I didn't want to hijack the tournament thread any more than I already have, so I'll stick this here.
Link to the Kill Team rules:
http://www.scarboroughgames.com/files/40k-2e/Kill Team.pdfMade a few changes. We can probably allow any and all wargear cards. The number excluded by the 15 point limit was very small, and probably unjustified. Disallowed special characters, not that there are many within the 2 wound limit. I can just see special characters with necromunda skills being great fun...
We can probably allow vehicles with an armour value up to 12. This allows bikes, buggies, land speeders, wraithguard etc.. but not anything higher. An allowance of 15 would allow sentinels in. What about personal armour? Are we happy with terminator armour?
Removed the pinning rules, only because I can't see marines in power armour or terminator armour being pinned from a stub gun shot.
Changed my mind about the techmarine tax, I think we can drop that too.
Comments
Only vehicles where you can hit the crew. Not sure on War Walkers - don't they get a special save on the crew? (stops the heavy arms race)
No vortex or virus style grenades
Only troops with 1D6 saves (Termie + assault cannon or reaper could run out in front and shield the entire team, or be at the back and be nigh on invincible)
No deepstrike
Is the freedom to buy individuals needed at 250pts? I think WD added in combat teams of 5 for marines where a devestator squad could get 2 heavy weapons, tactical could take 1 heavy or special. Squad price halved.
Agree about terminator armour.
Not sure about purchasing models. Wanted to be as flexible as possible.
Probably for the best to ban allies. Will sustained fire weaponry work using the Munda rules?
Nominate target
Roll fire dice
Allocate shots (minimum 1 on target?)
Roll x dice to hit for each target
Sorted.
Having a few play test games on Monday. Paul is bringing his Orks, I'll bring down a couple of different forces.
The biggest benefit will be to low bs shooters firing into hard cover. Also Slick Crew just became awesome on autocannon/heavy bolter teams.
In combination with the adjusted prices for vehicle weapon swops this should buff some Orky stuff.
In the original system you could fire at a model in the open, but allocate hits to models in cover or a special model in the squad, which is dodgy. The necro system means you need to roll to hit individually.
But rolling the red dice first means you're more likely to jam, as you wouldn't normally roll them if you missed.
However, once you start meddling you inadvertently change things,like slick crew.
They also added in Monstrous Creature types for targetting which should apply to the Avatar. I assume the Nid book also repeats this for its big creatures.
They also clarified flame like templates with the targetting rules.
Guard veteran abilities,cost per model
Crazed -not used as break tests are not used
Dead Eye Shots -4 points?
Freedom Fighters -5 points?
Grizzled -only useful for the captain/colonel for bottle tests. 15 points?
Guerrillas -1 point?
Hardened Fighters -1 point?
Slick Crew -3 points? for sustained fire weapons 5? both crew need the skill.
Stealthy -1 point
Street Fighters -2 points
Tank Hunters -1 point
I also think banning 2+ saves would be best for balance - 250pts isnt a lot to make up for easy dice rolls.
Do you still get the Sargent?
How many of the Special weapons do you get?
Personally I'd look at a proportion based system, so say there's n special weapons allocated, I'd say you get one for every 1/n of the squad you take rounded up (Squad of 10 with 4 weapons, you take 5 and get 2 weapons of your choice)
As for the Sargent, I'd say either 50% of the squad allocation or count him like a special weapon (Normal Squad of 10 again, you take 6 of them, you can have 3 special weapons or 2 and upgrade a marine to a Sargent)
Please stop me if I'm talking out my behind here, but I worry if you get none of them, they may end up over-priced.
Edit: Scratch that, I misread it and am indeed talking out my behind, carry on all, nothing to see here
Don't worry. The tactical squad is easy,30 points each. They all have the same weapons, but you could buy two sergeants and equip them as such. I think heavy and special weapons are expensive enough to discourage people loading up on them.
The tricky one is scouts. I'd say the scout sergeant costs 22 points (30 minus 5 points to put a marine in carapace armour, minus 3 points for his bolter), making scouts 19 points each.
http://www.scarboroughgames.com/files/40k-2e/Kill Team.pdf