KTA: Death Guard

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
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Composition

Death Guard Roster (v1)

Army Overview

  • Total Models: 27
  • Total Activations: 15
  • Composition: 1 Boss, 4 Leaders, 22 Standard Units

Boss (1 Unit / 1 Activation)

  • The Great Unclean One

Leaders (4 Units / 4 Activations)

  • Daemon Prince
  • Plague Champion
  • Deathshroud Terminator
  • Blightlord Terminator

Standard Units (22 Units / 10 Activations)

  • 2 Marine Squads (2 marines per squad)
  • 2 Sapper Squads (Bombardier/Fighter)
  • 2 Poxwalker Squads (5 each)
  • 1 Malignant Plaguecaster
  • 2 Heavy Gunners
  • 1 Icon Bearer

Team Rule

  • Disgustingly Resilient: Whenever a unit (excluding Great Unclean One) takes damage from an attack, roll one D6.

  • On roll of 4, the unit is healed 1 wound

  • On roll of 5, the unit is healed 2 wound

  • On roll of 6, the unit is healed 3 wounds




Death Guard 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

  • Cloud of Flies: Swarms of demonic flies obscure this unit, causing the enemy to suffer a -1 penalty to their accuracy
  • Rot Spreaders: When a critical attack hits, it spreads disease reducing enemy APL by 1.
  • Paragon of Putrescence: Upgrade a single success dice to a critical (save or attack)

Team Stratagems - 2CP

  • Toxic Rupture: Any Nurgle unit killed in melee combat will explode, spraying corrosive bile. The enemy that killed this unit will suffer 4 wounds
  • Boon of Death: When a standard unit is killed in battle, it can perform a fight or shoot action, and then the model is removed.
  • Grotesque Fortitude: Reduce incoming damage by 50% rounded up

Ultimate Stratagems - 3CP

  • Unending Decay: When a standard unit is killed it battle, it is ressurected in place with D6+2 wounds
Common Abilities and Options

Bolter Discipline:
This unit can perform two shoot actions per activation

Indomitable Terminator Armor:
This ancient tactical dreadnaught armor allows you to roll 4 save dice. While engaged in melee combat, you will only take 50% of the damage rounded up.

Shock Assault:
Can perform two fight activations during activation

The Great Unclean One
A 3
M 5"
S 4+
W 40
Weapons
ATK
HIT
DMG
Bile Torrent (Range 8", Blast 2")
5
4+
4/5
Scyth of Entropy (Melee)
4
2+
4/7
Abilities
1AP: Cycle of DecayDeadly DemiseGrandfathers Blessing

Cycle of Decay (1AP): - Roll D6, whatever the roll is, The Great Unclean one recovers that many wounds.

  • All enemies within 5" of Nurgle lose 1APL due to sickness

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

Grandfathers Blessing: All units within 5" of The Great Unclean One auto heal 2 wounds at the beginning of their activation

32Boss
Daemon Prince of Nurgle
A 3
M 12"
S 4+
W 25
Weapons
ATK
HIT
DMG
Warp Corrupted Bolter (Range 18", Crits 5+)
4
3+
4/5
Plague Talons and Daemon Sword (Melee)
4
3+
6/7
Abilities
1AP: Death SwoopWings of Pestilence

Death Swoop (1AP): Dive from the sky during any normal move and melee attack a single enemy. Enemy cannot attack back and instead rolls 3 normal save dice. The prince can then finish move, dash, or land near enemy.

Wings of Pestilence: When moving, this unit ignores terrain and can fly directly over roofs and walls, or land on roofs without spending extra movement

32Leader
Blightlord Terminator
A 3
M 5"
S 3+
W 20
Weapons
ATK
HIT
DMG
Blighted Heavy Bolter
Default (Range 18", Piercing Crits)
5
3+
4/5
Explosive Rounds (Range 10", Blast 1")
4
4+
3/4
Corrupted Chain Sword (Melee, Balanced)
5
3+
4/5
Abilities
Bolter DisciplineIndomitable Terminator Armor
32Leader
Deathshroud Terminator
A 3
M 5"
S 3+
W 20
Weapons
ATK
HIT
DMG
Man Reaper (Melee, Stunning)
5
3+
5/7
Abilities
Indomitable Terminator ArmorShock Assault
32Leader
Champion
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol (Range 10", Armor Piercing)
4
3+
4/5
Plague Sword (Melee, Stunning)
5
3+
4/6
Abilities
Shock Assault
32Leader
Malignant Plaguecaster
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Entropy (Range 10")
4
2+
3/7
Plague Wind (Range 10", Blast 2")
6
3+
2/3
Corrupted Staff (Melee, Stunning)
4
3+
3/5
Abilities
Plaguecaster

Plaguecaster: This unit can perform two shoot actions per activation, but you cannot select a ranged weapon more than once.

32Standard Unit
Heavy Gunner
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Plague Spewer (Range 10", Saturate)
5
2+
3/3
Fists (Melee)
4
3+
3/4
Abilities
Gunner Discipline

Gunner Discipline: This unit can perform two shoot actions per activation

32Standard Unit
Bombardier
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Boltgun (Range 18")
4
3+
3/4
Blight Grenade (Range 6", Blast 2", Saturate)
4
4+
3/4
Krak Grenade (Range 6", Armor Piercing)
4
3+
4/5
Fists (Melee)
4
3+
3/4
Corrupted Chainsword (Melee, Balanced)
5
3+
4/5
Abilities
Bombardier

Bombardier: This unit can perform two shoot actions per activation, but you cannot select a ranged weapon/grenade more than once.

32Standard Unit
Fighter
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Flail of Corruption (Melee, Stunning, Crits 5+)
5
3+
4/5
Abilities
Shock Assault
32Standard Unit
Icon Bearer
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 10")
3
3+
3/4
Plague Knife (Melee, Stunning)
5
3+
3/5
Abilities
Icon BearerIcon of Nurgle

Icon Bearer: While the Icon Bearer is on an objective, he can donate 1APL to any friendly unit with 5" for immediate use

Icon of Nurgle: This icon seeks the blessings of Grandfather Nurgle. Any standard unit within 5" of icon bearer is granted automatic save roll. This stacks with cover bonus

32Standard Unit
Plague Marine
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Boltgun (Range 18", Piercing Crits)
4
3+
3/4
Meltagun (Range 6", Armor Piercing 2)
4
3+
3/6
Corrupted Plasma Rifle (Range 10", Armor Piercing)
4
3+
4/6
Plague Knife (Melee, Stunning)
4
3+
3/5
Abilities
Bolter DisciplinePlasma SuperchargeThermal Intensity

Plasma Supercharge: When attacking with the plasma rife, you can supercharge it, increasing attack dice to 5 and damage to 5/7. If a 1 is rolled, the attack goes through but the weapon overheats in the process. For every dice roll of 1, this unit will take 2 damage.

Thermal Intensity: When targeting an enemy with the melta within 3", damage dealt is increased by a flat 2.

32Standard Unit
Pox Walkers
A 2
M 6"
S 5+
W 3
Weapons
ATK
HIT
DMG
Improvised Melee Weapons (Melee)
3
4+
1/3
Abilities
Curse of the Walking PoxPox Walker Resilience

Curse of the Walking Pox: Any time these squads kill an enemy unit, a dead pox walker is returned to this squad

Pox Walker Resilience: Whenever this squad loses a pox walker, roll one D6.

  • On roll of 5, one pox walker is returned to squad
  • On roll of 6, two pox walkers are returned to squad
32Standard Unit
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.