Here is the Leader of my Space Wolves Spec Ops Team. I reworked an old Wolf Guard conversion. Expect to see him and the rest of the Team on the Space Wolves blog in the near future.
These are the rules that we have been using to build our Spec Ops Teams. It has been working out really good so far. Later in the week I will give some specifics for the different races in 40k. For example Necrons ignore Phase out in Spec ops games.
Building a list
Both players build a special operations group using the codex for his/her army of choice.
A special operation group contains between one to two special operations teams. The exact number of teams will be determined by the players prior to the game.
Each team has a 175-250 point limit and can contain anywhere between 6 to 18 models in total. Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their codex. A little basic math skill will be required to figure out some individual points costs.
For example a Marine Tactical squad sergeants cost is determined by subtracting the cost of the 4 standard marines from the squads base cost. So the cost for the Marine sergeant is 26 points. (90-64=26)
You may only take one squad leader upgrade for each unit choice taken and only after you take one member from the squad entry. You may not take a second squad leader choice for a unit type more than once.
So for example you take one tactical and one assault marine, you could then take an assault sgt and a tactical sgt; once these are chosen you may take no further tactical or assault sgt’s in your team.
A team may contain no more than 4 special ranged weapons upgrades; only two may be a heavy weapon upgrade. (Special Ranged weapons upgrades are the ones that can only be taken in a limited number. Ranged weapons upgrades that all models in a squad may take do not count toward this limit. For example Marine Scouts can upgrade every model to carry a sniper rifle or shotgun; these upgrades are not limited by this rule. Pistol upgrades do not fall under these restrictions.)
No vehicles are allowed with the exception of a single Walker per team and only if they have an armor rating of 33 or less. Armor rating is determined by adding the 3 armor values (FA/SA/RA) for your vehicle together.
A team member may not have more than 3 wounds.
A team may contain no more than two models with 2+ armor saves.
A team may contain no more than two models with 3+ invulnerable saves.
A team may contain no more than two models with Jump Packs.
A team may contain no more than two bike, jetbike or cavalry models.
A team member may not have a toughness statistic greater than five.
The following upgrades are optional, but I would suggest using them as they add tons of flavor and add greatly to the uniqueness of the teams. Also note non of these are set in stone yet as there have not been many playtests with them; there may end up being less or more of them when the project is done.
Some upgrades are listed with two points values, the points are determined according to the base statistic being enhanced. The first value is for any stat that is 3 or less, the second is for stats of 4 or greater. For example lets look at the Targeter it has a 3/5 points value, so a Guardsman with a BS 3 will pay 3 points for the upgrade and a Space Marine will pay 5 points.
Special Issue Wargear Upgrades
One of each of the following options may be taken by each team.
Refractor Field 15 points
A team leader may take a refractor field and gain a 5+ invulnerable save.
Suspensors 15 points
A team member with a Heavy Weapon fitted with suspensors gains the Relentless USR, but may only fire up to half the weapons maximum range if they move. Missile Launchers may not use suspensors.
Medipack 8/10 points
A team member with a medipack gains the feel no pain USR; in addition once per player turn one friendly model within 6 inches may gain a feel no pain roll.
Auspex 10 points
A team member with an Auspex ignores cover saves when shooting or may forfeit it’s own shooting to guide the shots of another team member within 2 inches, in this case the guided model ignores cover saves. The team member may not be carrying a special ranged weapon and have an Auspex.
Any team member may take any of the following upgrades:
Targeter 3/5 points
A team member with a targeter adds +1 to all of it’s shooting to hit rolls if the team member doesn’t move.
Assault Grenades 1 point
Team members armed with assault grenades count as being armed with Frag grenades. These can take many forms depending on your chosen force. We call them Biomass spike projectiles for Tyranids. Models in Terminator armor may not purchase assault grenades.
Close combat accessories 1/4 points
These can take the form of bayonets, knives, short swords and sometimes even sharpened entrenching tools. A team member armed with close combat accessories gains a second attack in the assault phase. They may not be taken by models that already possess 2 close combat weapons.
Specialized Team Member
Up to four members of a team my purchase a single upgrade from the following list. Each upgrade is purchased out of the teams 175-225 point limit and may only be purchased once per team.
Crack Shot 5 points
A team member with this ability may re-roll any failed to hit or to wound rolls. The player must choose which will be re-rolled at the beginning of the shooting phase.
Penetrator Rounds 10 points
A team member armed with Penetrators forces his opponent to re-roll all successful armor saves from shooting attacks made by the model. May not be taken by a team member with a special ranged or heavy weapon
Lightning Reflexes 25 points
A team member with this ability gains a 4+ dodge save from all shooting and close combat attacks. The dodge save is taken before his normal save; the model may use both saves to avoid damage from any attack.
Brawler 3/5 points
A team member with this ability gains +1 to all his to wound rolls in close combat.
Blade Master 6/8 points
A team member with this ability gains +1 attack and all the models attacks become rending. The model may not be armed with a special close combat weapon.
Commando 15 points
Any infantry classed team member may take the Commando upgrade. The model gains the stealth, scout and move through cover USR’s. The model may not have a Jump Pack, Bike, Jetbike, or a 2+ armor save.
Hard to kill 4/6 points
The team member gains the Feel No Pain USR.
Resilient 3/5 points
The team member gains +1 to its toughness.
Feel free to give your thoughts, concerns or suggestions.