Kill Team Campaigns v3.0

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  C  AMPAIGNS  v3.0   1   CAMPAIGNS I  NTRODUCTION   Although it is great fun to fight individual battles, part of the challenge of Kill Team is to build your team into a force to be reckoned with. A campaign gives your soldiers the chance to gain Battle Honours, as well as you (the commander) the opportunity to recruit extra troops and upgrade your forces base. To start a campaign you’ll need at least two players, preferably three or more. New players can  join the campaign later, and although they may be disadvantaged in the beginning the new players will find they gain resources at a faster rate when fighting more powerful forces. C  AMPAIGN T ERMS   Before we begin the Campaign rules proper there are a number of ‘terms’ that you must become familiar with. Further details of the rules surrounding these terms can be found throughout the campaign rules: Team A ‘team’ is  the selection of models you play a game with against your opponent. A team can range in size from between 200 and 400 points (depending on how upgraded your Base is). Force Your ‘force’ is your entire selection of models. Before you play a game, you must decide which models from your force will form your team that you will use during the game. You can have any amount of points worth of models in your force. Base Every player has a ‘base’. A base could be an Ork Rok, a crashed Eldar ship, or even a pre-fab Astra Militarum fortification. It’s often great fun to draw up a picture or story around what your base could be. This is where your soldiers regroup and rearm and where you receive supplies from your superiors. Over the course of the campaign you have the option to upgrade your base to further enhance your force. Requisition Points (RP) The ‘currency’ of these campaign rules. After a game you will be rewarded with RP that you can spend on all manner of things. Your RP carry over throughout the campaign, so make sure you keep track of the current total. All players start a Campaign with 0 RP. Renown This is your reputation as a commander. A player with a higher Renown has the ability to call his superiors for greater support during a campaign. All players start a Campaign with 0 Renown. Battle Honour A Battle Honour is the term used to represent an ‘upgrade’ given to a model by the player by spending RP. A Battle Honour can range from increasing a characteristic to giving it a new unique special rule. Group A Group consists of up to five Core models which gain Battle Honours together. Models may be added to an already formed Group but you have to roll to do so. See the Groups rules later. B UILDING  Y  OUR S TARTING F ORCE   At the start of the campaign, all players must build a starting force using the standard Kill Team rules. Every player gets 250 points to spend and must follow the Model Availability rules. Note any points left unspent are not carried over in any way. F ORCE AND T EAM R  OSTERS   There are two rosters that you will need whilst playing a campaign: force and team. The force roster is available at the back of this document and allows you to list every model in your force as well as any base upgrades, RP and renown you have acquired. The team roster is not as important (but no less useful) and is available on the Kill Team download page. You will have to fill in (or edit) a new team roster before every game, but you must keep your force roster for the duration of the campaign so it’s wo rth filling it in in pencil.  C  AMPAIGNS  v3.0   2   T HE C  AMPAIGN S EQUENCE   A Campaign follows a sequence of steps that every player in the campaign must complete before moving on to the next. A brief summary is presented here, but a more detailed look at each step will follow. CAMPAIGN   SEQUENCE Step 1: Build a Team All players build a team from models in their force, depending on their Base’s level.   Step 2: Play a Game Randomly roll for, or choose narratively, a mission from the Kill Team rules. Then play it! Step 5: Determine Injuries Determine the extent of injuries for each model that has been taken off as a casualty during the game. Step 4: Determine RP and Renown The game you’ve just played will determine the amount of Requisition Points you will receive and any adjustment to your Renown. Any gained RP is added to your current RP total. Step 5: Spend RP This is the time to spend your hard earned RP. Other players do not usually have to be present during this step, so it’s a good idea to take your time in  determining what to spend it on. Once Step 5 has been completed by all players go back to Step 1 and start the sequence again. It’s up to you when to end your campaign, but it’s usually enjoyable to have a final battle where everyone can use their entire force for one final fight (see Play a Game below). G ROUPS  Team Leaders and Special models each act as individuals in all respects during a campaign. Core models, however, can be assigned into ‘Groups’. When building your starting force you may group your Core models into as many Groups as you want, as long as no group is larger than 5 models. A Group’s models must all come from the same team list entry (e.g. all Tactical Marines in the same Group); you may not mix different types of models. Any new models you buy later in the campaign may either form new groups or join existing ones in your force (see New Recruits below). Groups automatically gain Battle Honours together. For example, if a player purchases Rapid Reflexes and choses a model within a Group to gain it, then all models in that Group gain the +1 increase to their Initiative. Models still roll for injury separately, on the Core Injury Chart. A Group counts as individual models during a battle (unless they are a Squad, see below), they are only ‘grouped’ in regards to the campaign rules.   New Recruits You may add new recruits to existing Groups. If the Group is relatively inexperienced, you will have no difficulty in finding raw recruits to add to their numbers. But more experienced gnarled veterans are not so keen on letting novices join them! For each Group you wish to reinforce roll a D6, if the result equals or beats the number of Battle Honours the Group has then you may continue to purchase new recruits for that Group. If the result is less, then you may not buy new recruits during this step (you must roll again after the next game). As with other new recruits, you must pay their base cost and any options they take. A new recruit gains all Battle Honours his Group has acquired. Team Building When building your team during Step 1, you may only choos e to take ‘whole’ Groups from your force. This means that if you do not have the points remaining to take an entire Group, then none of the Group may be taken. S QUADS  Units with the Squad special rule use all the campaign rules for Groups as above. You may buy single model reinforcements for your Squad by dividing its initial cost by the number of models the unit starts with. You may not increase a Squad’s number beyond its initial amount.  If the Squad has Battle Honours, you will need to roll to see if you can buy new recruits in the same manner as for Groups above. For example, if you wanted to buy a replacement model for a Cultist Squad you would divide the units base points cost (20) by its starting number of models (5). Which would make a replacement Cultist cost 4 points (not including any options). If that Cultist Squad already has two Battle Honours, you would need to roll a D6: on a 2 or more you may buy reinforcements, on a 1 you may not.  C  AMPAIGNS  v3.0   3  During this step all players must build a team using the Model Availability rules in their respective team lists. This team must be constructed out of available models in the player’s force. The points level available depends on the current level of your base. At the start of the campaign this is 200 points but can be increased to up to 400 points. Note that all wargear requirements are still in force when building a team for a campaign game. For example, you will still need to take at least five Tactical Marines before one may wield a Plasma Gun. If it is impossible for a player to build a team using the Model Availability because he has no Team Leader in his force you must choose a Special model to fill its place. This ‘field promoted’ model gains the Inspiring Presence rule and counts as a Team Leader during the game in all respects. However, at the end of this game you receive one less RP to represent his lack of experience. If you have no Core models in your force during this step your force is immediately disbanded! You must start a new force from the beginning and play your next game with a new team. Now you’ve built a team you need to play a game! This can be done in one of three ways depending on your campaign:  N ON -R   ANDOM  To play a fair campaign it is often best to dictate which mission is played by all campaign players during the same step. This way all players play the same mission at once and no player is disadvantaged. If you are doing this a good idea is to list the order in which missions are played before the campaign begins. A fun way to do this is by using a storyline (see below). R   ANDOM   If you can’t decide which mission to play, each pair of opponents must roll on the Kill Team mission chart on page 9 of the Kill Team rules. S TORYLINE  Kill Team is best played within a narrative. By this we mean all of your games have a story, and all players are taking part in it. A storyline can be simple, but it can lead to some great moments within a game. As an example of a simple storyline, here is a quick two-player campaign: Campaign Backstory The world of Vardia is a bustling forge world, producing a great number of Adeptus Astartes war machines. So when reports were received by Baal that rumours of a Chaos cult has started to emerge, a strike team of Blood Angles was sent immediately to quell the uprising. Unfortunately for the Blood Angels not all is as it seems... Mission 1: Escalating Skirmish The Blood Angels and Chaos forces meet on the surface of Vardia and things get hairy. Mission 2: Raid The Blood Angels have found the Chaos base and attempt to destroy it. But wait, they have found something even more insidious than a cult... Mission 3: Doomsday Device A portal! The Chaos forces are trying to summon in great hordes of daemons and it must be found and destroyed before the ritual is complete. Mission 4: Last Stand Whoever wins the last mission is the defender in this one. Either the Blood Angels are trying to destroy the portal, or Chaos is trying to activate it! Mission 5: The End! (Custom Mission) The final mission in a campaign is a great time to bring everyone’s entire forces to bare and craft a unique story mission. Perhaps the Blood Angels have succeeded and the Chaos player has to deal with drop podding reinforcements as they escape? Or has the Chaos plot come to fruition and the Blood Angels have to fight a horde of daemons?!  C  AMPAIGNS  v3.0   4   During a game it doesn’t matter whether a model is dead, unconscious, injured or just playing dead - in game terms a casualty is no longer capable of fighting, which is all that matters. When you are playing a campaign it matters a great deal what happens to models who are casualties! They might recover completely, have sustained injuries, or worst of all they might have died. There are two separate Injury Charts, one for Core models, and one for Special and Team Leader models (called Special Injury Chart). A model that has been removed as a casualty, but did not flee the battlefield, will need to roll on their relevant Injury Chart below to see what has happened. If they fled the battlefield, they are assumed to have got away safely and will not need to roll. D EATH OF A M ODEL    When a model rolls a Dead! result remove him from your force roster, he has been slain! All his wargear is also lost (it has either been lost on the battlefield). However, if the slain model was in a Group you may give any optional wargear that the model had to another member of the same Group for free, replacing any wargear as if the model had bought the option itself. For example, a Tactical Marine with a Plasma Gun is heroically lost in battle, but he is in a Group so his Plasma Gun may be given to any model in that Group that is able to use it, replacing its boltgun. S TUNNED M ODELS   If you are using the optional Injury rules, also use the following rule: In reality your models don’t just disappear at the end of the game, so what happens to models that are left Stunned and helpless? The winning team is assumed to help their models recover. But if the losing player has Stunned models on the battlefield when the game ends, they must immediately roll a D6 for each. On a 3-6 the Stunned model has managed to recover and either runs away or hides until he can re-join his team. On a 1 or 2 however, the winning team has found him and he is treated as a casualty (and therefore must roll for Injury). CORE INJURY CHART Core models roll a D6: 1-2. Dead! The model has been slain during the battle, limbs and bodily organs spewed across the battlefield. See left for rules on how to handle this. 3-6. Full Recovery The model has simply been knocked unconscious or taken light wounds and has made a full recovery. SPECIAL INJURY CHART Special and Leader models roll a D6:   1. Grievously Injured A permanent injury, roll a D6 again: 1-3. Dead! The model has been killed! See left for rules on how to handle this. 4-6. Maimed The model has his limbs hacked and eyes gouged. Roll a further D6 below to see what permanent penalty the model receives: 1. Toughness -1 2. Attacks -1 (to a min of 1) 3. Strength -1 4. Ballistic Skill -1 5. Weapon Skill -1 6. Initiative -1 2. Beaten Up A temporary injury, roll a D6 again: 1-2. Incapacitated The model may not be taken in your team during your next game. After you have played a game, you may use the model as normal. 3-4. Winded The model is still recovering from their wounds and suffers a -2 penalty to any movement during its next game. For example an Infantry model would only move 4” during the  Movement phase and may only charge 2D6- 2”.   5-6. Wounded Pride   During its next game the model loses any Inspiring Presence special rule it has and reduces his Leadership by 2. 3-6. Full Recovery The model has simply been knocked unconscious or taken light wounds and has made a full recovery.
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