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WHAT’S CHAPTER APPROVED

ALL ABOUT?
Each month, Chapter Approved takes a look at the
Warhammer 40,000 game and its rules, introducing
new scenarios, weapons, rules and army list entries of
all types, frequently stolen from codexes in progress
here at the Studio. It also acts as a forum for
dedicated players of Warhammer 40,000 who have
produced inspired, well thought out and just plain
brilliant additions to the game (as reviewed and
arbitrated by that well-known model of fairness and Greetings citizens and welcome to Chapter Approved. This
balance – me). If you’ve got something good for
Chapter Approved then write to me at the address month we are pleased to present the latter half of the Kill-
given here. team combat simulation introduced to us last month by
Note: Please don’t include rules queries etc, with your letters,
as the volume of mail means that in most cases I won’t be Lexmechanic Kelly. The former half of this treatise into the art
able to send individual replies. of commando and covert operations was concerned with the
Andy Chambers (Chapter Approved), building blocks of guerrilla warfare. This month, amidst a great
Games Workshop,
Willow Road, Lenton, clamour of bells and whistles, we are proud to present diverse
Nottingham, embellishments upon the initial guidelines, including detailed
NG7 2WS, UK
mission briefs and rules for Elite Kill-teams.

KELLY’S HEROES – KILL-TEAM PART DEUX by Phil Kelly


Phil: Hello and welcome back to the Each Elite Kill-team has a number of fearless and so will automatically
small-scale commando raiding game of points to spend on their operatives, pass all Morale and Pinning tests
Kill-team. Last month we looked at what listed in their entry on the table below. they are called upon to make.
different races use for their Kill-teams, You may choose any number of ● Units have no minimum squad size
basic rules, a set of six mission types and operatives within the points allowed, for the purposes of designing your
narrative gaming ideas for each of those upgrades, wargear and options from the Elite Kill-team.
missions. If you’ve played through a few appropriate entry in that race’s Codex,
of them and are hungry for another level just as if you were choosing a squad for ● Goon squads may be deployed within
of detail to go with your newly-forged Kill- a normal game of 40K. In this respect 4" of each other rather than 6".
team, then look no further. The next few you have far more tactical flexibility. The ● Any unit with a jump pack (or
pages are specifically tailored to bolster normal rules for Kill-team are equivalent) may move 12" as normal,
the simple mechanics of the Kill-team superceded by the following rules when but may not jump over enemy
game into a more complex and involving using Elite Kil-teams: models. They may elect to move on
narrative. The main rules and narratives foot instead of using their jump packs.
● Any and all special rules that affect
remain the same, but the methods of The Elite Kill-teams and the number of
achieving them will have to change if an Elite Kill-team are in effect, with
the only exceptions listed below. This Goons they face are as follows:
you’re to fulfil your mission.
means the Kill-team can use special There are a few adjustments and
movement modes, abilities, and any reminders for each Kill-team that should
ELITE KILLTEAMS other dirty trick it has available to it. be borne in mind when using Elite
Each race has types of unit that The Kil-lteam still counts as being teams. These are as follows.
specialise in stealth and infiltration.
Despite this, some of the Kill-teams
introduced in last month’s article were
Inq. Storm Troopers

not specialists at all, no doubt raising a


Tau Gun Drones

Necron Warriors
Eldar Guardians
Chaos Marines
Space Marines

Imperial Guard

couple of eyebrows; where were the


KILL-TEAM
Termagants

Eldar Pathfinders, the Tau Stealth Suits,


Dark Eldar

NUMBERS
Ork Boyz

Mandrakes, even the Lictors? Well, we


saved the best for last. TABLE
Basic Kill-teams are more numerous and
therefore more forgiving, allowing
beginners to make mistakes and still Elite Kill-team Pts No. of opposing 3-man Goon squads
have a good chance of achieving their Assault Marines 160 5 5 10 10 10 11 7 5 13 8
objectives. The Elite Kill-teams are for
the more experienced player, and are Chaos Raptors 175 6 6 11 11 11 13 7 5 14 9
extremely specialised. There are Eldar Warp Spiders 165 6 6 10 10 10 12 7 5 14 8
correspondingly far fewer operatives in Ork Stormboyz 160 5 5 10 10 10 11 7 5 13 8
an Elite Kill-team, so it’s a lot more tricky Dark E. Mandrakes 135 4 4 7 7 7 8 5 4 10 6
to win with them; one lucky Goon can
cripple your chances of achieving the Tyranid Lictors 160 5 5 7 7 7 10 6 4 12 7
objectives. You’ll pack one hell of a Tau Stealth Suits 180 6 6 11 11 11 13 7 6 15 9
punch, but specialists are only called in Necron Wraiths 165 6 6 10 10 10 12 7 5 14 8
when the odds are high, and you’re
Last Chancers 190 6 6 8 8 8 13 7 6 12 8
likely to be seriously outnumbered by a
whole ton of bad guys… make no
mistake, this ain’t gonna be easy.

56 CHAPTER APPROVED
A squad of Last Chancers confront an Ork patrol in the jungle.

Space Marine Assault Squads: Stealth Suit model is always treated as


Firing up such a heavy-duty piece of one less than it would actually be. Golden Rule: As with many of our
kit as a jump pack makes a hell of a games the golden rule is to use
lot of noise. Whenever a Space Necron Wraiths: Necron Wraiths must common sense when applying these
deploy in pairs. These units may act rules to your game of Kill-team. If
Marine Assault squad moves using
independently despite the usual Kill- you just can’t resolve an issue, roll a
its jump pack the enemy gains a
team rules. D6 for it, but keep in mind the game
klaxon counter.
is pretty light-hearted in nature.
Last Chancers: Schaeffer’s Last
Chaos Space Marine Raptors: As
Chancers may deploy as independent
with Space Marines, Raptors make a
mini-units as described in their Codex
terrible howling shriek when in flight
entry, despite the usual Kill-team rules. RACE BOSS GOON
and will therefore contribute a klaxon
counter to the enemy’s store Space Marines Veteran
whenever they use their jump packs. BOSS GOONS AND SPECIALIST KIT Sergeant
A unit with Furious Charge will also In any movie including numerous low- Chaos Aspiring
contribute a klaxon counter whenever quality bad guys there is invariably a Space Marines Champion
it charges as its bloodthirsty howls boss goon, the guy with the cheap suit,
Eldar Warlock
give away their position. shades and pony tail, the captain of the
enemy soldiery, or the immensely strong Orks Nob
Eldar Warp Spiders: Warp Spiders henchman earlier shown crushing dice Dark Eldar Sybarite
may not use their jump generators to or some such meaningless feat of
make a jump in the Assault phase; Tyranids Mutant Gaunt
bravado. It can really add to a game of (Weapon-beast)
the risks inherent in such a desperate Kill-team to have a large and self-
manoeuvre are too high for such a important badass at the centre of things, Tau Shas’ui
small task force to realistically especially if he meets an appropriately Necrons N/A*
undertake. They may move through grisly end… Imperial Guard Veteran
enemy models, however. Sergeant
● The Boss Goon will differ depending
Ork Stormboyz: The primitive jump on race. Use the table below to * Necrons, being essentially
packs used by Stormboyz are loud, determine the appropriate bad guy. machines, find it impossible to
smoke-belching affairs that will
● The antagonist in a game of Kill-team muster even the tiny amount of
contribute a klaxon counter to the character and initiative necessary
that uses Elite teams automatically
enemy’s store whenever they are to scale the dizzying peaks of
has 15 points to spend on his Boss
used. Goon-hood.
Goon. This will usually only be
Dark Eldar Mandrakes: Mandrakes enough to cover the cost of the
use their Hidden Deployment rule as upgrade to Veteran Sergeant status
usual, bearing in mind their true (or equivalent). grenades. Likewise, it’s not unheard of
location must be revealed by the end ● However many points the protagonist for enterprising bad guys to fortify their
of the protagonist’s third turn. spends on specialist kit (see later) strongholds with all manner of traps and
can be added to the points spent on alarm systems.
Tyranid Lictors: Lictors may use
their Secret Deployment rule, but the Boss Goon, or spent on defensive ● A Kill-team can choose one of the
such is the concentration of enemy equipment. This can mean the following upgrades per Experience
that they may only choose to hide in antagonist’s head honcho can be Point it has accrued: for each of the
cover that is more than 18" away from anything from a simple squad successful missions it has played in
the central objective. upgrade to a fully-kitted out killing its career, the Kill-team will have one
machine. Simply choose the Boss Experience Point.
Tau XV15 Stealth Suits: Tau Stealth Goon’s options, wargear and
Suit leaders and Shas’vre may take weaponry as usual. ● If the Kill-team is wiped out to a man,
Drones in their Kill-teams, although they lose all of the Experience Points
these Drones can never complete SPECIALIST KIT gained so far and must begin
objectives (other than during the It is typical for the members of a accruing them all over again.
Assassinate mission) as their commando team to have specialist gear ● Keep a record of what specialist kit your
programming just isn’t sophisticated with them to successfully accomplish Kill-team has accrued over the course
enough. The spotting distance for a their mission. This might vary from of its career, along with a total of how
Goon squad attempting to detect a simple silencers to holograms and blind many points it has spent on its kit.

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distracting the patrol whilst they slink
away.
Declare when a spanner is being used
before control for a Goon squad is
determined. The protagonists may add
+2 to their result for this roll only.

Smoke and blind grenades 10 pts


The Kill-team can use this equipment
to mask their approach, making it
extremely difficult for enemy squads to
pinpoint them in the artificially
generated haze.
Once per game, after either
Movement phase, the Kill-team can
declare that it is using the smoke and
blind grenades. They count as being
in cover in all respects until the
beginning of their next turn.

Gung-ho 10 pts
There comes a time in many covert
operations when stealth goes out the
window, and the only option is to go
hell-for-leather for the objective.
Needless to say this invariably leads
to the enemy swarming to their
position like flies around grox dung…
The Kill-team may assault 6+D6"
● No upgrade can be taken more than time in the antagonist’s Movement rather than the usual 6" in the turn this
once unless specifically noted. phase, provided he has less than 3 is used, and will strike first in close
klaxon counters in his store. Roll a D6. combat regardless of other factors.
● Any points spent on upgrades are
The protagonist may move that many The enemy automatically gains an
automatically allocated to the amount additional klaxon counter when this
of points the antagonist can spend on Goon squads 6" in the direction of his
choice, regardless of whether they were effect is played.
defensive equipment and/or his Boss
Goon. In this way, no matter who is activated or not. However, the
playing the antagonist, you should antagonist gets to choose which squads Camo Gear 10 pts
never have an easy fight on your are affected in this manner. This counts The Kill-team has refined their camo
hands… as their movement for that turn, so do tactics to the point that they can
not roll for control afterward. hunker down and become almost
The specialist pieces of kit you can field unseen even when in the open.
as the protagonist or antagonist are as Combined with the patience of the
Change of Guard 10 pts
follows: hunter, this can considerably enhance
Having staked out the enemy territory
for some time the Kill-team have the Killteam’s stealth capabilities.
PROTAGONIST SPECIALIST KIT ascertained exactly when the sentries In any turn in which the Kill-team does
Silencers 10 pts go off their shift and change guard, not move, shoot or assault, the
The Kill-team have had their ranged striking at just the right moment to antagonist must discard a klaxon
weapons specially modified so that the benefit from the resultant confusion. counter at the beginning of his turn.
first salvo they launch makes little or no Play the change of guard at any time
noise. This enables them to take out a when the antagonist has no klaxon Wirecutters 5 pts
full team of sentries without alerting their counters in his store. All activated Goon The Kill-team have come well
fellows to the incursion. squads become deactivated, and vice prepared for penetrating the thickest
versa. Continue the turn as normal. defensive terrain, toting wirecutters
The Kil-team is not nearly as likely to and electrocharges that can disable or
trigger the alarm with the silencers fitted. cut through light obstacles.
When the Kill-team opens fire for the Scrambler 40 pts
first time, roll a D6; on a 1, a klaxon The Kill-team have with them a powerful The Killteam rolls 3D6 for determining
counter is added to the antagonist’s scrambling device that disrupts enemy the distance it can move through difficult
store as usual. On any other result no communications and temporarily terrain, picking the highest result.
klaxon counter is added. disables their alarms.
Stummers 10 pts
The Kill-team may use the scrambler at
Distraction 15 pts Stummers, devices designed
any time. The antagonist must
The Kill-team have spent considerable specifically to deaden noise and make
immediately discard D3 klaxon counters.
resources ensuring that a loud and detection that much more difficult, can
startling event takes place on the other cut out one of the sentry’s main tools
Spanner in the Works 5 pts each of the trade; a sharp pair of ears…
side of the enemy compound, drawing
As the enemy sentry approaches, one
enemy forces away from their posts at The Kill-team can employ the
the critical time and allowing the Kill- member of the Kill-team picks up a
discarded tool, rock or other hard object Stummers once per game, declaring
team egress into the enemy grounds. their use after the antagonist has
and hurls it into a nearby cluster of
The distraction can be played at any machinery, barrels etc, momentarily determined which squads are

56 CHAPTER APPROVED
activated or deactivated for that turn. For ANTAGONIST SPECIALISED KIT Assault phase, all Goons gain +1 attack
the rest of that turn only, all the for the duration of that Assault phase in
protagonist’s rolls for control of Goon Las-traps 10 pts addition to other modifiers.
squads count as being a 6. The antagonists have rigged the area
surrounding the central objective with a Extra Goons x pts
Scaling Ladders and Grapnels 10 pts series of sophisticated traps and alarms. Having been forewarned of an enemy
The Kill-team have coiled ropes, When setting up the scenery, the attack, there are more bad guys than
telescopic ladders and grapnels with antagonist may place D6 pieces of 6" normal around the central objective. This
them, enabling them to make their way long red cord or thin strips of card is going to be a tricky one…
up the outside of buildings, cross anywhere on the table. If any member of Buying this upgrade entitles the
digestion pools and negotiate other the Kill-team touches one of these antagonist to field an extra Goon squad.
hazardous obstacles. markers, a klaxon counter is added to This upgrade may be taken multiple
the antagonist’s store. This deactivates times. The price of this upgrade varies
The Kill-team may treat Impassable
the las-trap. on race. The prices are as follows:
Terrain as Difficult Ground.
Space Marines 45 pts
All Points Bulletin 10 pts
Backstabbers 10 ts Chaos Space Marines 42 pts
The bad guys have been alerted to the
One or more of the Kill-team’s operatives Eldar Guardians 24 pts
fact that there are enemies in the
excel at the art of the silent kill, their Ork Boyz 24 pts
perimeter, and appraised of their rough
blades cutting off the enemy’s screams Dark Eldar Warriors 24 pts
location. This can only be bad news for
before they can alert their comrades. their prey. Tyranid Termagants 21 pts
Whenever the Kill-team assaults a Goon Only usable once per game. Once the Tau Gun Drones 36 pts
squad and kills them all in that single antagonist has determined how many Necron Warriors 48 pts
round, then roll a D6: on a 1, a klaxon squads are activated for that turn, he Imperial Guard 18 pts
counter is added to the antagonist’s may use the All Points Bulletin. He may Inquisitorial Storm Troopers 30 pts
store as usual. On any other result, no re-roll the control rolls for his Goons for
klaxon counter is added. the remainder of that turn. He must Death Squad 15 pts
abide by the result of the second roll. One of the Goon squads which has
Redshirt 5 pts been trained extensively until they are
The Kill-team has been lumbered with Still Not Dead 10 pts masters of close quarters warfare, is
an extra member against their wishes, Despite the fact that he has been gutted, usually entrusted with the security of the
and it’s entirely possible that this burnt, mangled and crushed, the Boss central objective.
inexperienced rookie will get himself Goon somehow manages to surge to his Nominate a Goon squad as the Death
killed in a gory and spectacular way at feet and go for a last ditch kill. No doubt squad after set-up. That Goon squad
the first opportunity… this will be short lived, but he might take has a spotting distance one higher than
The Kill-team has with it an additional a couple of the good guys with him normal, and will have +1 Strength,
model with the profile below: screaming to hell… Initiative and Attacks on any turn it
This upgrade may only be chosen by an charges. This also applies to any Boss
WS BS S T W I A Ld Sv Goon that joins the Death squad.
antagonist who has taken a Boss Goon.
3 3 3 3 1 3 1 7 5+ Should the Boss Goon die, leave him on
his side at the place of his death. He may Doomsday Device 30 pts
He has no equipment. In the unlikely event
be resurrected and stood back up at the With the alarms raging, the Boss Goon
he survives the game the Killteam will gain
beginning of the next antagonist turn and knows that it is only a matter of time
an extra Experience Point.
may act as normal during that turn, at the before the Kill-team succeed in their
end of which he is removed as a casualty. mission and escape. Determined to
Cunning Disguises 20 pts prevent this from happening, he triggers
The Kill-team has disguised itself in an explosive mechanism that will take
Reinforcements 40 pts
some manner, whether by donning down the entire complex, killing
The alarm is up, and those Goons just
enemy uniforms, covering themselves everyone nearby. If you gotta go…
keep on coming! The Kill-team will have
with the pheromonal signature of the
to be either very lucky or very capable If at any point there are more Kill-team
foe, using sophisticated holographic
to get out of this one alive… operatives than Goons left on the table
technology or some other means. In
theory, with a little luck and a lot of When the antagonist has accrued three and the Boss Goon is still alive, the
nerve, they can simply walk past the klaxon counters, he will gain a fresh Doomsday Device will automatically be
enemy soldiers and onto the central Goon squad each turn. This squad triggered. At the beginning of every
objective. In theory… appears on the table edge of the subsequent antagonist turn (even if all
antagonists’ choice at the beginning of Goons have been killed but the mission
There is a chance that enemy Goon his turn, and will move in the same way still remains to be completed) roll a dice:
squads will mistake a Kill-team with this as a normal Goon squad. on a 1 the game is ended as everything
upgrade for one of their own units. Every on the board is vaporised in a
time a Goon squad earns a klaxon cataclysmic explosion.
Get’em Lads! 15 pts
counter by spotting the Kill-team, roll a
The antagonists have finally located the **********
D6. If the result is higher than the Goon
interlopers and, their morale bolstered Well, in conjunction with all the rules
squad’s highest Initiative value, then no
by the presence of their comrades, from last month, the narrative scenario
klaxon counter is added to the
charge in with every intention of ripping ideas and the specialist kit/experience
antagonist’s store, and the Goon squad
the Kill-team to pieces. system, that should keep your Kill-team
does not count as having spotted the
raiding and sabotaging for a long time to
Kill-team. Of course, the antagonist can This upgrade may be used whenever come. And remember, even if the bad
have another go next turn if he is still more than one Goon squad spots the guys get lucky and end up with the Kill-
within spotting distance, and the longer Killteam in one Movement phase. team’s heads on the trophy wall, it’ll be
the Kill-team has to bluff it out, the less Provided more than one Goon squad your turn to play the antagonist next, and
chance of success there is… charges the Kill-team in the subsequent revenge is a dish best served cold…

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