“The Outpost Warhammer 40K Kill Team Mini Tournament” – Ver 2.0
Saturday, February 23rd, 2013
Introduction
Welcome to the first Warhammer 40K Kill Team Competition for this year.
Have you ever wanted to feel what it would be like to be a recon element, scout or forward operations covert agent, working deep behind enemy lines? Well look no further than our inaugural Kill Team competition.
You've played large games where mighty armies clash in epic battles, but what about all those small missions you've read about in the novels, where a small team of elite soldiers are sent in to complete an important mission? If you have any questions please do not hesitate to contact us through the Penang War Gamers Facebook page:
Penang War Gamers:
https://www.facebook.com/groups/248375055178944/Rules and Force Composition
This competition will use the 6th Edition Warhammer 40,000 rules set.
You may spend up to 200 points using the following Force Organisation Chart:
0-1 Elite
0-2 Troops
0-1 Fast Attack
Specialists
You may pick up to three (3) individual models in your force and name them “Specialists” that benefit from one of the Universal Special Rules from the Warhammer 40,000 Rulebook listed for your convenience below:
Adamantium Will, Armourbane, Blind, Counter-Attack, Crusader, Eternal Warrior, Fear, Feel No Pain, Fleet, Fleshbane, Furious Charge, Hammer Of Wrath, Hatred, Hit and Run, It Will Not Die, Monster Hunter, Move Through Cover, Night Vision, Preferred Enemy (Everything), Rage, Rampage, Relentless, Shred, Shrouded, Skilled Rider, Stealth, Strikedown, Stubborn, Tank Hunter.
Note: You may apply the USR to the model, or to a weapon carried by the model. E.g. You can give model ‘Fleshbane’ meaning that it will wound on a 2+, OR you could give his bolt pistol ‘Fleshbane’ meaning that his shots will wound on a 2+. This way it means that you can have either his melee or shooting attacks have Fleshbane but not both.
These “Specialists” and the rules they have must be declared on your army list as well as which model represents them. All specialists in your force must pick a different rule and you may not give more than one rule to each model.
Your Leader (explained below) may be one of your specialists.
Your Leader
Every Kill Team will need a leader, you will need to nominate one of the models in your Kill Team to be the Leader. If one of your non-vehicle units has a character in it (e.g. a Veteran Sgt), then your Leader must be that model. If there are no characters in any of your units, choose a member of one of your non-vehicle units to be your Leader. If you don’t have any non-vehicle units, then you don’t get to have a Leader!
At the end of each game, roll 2D6 and add on to the result the number of models your Leader killed in that game. If your Leader is unfortunately killed in the course of the battle, he will not benefit from the 2D6 roll.
Similarly if your Leader is killed, his previously earned upgrades will not carry forward to the next game. It’s assumed that someone else takes over the mantle of Leader.
Your Leader gains the corresponding upgrade. Note it down on your army list next to the Leader’s entry.
2D6 + Leader’s Kills last game
Upgrade
2-4
Nothing!: Too bad… better luck next round soldier.
5
Sure-footed: Your Leader gains the Fleet Special Rule.
6
Shadow-hunter: Your Leader gains the Stealth Special Rule.
7-8*
Experienced Fighter: Your Leader gains either +1 Weapon Skill or +1 Ballistic Skill
9*
Souped-up Weapons: One of your Leaders’ ranged weapons (please note which one) gains +1 Strength. If your Leader has no ranged weapons then this roll is wasted, you may not reroll.
10*
Quick Thinking: Your Leader gains +1 Initiative
11*
Heroic: Your Leader gains +1 Leadership
12*
Resilient: Your Leader gains +1 Wound
13*
Hardened Warrior: Your Leader gains either +1 Strength, +1 Toughness or +1 Attack (choose one)
14*
Battle Experience: Your Leader earns 1x new Universal Special Rule of your choice
When you gain an upgrade, note it on your army list and let your opponent initialise in the appropriate place
Upgrades marked with an * may be gained a maximum of twice. All others can only be gained once.
If you already have one of the * upgrades twice, have rolled an upgrade that can only be taken one or a statistic has reached 10, simply re-roll the upgrade.
Miniatures
All miniatures must be fully painted and based (minimum 3 colours and with painting effort) and fully represent what is on your army list (including all equipment).
This rule will be strictly adhered to in order to prevent confusion as each model will be considered an individual unit. (See Every Man for Himself below)
To be fair to all parties, Proxies will NOT be allowed. If you do not abide by this and decide to use a proxy, you will not be allowed to use that model on competition day. If you have any doubts on whether your model can be used, run it by me first.
Conduct
On the day of the competition, Competition Judges (CJ)will be clearly identified. We ask that you try to resolve any disputes or rules problems using your rulebooks. If you can’t or need help, feel free to call a Competition Judge to make a ruling, however take note that the CJs decision will be final and you will have to abide by it.
What to bring
Don’t forget to bring:
Your models!
Two copies of your army list, one for the CJs and one for your opponent to refer to
Your dice, templates and tape measures, unfortunately we won’t be able to provide these for you
Objective Markers (you may model your own or use any appropriate markers / counters)
Pen or pencil for updating your Leaders stats
A copy of the Warhammer 40,000 rulebook and your own army’s Codex
The Games
Over the course of the day, your will play a minimum of 5 games of Warhammer 40,000, all of which will be 30 minutes long.
The first game will be against a random opponent, while subsequent games will be against players with similar scores. (i.e. winners will play winners, losers will play losers)
Games will be played on a 4’ x 4’ table and use the following scenario.
Table Set Up and Deployment
Kill Team games will be played on a 4’ x 4’ square board, covered in preset terrain.
Place one central Objective in the center of the board.
Split the table into four quarters and roll-off to see which player picks the quarter they will deploy in. The opposing player deploys in the opposite quarter. The player that won the roll-off deploys first.
He must deploy all of his forces in his deployment quarter anywhere that is more than 9” from the center of the table. His opponent does likewise. Neither player may keep any units in reserve.
First Turn
The player which deployed first goes first. His opponent may choose to try and steal the Initiative as normal.
Game Length and Victory Conditions
The battle continues until one side has been reduced to half its starting number of models or less. Once a player’s force has been reduced to half strength he must take a Leadership test, called a Break Test at the start of each of his turns, using the Leader’s Ld value (or, if he is no longer alive, the next highest). If he fails, then his Kill Team flees and the other player wins the battle. If the test is passed then the battle continues, but the player will have to take another Break Test at the start of his next turn. Note that it is entirely possible for both players to have to take Break Tests at the start of their turns and the first one to fail will lose the battle.
Special Rules
Every Man for Himself
All models operate as individual units in this mission, even if they were chosen as part of a squad. In addition, when a model shoots or fights in an assault, it may split its attacks up amongst any eligible targets if desired.
Note: you may transport all members of a squad in a dedicated transport. As soon as they disembark, they become individual units.
Take the Loot!
The central objective represents a valuable target, be it a weapons cache, enemy intelligence or a supply drop. To hold it, just one non-vehicle model (of any type – not just Troops) must be within 3” of it at the end of the game, with no enemy models also within 3” of it.
Scoring
After each game you will need to fill in the provided Score Sheet and hand it in to the CJs. On this slip you will be asked to record the number of Recon Points you have earned. You earn Recon Points for achieving the following:
For forcing the opposing Kill Team to take Break Tests - 5 Recon Points
If the opposing Kill Team fails a Break Test and flees - +3 further Recon Points
For Killing the opposing Leader - 2 Recon Points
Holding the Objective at the end of the game - 3 Recon Points
Killing the enemy Specialists - +1 Recon Point per Specialist
Note: if the enemy Leader was also a Specialist, killing him would be worth 3 Recon Points. Also, to gain the points for killing the enemy Leader or Specialists, you have to actually kill them! Having them run away from a failed Break Test does not count!
Awards
At the end of the competition, the following will be awarded:
Veteran Sergeant of the Tenth Company – for the player that scored the highest number of Recon Points
Squad Leader – for the player that scored the second highest number of Recon Points
Weapon Specialist – for the player that scored the third highest number of Recon points
The Honour of the Regiment – for the player voted to have the Best Kill Team
Hobby Award
Best Kill Team
During the day, CJs will create a shortlist of the Kill Teams we think are the best presented. The criteria we are looking for include:
- Quality of Painting – is there a high technical quality of painting across the force?
- Appearance as a whole – does the Kill Team look great as a whole on the table?
- Originality – are there conversions or colour schemes we haven’t seen before? Is the Kill Team unique?
- Theme – is the Kill Team obviously a recon party sent out ahead of the main force?
- Centerpiece – is there a great centerpiece model for the kill team?
- Kill Team extras – have you got cool objective markers etc.?
The shortlisted Kill Teams will be displayed and all players will have a chance to vote for which they feel is the best. The player that receives the most votes will be awarded the Honour of the Regiment for having the Best Kill Team.
Schedule
Saturday February 23rd, 2013
10.00 am – Registration begins
10.15 am – Registration closes
10.20 am – Event Briefing
10.30 am – 11.00 am Game 1
11.00 am – 11.20 am Break
11.20 am – 11.50 am Game 2
11.50 am – 12.10 pm Break
12.10 pm – 12.40 pm Game 3
12.40 pm – 1.45 pm Lunch Break
(12.40 pm – 1.00 pm Entries for Best Kill Team displayed)
(1.00 pm – 1.45 pm Cast your Votes for Best Kill Team)
2.00 pm – 2.30 pm Game 4
2.30 pm – 2.50 pm Break
2.50 pm – 3.20 pm Game 5
3.20 pm – 3.40 pm Final Scores tabulated
3.40 pm – 4.00 pm Award Ceremony
4.00 pm Home Time
That’s it for this rules pack. Once again, if you have any questions or doubts, drop us a message and we’ll get you sorted out.
Happy Wargaming!
Patrick and the event team
Penang War Gamers Group