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  1. https://www.warhammer-community.com/2023/12/13/mix-and-match-aspect-warriors-to-create-the-deadliest-blades-of-khaine-kill-team/ This is one of the Asuryani kill teams that I've been waiting for. Short description (for those that haven't read the Warhammer Community article - link above) - you can mix and match Dire Avengers, Howling Banshees, and Striking Scorpions, with one Exarch from one of those shrines, into a single kill team. This is the Craftworlders' "veteran" kill team (I don't count the Anhrathe/Corsairs as "Craftworlders"). All I need now is a Black Guardians kill team and I'll have my Aeldari trifecta.
  2. until
    Weekday Warhammer: Into the Gallowdark II Part of the Warhammer World: Weekday Warhammer Events collection Compete in a thrilling Warhammer 40,000: Kill Team tournament with three matched play games, a painting competition, and awards to be won. Eventbrite link
  3. A Murder of Crows Time for yet another plog from the Monkey. More marines, coz that's what I do best, but also my first attempt at actual Primaris marines, not just scavanging their bodies to make truescale armies. This willjust be a little project (to begin with anyway) but its something I'vereally wanted to do for a while. I want to make an all-Phobos Kill-Team with a shamanic/tribal feel that has a very strong crow motif running throught. Not Raven Guard, Crows. The Murder. This idea came to me a good while ago and I've been slowly building up a littl bitz box of trinkets and things to make them out of. It started when I first saw the Corvus Cabal models for Warcry. I absolutly love them and my first thought was they'd be great as RG scouts or something. But they're too grisly and dark for RG I felt. I shelved the idea in my head and went back to other projects. The idea kept popping up every now and then and when that happens I know at some point I have to put knife-to-plastic and build something. So I got a bunch of Phobos marines, a box of Corvus Cabal and scrounged for several sets of the trinkets from the RG upgrade frames. First up is my leader, a Lirbrarian. Mainly because I think the model is a great fit for my theme and also because I really wanted one for that shamanic feel I was trying to capture. Here are his begginings: Super please with the feel so far.I want to actually do a lot more trinkets, do-dads, what-nots and feathers on him but I didn't want to use up all my bitz on the first model. Once I get a few more up and running I'll do a second pass on him and go to town a little more. I also want to all a lightning effect to his hands with wire but it's something I've never attempted before so I'm hesitant to start. What do you think? I've made a little head-way on the first of my Reivers and Eliminators too but nothing worth showing off yet. Keen to see what they other guys turn out like so should be a few more birds popping up here soon. Till then. CAW! PHM
  4. As it stands right now, factions with cheaper models are at a disadvantage compared to those with more expensive models when Command Rosters are constructed based on number of models. In my opinion, the rules for Command Rosters need to be adjusted. The current rules are driven by models, but this creates a significant gap in that all models are not equal. An Adeptus Custodes Command Roster consisting of 20 models is far more potent than an Astra Militarum Command Roster consisting of 20 models. Sure, the Astra Militarum have more model choices than the Adeptus Custodes, but there is still the basic comparison between 20 Astra Militarum models and 20 Adeptus Custodes models. In my perfect world, Command Roster construction would be by points rather than models. The initial concepts below are driven by a squad of Adeptus Astartes, but it could easily be modified if discussion develops compelling evidence that some other construct is better. I would max a Command Roster out at a points level that allows for a full squad of Intercessors (typical loadout of 7 plus 2 Gunners plus 1 Sergeant) plus a Lieuetenant. That might even be adjusted to allow for one or two non-Commander Elites choices (perhaps one Terminator and one Assault Marine). Calculating either of those options should provide a decent ballpark maximum points value for any faction's command roster (there is some variation in options, so we'd have to determine a basic number within that range). This would still allow players a degree of flexibility, depending on how they want to compose their Command Roster. Some factions with expensive models (Adeptus Custodes, Grey Knights) would have fewer models than factions with cheaper models (Astra Militarum). Campaigns can all run in different ways, so there's no perfect solution for how a Command Roster system might be revamped. A generic structure, though, would be to allow a Command Roster to reach up to 200 points at the start. This would provide players with enough flexibility to tailor forces to opponents (assuming they build that flexibility into their model choices). As the campaign progresses, the maximum value of the Command Roster might increase. This might even vary depending on how the player performs: In a "winner improves" method, winning a mission allows for a player to increase their Command Roster max by 50 points, while the loser only increases by 25 points (a draw might yield a 35 point increase). This wouldn't necessarily lead to runaways as all it does is increase the flexibility a player has in tailoring a kill team. In a "loser improves" method, the opposite happens - loser increases by 50 points, winner increases by 25 points, draw increases by 35 points. The concept here is that providing more flexibility to losing kill teams balances things a bit more. With either method, the campaign would have a ceiling that can't be exceeded, regardless of how well/poorly a player does. There might even be other limits. For example, a starting kill team can only consist of core unit choices, with elites and commanders added later (potentially at different times). In this way, Command Rosters might better reflect their factions and the kill teams that can be created from them - those with more expensive models will have fewer models whereas those with cheaper models will have more models. Do you think that the Command Roster rules can be improved in some way? If you don't like the method I've proposed above, what would you do to improve those rules?
  5. Standard Rules can be seen here (Downloads section, Wargaming Downloads category) Unchained Rules will be available soon. The Inquisition is an integral element of the game setting. The heyday of the Inquisition came during the days of Warhammer 40,000 3rd edition when the Inquisition game and the WH40K codices, Codex: Daemonhunters and Codex: Witch Hunters were published. Those were followed by the Dark Heresy RPG from Fantasy Flight Games. Support for the Inquisition has dropped off over the years, with the Inquisition now clinging on to existence with a set of rules that were published in a recent issue of White Dwarf Magazine. Many players have lamented the lack of the Inquisition in the Kill Team game, represented only by official rules for Inquisitor Gregor Eisenhorn. The Kill Team game seems like the perfect place for the Inquisition, small unit battles conducted at the squad level - the perfect kind of place for the shadowy battles in which the Inquisition often participates (both against the enemies of the Imperium as well as the factionalized in-fighting that takes place among the various agents of the Inquisition). So back in February a small group began working on some rules for using the forces of the Inquisition in Kill Team. We started by taking the WH40K rules from White Dwarf Magazine and converting them to the Kill Team format. Shortly into the process we decided that we were going to create two sets of rules. The essential version, that which we call the "Standard" version, is pretty tame. During development we quickly realized that there was a wealth of lore about the Inquisition, with lots of rich opportunities for creativity and personalization. So our initial development shifted from the Standard version to what we call the "Unchained" version. This version draws on the full scope of the Inquisition as it has appeared in lore and the rules, to include various miniatures that Games Workshop has produced over the years (both in 28mm and 54mm). This version became quite expansive. Once we'd locked the unchained version down, we used it as the basis for the standard rules, stripping out anything we thought was too far beyond the pale for what might be considered acceptable by conservative players, trying to get the standard version down to something close to what we think GW might eventually give us for the Inquisition in Kill team. Where the unchained version was expansive and covered back through 1st edition, the standard version only looks back through 3rd edition in a limited fashion, and it doesn't allow for quite as much from the Inquisitor and Dark Heresy games. I'm pretty sure that it's still far more than GW will give us if/when they give us official rules for using the Inquisition in Kill Team. One design element that bears discussion is the throne agents. Assuming Gregor Eisenhorn stands as an example of how GW might represent inquisitors in Kill Team, players won't be able to use inquisitors unless they are using the rules from the Commanders expansion. So we wanted a way for players to use their "inquisitors" in normal games of Kill Team. To this end, we looked at the various acolytes that serve inquisitors, especially those senior acolytes that are being prepared for possible elevation to the rank of inquisitor. One term for these acolytes that many players are familiar with is "interrogator" (which is referenced in the recent White Dwarf Magazine article). After lengthy discussion on various titles, we settled on "throne agent" from the Dark Heresy game. These characters are watered down versions of inquisitors - they lack the full scope of weapons/wargear that the inquisitors can take, but have slightly more options than other acolytes can take. Like the inquisitors, these throne agents can also be used with other IMPERIUM factions - for example, and Ordo Xenos inquisitor might dispatch her trusty throne agent to accompany a Deathwatch kill team in an operation. Another design element that bears discussion is the chambers militant. As recent discussion shows, GW has steered away from the old concept of the chambers militant, but there still appears to be some relationship between the ordos of the Inquisition and various military forces of the Imperium. We've preserved the "chambers militant" language, but aren't asserting the old relationship. In essence, using a certain ordo allows the corresponding "chamber militant" to be represented in an Inquisition kill team (e.g., an Ordo Malleus Inquisitor might include a Grey Knight in his retinue). Otherwise, Inquisitors are always able to draw upon generic Space Marines and Inquisitorial Storm Troopers (which are just Militarum Tempestus in rules terms). We wanted the Inquisition kill teams to focus on the inquisitors' retinues, though, and not the chambers militant, so we've limited the number of CHAMBER MILITANT models that can be included in a kill team. Players that want to make more extensive use of the chambers militant are able to include their inquisitors and throne agents in the appropriate kill teams (e.g., you can take an Ordo Malleus throne agent with a Grey Knights kill team). We've confined ourselves to the three Ordos Majoris in these standard rules - Ordo Hereticus, Ordo Malleus, Ordo Xenos. More ordos are included in the unchained rules. Ultimately, we hope that you are able to use these in friendly games of Kill Team; and we are open to feedback for correcting errors and improving these rules.
  6. http://www.bolterandchainsword.com/index.php?app=downloads&module=display&section=screenshot&id=658 File Name: The Inquisition in Kill Team (Standard Version) (KT 2018) File Submitter: Ioldanach File Submitted: 19 May 2020 File Category: Kill Team Homegrown rules for using the Inquisition in Warhammer 40,000: Kill Team. Click here to download this file
  7. http://www.bolterandchainsword.com/index.php?app=downloads&module=display&section=screenshot&id=659 File Name: Rogue Traders in Kill Team (Standard Version) (KT 2018) File Submitter: Ioldanach File Submitted: 19 May 2020 File Category: Kill Team Homegrown rules for using the Astra Cartographica (Rogue Traders) in Warhammer 40,000: Kill Team. Click here to download this file
  8. I just thought I would run these by other Adepta Sororitas fans for feedback before I finalize the designs. These will be turned into files that you can download and print for your own use. Order of the Argent Shroud Order of the Bloody Rose Order of the Ebon Chalice Order of the Martyred Lady Order of the Sacred Rose Order of the Valorous Heart The basic method used was: Background = armour Icon = robes Icon border = accents Laurel = something to contrast with both the background and icon
  9. These brief notes are intended to provide players with the background of how and why we developed the rules for using the Inquisition and Rogue Traders in Warhammer 40,000: Kill Team. If you haven’t already seen them, you can download the files at: Inquisition: Standard / Unchained Rogue Traders: Standard / Unchained First, it’s worth understanding what we mean by “standard” and “unchained.” The “standard” rules are intended to be relatively conservative. We’re pretty sure that we offered more than Games Workshop is likely to give us in either faction (if/when they ever publish official rules for these factions), not least because one major difference was that we didn’t restrict model wargear options based on mono-pose models – our rules allow and encourage a level of conversion. The “unchained” rules are, as the name implies, much less restrictive than the “standard” rules, allowing far more diverse choices. The projects initially started as a single effort to develop standard rules, but we decided very early in our efforts that the source material allowed for far more than Games Workshop was likely to include, so we wanted to provide the unchained rules as a vehicle for that level of creativity. So we shifted our main development process to the unchained rules, focusing the majority of our effort there. Once we had the unchained rules to the point where we didn’t foresee major changes, we created the standard rules by cutting out all of the unchained material that we thought was beyond anything Games Workshop might provide. Our efforts began with the Inquisition. In this, we knew that the current rules for the Inquisition as provided in the November 2019 White Dwarf Magazine were the basic foundation, with the rules for Inquisitor Eisenhorn having a strong bearing on the matter. From there we looked back at previous incarnations of the Inquisition in the Warhammer 40,000 rules, with a strong emphasis on Codex: Daemonhunters, Codex: Witch Hunters, and their Codex: Inquisition / Codex: Imperial Agents successors. We also looked at the early rules, however – Warhammer 40,000: Rogue Trader (1st edition) and the original 2nd edition rules for Inquisitors. More importantly, we researched the material from both the Inquisitor game and the Dark Heresy roleplaying game from Fantasy Flight Games (both editions). We wanted the Unchained rules to allow for players that have collected Inquisition models through the years to use those models in their games of Kill Team. Once we had the Inquisition rules roughly developed, we used those rules as the basis for the Rogue Trader rules. There are many similarities between the two factions in terms of the individuality of the leading characters, their relative potency, and the diversity in their retinues (with considerable duplication terms of the types of individuals that serve them). There are some differences between them, though, and our initial efforts were in identifying those differences and making them clear. Rogue Traders have seen very little support in the Warhammer 40,000 game, with rules in 1st edition (which was named for them) and recent rules in 8th edition via translations of Blackstone Fortress and Kill Team models. Those rules, naturally, formed our baseline. We augmented these with material from the Inquisition game and the Rogue Trader roleplaying game from Fantasy Flight Games. One aspect that is common to both factions is that, more than any other faction, these factions are really defined by the lead character – the inquisitor or rogue trader. Something we quickly realized was that, following the official examples (Eisenhorn, Elucia Vhane, Janus Draik, and Neyam Shai Murad) these models would only be usable if players were using the Commanders rules, and these rules aren’t often used by players. To counter this, we took pains to make their lieutenants, the throne agents (Inquisition) and seneschals (Astra Cartographica), miniature versions of them. These lesser characters aren’t quite as potent as their bosses, but they have a large number of options and customizability so that players can still use highly individualistic leaders in their regular games of Kill Team. The “throne agent” name might not be recognizable to everyone, with some likely recognizing the more well-known “interrogator” and “acolyte” names. The lore has evolved over the years, often in contradictory manners. When the 3rd edition codices were published we were introduced to acolytes, which were the members of an inquisitor’s retinue. The Inquisitor game introduced a variety of types of acolytes, including interrogators, deductors, explicators, and others. The Dark Heresy game also brought us terms like agent and throne agent. We broke the Inquisition faction down into three basic types of models – acolytes, allies, and familiars/constructs. Allies are models such as the various chambers militant members and sanctioned xenos – beings that are not members of an inquisitor’s retinue, but which serve on a temporary basis. Familiars/constructs are animals and cyber-constructs that serve or accompany members of an inquisitor’s retinue, but which are limited in their potential. Acolytes are the loyal members of an inquisitor’s retinue, and those that are found most worthy might be chosen by the inquisitor to potentially become inquisitors themselves. These latter servants are the throne agents. While throne agents have considerable customization options, we built in a method to further customize a throne agent via the Ascension rule, which allows a player to advance an ACOLYTE to THRONE AGENT. And this can further be used to create a unique inquisitor via the Path of the Inquisitor rule. In this way, a player might take a wider range of models to become an inquisitor. Neither of these rules is included in the standard version of the faction rules, however. Similar to the throne agents, the “seneschal” name in the Astra Cartographica faction (rogue traders) might not be instantly recognizable. This term was derived from the Rogue Trader RPG, but where that class was very specific in that game, we broadened it a bit. Customizability for these characters was granted via the Void-Master ability (that name also drawn from the Rogue Trader RPG). In this, we also combined the concepts that were found in the Inquisition Sage model (which isn’t included in the Astra Cartographica rules). Sub-factions were an important part in the development of both factions. The obvious sub-factions for the Inquisition were the ordos. We originally intended to develop only the three major ordos – Hereticus, Malleus, and Xenos. After some discussion, including some public discussions, we decided to create additional ordos minoris. We looked at a few and decided on four that we thought could be developed in distinct ways, allowing for even more divergent kill teams – Astartes (the ordo that watches over and disciplines the Adeptus Astartes), Machinum (the ordo that ensures that the Adeptus Mechanicus doesn’t withhold technology from the rest of the Imperium), Militarum (the ordo that watches over and disciplines the Astra Militarum), and Sanctorum (the ordo that watches over the disciplines the Ecclesiarchy). We did our best to make these hypothetical versions of these ordos distinct, though the Ordo Sanctorum and the Ordo Hereticus have a lot of similarities. The Astra Cartographica posed a challenge in that there isn’t a large body of lore for the rogue traders. There are a number of known rogue traders and rogue trader dynasties, but we don’t really have any ideas about how they differ from each other in terms of rules. The lore about rogue traders, however, especially that from the Rogue Trader RPG, emphasizes how they might be given certain requirements in their warrants. We took that concept and created the mandates as the sub-factions, with those mandates shaping the types of forces that might additionally accompany a rogue trader. A late addition to these mandates was the Mandate: Denied, which allowed players to represent mutineers and pirates. For both factions, the sub-faction rules affected certain allies they might take. Even though we’ve seen official GW material avoid the “chamber militant” term in recent additions, we used it in the Inquisition rules to allow the various ordos to use the appropriate allies. For example, an Ordo Malleus Inquisitor might include a Grey Knight in her retinue. We limited the numbers of these models, however, in order to preserve a focus on the inquisitor and their retinue – players wanting to use full squads of these chambers militant only have to include an inquisitor/throne agent in that kill team (since both have the appropriate faction keywords). For the rogue traders, the ability to take certain allied models was provided via their chosen sub-faction. For example, a Mandate: Explorator kill team (a rogue trader whose warrant requires that he assist the Adeptus Mechanicus in their explorator mission) might include some Adeptus Mechanicus allies. All of the additional models available to these factions were drawn from the rules and background. Whenever a model had official Kill Team rules we basically copied them, although some had limitations imposed (e.g., Adeptus Astartes not taking heavy weapons). Points, too, were kept as close as possible to the points in the official factions (so a Deathwatch Veteran with a heavy thunder hammer in an inquisitor’s retinue costs just as much as a similarly equipped model in a Deathwatch kill team). In some cases, models couldn’t be found in an official Kill Team faction, but they had Warhammer 40,000 rules. An example of this is the Sister of Silence. In these cases, we did our best to translate them into Kill Team rules in a manner that followed the examples of similar models that had Kill Team rules. Similarly, weapons and wargear were generally identical to their Warhammer 40,000 counterparts, changing wording for the games (e.g., anything that affects a “unit” in WH40K affects a “model” in Kill Team) and doing our best to translate their points values in a balanced manner. One set of rules that we developed that was unique (and limited to the unchained rules) was the adaptations and mutations. These allowed for players to create unique mutants, xenos, and creatures. We originally included abhumans in this (as an alternative to the xenos options), but found that we couldn’t accurately translate them, so we made them their own entries (beastmen, ogryn, ratlings, and squats). Players can still use the xenos (sanctioned xenos in the Inquisition rules and xenos auxiliary in the Astra Cartographica rules – they’re virtually identical) rules to create some of the more exotic abhumans such as felids. In the standard rules, we assume that players can just use the Armsman rules to represent these models (with their adaptations and mutations simply being cosmetic). The adaptations and mutations allow players a great deal of customization options. For example, a rogue trader’s companion creature (a small animal that serves as a pet/mascot type of creature) might be given fangs and natural armor to make them more potent in combat. Or a sanctioned xenos that accompanies an inquisitor might be hulking with four arms and a prehensile tail. These options allow players to convert models, or to use models from other games and model ranges in making their kill teams unique. We included the distinction between puritans and radical, with either choice affecting the types of models that may be included in the kill team and/or wargear that the inquisitor may take. The overall development was very collaborative, with ideas serving as springboards for inspiration and rules development. We all had various ideas that were discussed, and most of those ideas were found suitable (those that weren’t suitable for these rules generally had alternatives that allowed for them to be used – keywords that allowed for models to be used in other factions or the simple expedient of narrative games). In this, while some of our discussion involved tempering creative ideas, most revolved around finding ways to implement those creative ideas in fun ways while keeping everything balanced. While each of the rules I linked above credits a number of other members that participated in these projects, I limited those listings to the members that actively participated in the rules discussions. Concurrent with those discussions, however, we also had a number of discussions in which members discussed the kill teams they were developing for these rules. Each of these members took things in directions that I never would have conceived, demonstrating both the versatility of these rules as well as the creativity of my fellow hobbyists. It’s fair to say that each of these discussions similarly influenced the rules, so the full roster of participants in both projects needs to be credited: apologist, BadgersinHills, Brother Tyler, Dosjetka, Grotsmasha, Inquisitor Eisenhorn, Iron Bars, librisrouge, Lord Marshal, Nicodemus Doloroso, N1SB, ninjasuperspy, Ryltar Thamior, Sandalphon, sitnam, Suspicious Blue Mind, The Observer, ThePenitentOne, TPS, and war009. I might have created decent rules for these factions on my own, but my rules would have been nothing near as good as what was possible with this group. We hope that you enjoy these rules as much as we do. If you use these rules to create your own Inquisition/Astra Cartographica kill teams, we’d love to see pictures and read the background behind your kill teams (and we’ll be showing off our own kill teams soon). While we’ve endeavored to make things as balanced as possible, there are sure to be some errors and room for improvement. If you see anything wrong or have any ideas, please post them here so that we can continue to make these rules better for everyone.
  10. View File The Inquisition in Kill Team (Unchained Version) v 1 (KT 2018) Homegrown rules for using the Inquisition in Warhammer 40,000: Kill Team. These are the unchained rules that are far more diverse than normally seen in official factions. Submitter Ioldanach Submitted 05/30/20 Category Kill Team  
  11. http://www.bolterandchainsword.com/index.php?app=downloads&module=display&section=screenshot&id=662 File Name: Rogue Traders in Kill Team (Unchained Version) v 1 (KT 2018) File Submitter: Ioldanach File Submitted: 30 May 2020 File Category: Kill Team Homegrown rules for using the Astra Cartographica (Rogue Traders) in Warhammer 40,000: Kill Team. These are the unchained rules that are far more diverse than normally seen in official factions. Click here to download this file
  12. http://www.bolterandchainsword.com/index.php?app=downloads&module=display&section=screenshot&id=653 File Name: Ynnari in Kill Team (Homegrown Rules) (KT 2018) File Submitter: Ioldanach File Submitted: 26 Feb 2020 File Category: Kill Team Homegrown rules for playing the ynnari in Warhammer 40,000: Kill Team (includes commanders and elites) The file can be discussed here. Click here to download this file
  13. until
    Critical Ops is a single day tournament for Kill Team Matched Play. Tickets on sale 6 March at 19:00 Eventbrite link Refund Policy Refunds up to 7 days before event About this event Critical Ops is a single day tournament for Kill Team Matched Play. Whether you're a newer player, an experienced veteran, or a fantastic hobbyist itching to show off your recently painted models, Critical Ops is a perfect opportunity to spend a day with like-minded hobbyists. Event Essentials: System: Kill Team Matched Play Registration: Friday 23rd June, 2023 at 10:00 AM Location: Warhammer World, Willow Rd, Lenton, Nottingham, NG7 2WS Missions: Selected from the Critical Ops: Mission Card Pack No. of Games: Three Kill Team Selection: Create a Matched Roster as described on page 90 of the Kill Team Core Book. Tools of War: Attendees are expected to bring their Kill Team, dice, a tape measure, all relevant rules publications, and a copy of their dataslate. Download the event pack here. Information regarding Covid-19 safety precautions at Warhammer World can be found here. Please see terms and conditions below: This ticket is issued by Games Workshop Limited (GW) for Kill Team: Critical Ops (Event) at the Warhammer World Venue, Lenton (Venue), and is subject to the following terms and conditions: No children under the age of 18 years will be admitted to the Venue unless accompanied and supervised by an adult aged 18 years or over. GW takes no responsibility for children under the age of 18, responsibility shall remain with the parent or guardian of the relevant child at all times. No smoking is permitted at the Venue other than in areas designated for smoking. No food or drink is to be brought into the Venue. The Venue will make available food and drink for purchase. The unauthorised professional use of photographic equipment is prohibited at the Venue. Event details, timings and car park arrangements are subject to change and should be checked prior to travelling. GW and the Venue both reserve the right to conduct security searches to all persons attending the Event and their possessions. GW and the Venue both reserve the right to, at their sole discretion, refuse access to, or remove from the Venue, without a refund any person who - unreasonably refuses to be searched; - is considered harmful, undesirable or offensive; or - is deemed necessary to remove in the interests of security. The Venue is accessible to wheelchair users via the North entrance. Animals are not permitted at the Venue with the exception of assistance dogs. Official merchandise is only available inside the Venue. All attendees must be in possession of a valid ticket at all times. Obscured or altered tickets will become void and the holder may be refused admission. Neither GW nor the Venue accepts responsibility for personal property brought into the Venue. Entry to the Event is at your own risk. To the extent permitted by law, GW and the Venue exclude all liability for loss, damage or injury suffered by an attendee howsoever caused. Attendees shall be responsible for and indemnify GW fully for any loss or damage to GW’s property, the Venue or the furnishings or equipment at the Venue caused by the act or default of an attendee. GW may cancel or vary the Event (in whole or in part) due to events or circumstances beyond GW’s control. Where we cancel the Event in its entirety, you will be offered a refund. However, in all other circumstances (including where we make changes to the Event), you will not be offered a refund. This does not affect your statutory rights. Purchased tickets cannot be transferred or resold without the express permission of GW. Tickets cannot be exchanged or refunded after purchase, except in the case of a cancelled Event. This does not affect your statutory rights. If you are no longer able to attend the Event and wish to discuss this with us, please contact the events team at whworldevents@gwplc.com. Any complaints regarding the Event should be made to GW promptly before or during the Event. Please raise any issues with the tournament organisers and stewards available at the Event, or otherwise by contacting the events team at whworldevents@gwplc.com.. The wearing of costumes at the Event is permitted only on the following basis: - Costumes must not be comprised, in whole or in part, of any real (or realistic) equipment of any military unit in existence after 1900. This especially applies to camouflage clothing, helmets etc. - Costumes must not utilise, in whole or in part, any real, scaled or replica weapons. - Costumes that indicate allegiance or affiliation with any real political or military movement are strictly forbidden. - Costumes must be designed with health and safety and public decency in mind. - Costumes must be inspired by or relate to the worlds and universes created by Games Workshop. - Attendees may be asked to alter or remove any unacceptable costume and/or accessories.
  14. until
    Battle it out with fellow Kill Team commanders in a five-round tournament that leaves you plenty of time free for socialising. Eventbrite link Tickets on sale 5 Mar 2023 at 19:00 Refund Policy Refunds up to 7 days before event About this event Outwit and outmanoeuvre your opponents in this fast-paced, five-match Kill Team tournament! Do you have what it takes to secure victory? Battle it out with fellow commanders in an event that leaves you with plenty of time for socialising and enjoying Warhammer World in-between games. We have been hard at work to create a safe and secure environment for you to get back to playing games. Book your tickets now. Event Essentials: System: Warhammer 40,000: Kill Team - Narrative Play Location: Warhammer World, Willow Road, Lenton, Nottingham, NG7 2WS Missions: A selection of missions from the Into the Dark Core game as well as all Into the Dark expansion boxes as you attempt to escape from the Gallowdark Number of Games: 5 Kill Team selection: When you start a Kill Team Spec Ops campaign, you must create a dataslate. A dataslate is used as a reference and record of all information concerning your kill team in a Spec Ops campaign. It also includes narrative datacards for each operative in your kill team. Details for creating a Dataslate can be found on pages 96 - 109 of the Kill Team Core Book. You can find more details in the full event pack below. Other Activities: Painting competition and free exhibition entry Tools of War: Attendees are expected to bring their Kill Team, three barricades, dice and tokens, measuring gauges or a tape measure, all relevant rules publications, and at least 2 physical copies of their Narrative Dataslate (one for the Event staff and one for yourself). It is recommended that you also bring a set of the original Tac Ops cards (not Critical Operations cards) for a narrative event. Full event pack available here Information regarding Covid-19 safety precautions at Warhammer World can be found here. Please see terms and conditions below: This ticket is issued by Games Workshop Limited (GW) for Kill Team: Escape from the Gallowdark, June 2023 (Event) at the Warhammer World Venue, Lenton (Venue), and is subject to the following terms and conditions: No children under the age of 18 years will be admitted to the Venue unless accompanied and supervised by an adult aged 18 years or over. GW takes no responsibility for children under the age of 18, responsibility shall remain with the parent or guardian of the relevant child at all times. No smoking is permitted at the Venue other than in areas designated for smoking. No food or drink is to be brought into the Venue. The Venue will make available food and drink for purchase. The unauthorised professional use of photographic equipment is prohibited at the Venue. Event details, timings and car park arrangements are subject to change and should be checked prior to travelling. GW and the Venue both reserve the right to conduct security searches to all persons attending the Event and their possessions. GW and the Venue both reserve the right to, at their sole discretion, refuse access to, or remove from the Venue, without a refund any person who - unreasonably refuses to be searched; - is considered harmful, undesirable or offensive; or - is deemed necessary to remove in the interests of security. The Venue is accessible to wheelchair users via the North entrance. Animals are not permitted at the Venue with the exception of assistance dogs. Official merchandise is only available inside the Venue. All attendees must be in possession of a valid ticket at all times. Obscured or altered tickets will become void and the holder may be refused admission. Neither GW nor the Venue accepts responsibility for personal property brought into the Venue. Entry to the Event is at your own risk. To the extent permitted by law, GW and the Venue exclude all liability for loss, damage or injury suffered by an attendee howsoever caused. Attendees shall be responsible for and indemnify GW fully for any loss or damage to GW’s property, the Venue or the furnishings or equipment at the Venue caused by the act or default of an attendee. GW may cancel or vary the Event (in whole or in part) due to events or circumstances beyond GW’s control. Where we cancel the Event in its entirety, you will be offered a refund. However, in all other circumstances (including where we make changes to the Event), you will not be offered a refund. This does not affect your statutory rights. Purchased tickets cannot be transferred or resold without the express permission of GW. Tickets cannot be exchanged or refunded after purchase, except in the case of a cancelled Event. This does not affect your statutory rights. If you are no longer able to attend the Event and wish to discuss this with us, please contact the events team at whworldevents@gwplc.com. Any complaints regarding the Event should be made to GW promptly before or during the Event. Please raise any issues with the tournament organisers and stewards available at the Event, or otherwise by contacting the events team at whworldevents@gwplc.com .. The wearing of costumes at the Event is permitted only on the following basis: - Costumes must not be comprised, in whole or in part, of any real (or realistic) equipment of any military unit in existence after 1900. This especially applies to camouflage clothing, helmets etc. - Costumes must not utilise, in whole or in part, any real, scaled or replica weapons. - Costumes that indicate allegiance or affiliation with any real political or military movement are strictly forbidden. - Costumes must be designed with health and safety and public decency in mind. - Costumes must be inspired by or relate to the worlds and universes created by Games Workshop. - Attendees may be asked to alter or remove any unacceptable costume and/or accessories.
  15. Version 2023.02.10

    113 downloads

    This workbook allows you to re-create existing maps for Kill Team missions using the Gallowdark killzone. Alternately, you can use this workbook to create your own mission layouts in the Gallowdark. Microsoft PowerPoint is required to use this workbook. Map creators can choose either the standard abstracted map backgrounds (blue/pink) or they can choose the Gallowdark killzone imagery with the blue/pink overlay for their finished images. Both options allow for the player deployment zones to be on either the long or short edges. The three images below show the same map using three different background image (layout) choices (the Conduit mission from the Critical Operations 2022 Close Quarters file): (click on the images to see larger versions)
  16. Version 13 October, 2022

    564 downloads

    Zip file that includes: Microsoft Word document template for creating homegrown rules for factions in the Warhammer 40,000: Kill Team game (2021 version). Microsoft Word document with information on colors and symbols. Graphics used on datasheets. Adobe Photoshop image for creating unit portraits (with fading blue background) for datasheets.
  17. Version 2021 December 31

    608 downloads

    I got excited when I saw the rumors about the update to the asuryani/craftworlds, especially the bit about the possible inclusion of the corsairs, so I decided to update my anhrathe rules for the 2021 version of the Kill Team game. I'm skeptical about the rumors (though I'd love to see them come true). This is currently a preliminary version. These are changed substantially from the version I developed for the 2018 version of the Kill Team game. For the most part, I've limited the options to what players might create using the Eldar Guardian models and the Eldar Corsairs upgrade kits from Forge World. This means that most of the options from the drukhari have been removed. I don't know if that was a good idea, but it's what I'm going with for now (we'll see what the feedback shows). Areas of concern: Corsair Reaver and Voidstorm Corsair options allow for both melee and shooting loadouts (with both icons orange). If this is thought to be too powerful, I'll break them out into shooty and stabby units. Heavy and special weapons have been limited to those available to the asuryani (previous version followed The Doom of Mymeara in allowing both asuryani and drukhari weapons). Weapon options for felarchs are extremely limited, largely based on the upgrade sprue options. The malevolent has been removed from this version. I'm considering adding them back in as a stabby unit. The Strategic Ploys, Tactical Ploys, and Equipment are mostly cherry-picked from the Compendium (from the Craftworld, Comorrite, and Harlequin sections - only those that I thought were appropriate to the Corsairs). Corsair jet packs are an equipment choice, but they get expensive (2EP/model that gets them). I originally had them as an ability for the Voidstorm Corsairs, but made them equipment after deciding to use the Forge World images (everybody is wearing a Corsair jet pack). Images are limited. I'm using the ones from Forge World, and a few are just reversed so that they can be used multiple times. If someone has decent representative images (with white backgrounds), I might use them. Otherwise, I'll replace these at a future date when I have decent models converted and painted. I kept a modified version of the back page from the previous version, giving players that aren't familiar with the anhrathe some background. I'm considering adding in the name charts, or perhaps giving new versions to expand the options (if players have the old ones). *** 2021 December 11 Version *** The lasblaster and brace of pistols have had their special rule changed from Rending to Ceaseless. The version is now shown in the top right corner. Minor formatting improvements have been made (nothing substantive). *** 2021 December 15 Version *** Added Drukhari weapons. Added name chart. *** 2021 December 18 Version (Rogue Trader) *** Removed Ghostwalker fire team Corsair Reavers become shooty, Voidstorm Corsairs become stabby (neither is a veteran level) Added Corsair Malevolents. One Corsair Reaver fire team and one Voidstorm Corsair fire team can take a Corsair Malevolent in place of a Corsair Reaver/Voidstorm Corsair. The Corsair Malevolent can only take chainswords (1 or 2), spar-glaives (1 or 2), or a power glove (with either a chainsword or a spar-glaive). The end result is that you might be able to take up to 2 Corsair Malevolents in your kill team. Ghostwalkers become an optional upgrade that replaces a Corsair Reaver Gunner/Voidstorm Corsair Gunner. A Ghostwalker can be equipped with an Aeldari long rifle, lasblaster, or shuriken catapult. The end result is that you might have up to 2 Ghostwalkers in your kill team. Fists replaced with Corsair blades, which are mundane knives. Most models have these along with a brace of pistols. *** 2021 December 26 Version (both variants) *** After looking at the previous two versions and some of the official lists in the Kill Team Compendium, I decided to standardize the structure of both variants. I liked how the ghostwalker was an alternative to the gunner (in both fire team types), so I extended that concept. After seeing that the gunners in The Doom of Mymeara were limited to special weapons and that only the balestrike bands, a heavy support choice, had heavy weapons, I adjusted the Kill Team faction rules accordingly. Since other factions don’t have heavy support fire teams, however, I made the balestrike corsair an alternative to the gunner, but only in the corsair reaver fire team. I made the corsair malevolent an alternative to the gunner in the voidstorm corsair fire team. Both the balestrike corsair and corsair malevolent are limited to one per kill team (not fire team). The corsair reavers and voidstorm corsairs are very flexible, with options to be either shooty or stabby, so I wanted the alternatives (ghostwalker, balestrike corsair, corsair malevolent) to force choices. The voidstorm corsairs are effectively a fire team of felarchs, but with slightly fewer options than the actual Felarch. Since the previous corsair reaver felarch and voidstorm corsair felarch operative datacards were identical (minus the names), I consolidated those into a single datasheet, simply called “Felarch.” In both lists, most operatives have a brace of pistols and Corsair blades. A brace of pistols is basically a bunch of pistols, while Corsair blades is basically a bunch of knives. I’ve added the OUTCAST keyword to all of the operatives in both lists. This doesn’t haven’t any impact on these variants, but is based on what I’ve seen with the bespoke factions (e.g., Octarius and Chalnath). Each of these is similar to the counterpart lists in the Kill Team Compendium, but has unique rules and slightly different keywords. The OUTCAST keyword simply facilitates future efforts on some bespoke lists. The difference between the two variants (other than the images) is in the weapons: The Doom of Mymeara variant preserves the drukhari weapons. The Rogue Trader variant replaces the drukhari weapons with their asuryani counterparts and also allows hand flamers, power axes, and power gloves. I also created a new orange skull icon for the faction keyword and changed the abilities and special rules text to size 9 font. Both of those changes will be in the updated faction rules template (which will be uploaded once I get the portrait frame image elements separated for those hobbyists that don’t have Photoshop). The Doom of Mymeara variant supports those players that collected the more recent version of corsairs, including those that may be represented using drukhari miniatures. The Rogue Trader variant supports those players that are using the Warhammer 40,000 1st and 2nd Edition eldar miniatures. The key problem, mostly relevant to the Rogue Trader variant, is the need to convert – there aren’t any man-portable bright lances or scatter lasers. I could see using 1st edition harlequins for their power axes and power gloves, and the old 2nd edition sprues have power gloves (not to mention that some of the 1st edition models have power gloves and/or hand flamers). Some players have these models/bits, though, so the Rogue Trader variant might work for them. For those that have more recently joined the eldar corsairs fan club, The Doom of Mymeara variant, the Forge World upgrade sprues and drukhari kits will provide the bits that you need. If the rumors have any truth to them, we’ll see the corsairs in the future, at which point I’ll update these to match the models (assuming GW doesn’t give us Kill Team rules for them right away). At that point, I may keep some of the more exotic stuff for bespoke anhrathe variant lists. We should have shiny new models if the corsairs are brought back, so those will drive the options (though some conversion opportunities may be provided by other models in the aeldari ranges). *** 2021 December 31 Version (both variants) *** Removed chainsword Corsair blades changed to array of blades (identical to Comorrites) Brace of pistols changed to laspistol (see Astra Militarum) with fusillade ability Shuriken pistols and splinter pistols (latter only in DM version) added as alternative to brace of pistols Changed the celestial shield (equipment) to a shimmershield *** 2022 January 7 Version (both variants) *** Streamlined the weapon options. – operatives no longer come with a brace of pistols, array of blades, and additional weapons. Instead, they typically come with an array of blades (or some other melee weapon) and a ranged weapon. This is in line with the operatives in the official factions in the Compendium. Removed the blast pistol from the felarch (Rogue Trader version only). The RT version wasn’t supposed to include drukhari weapon options, so the blast pistol was an error (probably a cut and paste error). The blast pistol remains an option for the felarch in the Doom of Mymeara version. Removed the shimmer shield (equipment). Only a few of the official factions have an invulnerable save, so it was inappropriate to add it here when it wasn’t in the sources upon which both of these variants are based. See the support topic for details. I appreciate any feedback that players might provide in improving these rules. Note that the Rogue Trader and Doom of Mymeara versions are separate variants. choose whichever one meets your collection limitations based on the notes above.
  18. Version 1.0

    841 downloads

    Here is a zipped collection of three .png images of Kill Team (2021) printable game aids. I made a Match Roster Sheet, Narrative Dataslate, and a page with 3 Narrative Data Cards that can be cut out. I must credit u/evileyeball on reddit for making original Narrative Data Card and the symbols for the Ranks and "Specialisms". Their Narrative Data Card can be found on this reddit: https://www.reddit.com/r/killteam/comments/pf43cy/narrative_datacard_template_i_whipped_up/ I re-drew the info boxes, added flavorful fonts and a faded Kill Team Logo in the background and arranged the cards on a printer-friendly .png. The Match Roster Sheet & Narrative Dataslate were entirely created by me, based of course on the Official GW Kill Team sheets you can photocopy from the rulebooks. Enjoy and feel free to leave feedback!
  19. Version 1.2

    3516 downloads

    This sheet is a rules summary for kill team 21 that collates order of pregame setup, turn sequencing, actions, terrain rules and USRs into an easily referencable summary handy to have in front of you during the game. This does not, and is not intended to, replace the official kill team core book from Games Workshop and may be inaccurate or have incorrect interpretations of rules.
  20. Version 2020/05/30

    806 downloads

    Homegrown rules for using the Astra Cartographica (Rogue Traders) in Warhammer 40,000: Kill Team. These are the unchained rules that are far more diverse than normally seen in official factions.
  21. Version 2020/07/19

    1313 downloads

    Homegrown rules for using the Inquisition in Warhammer 40,000: Kill Team. These are the unchained rules that are far more diverse than normally seen in official factions.
  22. Version v 1 (2020/05/19)

    1010 downloads

    Homegrown rules for using the Astra Cartographica (Rogue Traders) in Warhammer 40,000: Kill Team.
  23. Version v 1 (2020/05/19)

    1453 downloads

    Homegrown rules for using the Inquisition in Warhammer 40,000: Kill Team.
  24. Version v 1.1 (2020/03/17)

    732 downloads

    Homegrown rules for playing the ynnari in Warhammer 40,000: Kill Team (includes commanders and elites) The file can be discussed here.
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