KTA: World Eaters

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

World Eaters Roster (v1)

Army Overview

  • Total Models: 25
  • Total Activations: 15
  • Composition: 1 Boss, 4 Leaders, 20 Standard Units, 1 Vehicle

Boss (1 Unit / 1 Activation)

  • Angron, the Daemon Primarch

Leaders (4 Units / 3 Activations)

  • Daemon Prince Vorrakh
  • Lord on Juggernaut
  • Master of Execution
  • Berzerker Champion (activates with berzerkers)

Standard Units (20 Units / 10 Activations)

  • Berserkers (10 units / 5 activations)
  • Jakhals (10 units / 5 activations)

Vehicles (1 Unit / 1 Activation)

  • Forgefiend

Team Rule

  • Blood for the Blood God: When engaged in melee combat, for every 3 wounds dealt to the enemy, the World Eaters gain 1 wound back





World Eaters 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
  • Blessings of Khorne: Reduce 50% (rounded up) of incoming melee damage
  • Reinforce!: Reinforce an entire Berserker or Jakhal squad within 6" of your deployment zone. The squad will display a ready token.

Team Stratagems - 2CP

  • Spiteful Endurance: When a standard unit is reduced to 0 wounds, they can remain on the board until they finish/complete their activation.
  • Medicae Stims: Heal a single non vehicle unit 5 wounds
  • Gore Hook: A friendly World Eater throws a hook at an enemy model within 6" and pulls them directly into melee range

Ultimate Stratagems - 3CP

  • Bathed in Blood: When a Boss or Leader kills an enemy in melee, the blood refreshes them, allowing another melee attack on a target within 3" of them.
  • Direct the Slaughter: Add 2 attack dice when engaging in melee combat with a standard unit
Common Abilities and Options

Daemonic Resilience:
Roll 4 save dice instead of 3

Shock Assault:
Can perform two fight actions during its activation

Skulls for the Skull Throne!:
If this unit kills an enemy leader, the World Eaters gain 1 command point. If a boss is killed, 2 command points are gained.

Runes of Khorne:
This unit cannot take more than 10 total damage in one attack

Blood Surge:
Dash distance is replaced with dice roll. Roll D6, add 2" to face value and unit can dash that far.

Obsessive Blood Lust:
If this unit/squad engages in melee and survives, they are granted a free dash

Angron, the Daemon Primarch
A 3
M 12"
S 3+
W 30
Weapons
ATK
HIT
DMG
The Blood Roar (Range 8", Blast 1")
4
3+
4/5
Samni'arius and Spinegrinder (Melee, Brutal)
5
2+
6/8
Abilities
Daemonic ResilienceReborn in BloodShock AssaultSkulls for the Skull Throne!

Reborn in Blood: Angron can never truly be slain; his rage brings him screaming back from the warp. The first time Angron is reduced to 0 wounds, do not remove him from the board. At start of next activation, Angron is reborn with 15 wounds. Once per game

32Boss
Winged Daemon Prince Vorrakh
A 3
M 12"
S 3+
W 22
Weapons
ATK
HIT
DMG
Warped Hellfire (Range 10", Saturate)
4
3+
3/4
Hellforged Great Sword (Melee, Brutal)
5
2+
5/6
Abilities
Daemonic ResilienceHeadtakers mandateShock AssaultSkulls for the Skull Throne!

Headtakers mandate: Friendly units within 6" of Vorrakh can reroll 1 failed melee attack dice

32Leader
Master of Execution
A 3
M 8"
S 3+
W 16
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 10")
3
3+
3/4
Axe of Dismemberment (Melee, Brutal)
4
2+
5/6
Abilities
2AP: Behead the CowardRunes of KhorneShock AssaultSkulls for the Skull Throne!

Behead the Coward (2AP): A brutal lunging strike meant to decapitate the foes of Khorne. When making a melee attack against a leader or boss, you may reroll all failed melee attack dice. Add +1 damage to all successful hits

32Leader
Lord on Juggernaut
A 3
M 10"
S 3+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter (Range 18")
5
4+
3/5
Daemonic Axe and Bladed Horns (Melee, Brutal)
5
3+
5/6
Abilities
2AP: Daemon StampedeRunes of KhorneSkulls for the Skull Throne!

Daemon Stampede (2AP): The Lord on Juggernaut charges 6" in a straight line. Every enemy unit he passes through suffers 2 wounds and is pushed sideways 2"

32Leader
Berzerker Champion
A 3
M 8"
S 3+
W 16
Weapons
ATK
HIT
DMG
Plasma Pistol (Range 10", Armor Piercing)
4
3+
4/5
Grenades
Frag (Range 6", Blast 2", Saturate)
4
4+
3/4
Krak (Range 6". Armor Piercing)
4
3+
4/5
Daemonic Great Axe (Melee, Balanced)
5
3+
5/6
Abilities
Blood SurgeObsessive Blood LustShock Assault
32Leader
Berzerkers
A 3
M 8"
S 3+
W 14
Weapons
ATK
HIT
DMG
Plasma Pistol (Range 10", Armor Piercing)
4
3+
4/5
Bolt Pistol (Range 10")
3
3+
3/4
Chainblades and Axes (Melee, Balanced)
5
3+
4/5
Abilities
Blood SurgeObsessive Blood LustShock Assault
32Standard Unit
The Dishonoured
A 3
M 8"
S 4+
W 12
Weapons
ATK
HIT
DMG
Autopistol (Range 10")
4
4+
1/3
Skullsmasher and Mangler (Melee, Brutal)
5
3+
4/6
Abilities
Blood SurgeObsessive Blood LustShock Assault
32Standard Unit
Jakhal Icon Bearer
A 2
M 8"
S 5+
W 10
Weapons
ATK
HIT
DMG
Autopistol (Range 10")
4
4+
1/3
Chainblades and Mauls (Melee)
5
4+
3/4
Abilities
Blood SurgeIcon BearerObsessive Blood LustShock Assault

Icon Bearer: Allows any jakhal or berzerker one free dash reroll if they are within 6"

32Standard Unit
Jakhals
A 2
M 8"
S 5+
W 10
Weapons
ATK
HIT
DMG
Autopistol (Range 10")
4
4+
1/3
Chainblades and Mauls (Melee)
5
4+
3/4
Abilities
Blood SurgeObsessive Blood LustShock Assault
32Standard Unit
Forgefiend
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Ectoplasm Cannon (Range 18", Blast 2")
4
3+
4/6
Forgefiend Jaws (Melee)
4
4+
3/4
Abilities
Dark PactDeadly DemiseRunes of Khorne
Options
Daemon Engine

Dark Pact: Can overcharge ectoplasm cannons at risk of taking damage. This increases attack dice to 5 and damage to 5/7, but for every 1 that is rolled, this unit takes 3 damage.

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

Daemon Engine: This daemon engine is always on engage and does 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.