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Made in us
Legendary Master of the Chapter






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.








 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in nz
Disguised Speculo





The dice bag turn system from Bolt Action could be an interesting addition.

Personally I'd make "1" for casualties permadeath. Then throw in some basic EXP system, for specialists and the leader if not for the rank and file depending on how much paperwork you can handle
   
Made in us
Legendary Master of the Chapter






I was trying to keep Paper work light, which is why i just wanted to keep it as specialists teaching. as well trying to remember that this guy has +1 bs or -1 st or whatever. trying to avoid full out RPG and go much lighter.

the reason i wanted to keep perma death out is that it really hurts low model count armies.

losing 1 in 6 models is way too much compared to losing 1 in 20 orks. its why i prefer them being non operable till the following game so they are still punished.

whats the dice bag turn system?

This message was edited 1 time. Last update was at 2013/12/26 23:35:52


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in nz
Disguised Speculo





Ehhh it wouldn't work for such high model counts now that I think about it.

The permadeath is just for the purposes of levelling - with such a rule you'd have to have respawning rank and file. With the system you use though, I would think it too great a disadvantage based purely on luck - most games would see most of each team destroyed and then its just who lucks out and gets ones loses their next game. And the next. And so on.
   
Made in us
Legendary Master of the Chapter






Actually i suppose that kinda could work. or in the sense that on a 1 whoever died is replaced right back as a fresh guy so no specialist. so only roll on guys that are specialists or leaders. but the leader becomes an issue. once he had died. how does he get replaced?



 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in nz
Disguised Speculo





Leader has the whole "herp derp he got wounded guys" when he's removed as a casualty. Thats the one time I definitely reckon it should be like that.
   
 
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