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GoatMarine's Warhammer Underworlds Kill Team

  • Writer: Eduardo Garcia
    Eduardo Garcia
  • Jul 10, 2020
  • 5 min read


Ever wanted to play Kill Team in your house but didn't have enough terrain? Are your loved ones tired of you occupying the living room table with your plastic stuff? Do you have some Warhammer Underworlds boards lying around? Try out Warhammer Underworlds Kill Team!

What is this?

This is a way to play Warhammer 40k Kill Team on your Warhammer Underworlds boards

This uses at least 2 boards as pictured on the right




What this isn't This is not a way to play Warhammer Underworlds like you would Kill Team or Warcry (although that moves me to an interesting train of thought)

Core Rule Changes

Everything stays mostly the same except for a couple of things:

  • Kill Team sizes. 100+ points is too much for such a short space, so my suggested size is 50 points per team (Although knock yourself out if you want to play usual point values)

  • Measures, all measures are changed to adequate to the hexes format. This includes everything from Movement, Shooting Range, etc

  • Cover System, the cover system is handled a little bit different due to always having line of sight (LOS)

  • Injury System, injury system was changed a bit due to the number of models and also to leverage lethal hexes

  • No specialists, this is so elite teams aren't overpowered so easily. The only thing that remains is a Leader but you can use any model as your leader for this (except Tau Drones). This is so you get 2 CPs


Measuring in WHUKT

Every hex is worth 3"


This means that units like Marines move 2 Hexes every time they move.

Every time you calculate Hexes you round to the nearest value For example a 4" would go down to 1 Hex While 5" would go up to 2 Hexes


This means that a weapon like a Boltgun which has 24" range Is at short range at 4 hexes, and long range until 8 hexes


Hexes are always measured without counting the hex the acting unit is standing on, but, in the case of attacks, always counting the hex the enemy unit is int



On the left picture, we can see the Chaos Marines are 2 and 3 hexes away from the Intercessor Sergeant, this means they are within Short Range of his Bolt Rifle (<25")


We will look into cover in the next topic


As for engagement/combat range, your units cannot end on an adjacent square of an enemy unit unless it's done through a Charge Move. As the closest you can be to a unit before a Charge is 1 hex in between, this means that a charge roll of 1-1 will always fail


Examples on how to resolve actions:

  • Movement: 5" move becomes 3 hex move

  • Advance: a Movement of 6" + a roll of 5 equals 11", this means 4 hexes

  • Charges: a Charge roll of 3-4 means 7", this rounds down to 2 hexes


Cover System


Blocked Hexes (those with the white trim) are considered to block Line of Sight, the way cover works is that if you attack a model that is in a hex besides a blocked hex or another model that is closer to the attacker than the target, the unit is considered obscured


Also, units cannot shoot at enemies that are on the other side of a Blocked Hex drawing a straight line.


An example to the right. Let's suppose the Intercessor Sergeant wants to attack the Chaos Marines, the Berserker is obscured due to the blocked hex being closer. While the Aspiring Champion is obscured due to the Berserker being in the way.

As for the Eliminator on the top, he wouldn't be able to see the Chaos Marines on the other side of that wall.


Cover works exactly the same as in regular Kill Team, as in -1 to hit and units count as obscured.


Injury System and Lethal Hexes


Injuries rolls are done the same as in regular Kill Team, with one exception.


If you inflict a Flesh Wound on an enemy, be it through shooting or combat, you can choose to push that unit up to one hex away. The attacker decides the direction, but it should always be farther away from the attacker if possible.


If the unit cannot be moved to another hex then it suffers a Mortal Wound.


In this case, the Aspiring Champion delivers a Flesh Wound on the Intercessor Sergeant, and decides to push him towards the Lethal Hex Upon stepping on a Lethal Hex that unit suffers a Mortal Wound, and will receive a Mortal Wound at the end of every round from the next round onwards (this means that if I step on a Lethal Hex on turn 1 I receive a Mortal Wound, if on turn 2 I still don't move from there I will receive another Mortal Wound)


Objectives


A unit is considered to be grabbing an Objective if it is in the same hex or in an adjacent Hex.


Rules for Holding Objectives keep being the same, as in, the player who holds more non-shaken models next to the objective controls it.





Example Missions


These are some example missions to use in this format, still, you can try and modify the official missions for use with hexes!


Battle Lengths use the usual rules from the rulebook

1. Swift Invasion


Battlefield Preparations

Roll-off or decide which player will be Defender and which player will be Attacker

Roll-off to determine deployment sides

The Defender places 2 Objective Markers on their side of the board, these must have at least 3 hexes between each other and must be more that 2 hexes away from the edges


Deployment The defender may deploy within 3 rows of hexes from their side

The attacker may deploy within 2 rows of hexes from their side

Each player deploys one by one starting by the player who lost the deployment roll-off


Victory Conditions

At the end of the battle, the Defender scores 3 points for every objective they control.

At the end of the battle, the Attacker scores 2 points for every objective they control and 1 point for every enemy taken out of action.

In case of a tie, the player with the lowest Force wins.

2. Throne of Khorne

Battlefield Preparations

Roll-off to determine deployment sides

Deployment

Both players may deploy within 3 rows of hexes from their side

Each player deploys one by one starting by the player who lost the deployment roll-off

Victory Conditions

The first time a unit is taken out of action, the attacking unit becomes Inspired until it is taken out of action. When that unit is taken out, the attacker then becomes Inspired.

There can only be one Inspired unit at any given moment.

At the end of the battle, the player who has an Inspired unit wins.

In case there are no Inspired units then the player with the lowest Force wins, and Khorne becomes quite dissapointed with both players


3. Emperor's Spear

Battlefield Preparations

Roll-off to determine deployment sides

Each player places an objective on their side of the board, these must have at least 3 hexes between it and another objective and must be more that 2 hexes away from the edges

An Objective is placed in the middle of the board (where the two intersect)

Deployment Both players may deploy within 3 rows of hexes from their side

Each player deploys one by one starting by the player who lost the deployment roll-off


Victory Conditions

At the end of each round, each player scores 1 victory point for the objective closer to their side, 2 points for the objective in the middle and 3 points for the objective on the other side.

At the end of the battle, the player who has most victory points wins

In case of a tie, the player with the lowest Force wins.


Well guys hope you enjoy!!

 
 
 

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