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Ello,
I started a small kill teams group for Wednesday at my house and i wanted to start a campaign.
Iv checked out the heralds of ruin KT as well as 4th ed rules and it feels to complicated.
so i decided to make my own (ironically probably to complicated?)
So here goes CC ALWAYS Welcome.
KILL TEAMS: THE BADASS CAMPAIGN
Da Campaign:
The Badass campaign is a culmination of battles with the most baddest of badasses the galaxy has ever seen. The story goes that a fluster cuck of a warp storm caused hundreds of ships from all over the galaxy to crash onto an abandoned world. From the wreckage a team of badasses form. Its up to them to find a way off this forsaken planet while surviving whatever else the storm has brought.
The campaign consists of multiple opponents and battles in which each team must find the parts to call for rescue.
For now it can follow the rules and missions from the Black library book.
Each player participating must determine player order.
First play gets to choose his opponent first, and then each player following must pick a different player who hasn’t played yet.
After every battle, any model that was removed as a casualty must roll a d6, on a 1 that model is incapacitated and does not play the next round. If it was the leader the next highest LD takes his roll till he is back.
Any specialists that have that weren’t removed as a casualty may chose a new specialist trait, or may instead teach a new specialist in the same field to any model that was also not removed as a casualty. This includes leaders and other specialists to create super badasses.
Mission rules: with all the crashed ships, its a scavengers paradise.
For any mission roll a d6 and place that many resource tokens as per objectives but may be placed near a normal objective.
For each one held, is worth 1 resource point and may be collected throughout the campaign.
After each player has played there round, each player may spend there resource points on additional upgrades or new units at the cost of 20 points per resource points. alternatively, they may spend 9 resource points to make a distress beacon to be held by the leader.
To activate the beacon, the carrier must be on the table (outside a any transport or building), and at the start of its turn, must roll a d6 and add the game turn.
on a 1-5 nothing happens.
on a 6-8 coordinates confirmed, sending fire support. the carrier may use an orbital strike (the space marine type)
on a 9+ the carrier has arrived, evac successful. you win the campaign and blow up the survivors from space.
If the carrier is removed as a casualty, the attempt stops and must be activated on the next possible game.
Optional rules i like and think would benefit the game:
Alternating units: like chess first player moves 1 model, then the opponent and so on.
Alternative charge distances: it is movement + d6 for the charge. but from terrain, it is 6+ 2d6 for bikes and jump types, and 2d6 for any other.
CC welcome.
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