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Discussion Starter · #1 · (Edited)
Ive come up with an alternative and more FLUFF driven idea for kill team. Its based around the idea of Inquisitor Warbands - But more the novel equivalent, where he has a misfit rag tag unit or entourage not a platoon of millitia. Obviously ive designed it to encompass all races.

This game was originally designed to play on a tiled map (spacehulk, Hero quest) but can be played on a small city fight board.

War bands v1.1
Basic Rules -

-200pts
-Maximum 10 Models
-One model must be warlord – This Must be a character (Vet sarg, Exarch etc etc)*nids can use a Warrior as Warlord, but must be easily Identifiable.
-Any Army from same battlebrothers Force and can be from Any FOC unit/Model in any combination.
-No Vehicles
-No Bikes/Cavalry/Mounted
-No 2+ Sv
-No More than 3 wounds
-No psyker level higher than 1 (D3 to determine Warp Charge pool, not D6)
-No named characters.
-3 models may choose 1 USR from the 40K rulebook. These may be the same as each other.
-All models act independently on the battlefield

Example lists would be something like
-Inquisitor
-Death cult Assassin
-Sternguard marine Sgt
-Scion
-Devastator Marine
Or
-Striking Scorpion
-Howling Banshee
-Ranger
-Wych
-Kalabite Trueborn

Details, Details, Details!
Warlords – Your War band must have a Leader – This must be an easily Identifiable “profile” Character. The only exception to this being Tyranids. Who will have the option to use a Warrior. All other races have a squad leader upgrade who is “Affordable”

Force Composition - Think about an inquisitor and his diverse unit of warriors going on a quest to find Intel or hunt down a rogue commander Etc. etc.
So instead of taking a small platoon of men. It'll be a small squad (War band) of men (or women) he’s picked up from his travels across the galaxy.
To represent this, you may use any Infantry based model from an army book. As long as it complies too the basic rules above.

Allies – obviously An Inquisitor wants the best of the bunch, so to represent this, the squad can be made from any Codex classed as Battle brother’s in the 7th Edition Rulebook.

Psykers – You may not have a psyker higher than level 1. This is to represent the idea that someone as important as high level psyker would not go on the suicidal missions a novice psyker would.
Also the warp charge pool is created on a D3 not a D6. This is all a low level psyker can manage to harness on a small scale battle; to harness more would impede his combat ability.
*PLEASE NOTE* this is to stop powerful spells being used all the time. E.g. Summon Daemons. Its warp charge 3. So there is still a chance of casting it. But the chances of doing it every turn are lessened.

Squad Abilities – Some characters and models have special abilities and skills that would affect their squad e.g. Imperial Guard Medic or the Inquisitorial Jakaero, even a Psykers spells that affect him and his unit.
As everyone in this game works independently, These Abilities become “Area of affect” instead. So anyone within 6inches of the model is affected. Once they move beyond 6inches they are no longer affected by the benefits. (If they move back in range they are affected again)

Specialists – All people in an Inquisitors retinue or Lords Warband are talented individuals whose talents are extremely varied. To represent this 3 models in the squad may select a Universal special rule (USR) from the 40K 7th Edition Rule Book.
All 3 may be the same or a mixture.
*If a model already has one in their codex profile E.g. Death Company marine – Has FNP and FC. They cannot be assigned another USR, But may replace it with new one.

Mounted Units, Jump Infantry and Beasts
You May not have any models that are mounted on any bikes or beasts, this is to represent the idea that you would be able to fit or ride a large bike around a space hulk or sewer system. You may have beasts, as it is not unknown to use sniffer hounds to hunt down prey.

Let me know what you guys think, obviously its all work in progress.
 

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Hi man, after a quick read i have this questions/points:

One model must be warlord – This Must be a character (Vet sarg, Exarch etc etc)*nids can use a Warrior as Warlord, but must be easily Identifiable.
What if i don't take any character in the list (say 5 nurgle spawns)?

-No Bikes/Cavalry/Mounted - Maximum 2 Jump Infantry models
Why this? you are still allowing beasts with no limitations. Imo there is no need to limit the amount of mounted/fast troops. They are powerful but costly as hell. Also, this way you are crippling Eldar and Dark Eldar (that notoriously struggle in this format) Also, about limitations, what about wraithblades? they are legal in this format and they will kill you no matter what (especially if i cant outmanouvre them due to no fast models)

-No More than 3 wounds
I'd rather say, if limiting power creep is your intent, no more than 2 wounds. This way you remove many nasty critters that could ruin our little game :p


Specialists
Limiting specialists that way is a non sense, imo. So, if i wanted to take a kill team of say, plague marines, (6 PL Marines, 2 plasma, powerfist, 199 pts) i would forfeit all the specialists?? Since all plague marines come with FNP built in...Also, dark eldar: all have fleet. no specialist for them. Also space marines: all have ATSNKF. No specialist for you.
Imo, this is as bad as a naked tranny hidden in your garbage bin. You might say that you cannot grant a specialist with an USR if that is already present in your army. SO, if i have a spece marine, i cannot give anyone ATSKNF and so on.

All in all, i'd say that you should give less restrictions. In such a small pointset and peculiar gaming enviroment, its easy to crush the game in an unplayable thing.

Cheers :)
 

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I think some of it looks good but some thing like the restriction to USR would realy hurt some armies. Like eldar where everyone has the Fleet USR, orks - FC, can't they take any specialist then? Better to have that for those that already has USRs in their profile can replace it with one from the KT rules if the player wish. A ranger would be better with night vision instead of fleet etc.
 

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Discussion Starter · #4 ·
Good suggestion, I like it - The ability to swap USR's would be helpful, but not giving them addition ones would balance it..
 

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Discussion Starter · #5 ·
Neferhert - I have update the rules with your suggestions all of which were very helpful.

I have kept it at 3 wounds and kept a Specific HQ leader. I originally wanted this to be all about inquisitors hunting each other and that's one thing i want to keep.

Also i have kept the no bikes/mounted in as this game is primarily thought up as a CQB game, Tunnels and ally ways type of thing. Somewhere your unlikely to find a large spacemarine bike bombing about. I have allowed Jump infantry as they still have the option to walk.
 

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i see your points. if it's for a themed game, i totally agree with you. :)
the swap usr is very good stuff! nice one @Moriouce

Edit: also, what about brotherhood of psykers??
 

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Discussion Starter · #7 ·
Brotherhood of psykers rarely top lvl 1. and can only manifest one power at a time e.g Grey knights. but i guess if their independent the would have to role separately. this will need some play testing.
Or you do one test for the unit, but then role independently on a 4+ they pass the test. Its a weird one.
 

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maybe they should stay in 6" range of each other to have Lvl 1. If they broke the "psionik choir" they lose the psionic rule...
 

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Maybe have BoP grant rerolls instead of Warp Charges? Still only one power and 1+d3 warp charge. But may reroll the test once, giving greater chance of success but also greater risk of Perils.
 

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Maybe it's just me being jacktastic, but if you do a google search for 'Heralds of Ruin', you'll find that they've already created an AMAZING Kill Team based off of Mordheim. No need to reinvent the wheel!

I think we even have a thread or two on these forums about them.
 
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