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04:57, 2nd May 2024 (GMT+0)

Kill Team Campaign Rules.

Posted by ArchivistFor group 0
Archivist
GM, 182 posts
Sun 26 Jan 2020
at 02:30
  • msg #1

Kill Team Campaign Rules

What to keep from the original rules...

1) Kill teams forming and doing missions for a single Key Word Faction.
Reason:  Means to provide a continuous campaign of missions.

2) The Faction exist as an entity using the Resources of Intelligence, Material, Morale, and Territory.
Reason:  The Core Rules provide missions that use these results.

3) The Faction will have a command roster of available talent to form Kill Teams for Missions.
Reason:  Means to provide a continuous campaign of missions.
Archivist
GM, 183 posts
Sun 26 Jan 2020
at 02:32
  • msg #2

Resources

Each Faction Resource will start at '3', with and additional '4' resource points to allocation as the player seems fit.  Resources reflect the Factions ability to operate, and will affect the factions ability to operate in the campaign.

<tt>Intelligence - A faction's spy network and intelligence gathering assets.
Game Effect:  This Resource is used as a modifier to Strategic Initiative, to determine which factions are active, and who is the attacker.

Material - A faction's military resource.
Game Effect:  This Resource is used to determine if a new unit gains bonus experience after a mission.  The target roll is equal to the Resource Value.

Territory - A faction's location's and facilities currently controlled.
Game Effect:  This Resource is used to determine if an additional new unit after a mission.  The target roll is equal to the Resource Value.

Morale - A faction's will to keep fighting through Nobility, Hatred, or Spite.
Game Effect:  Adjust the maximum value allowed to the Kill Team
This message was last edited by the GM at 02:51, Sun 26 Jan 2020.
Archivist
GM, 184 posts
Sun 26 Jan 2020
at 02:42
  • msg #3

Faction Roster

Faction Roster.

The Faction Starting Roster may be formed following these rules.

1)  The maximum number of units is '12'

2)  You may allocation a Leader and up to Four Unique Specialist to the Roster.

3)  All factions must share a Keyword.






From this Roster, unit members will be selected for Kill Teams to participate on Missions.
This message was last edited by the GM at 18:44, Sun 26 Jan 2020.
Archivist
GM, 185 posts
Sun 26 Jan 2020
at 02:51
  • msg #4

Sequence of Play

Roll d6 and add the Faction Intelligence Resource to determine the Faction's Strategic Initiative.  In the event of a Tie, the Faction with the Higher Intelligence score wins.  If this is still tied, roll again.

The Faction with highest initiative is the 'Attacker' and may select which Faction is the 'Defender' that they play against.  The faction with the next highest score selects defenders to play against until there are no more players to pair of for missions.

Once this is determined, determine which mission will be played (Roll on table on page 203).




Attackers and Defenders will form Kill teams per the instructions of the missions.  The mission will provide the base available Unit Points and will be modified by the Factions Morale.

Morale
'1' -10 Unit Points
'2' - 5 Unit Points
'3' ~   No Adjustment
'4' + 2 Unit Points
'5' + 5 Unit Points
'6' +10 Unit Points





The mission is played out and resolved, per the Core Rules.

After the mission, experience is allocated to each unit per the Core Rules.

After the mission, each model that survivors the mission gets a roll for bonus Experience.  The target value is the Factions Material score or less.  If this roll is make the model (or Fire Team) gains a bonus Experience point for the mission.

After the mission, each Faction that engaged in combat may add one new unit to their roster.




After all missions are resolved, all factions (even if they didn't participate in combat), may roll against the Factions Territory score.  If they roll the score or less they may add one new unit to their roster.




A faction is considered 'Broken' when one of their Faction resources is 'zero'.

A faction 'wins' when it is the last 'unbroken' faction.

If all factions break at the same time, then the Faction with the highest accumulated Resources is the winner.  In the event of a tie, the two factions play off one mission to break the tie.
This message was last edited by the GM at 03:04, Sun 26 Jan 2020.
Archivist
GM, 186 posts
Sun 26 Jan 2020
at 19:32
  • msg #5

Mission / Unit Selection.

Mission Selection.

Regardless of the Mission Selection, no more than one unit 'Commander' may be used on a Kill Team.




'Core' Mission Selection are mission from the Core Rules.

These Mission are designed (usually) for 100 Point Kill Teams.

Units with a Base cost of 25 points or less may be included in these missions.

(The most expensive Core Unit is the Tyranid Lictor at 25 Points)




'Elite' Mission Selections may be used if BOTH the Attacker and Defender agree to use them.

These Missions are designed for 125 Point Kill Teams.

Any Unit with a Base Cost of 40 or less may be included in these missions.

(This is an semi-random number.  Bryon believes there should be no limit on the point cost of units for missions.  I believe there would be a play balance issue without them.)




'Commander' Mission Selections may be used if BOTH Attacker and Defender agree to use them.

These Missions are designed for 200 Point Kill Teams.

Any Unit may be used in these missions.

At 200 points, it's moving up to real space marine numbers...
This message was last edited by the GM at 19:54, Sun 26 Jan 2020.
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