Showing posts with label kill team. Show all posts
Showing posts with label kill team. Show all posts

Monday, 20 January 2014

HoR Kill Team Update

It's been a while since I posted a Kill Team update on this blog, but don't worry the HoR snotlings and Kill Team community have been fervently tweaking the rules and team lists for your enjoyment.


A Name Change (well, tweak)
What's in a name? Well apparently lots of confusion. People have been getting mixed up between our version of Kill Team and the newly released Kill Team digital rules by GW. I won't go into which is superior (I'll leave that to the loyal members of our Facebook group) but it has become apparent that we need to distinguish ourselves a little. From this point forward we will reference our popular, unofficial ruleset as 'HoR Kill Team'. It's only a little tweak, but may save some confusion.

HoR Kill Team Rules v2.1
Although the sweeping changes to the HoR Kill Team rules have finally been ironed out, the core rules has seen a few tweaks (and a style change) since the last KT update I posted, especially within the mission rules. Most of the team lists have also had a large update in the last few months to bring them up to date, so if you haven't checked them out in a while you can grab the latest version of the rules and team lists here.

The HoR Kill Team Facebook Group
As always, your one-stop-shop for HoR Kill Team news, feedback and questions is the HoR Kill Team Facebook group, which you can visit here. Our numbers have grown to over 500 now so join in the discussion and share some photos of your team!


Here are a few of the photos the community has shared with us during the past year to wet your appetite:

Photo by Jeffrey Rademakers
Photo by Markus Kuttelwascher
Photo by Markus Kuttelwascher
Photo by Joshua Edward Collins
Photo by Jared Swenson
Photo by David Martin
Photo by Maciej Kaminski
Photo by Luigi Accardo
Photo by Damiano Garonzi

Tuesday, 10 September 2013

The Blog's Back Baby

That's right, it's back! The blog has been on hiatus for quite a few months as I sort my new house out, plan for weddings etc (I'm sure it wasn't missed too much) but I'm going to be hitting the painting table again with renewed enthusiasm.

Blog Changes
"There's going to be a few changes around here." The original plan was to get guest bloggers to write some articles but that idea seemed to die (although if any readers want to submit one, or even start a regular feature, email me here). So, as my painting isn't as prolific as it used to be I'm going to expand the blog's focus a little. Not only will I share my painting and gaming progress as normal, I may be doing reviews of non-GW gaming and even some graphic novel articles (well... one, maybe). We're finally getting a dining table soon so hopefully I'll be playing more board and card games - if you have any suggestions of games my mates and I should play let me know in the comments!

Kill Team
The Kill Team ruleset is still going strong, and you can check out the growing community on Facebook. At the time of writing the group has over 150 members! The group is a great place to share photos of your team and gaming boards, as well as work out any rule contentions you may have. Campaigns v2 has just been uploaded, adding more in-depth rules for Walkers as well as a new optional 'HQ' mechanic for those who want to take their campaigns further (think base upgrades in the original Dawn of War).

Mutagenesis Skirmish Game
The 2nd edition of my home-grown game Mutagenesis is nearing completion. You can find the alpha version here. It's a lot different to the original book, and now has a 'you-go-I-go' system like chess which has allowed me to add in things like interrupt actions and just gives a whole new tactical depth to the game. The book is still in heavy alpha and needs a full proof-read and more playtesting before it goes beta but if you have any comments or ideas please contact me (either on the KT facebook page or email below).

Plans for the Future
In the coming months you'll hopefully see progress on my Lizardmen army, as well as bits a bobs from my on-going Storm Reavers (chaos). We've also started playing Battlefleet Gothic again so you'll probably see me finally paint some ships! I'm also putting together a guide on how to start reading Marvel graphic novels so we'll have our first non-gaming post soon. Also look out for more 'xenos' related posts on the horizon... maybe with a Tauish feel.

Again, if anyone wants to post an article or start a regular progress report email me here! It may take me a while to reply to your email as I don't check this one very often.

Until next time,
Darth Meer

Thursday, 9 May 2013

Hobby Update: Cultists, D&D, KR Cases, BFG, Kill Team

If you haven't noticed already, It's starting to become a long period between posts. I expect this to continue for the next few months while we move into our new house and plan wedding, but after all that hullabaloo service should be back to normal :-D. Until then I'll probably do a few Hobby Update posts like this one.

Cultists

I managed to grab a few hours last weekend to finish off one of my two squads of chaos cultists. Pics below:

Sect Momus - Chaos Cultists
Xenophon Momus - Chaos Cultist Champion

As you can see its not the usual quality of both painting and photography! After all, they're only cultists, and I have 30 of them to paint. Eventually I may go back over them and highlight but at the moment gaming standard will suffice. To be honest, I was still quite impressed what a simple layer and wash (well more like a dip really, as its all one shade) can accomplish in almost no time. It also means more time to paint more important models! Next on the desk will be one of the Chaos Space Marine squads I think.

Dungeons & Dragons

We've started a new D&D campaign using the playtest rules and I'm painting up a new model. My character is the mighty Thrulk the Barbarian.The model is from Avatars of War found here. I'm taking my time with him, especially the flesh (there is lots of it!)

We've had one D&D session so far and the new rules are pretty awesome. Much, much simpler than 4th edition, and focussed more on the 'what do you want to do?' aspect of RPGs rather than just a constricting narrative miniatures game that I found 4e to be. Although I don't think the difficulty is quite balanced yet, we struggled to survive a couple of Orcs but the Cleric managed to one-shot an Ogre...



KR Cases

I've decided to fully convert my old GW cases to new shiny KR ones. This, astonishingly, has been put forward by my fiancĂ©e who wants my armies out of the way in the new house! The card cases fit snuggly in an Ikea Billy bookcase if anyone wants to know.

I won't post a review (I did that previously), but I will say again that these cases are simply awesome. The custom cut ones are worth the extra few pounds, especially for vehicles. You can fit so much in! Check it out, 3000 points of vehicle heavy Blood Angels in 2 cases (plus an extra one for my Stormraven that I've had for a while):

KR Cases - Left has custom foam, right has core

Battlefleet Gothic

I won't lie, I'm disappointed in Games Workshop for suspending their Specialist Games line. I totally understand it from a business perspective, but they must still be making a little bit from the models - enough to keep the line selling and the fan boys happy perhaps. Of course this started a panic buy from the community and now hardly anything is available. Luckily I managed to place my order for a few bits before the rush! A few bits for BFG, mainly a Battle Barge and some Cobras to add to my fledgling Imperial Fleet that I still haven't got round to finishing. I'm going to have to try and have a few more games of BFG soon.


Kill Team

The new update for Kill Team (v1.7) was released a while ago, but I'll post the update log here for anyone doesn't check the forums or the Facebook group (which you can join here by the way, and is the easiest place to post your questions or comments - or just share your tactics and teams).

Kill Team v1.7 Update:
  • Added Blasts and Real Terrain rules
  • Added 'purchasing grenades' rules
  • Clarified mission VP/EXP with Squads
  • Clarified optional Injury rule with Squads
  • Replaced Hostage mission with Breakthrough
  • Replaced Grab & Run mission with Seize Ground
  • Adjusted bonus EXP rewards for missions
  • Only Special models may now become the banner bearer in Last Stand
  • A load of rewording for clarification
A few updates have been released for the Kill Team lists, so check them out and see if your army has been updated  Of special note is the update for Tau (new codex) and new Black Templars and Deathwatch lists.

You can find all of the unofficial Kill Team rules here.

Thanks for reading, and happy hobbying!

- Darth Meer


Sunday, 7 April 2013

Storm Reavers Chaos Bikers Unit Painted

Storm Reavers Chaos Biker Unit - Achlys' Marauders
Chaos Bikers are awesome both in-game and model wise. Unfortunately they are a bitch to paint! They have been the bane of my existence this last couple of months, I'm sure everyone has their 'painting dread' that they leave on the desk for an age in the hope it finishes painting itself. Anyway, they're finally done. That's it, no more bikes! Too... much... trim!

Achlys’ Marauders Background
One of the original Storm Hawks that fled through the warp gate at Vardia, Achlys had resisted the extreme mutative effects of Chaos for many decades of service in the Storm Reavers. That was until the battle of Davkon V against the Iron Warriors, where Achlys squad was slaughtered by sustained Havoc fire. Achyls turned and ran from the battle, infuriating Lord Moros, and inciting the wrath of the gods. Achyls was sealed within his armour and to his bike for all eternity, cursed to feed only on the tainted fuel of his motor and to feel only the cold steel of the bike's chassis. Although Achyls has been given command of another unit of bikers, he has vowed to Lord Moros to never again run from the enemy - if he does so, Achyls may face the terror that is spawndom.

Forge World Chaos Havocs
And here's the next project for my Chaos army! The autocannons are from the Forge World legion set, and are really, really good. Only a little liquid green stuff (I like to call I liquid awesome) to tidy up small gaps and miss-casts.

Forge World Chaos Havocs

A Note On Kill Team Support
Most of the people who this matters to will have probably already read my note on the Kill Team page, but I just want to reinforce it here. Development for Kill Team will not stop, but will slow down. A lot. Life is taking me in new and wonderful places, but as everyone knows this can leave little room for hobby. The hobby time I do get will be spend mostly painting (my way to relax) or socialising/gaming with friends. The time I used to use for working on, and answering emails about, Kill Team has been replaced with work and other things. I would like people who have questions to post them on the forums, and hopefully the community will be able answer and work out house rules for things I overlooked. If this is popular, I will compile a list of community house rules and incorporate them into Kill Team. I have enjoyed the last year of Kill Team development, but it has reached a point where the rules are stable enough that I can take a back seat. But please, please, please do not let this mean the end of your Kill Team enjoyment!

Darth Meer

Wednesday, 16 January 2013

40k Kill Team Rules v1.6 Update - New look, DA team list


The next update to Warhammer 40,000: Kill Team is here, and with a shiny new look. This look isn't restricted to the main rules either, I'll be rolling it out to all the team lists soon. For now, you can check out the new Dark Angels team lists to get a feel for it. The DA team lists also features a new format of unit entry that I'm trying out. More tabulated (and harder to edit) but should be easier to read!


Rules wise, v1.6 is mostly tweaks with the only 'new' rule being for psychic powers (they actually work now...). Take a quick read through though, as the whole document has had a going over with rules tweaked, missions adjusted slightly and you can now Deep Strike (only if you teleport though - yey for deathwing!).

If you have any comments or ideas for Kill Team, please visit our Facebook group!

I was hoping to get my Helbrute finished for today (for some non KT content), but alas he's taking longer than expected. Damn all that trim! I've not been totally idle this last few weeks however, and have finished 10 more saurus! A mighty achievement in my books. Only 30 more to go for that unit of 50...

Darth Meer

Wednesday, 5 December 2012

Kill Team Rules v1.5 Update and The Raid Mission

I'm afraid its another Kill Team update post, not much painting going on lately (very busy time of year for me). Anyway, update v1.5 is out for the core Kill Team rules. In this one we have focussed on emphasising 'cinematic' terrain, adjusting some of our existing rules to match this, and changing some of the more 'abstract' rules of 40k to be more 'real'. There is now a sixth mission (missed from the last update), and a general tidying up of rules (especially grenades, and the other missions).

Get the new Warhammer 40,000 Kill Team rules here.

Also in v1.5 are optional rules for Injury. Now we originally didn't want to add these, but we've had demand for it from a few people now. It is important to note that these are additional rules, and are NOT the 'official' Kill Team rules. Our game will not be balanced to take into account these optional rules. The rules are basically taken from Mordheim, with a few tweaks to make them work in 40k. They haven't really been play-tested, so if you're brave enough to try them, any feedback would be invaluable.

You can now download the first 'mission' document, called The Raid. Its basically an attacker/defender mission using sentries - hearkening back to the old Kill Team rules from white dwarf! It even includes mission wargear such as wirecutters, grapnels, las-traps (laser beams), etc.

On the KT lists front, I'm still working on the Tau list ready to be play-tested by the group. But I have been through the current lists and added tweaks, new wargear, etc. So it's worth seeing if your list has been updated.

Finally, my group and I love to hear of peoples Kill Team campaigns and battle reports, so if any of you have any photos or reports you want to share, email me at darthmeer@outlook.com. I also want to share a battle report I received this week from KaC, found here.

Next post will be pretty models, I promise.

Darth Meer

Thursday, 22 November 2012

Kill Team Rules v1.4 Update

First of all, yes, plasma EXPLODES! We all thought plasma was a bit overpowered in Kill Team currently (hence, everyone was taking as much as they could), especially with Suppressing Fire. Making Gets Hot weaponry explode gives it a little bit of a drawback. Plus its cool.

Also in this update is the addition of new Difficult Terrain rules, stolen shamelessly from the LotR game. Its a bit more time consuming to work out than the normal 2d6 rules, but we think its a lot more immersive (and makes more sense to be honest). Plus it evens out the impact of our running rules.

The other big change is the Mission rules. I know there was a lot done in v1.3, but v1.4 really shakes them up. Gone are the random secret missions - they just didn't seem to be popular, especially as un-trustworthy people tended to just make up their secret missions... The new system is very tradition, with 5 big missions/scenarios (I couldn't make up a 6th, that will be a future update) that you simply roll a d6 for at the start of the game. The new missions are Skirmish, Relic Hunt, Last Stand, Hostage, and Sabotage.

In other Kill Team news, the Chaos Space Marines and Space Wolves team lists are live, as well as a fillable version of the updated roster sheet (download to fill and save) and the updated Legendary Heroes document for your campaigns - including a very familiar dreadnought!

Get the new Kill Team Rules here!

Darth Meer

Sunday, 28 October 2012

Kill Team Rules v1.3 and Campaigns v1.1

Some big additions to the main Kill Team ruleset in v1.3, including a new 'hiding' mechanic (straight from old school specialist games) and massive changes for the assault phase - including supporting charges/attacks for when you just want to shout "bundle!", as well as notes on quick rolling and a new 'supporting' Overwatch mechanic.

The Campaign rules have had a complete overall with changes to almost everything. Now you can 'group' your Core models to make it easy to manage, as well as different EXP, Injury, and Advance tables for Core models. We found this makes it a lot quicker! We've also updated the 'official codex' document to include rules when using it with campaigns.

WARHAMMER 40,000: KILL TEAM RULES CAN BE FOUND HERE

Changes in Kill Team Rules v1.3

  • Changed wording for climbing and jumping, added 1" and unit type exceptions.
  • Added 'Hiding' rule to enable hidden models. This is converted from the old Mordheim rule that we though was great.
  • Combined the Run and Fleet rules.
  • Added Grenade rule - all shooting grenades have One Use Only rule.
  • Added charge sub-phase ‘order of operations'
  • Added Supporting Charges
  • Added Diving Charges
  • Added Climbing Charges
  • Added Overwatch
  • Added Quick-rolling
  • Added Supporting Attacks
  • Removed 'outnumbering' from Assault results
  • Amended Squad rule to include rules for hiding and jumping/climbing.
  • Changed Destructible Markers wording.
  • Added Optional Rule – Destructible Terrain

Enjoy!

Darth Meer

Sunday, 30 September 2012

Kill Team Rules Update 1.2!

Lots of cool additions in v1.2 of the Warhammer 40,000: Kill Team ruleset, thanks in part to the feedback we have received from our readers and over at the Dakka Dakka forum. Lots of tweaks, and a redesigned Kill Team Mission:

Download the updated Kill Team rules here!

Over the last month I've added a few more Kill Team army lists to the blog page as well, including Orks and Tyranids. My next stop is Dark Eldar, but I'm struggling on how to handle pain tokens and combat drugs. If anyone has any ideas please drop me an email or leave a comment!

Also, if anyone has any photos or battle reports of their Kill Team games they would like the share, I'd be more than happy to post them up on this blog!

Other Stuff
I've been off to Warhammer World this morning to have a look at the Throne of Skulls (I like shiny armies) and take some photos of my now COMPLETE Blood Angels army. Yup, that's 3000 points of DONE. I've used a borrowed SLR for the job, so you'll have to wait until I get the transfer cable (its a Sony specific one...) before I can upload the pics.

Expect posts to be more well-rounded in the future now I have a new, more chaotic, project starting. I can finally put Blood Angels aside and do some modelling and list building articles.

Darth Meer

Sunday, 12 August 2012

Minotaurs Ivanus Enkomi Painted and Kill Team Campaign Rules

Its taken me a while to paint this bad boy as I've had to wait until I acquired all the new paints I needed. Even then I've still used the old black and greens. Not too happy with the blending on the cloak still, but at least it's finished!

Minotaurs Ivanus Enkomi

I don't think I'll be using the actual Ivanus Enkomi rules from Forge World (even though they are awesome) as I attend a few tournaments, but he will suffice as a Chaplain with Power Fist. Although I have no idea who to put him with in my army, usually I would put a Chaplain in with the terminator squad to add Fearless and extra punch. But in my 1500 list they deep strike... Seems a bit of a waste to put him with a Tactical Squad!

That will be last Minotaurs painting post for a while, as I'm going to go back to my Lizards for a month or so, and also because of the leaked product sheet for 2013... wow so much cool Space Marine stuff is in the works and a new Tactical Squad box! It may take serious willpower but I'm going to try and hold off buying any new stuff until the new Marine Codex comes out.

Kill Team Campaign Rules
They're done and you can find them on the Kill Team page. The rules are based off the Mordheim rules with a crap load of tweaks and additions. There are only a few Legendary Heroes available at the moment, but will be adding more in time.

I'm on a drive to get a load of Kill Team army lists done soon. Next up is Orks, then maybe Eldar as I'm waiting on the Chaos codex to come out before I delve into them.

Darth Meer

Tuesday, 24 July 2012

Kill Team Rules For 6th Edition - Update

Quick one. Just uploaded Rules v1.1 with loads of changes, including Squad rules (for guard and nids specifically), Flaming weapons, Running Away, and a new basic mission (with multiple objectives). Also some clarifications on characters etc.

All Kill Team documents can be found here now.

Ive separated the Building a Team rules into a different document as well as I want to head more towards creating Kill Team army lists for every codex. This is so, eventually, once all the lists are done we'll have a solid balanced game. Also drafting up some simple Campaign rules too (think Mordheim).

You can also find the Imperial Guard team there list as well. Next will be Necrons I think as they're the new hotness.

Monday, 23 July 2012

Kill Team Rules For 6th Edition


Kill Team is a fan-made unofficial expansion to Warhammer 40,000 that allows you to fight more intimate, more narrative driven games of Warhammer 40,000. Instead of fighting across vast battlefields controlling armies of hundreds of troops, you take control of a small task force with a handful of men.

EDIT: This article used to contain the 1st version of the Kill Team rules. Since this was posted the rule set has grown and grown! You can find the latest Kill Team core rules, campaign rules, kill team lists, roster sheets and other materials at: http://heralds-of-ruin.blogspot.co.uk/p/kill-team-rules.html or click on the Kill Team tab on the nav menu above.

Happy gaming!

Darth Meer

Monday, 20 February 2012

Kill Team Rules Playtest and Hobby Updates

Our playtest of the Kill Team ruleset at Warhammer World yesterday went well. The game was super quick (~30min), and flowed nicely. Could have done with a bit more cover-giving intervening terrain such as barrels, walls, and misc obstacles though - both teams dropped like flies pretty quickly. Although we have very limited choice of board as the bloomin' 40k Throne of Skulls was on!

Busy Warhammer World
There were a few questions about force selection (esp in the Chaos Marines codex) that will have to be in a mini FAQ. Something I'll just add to as we encounter issues. We also came up with a few new rules, in addition to the one we already created - see earlier posts, to make the game faster and more akin to a skirmish ruleset.

Running
Instead of using the normal rules for running, use the following rules in a game of Kill Team: Every model may Run in the Movement phase, this adds 6" on to a models maximum movement (so an Infantry models can move 12" instead of 6"). If a model Runs, they may not shoot or assault that turn. They may still assault if they have the Fleet special rule.

Climbing/Jumping
A model in Kill Team may climb walls and jump gaps up to 6" high/wide during their movement phase. To do this they must move up to the wall or gap and still have enough movement left to be able to climb or jump the distance required. The model must pass an Initiative test. If they pass, they climb or jump successfully and may continue moving if they have any movement left. If they fail when climbing up, the model simply stays at the bottom of the wall. If they fail when climbing down or jumping a gap, they fall: The model falls from the point they started to climb/fall and takes an automatic hit equal to the distance they fell in inches.

Nerve:
Any model must take a Leadership test if any friendly model is killed within 3”. If failed, the model is immediately subject to the ‘going to ground’ rule.

Area of Effect:
There are items that are carried by one model that affect the whole unit to which they are attached. As every model counts as a single unit in Kill Team the item would be of limited use. In games of Kill Team these items will instead have an Area of Effect. Any friendly model within 6” of a model carrying one of these items gains the benefits from the item.



Also had a nice relaxing 1500 point game. We used two of our less used armies and was good to see them on the table again. It's also nice to be able to outnumber an opponent for once!:

Cadian 501st vs Emperors Children (Red Rhinos = Chimeras...)

Progress is slow on highlighting my Stormraven for the 40k doubles tournament this coming weekend, see below for what I've done so far (sorry for crappy phone pic, will do a proper photo when its finished). Just the Stormraven, a Razorback, and a 5-man squad to highlight in 4 days... Might be able to do it!

Stormraven WIP

Darth Meer

Tuesday, 6 December 2011

Quick and Dirty Kill Team Rules Part 2

Here's an additional Kill Team gameplay rule we came up with, based on the rule from my Mutagenesis game:

Losing Nerve: Any model must take a Leadership test if any other model is killed within 3 inches. If failed, the model is immediately subject to the "going to ground” rule.

And here's a very simple mission to play with the Kill Team rules, as I was saying before I wanted to keep these rules very simple - able to fit on a single page if possible:

Recon Mission

Setup
This mission is played on a 4’x 4’ board, with a heavy concentration of terrain, the more terrain the better the game!

Deployment
Both players roll a D6 – the highest scorer chooses a table corner and sets up his/her models within 18” of it. The lowest scorer then does the same in the opposite board corner. The player who deployed first goes first, unless his opponent can steal the initiative on a roll of a 6!

Built-up area
Due to the restrictive terrain you are playing on, no models may be left in reserve or Deep Strike.

Objective
The game lasts 8 turns. You gain 1 Kill Point for killing an enemy model or forcing it to flee the board (if it is fleeing at the end of the game, it counts as dead). The Player who scores the most kill points wins the game! Regardless of Kill Points, if one side completely wipes out the opponent, they win automatically.

Saturday, 3 December 2011

Quick and Dirty Kill Team Rules

Created some quick and dirty Kill Team rules for us to use in our Vardian 40k campaign. The campaign was going to just use the awesome Kill Zone rules (found on the Galaxy in Flames blog), but ended up toning the rules down so they fit on a single page, with a few tweaks of my own. The rules will fit nicely with the XP system I'm creating too. Will create a special Kill Team Mission as well (detailing size of board, terrain, deployment, etc.), but for now here's the basic rules:

Kill Team Gameplay Rules

A Kill Team game uses the standard Warhammer 40,000 rules, with the following changes and additions.

A Team of Heroes:
All models in a Kill Team game act completely independently, and are classed as single model units in all respects..

Suppressing Fire:
If a weapon has more than one shot with a weapon (such as a heavy bolter), the owning player may decide to use Suppressing Fire. Choose a primary target within range; any models within 4" of this target are eligible as secondary targets. Roll to hit as normal - if any hits are scored at least one must hit the primary target; any remaining hits may be worked out against any secondary targets. You must allocate at least one hit to every eligible model before putting more than one hit on a model.

Pile In!:
After all assault moves are completed, any friendly models within 4" of an assaulting enemy model may take a Leadership test in order to Pile In! If they pass, the model may choose to assault too. Move the model into contact with an assaulting any model within 4". A model that uses Pile In! does not gain any bonuses for assaulting unless they have the Counter Attack USR. In the event that a model is in range of more than one assault, they can choose to Pile In! to any one they wish.

Grenades:
Any model armed with either defensive or assault grenades may throw one as a shooting attack with a range in inches that is double its Strength value. Use the following profiles:


Name  Rg    Str   AP  Type
Defensive   *     3   -   Assault, Blast
Assault   *     3   -   Assault, Blast, Pinning


Building Your Team

Team Structure:

Each team must not cost more than 250 points, and can contain anywhere between 5 to 25 models. No single model may cost more than 80 points. To build your team, purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections in your codex. Unit leaders (such as sergeants), may not be taken.

If a model can be bought separately as a squad option (for example, Tactical Marines can be bought at "+16 pts per model") use that cost for the model. If the model can only be bought as a set squad size, simply divide the total squad cost by the number of models to get an individual price.


Unit Selection Restrictions:
  • No models listed as Unique.
  • No more than 2 models with the Jump Infantry type.
  • No more than 2 models with the either the Bike, Jetbike, or Cavalry/Beasts types.
  • No models with a 2+ armour save except for the Team Leader (see below).
  • No models with a 3+ invulnerable save except for the Team Leader (see below).
  • No model may have more than 2 wounds except for the Team Leader (see below).
  • No vehicles with the exception of a single Walker per team, and only if it has a total armour value of 33 or less on all sides.
  • No model may have a base Toughness greater than 5.
Wargear Selection Restrictions:
A team may contain no more than 5 non-basic weapons upgrades; and only 2 may be a Heavy ‘type’ weapons upgrade. 'Non-basic' weapon upgrades are those that are not initially equipped on the model. A weapon upgrade does not count towards this limit if all models in a unit may take it for free (e.g. Scouts and sniper rifles).

Team Leader:
Pick one model from your team to be the Team Leader. This model is automatically upgraded to the ‘unit leader’ version for free if it has one (i.e. a Sergeant, Nob, etc.), and may take wargear options accordingly. The Team Leader may equip some restricted equipment as stated in the above wargear restrictions, and any equipment he takes does not count towards the non-basic upgrade weapon limit. Basically, he gets the pick of the loot! The Team Leader also gains +1 Wound (to a maximum of 3) and the following 'Inspiring Presence' special rule:

Inspiring Presence: Any friendly model within 6" of the Team leader may use his Leadership for all Leadership tests.

Themes:
A few of the proceeding restrictions can be lifted by purchasing the appropriate ‘theme’ upgrade listed below. Only one theme may be used per Kill Team, and at least 75% of the Kill Team's points must be used on models that use that theme (e.g. an Armoured Might Kill Team must have 75% worth of models with a 2+ saves).

Armoured Might: Any model may have a 2+ save. Any model with a 2+ save increases by 10 points.
Death from Above: You may have any number of models with the Jump Infantry type. Any Jump Infantry model increases by 5 points.
Behemoths: You may take any number of models that have up to 3 wounds. Any model with 3 wounds increases by 10 points.
Outriders: You may have any number of models with the Bikes, Jetbikes, or Cavalry/Beasts type. A model with any of these unit types increases by 5 points. Furthermore, any Bike or Jetbike model may add the Skilled Rider USR for an additional 5 points per model.