KTA: Cadian 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

Cadian Guard Roster (v1)

Army Overview

  • Total Models: 29
  • Total Activations: 15
  • Composition: 4 Leaders, 23 Standard Units, 2 Vehicles

Leaders (4 Units / 3 Activations)

  • Commissar Yarrick
  • Cadian Castellan
  • Shock Troop Sergeant
  • Kasrkin Sergeant (Activates with Kasrkin squads)

Standard Units (23 Units / 10 Activations)

  • 5 Kasrkin Squads (10 units total)
  • 3 Cadian Shock Troop Squads (9 units total)
  • 2 Ogryn Squads (4 units total)

Vehicles (2 Units / 2 Activations)

  • Sentinel
  • Hippogriff

Team Rule

  • Cadia Stands!: All units can reroll failed attacks or saves if they land on 1








Cadian Guard Stratagems

Universal Stratagems - 1CP

  • 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

  • Stand Together, Die Together!: During an attack or defense, you can reroll ALL failed attack or save dice. Limit once per activation.
  • Take Cover!: Add extra save dice when being attacked
  • Take Aim!: Increase accuracy by 1 for an entire unit/squad activation

Team Stratagems - 2CP

  • Reinforce!: Can reinforce an entire Shock Troop squad or Kasrkin squad within 6" of your deployment zone. The squad will display a ready token.
  • Even in Death We Still Serve!: When a Shock Troop or Kasrkin unit/squad is wiped from the board, they can make one final out-of-sequence shooting attack.
  • Move move move!: Advance 3 standard squads up to 3" each

Ultimate Stratagems - 3CP

  • Fire Command: When performing a single ranged attack, add 3 attack dice
Common Abilities and Options

Shock Assault Specialist:
Can perform two fight actions during activation. All incoming melee damage is reduced by 50% rounded up

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

Rapid Fire:
This operative can perform two shoot actions.

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

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

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

Cadian Castellan
A 3
M 8"
S 4+
W 14
Weapons
ATK
HIT
DMG
Fine Tuned Bolt Pistol (Range 10")
4
3+
3/4
Master Crafted Sword (Melee)
4
3+
4/5
Abilities
Master of the Battlefield2AP: Rites of Battle

Master of the Battlefield: All friendly units within 6" get +1 accuracy

Rites of Battle (2AP): The castellan calls in urgent reinforcements to his location. A squad of shock troops/Kasrkin deploys on him with a ready token.

32Leader
Commisar Yarrick
A 3
M 8"
S 4+
W 14
Weapons
ATK
HIT
DMG
Storm Bolter and Bale Eye (Range 12")
4
2+
3/5
Ugulhards Power Klaw (Melee, Crits 5+)
5
3+
6/7
Abilities
Shock Assault Specialist1AP: Voice of CommandWill of Iron

Voice of Command (1AP): Yarrick barks orders across the vox. Select one standard non vehicle unit anywhere on the board and given them one free action of any kind, regardless if the unit has been activated yet or not.

Will of Iron: Old Yarrick simply refuses to die. When Yarrick is reduced to 0 wounds the first time, he is knocked down and left on the board. At beginning of next round/turning point, Roll D6.

  • On 2+, Yarrick surges back to life with 5 wounds
  • On 6, Yarrick surges back to life with 8 wounds
32Leader
Shock Trooper Sergeant
A 3
M 8"
S 5+
W 10
Weapons
ATK
HIT
DMG
Laspistol (Range 10")
3
4+
2/3
Chainsword (Melee, Balanced)
5
3+
4/5
Abilities
Shock Assault Specialist
32Leader
Kasrkin-Sergeant
A 3
M 8"
S 4+
W 12
Weapons
ATK
HIT
DMG
Plasma Pistol (Range 10", Armor Piercing)
4
4+
4/5
Chainsword (Melee, Balanced)
5
3+
4/5
Abilities
Shock Assault Specialist
32Leader
Shock Troop & Weapons Specialists
A 2
M 8"
S 5+
W 10
Weapons
ATK
HIT
DMG
Drum Fed Autogun (Range 10", Saturate)
6
4+
3/5
Melta Gun (Range 6", Armor Piercing 2)
4
3+
3/6
Plasma Rifle (Range 10", Armor Piercing)
4
4+
4/6
Flamer (Range 6", Saturate)
4
2+
3/3
Grenade Launcher
Frag Grenades (Range 8", Blast 2", Saturate)
4
4+
3/4
Krak Grenades (Range 8", Armor Piercing)
4
3+
4/5
Lasgun (Range 18")
3
4+
2/3
Combat Knife (Melee)
3
4+
2/3
Abilities
Plasma SuperchargeRapid FireThermal Intensity
32Standard Units
Kasrkin-Combat Medic
A 3
M 8"
S 4+
W 12
Weapons
ATK
HIT
DMG
Hot-Shot Lasgun (Range 18")
4
3+
3/4
Combat Knife (Melee)
3
4+
2/3
Abilities
1AP: Med KitOut of Sight

Med Kit (1AP): The medic can target any friendly non vehicle single unit within 6". Roll D6, then add 2 to face value. Targeted unit is then healed by that amount. Can be performed twice per activation but must target separate units each time.

Out of Sight: When on conceal and in cover, this unit cannot be targeted, regardless of any other rules

32Standard Unit
Kasrkin-Demo Trooper
A 3
M 8"
S 4+
W 12
Weapons
ATK
HIT
DMG
Hot-Shot Laspistol (Range 10")
4
3+
3/4
Melta Mine (Range 6", Armor Piercing 2, Limit 1 per activation)
4
3+
3/6
Combat Knife (Melee)
3
4+
2/3
Abilities
1AP: Melta MineRapid Fire
Options
Melta Mine anti vehicle

Melta Mine (1AP): Can deploy melta mine within 4" of demo trooper on the board indicated with token. Any enemy unit that comes within 2" of the mine will trigger it. Roll standard melta mine attack dice and enemy save dice.

Melta Mine anti vehicle: If the melta mine is used against a vehicle, add flat 2 additional damage

32Standard Unit
Kasrkin-Sharpshooter
A 3
M 8"
S 4+
W 12
Weapons
ATK
HIT
DMG
Hot-Shot Marksman Rifle (Range 24", Silent)
4
2+
3/3
Combat Knife (Melee)
3
4+
2/3
Abilities
Camo CloakRapid Fire

Camo Cloak: While in cover, the auto save dice becomes an auto critical save

32Standard Unit
Kasrkin-Recon Trooper
A 3
M 8"
S 4+
W 12
Weapons
ATK
HIT
DMG
Hot-Shot Lasgun (Range 18")
4
3+
3/4
Combat Knife (Melee)
3
4+
2/3
Abilities
1AP: Auspex ScanRapid Fire

Auspex Scan (1AP): Any enemy model within 10" of the recon trooper can be scanned, increasing accuracy of recon trooper by 1. (hit 3+ becomes hit 2+)

32Standard Unit
Kasrkin-Weapons Specialists
A 3
M 8"
S 4+
W 12
Weapons
ATK
HIT
DMG
Plasma Rifle (Range 10", Armor Piercing)
4
3+
4/6
Melta Gun (Range 6", Armor Piercing 2)
4
3+
3/6
Flamer (Range 6", Saturate)
4
2+
3/3
Grenade Launcher
Frag Grenades (Range 8", Blast 2", Saturate)
4
4+
3/4
Krak Grenades (Range 8", Armor Piercing)
4
3+
4/5
Hot-Shot Lasgun (Range 18")
4
3+
3/4
Combat Knife (Melee)
3
4+
2/3
Abilities
Plasma SuperchargeRapid FireThermal Intensity
32Standard Units
Ogryn Gunner
A 2
M 6"
S 4+
W 16
Weapons
ATK
HIT
DMG
Ripper Gun (Range 6", Blast 2")
5
4+
3/5
Fists (Melee)
4
3+
3/4
Abilities
Gunner DisciplineLoyalty til DeathThick Skulls

Gunner Discipline: Can perform two shoot actions during activation

Loyalty til Death: Ogryns are bolstered by presence of leadership. If within 6" of leader, the ogryn can reroll a single failed attack/melee dice

Thick Skulls: Ogryns are notoriusly difficult to put down with standard weaponry. After an ogryn loses wounds from ranged or melee attack but is not killed, roll D6. On a 6, all wounds are completely ignored

32Standard Unit
Bullgryn Brute
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Club and Riot Shield (Melee)
5
3+
4/6
Abilities
Bulwark Shock Assault

Bulwark Shock Assault: Can perform two fight actions during its activation. During melee attacks, all incoming melee damage is reduced by 50% rounding down.

32Standard Unit
Hippogrif
A 3
M 10"
S 3+
W 24
Weapons
ATK
HIT
DMG
Vigilator Cannon (Range 12", Blast 2")
4
4+
5/7
Coaxial Heavy Stubber (Range 18", Saturate)
6
4+
2/3
Ram (Melee)
3
4+
2/3
Abilities
Assault VehicleDeadly Demise
Options
Vehicle

Assault Vehicle: Can shoot twice and perform normal move in any order during its activation.

32Vehicle
Armored Sentinel
A 3
M 10"
S 4+
W 22
Weapons
ATK
HIT
DMG
Autocannon (Range 18", Armor Piercing)
4
3+
3/5
Missile Launcher
Frag (Range 8", Blast 2", Saturate)
4
4+
3/4
Krak (Range 8", Armor Piercing)
4
3+
4/5
Hunter-Killer Missile (Single Use) (Range 18", Armor Piercing, Crits 5+)
5
3+
4/6
Legs (Melee)
3
4+
3/4
Abilities
Deadly DemiseScout WalkerUnrelenting Fire
Options
Vehicle

Scout Walker: Can interrupt its standard 10" move to attack, then finish its move after attacking

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

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.