Okay so this is something I just found kicking around that I forgot about. I designed this to add a little spice to Kill Team games. Check it out and let me know what you guys think! I'm welcome to criticism and I know a few things need a second opinion.
Kill Team – Firefight
Each player may select up to 150 points of one selection from their Elites, Troops, Fast attack choices. Ignore any restrictions, such as having to take another squad or model in addition.
Like a Boss:
Each player must nominate one model from the squad with the highest leadership to be their Boss. The Boss gets +1 wound and Eternal Warrior. Models within 6" and LOS of the Boss must re-roll failed Recovery tests.
The three Specialists can chose from this list. No skill may be taken more than once.
Feel no Pain
Slow and Purposeful
Hit and Run
Move through cover
All weapons that have Blast of at least Str4, Pinning, have three or more shots, or have a Str of at least 8, are Supression weapons. You can also do this by declaring that three or more shots are going to be directed at a target model. If you get three or more hits the weapons become Pinning.
If a model fails a save from a wound by one of these weapons, it and all friendly models within 3" are affected by Supression.. Roll a LD check on the highest LD value out of all the affected models. If the test is passed, nothing happens. If the test is failed, all the affected models are Pinned.
At the start of the turn, Pinned models may attemt a Recovery test by passing a LD check on the highest LD value out of all the affected models. If the test is passed, the models may move, but may not shoot or assault. If the test is failed, all the affected models may not do anything else for the rest of the player turn.
Models that did not move in their movement phase have Stealth.
To split your shots between targets, the other models you fire at must be within 6" of the last target.
Non template shots fired within 6" of their target are fired at BS5.
Models armed with these grenades can make the following shooting attacks instead of firing another weapon, instead of the effects described in the 40k rulebook. Grenades differ from firing other weapons in that they may be thrown at any spot within 8", not just enemy models, and may pick the level they are thrown at unlike other barrage weapons. Grenades scatter 1D6-BS in the direction indicated by the any of the arrows on the Scatter die, including those on the Hit markers. However, they cannot be used to Suppress models, and do not cause pinning.
Frag/Plasma grenades=Fragmentation grenades
Defensive or Krak grenades=Flashbang grenades
str3 ap6 assault1 barrage blast 9"
str- ap- assault1 barrage large blast 9"
Models hit by this weapon immediatley take a LD check on their own LD value. If passed, the model is not effected, if failed, the model is blinded and recuded to WS1 BS1 I1, and count as being in difficult terrain until the end of its next turn.
str6 ap3 heavy1 special*
When this weapon is used, place a 25mm marker in contact with the model. If an enemy model comes within 2" of this marker it is hit by this weapon. The counter is then removed from play. Note each team may only have a maximum of 3 Trip mines in play at one time.
Models may only focus their attacks on one model in base contact in each round. And at the end of each Assault phase, the model who was charged, lost the fight, or in the case of a tie, has the lower Str value, moves back 1"
Strength in numbers:
Models with a friendly model within 3" gain Counter-attack and Furious charge. If a model already has Counter-attack, it may re-roll the LD check needed to use it, and if the model already has Furious charge, it may re-roll its wound dice in close combat.
-Ending the game -
Players score points by doing the following
Killed the enemy Boss: 2 points
Killed an enemy specialist: 1
Friendly Boss is still alive: 1
Outnumbering the enemy: 1
Having models in the enemy deployment zone: 1
The game uses Random Game Length.