KTA: Grey Knights

Homebrew (Unpublished) by Belluomini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
Composition
Common Abilities and Options

Deep Strike (2AP):
During activation, can teleport to any friendly unit on the battlefield

Castellan Crowe
A 3
M 8"
S 3+
W 18
Weapons
ATK
HIT
DMG
Tuned Storm Bolter (Range 18")
5
2+
3/4
Purifying Psychic Flame
Black Blade of Antwyr
32Boss
Venerable Dreadnaught
A 2
M 6"
S 2+
W 30
Abilities
Dreadnaught ArmorSmoke Launcher

Dreadnaught Armor: This ancient dreadnaught comes standard with heavy armor and allows you to roll 4 save dice. While engaged in melee combat, you will only take 50% of the damage rounded up.

Smoke Launcher:

32Boss
Brotherhood Terminators
A 3
M 6"
S 3+
W 20
Weapons
ATK
HIT
DMG
Storm Bolter (Range 18")
5
3+
3/4
Psilencer (Range 12", Blast 1")
8
4+
2/3
Psycannon (Range 18", Armor Piercing)
4
3+
4/5
Incinerator (Range 6", Saturate)
4
2+
3/4
Nemesis Force Weapons (Melee, Crits 5+)
5
3+
4/5
Abilities
2AP: Deep StrikeIndomitable Terminator Armor

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.

32Standard Unit
Grey Knights
A 3
M 8"
S 3+
W 15
Weapons
ATK
HIT
DMG
Storm Bolter (Range 18")
5
3+
3/4
Psilencer (Range 12", Blast 1")
8
4+
2/3
Psycannon (Range 18", Armor Piercing)
4
3+
4/5
Incinerator (Range 6", Saturate)
4
2+
3/4
Nemesis Force Weapons (Melee)
5
3+
4/5
Abilities
2AP: Deep Strike
32Standard Unit
Equipment
Ploys
TacOps