Kill Team Solo Ruleset

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SOLO

SOLO
In the grim darkness of the far
future you’re all alone
Contents
Introduction………...3

Rules…………………5
Keywords…………….7
Initiative………………9
Movement…………….10
Psychic Phase…………12
Shooting Phase………..12
Fight Phase……………12
Morale Phase………….12

Missions…...………... 13
Introduction…………..15
Seek and Destroy……..16
Ambush……………….17
Assassinate……………18
Search and Rescue…….19
Disrupt Supply Lines….20
Hold the Line………….21

The Enemy…………...22
Enemies……………….24

Acknowledgements…..26
Introduction
In the shadows of the galaxy a vicious struggle plays out between
rival kill teams, small bands of elite operatives who strike deep in-
to enemy territory.

All BY YOURSELF
Warhammer 40,000: Kill Team allows players to experience exciting,
fast-paced encounters between squads of hard-bitten warriors. In these
brutal conflicts every shot fired and every swing of a blade changes
the tide of battle.

Normally Kill Team this will be played between more than one person,
but in some cases you can not find combatants to test your skill and
nerve against.

In this unofficial pack up will have basic rules to be able to play


Warhammer 40000 Kill Team by yourself.
Rules
Enemy AI
KEYWORDS

In addition to the normal keywords for each unit, every profile will
also receive either the RANGED or MELEE keyword and the SMART or
STUPID keyword. These keywords will be used to
determine their actions during the turn.

Any enemy that is not a SPECIALIST automatically receives a MINION


keyword.

STUPID MINIONS never benefit from obstruction and never count as being
in the Hammer of Wrath or Readied sections of their respective phases.

MINIONS cannot be flesh wounded. They are always taken out of action by an
Injury Roll.
If the model has an ability to ignore an out of action result on an injury roll
(such as Necrons), roll the injury roll and resolve the effect, if the effect does
not trigger then the result is an out of action result.

ORK, TYRANID, and GELLERPOX MINIONS receive the STUPID


keyword.

IMPERIUM, CHAOS, DARK ELDAR, ELDAR, and TAU MINIONS


receive the SMART keyword.

SPECIALISTS automatically count as SMART , replacing the STUPID key-


word regardless of faction. A model with a with heavy, assault, or rapid fire
weapon are given the RANGED keyword.

A model with any melee weapon that has a unique weapon profile is given the
MELEE keyword.

If a model has both of these characteristics, then the weapon with the highest
AP value is given precedence.
Player models gain the KNOWN keyword when they first enter LoS of an
enemy model.
This keyword can be removed by making a special turn action called HIDE.
A player performs this action in the movement phase.

If they are outside of LoS, and remain so until the end of the battle round, the
KNOWN keyword is removed.

In the event there are no KNOWN player models, but still player models in the
scenario, objective markers replace ‘KNOWN player model(s)’ in the AI rules
below.
INITIATIVE

SPECIALISTS are separate from minions and move during their rolled initia-
tive as normal.
All RANGED MINIONS activate before the players during the movement
phase.
All MELEE MINIONS activate after the players during the movement phase.
All MINIONS activate at the end of the shooting, psychic, or fight phase. If a
MINION charged or is ready, it will activate before unreadied models or
models that didn’t charge but after all SPECIALISTS or Player models.
MOVEMENT PHASE

RANGED models will perform their actions as described below.

Step 1: Are they in melee?

No : Go to step 2.
Yes but I’m STUPID : Stay in melee and end activation.
Yes but I’m SMART : Fall back your movement characteristic directly away
and end activation.

Step 2: Can you see an enemy model?

No but I’m STUPID : Move your movement characteristic towards the nearest
location where you can draw LoS to a KNOWN player model and be within
range and end activation.

No but I’m SMART : Move your movement characteristic towards the nearest
location where you can draw LoS to a KNOWN player model and be within
range, but only if you can benefit from obstruction in doing so.

Otherwise move you movement characteristic towards the nearest location to a


KNOWN player model where you still benefit from obstruction or are out of
LoS and end activation.

Yes and I’m obstructed: Ready and end activation.

Yes and I’m not obstructed but I am SMART : Move up to your movement
characteristic towards the nearest piece of obstruction end activation.
MELEE models will perform their actions and describe below.

Step 1: Are they in melee?

No: Go to step 2.
Yes: End activation.

Step 2: Are they within their movement characteristic of a KNOWN enemy


model?

Yes: Charge, treat the roll as 7 inches when determining charge distance and end
the activation.
If they have an ability that lets them reroll charges or roll more dice for a charge,
treat their roll as 9 inches.
No but I’m STUPID : Advance, treat the total movement characteristic as Move
+ 3 inches.
Move directly towards the nearest KNOWN player model and end activation.
No but I’m SMART : Advance, treat the total movement characteristic as Move
+ 3 inches. Move to the nearest reachable obstruction towards the nearest
KNOWN player mode and end activation.
PSYCHIC PHASE

A psychic model will attempt to conjure a psybolt if able.

SHOOTING PHASE

Step 1: Are you within LoS and Range of a target?

Yes but I’m STUPID : Shoot the closest target and end activation.
Yes but I’m SMART : Shoot the target with the easiest BS test and end
activation.
No : End activation

FIGHT PHASE

Step 1: Are you in combat?

Yes but I’m STUPID : Fight, pile in to the nearest model if necessary, do not
consolidate.
Yes but I’m SMART : Fight, pile in to as many models as possible, consolidate
towards the
nearest KNOWN enemy model if able.
No: Don’t fight.

MORALE PHASE

Follow normal rules for morale except for the following changes. Minions never
count as broken
and do not count against the specialists’ nerve tests or losses when taken out of
action.
Specialists can be broken and all specialists count as one kill team.
Missions
inroduction
Each of these missions are a dynamic scenario which is highly objective focused
to allow the mindless enemy forces to provide some sort of challenge.
This balances out the fact that you're playing by yourself (or with a friend) by
letting you really play against a bunch of mindless enemies to achieve a certain
goal, almost like a puzzle.
If you want to make them even more interesting, recommend using the Kill
Zone Environment Tables.
For example ‘Smoke in the Air’ (All players must subtract 1 from their hit rolls
in the shooting phase)
Skew regular Kill Team games heavily to favour melee over ranged teams,
however balance isn’t as important when you’re playing against a faceless
enemy.
Seek and Destroy

Set Up: 6 numbered objective markers on the board to represent nests, hives,
bunkers or tunnels for enemy reinforcements to pour out of.

Player Forces: Standard 100pt Kill Team, 50pts each with Two Players, 33pts
with Three Players, 25pts with Four Players. Deployment is within 5 inches of
one long board edge decided by the players.

Enemy Forces: Two Pods already deployed spread across the battlefield. See
Enemy Tables for reinforcements. Enemy reinforcements emerge from one of
the 6 Objective Markers on the battlefield; roll a d6 to determine which Marker.
If the Objective Marker has already been deployed, enemy reinforcements are
unable to make it to the battlefield that turn.

Objective: Destroy all objective markers, to destroy a nest a friendly unit must
control the objective and use the ‘Disrupt Supply Line’ tactic (page 52 of Kill
Team Core Manual). The Players are victorious if all objectives are destroyed
before Player forces are wiped out.
Ambush
This mission is inspired by the Narrative Play mission of the same name (page 53 of the Kill Team Core
Manual)

Set Up: No specific setup required, but I’d encourage giving the hostile forces a
strong defensive position.

Player Forces: Standard 100pt Kill Team, 50pts each with Two Players, 33pts
with Three Players, 25pts with Four Players. Deployment is within 5 inches of
one short board edge decided by the players.

Enemy Forces: Two Pods already deployed spread across the battlefield. See
Enemy Tables for reinforcements. Enemy reinforcements deploy from one of the
three board edges that was not the player deployment zone, roll a d3 to
determine which board edge.

Objective: The Player forces must evacuate from the battlefield by exiting from
the board edge opposite the deployment zone. If a model’s move is sufficient to
take it wholly over that battlefield edge then they have broken through the
enemy lines and takes no further part in the mission (is not considered to be out
of action). At least 50% of Player models must evacuate from the battlefield for
the Players to be victorious.
Assassinate
This mission is mostly taken from the ‘Assassinate’ Narrative Play Mission (page 53 of the Kill Team Core
Manual)

Set Up: No specific setup required, but I’d encourage giving the hostile forces a
strong defensive position.

Player Forces: Standard 100pt Kill Team, 50pts each with Two Players, 33pts
with Three Players, 25pts with Four Players. Deployment is within 5 inches of
one short board edge decided by the players.

Enemy Forces: One Enemy Leader deployed within 5 inches of the board edge
opposite the Player deployment zone. One Pod already deployed spread across
the battlefield, a Second Pod deployed within 5 inches of enemy commander
and will attempt to stay within that distance for the duration of the game. See
Enemy Tables for reinforcements. Enemy reinforcements deploy from one of the
three board edges that was not the player deployment zone, roll a d3 to
determine which board edge.
The ‘Staying Low’ Tactic (Page 55 of Kill Team Core Manual) is considered to
be permanently active for enemy forces for this mission.

Objective: The Player forces must eliminate the hostile commander at any cost.
Upon killing the Enemy Leader, the Players are victorious.
Search and Rescue
This mission is a twist on the regular Open Play variant (page 51 of Kill Team Core Manual)

Set Up: 6 Objective Markers within 10 inches of the Short Board Edge opposite
the player deployment zone. As always I’d encourage giving the hostile forces a
strong defensive position.

Player Forces: Standard 100pt Kill Team, 50pts each with Two Players, 33pts
with Three Players, 25pts with Four Players. Deployment is within 5 inches of
one short board edge decided by the players.

Enemy Forces: Two Pods already deployed spread across the battlefield. See
Enemy Tables for reinforcements. Enemy reinforcements deploy from one of the
three board edges that was not the player deployment zone, roll a d3 to
determine which board edge.

Objective: The Player forces must recover the valuable objective from hostile
forces. At the end of the Movement phase, roll a D6 in turn for each objective
marker within 1" of any of your models. On a 6, immediately remove all the
other markers from the battlefield, including any yet to be rolled for, and the
determined marker becomes ‘the artefact’. If there is only one objective marker
left on the battlefield, it automatically becomes ‘the artefact’. Whichever model
is within 1” of the objective at the end of the movement phase (determine ran-
domly if there are multiple models) begins carrying ‘the artefact’ and is unable
to fire weapons in the shooting phase. The model carrying ‘the artefact’ must
safely evacuate from the battlefield by exiting from the board edge opposite the
deployment zone. If a model’s move is sufficient to take it wholly over that
battlefield edge then they have escaped from the battlefield and the Players are
victorious. If the model carrying ‘the artefact’ is killed, place the objective
marker onto the location of the models death, and ‘the artefact’ can be retrieved
again in the next movement phase.
Disrupt Supply Lines
This mission is a variation of the standard affair (page 52 Kill Team Core Manual)

Set Up: Three objective markers approximately 6” from the opposite short
board edge to the player deployment zone, and at least 3” from other objective
markers. As always I’d encourage giving the hostile forces a strong defensive
position.

Player Forces: Standard 100pt Kill Team, 50pts each with Two Players, 33pts
with Three Players, 25pts with Four Players. Deployment is within 5 inches of
one short board edge decided by the players.

Enemy Forces: Two Pods already deployed spread across the battlefield. See
Enemy Tables for reinforcements. Enemy reinforcements deploy from one of the
three board edges that was not the player deployment zone, roll a d3 to
determine which board edge.

Objective: The Player forces must destroy the three valuable enemy objectives
and exfiltrate from behind enemy lines without being annihilated. To destroy an
objective a Player must control the objective and use the ‘Disrupt Supply Line’
tactic (page 52 of Kill Team Core Manual). Player forces must then extract their
forces from the board edge they deployed onto. If a model’s move is sufficient
to take it wholly over that battlefield edge then they have escaped from the
battlefield. At least 1/4 of player models must extract for the players to be
victorious.
Hold the Line
This mission is to represent an endgame scenario for the Player Kill Team. The Kill Team may be being
hunted down to the last man by a horde of enemy troops, or possibly instructed to hold a sector against an
enemy attack or die trying. This mission is a defence where the only objective is to survive.

Set Up: A strong defensive position for the Player forces, as they’re going to
need it (This is also a great scenario for the Wall of Martyrs Killzone)

Player Forces: Standard 100pt Kill Team, 50pts each with Two Players, 33pts
with Three Players, 25pts with Four Players. Deployment is anywhere at least 5
inches away from the long board edge opposite from the Player determined long
board edge. Ignore morale rules for the Player Forces for this scenario, Player
Forces are backed into a corner and emboldened to go down fighting.

Enemy Forces: Two Pods already deployed on the long board edge opposite to
the Player Deployment Zone. See Enemy Tables for reinforcements. Enemy
forces are reinforced by 2 pods each turn instead of 1 in this scenario.

Objective: The Player Forces must survive at any cost. At the end of turn 6, if
any Player models remain on the battlefield, the Player forces are victorious
The enemy
The Enemies
Each enemy faction uses Xcom inspired ‘Pods’ of troops to deploy in small
manageable squads. The Guidelines I’ve used to create the pod table are quite
simple.

(1) Approximately 5 points


(2) Approximately 10 points
(3) Approximately 15 points
(4) Approximately 15 points
(5) Approximately 20 points
(6) Approximately 25 points

This means that the average pod will be 15ish points, so over the course of the
game player forces should fight around 100pts of enemies (And with the
mindless enemy forces unable to use Tactic Cards, the players should usually
win), however I’d recommend tinkering with this if you find the games too hard
or too easy.

Hostile Reinforcements arrive at the end of each battle round to represent the
Player Kill Team fighting against a larger threat. Roll the scenario rules to
determine where the enemies arrive from, and then on the specific enemy table
to see which enemy reinforcements arrive onto the battlefield.
Acknowledgements

After extensive Google searches I have pulled information for how to play Solo
Kill Team.

This would not of been possible without the work from these mentioned below

u/Sudtwer from Reddit for S.A.D. Hammer

u/GreyGrognard ‘Bug Hunt’ modue

JusticarOmega : From Reddit for Bad Guy AI for Kill Team.

And Obviously Games Workshop for giving us Warhammer 40k with all of its
lore and history.

This additional rule book is a fan made product, 100% unofficial and in no way endorsed by
Games Workshop.

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