version of 40k, while still using the same general rules, so that if you have a grasp of regular 40k you can just pick it up and play, the fan rules are almost trying to make an entirely different skirmish game using 40k models and the 40k BRB as a base, before tossing out large chunks of it.

Now, now you are being 'snarky'. when a bunch of dudes in their basements decided they know better than the guys who get paid to design games the correct response is to electronically fellate them. Who are we to question the wisdom of the collective?

Mr Mystery, THAT is what it looks like when I'm being snarky... :p