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Registered: 03-2008
Posts: 32
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40k "Kill Team" Tournament Rules


40K “Kill Team” Tournament Rules

Rules:
• Armies are no more than 400 points.
• You must have one Troop choice.
• You may have one HQ choice, but no more than one
• Armies are not required to take mandatory unit choices. All other unit restrictions (i.e. 0-1) apply.
• You may spend remaining points from anywhere in the Codex.
• No model can have more than 2 Wounds (except models with Swarm universal special rule).
• Psykers may be used, but may NOT use any power requiring a psychic test.
• No model can have a 2+ save.
• No Special/Unique/Named Characters are allowed in the Kill Team event.
• No vehicles with a total Armor value greater than 33. This is calculated by adding the Front, Side and Rear armor numbers. (Only count the side once).
• The 'What You See Is What You Get' (WYSIWYG) rule is in effect. That means all units must be easily identifiable as the particular codex choice they represent and that any and all weapons/options taken for a unit must be clearly represented on the model(s).

Commanders:
As you might not pick an HQ choice, the patrol should still have a commander who gives the orders and against which Leadership tests are made. This must be the most senior ranking figure. In the case of two figures being of an equal rank then the player may choose which is the patrol's leader, and only that figure may confer its Leadership bonus to friendly squads.
.
Scenarios: 1st Round: Seize Ground
Roll for deployment and game length as normal.
2nd Round: Kill the Leader
Roll for deployment and game length as normal. The objective is to kill the opponent’s leader. Your leader must be within 3 inches of at least one of your team. The game ends after a leader is killed and both players have played an equal number of turns.
3rd Round: Disrupter Beacon
One team is assigned to destroy a disruptor beacon prior to a dawn attack. The defending team members are sentries protecting the beacon.
The beacon is set in the middle of the table. The beacon is currently active. The defender sets up first and the attacker moves first. The attacker sets up at least 24 inches from the beacon. The defender sets up within 12 inches of the beacon and may not move until the attacker has been spotted. Night fight rules are in effect until an attacker weapon is fired or an attacker has been spotted.(Illumination shells are the launched until the end of the game.) Close combat counts as spotting only if the defender survives a round of combat. The beacon can be destroyed by fire or close combat; it has armor of 10 all round and a 4+ invulnerable save. Penetration damage rolls of 1-3 are ignored, 4 destroys the invulnerable save, and 5-6 destroys the beacon. A glance destroys the invulnerable save on a 6.
The game ends as soon as the beacon is destroyed or the end of turn 6.

Victory Conditions: 4pts for a win, 2pts for a draw, 1pt for a loss, and 2pts if your opponent is tabled. In Round 3 double the victory points for wins, draws, and losses.


Be aware of oddities:
When you play Combat Patrol, it's important to remember that these games approach Warhammer 40,000 in a way that was not originally conceived by the designers. This means odd stuff will crop up which you need to sort out 'on the fly'. The best way to resolve these issues is to ask yourself the following:
1. Is there any existing Warhammer 40,000 rule you can use as a precedent?
2. What is the most reasonable thing that would happen in this situation?
3. What are the two most likely outcomes and then roll a D6: 1-3 = Go with solution 1; 4-6 = Go with solution 2.
4. If all else fails, ask a judge, however, the judge's decision is final.


Last edited by TSO, 6/23/2012, 5:51 pm
4/25/2012, 4:58 pm Link to this post Send Email to TSO   Send PM to TSO
 
Xyhelm Profile
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Registered: 11-2010
Location: Lewisville
Posts: 11
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Re: 40k "Kill Team" Tournament 5/26/12


Sounds awesome and fun!

I don't know if I will be able to make it. If I do, I don't know if I will bring stealthsuits and piranhas as Tau or assault marines and land speeders as Marines.
4/27/2012, 9:12 am Link to this post Send Email to Xyhelm   Send PM to Xyhelm Blog
 


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