KTA: Blood Angels

Homebrew by Belluomini

Kill Team: Armageddon

A scaled up Kill Team with an expanded roster including vehicles and squads. Focuses on longer and more tactical gameplay via alternating activations.


Core Game Setup

  • Play Area: Played on scaled down 40K board around 48"x36"
  • Activations: Teams are structured around target of 15 activations per side
  • Deployment: Players alternate deployment in thirds like standard kill team
  • Team Rule: Each team has a unique team rule special to that faction
  • Initiative: Rolled at the start of the game and at the beginning of every new turning point.
  • Command Point Economy:
    • The player who wins initiative receives 4 CP.
    • The player who loses initiative receives 5 CP
    • CP are spent on stratagems

Rules & Modifications

1. Squad Activations

Squads must maintain formation, staying no further than 3 inches from another squadmate. Squads activate together.

2. Control Zones

Units do not possess control zones allowing for fluid movement across board without limitation, including point blank shooting and retreats without penalty

3. To Keep Pace - Synchronized rollouts

When attacking with multiple units using same ranged or melee weapons,dice are pooled. The other player will also pool save dice. Works in conjuction with cover saves and armor peircing

4. To Keep Pace - Double activations

To further increase pace of game, if activations between players are even, each player can do 2 activations of standard units in a single turn.

5. Unit Hierarchy

Units are labeled as Boss, leader, standard unit and vehicle.

6. Equipment

Razor wire, ladders, large and small barricades, etc., can be deployed on your entire half of the board including on terrain, and placement is alternated at the beginning of the game aside from ladders which can be placed at any time.


When Attacking

1. Ranged attacks

Unless blast, attack only one model. Excess damage does not spill over to rest of squad.

2. Melee attacks

Melee attacks when squad vs squad deal damage to entire squad. As damage is dealt to squad, models are removed as damage is dealt.

3. Split Fire

You can target different enemies during the same activations in situations like Bolter discipline and different squad members

4. Cover and Height

While in cover you are granted an auto cover save. When attacking from an elevated position, you are granted an auto hit.


To Victory!

  • Victory Target: The game ends immediately when a player reaches 21 VP or when an entire enemy team is wiped out (unless otherwise specified)
  • Round 1 Restriction: Just like standard Kill Team, no Victory Points can be scored from objectives during the first turning point.
  • Standard Objectives: Objectives are captured at the end of the turning point by the player with the most squads on the objective. Captures are worth +5VP.
  • Kill Op (Bonus VPs):
    • Leader Kills: +1 VP
    • Boss Kills: +2 VP
    • Total Team Wipe: +5 VP
No votes yet
Composition

Blood Angels Roster (v1)

Army Overview

  • Total Models: 23
  • Total Activations: 15
  • Composition: 4 Leaders, 18 Standard Units, 1 Vehicle

Leaders (4 Units / 3 Activations)

  • Captain with Shield
  • Librarian
  • Chaplain with Jump Pack (activates with vanguard veterans)
  • Ancient with Banner

Standard Units (18 Units / 11 Activations)

  • Intercessors: 5 squads of 2
  • Vanguard Veterans: 3 squads of 2 (w/chaplain)
  • Heavy Eradicators: 3 units (Solo Activations)

Vehicle (1 Unit / 1 Activation)

  • Land Speeder

Team Rule

  • Black Rage: When a blood angel kills any unit in any form of combat, they gain a free 1APL action for any use. Max 1 extra APL per activation







Blood Angels Stratagems

Universal Stratagems - 1CP

  • Command Reroll: Reroll 1 dice
  • Tank Shock: If vehicle moves into an enemy unit and engages in melee, deal 4 damage
  • Rapid Ingress: D6 inches for extra movement of any unit

Team Stratagems - 1CP

  • Armor of Contempt: Roll 1 extra save dice
  • Lost to Rage: Push ranged weapons to their limits. Increase attack dice by 1 and damage by 1/1. For any rolls of 1, this unit will take 2 damage.

Team Stratagems - 2CP

  • Reinforce!: One standard squad comes back to your edge of board and displays ready token
  • Dying Breath: Allows a killed standard unit to remain on battlefield after death until end of its activation
  • Medicae Stims: Heal a single non vehicle unit 5 wounds

Ultimate Stratagems - 3CP

  • Glancing Blow: Allows a just attacked blood angel to avoid all damage
  • Deep Strike: reinforce a standard squad via drop pod anywhere on the map
Common Abilities and Options

Shock Assault:
Can perform two fight actions during its activation

Jump Pack Mobility:
When moving, these units ignore terrain and can fly directly over roofs and walls, or land on roofs without spending extra movement

Bolter Discipline:
Can perform two shoot actions during activation

Captain with Relic Shield
A 3
M 8"
S 3+
W 20
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Range 10")
4
3+
3/4
Master Crafted Power Sword (Melee, Crits 5+)
5
3+
4/6
Abilities
Protection of the Relic ShieldShock Assault

Protection of the Relic Shield: Any time this unit is attacked, you can reroll 1 failed save dice

32Leader
Chaplain with Jump Pack
A 3
M 12"
S 3+
W 16
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Range 10")
4
3+
3/4
Crozius Arcanum (Melee)
5
2+
4/5
Abilities
Jump Pack MobilityLitany of Hate

Litany of Hate: Chaplain bellows a prayer. All friendly standard units/squads within 5" can reroll 1 failed attack dice.

32Leader
Ancient with Banner
A 3
M 8"
S 3+
W 16
Weapons
ATK
HIT
DMG
Tuned Bolt Rifle (Range 18", Piercing Crits)
4
3+
4/5
Fists (Melee)
4
3+
3/4
Abilities
The Emperor Protects!Unbreakable Resolve

The Emperor Protects!: Any friendly standard unit within 5" of ancient rolls one extra save dice

Unbreakable Resolve: When this unit is on an objective, it takes a flat 3 reduction in damage on all incoming attacks

32Leader
Librarian
A 3
M 8"
S 3+
W 16
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 10")
3
3+
3/4
Psychic Smite (Range 12", Armor Piercing)
4
3+
4/5
Force Staff (Melee)
4
3+
3/5
Abilities
Psyker Discipline1AP: Veil of Time

Psyker Discipline: Can perform two shoot actions per activation, but can only use each ranged weapon once

Veil of Time (1AP): The librarian warps time around nearby battle brothers, accelerating their movements. Can target friendly standard unit or squad within 5" and grant free 3" of movement to them.

32Leader
Heavy Eradicator
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Heavy Bolter
Default (Range 18", Piercing Crits)
5
3+
4/5
Explosive Rounds (Range 10", Blast 1")
4
4+
3/4
Fists (Melee)
4
3+
3/4
Abilities
Bolter Discipline
Standard Unit
Intercessors
A 3
M 8"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Rifle (Range 18", Piercing Crits)
4
3+
3/4
Grenade Launcher
Frag Grenades (Range 8", Blast 2", Saturate)
4
4+
3/4
Krak Grenades (Range 8", Armor Piercing)
4
3+
4/5
Heavy Bolt Pistol (Range 10")
4
3+
3/4
Chainsword (Melee, Balanced)
5
3+
4/5
Fists (Melee)
4
3+
3/4
Abilities
Bolter DisciplineChainsword Assault

Chainsword Assault: Unit with chainsword can perform two fight actions during its activation

32Standard Unit
Vanguard Veterans
A 3
M 12"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Range 10")
4
3+
3/4
Plasma Pistol (Range 10", Armor Piercing)
4
3+
4/5
Power Sword (Melee, Crits 5+)
5
3+
4/5
Abilities
Jump Pack MobilityShock Assault
32Standard Unit
Land Speeder
A 3
M 12"
S 4+
W 22
Weapons
ATK
HIT
DMG
Gatling Cannon (Range 18")
8
4+
2/3
Multi Melta (Range 8", Armor Piercing 2)
5
3+
3/6
Stormfury Missiles
Frag Missiles (Range 8", Blast 2")
4
4+
3/4
Krak Missiles (Range 8", Armor Piercing)
4
3+
4/5
Ram (Melee)
3
4+
3/4
Abilities
Deadly DemiseUnrelenting Fire
Options
Vehicle

Deadly Demise: Upon death, roll D6. On 6, this vehicle explodes dealing D6 damage to every model that is within 4"

Unrelenting Fire: First attack with any weapon is 1AP. Second attack with any weapon costs 2AP

Vehicle: All vehicle units are always on engage and do not receive cover bonuses

32Vehicle
Equipment
Ploys
TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.