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[Kill Team] Narrative campaign "Saving Princess Rh'Aiann"  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in pl
Longtime Dakkanaut




The campaign rulespack isn't completed yet - there are two more missions to describe and the final one is the bigger 2vs2 battle - you can find the rules here: https://www.dakkadakka.com/dakkaforum/posts/list/816307.page

I will update this thread as I finish the last parts of the rulespack and I will also share some pictures from campaign games as they are taking place.

* * *

SAVING PRINCESS RH’AIANN

Kill Team Campaign – Eldar vs Chaos

A group of Corsair outcasts with ties to Craftworld nobility gets into trouble when on a quest of redemption. Princess Rh’Aiann, the last surviving member of the royal family (others slain in desperate battles against a Tyranid invasion) is one of them. An Aspect Warrior kill team is sent to the rescue when runes show the importance of her survival and name her as the last hope of the Craftworld.

This campaign is designed with specific teams in mind. It should be relatively easy to modify so that other teams can be used. It uses Core and Approved Ops rules from KT24 and selected Spec Ops campaign progression rules from KT21.
Before starting the campaign proper, players should play The Prologue. It requires no special preparation.

Prologue : THE NIGHT OF WINGS UNNUMBERED
The Corsair leader and her faithful retinue, outcasts of their Craftworld all, are on a mission to a remote world. Their aim – return to their Craftworld with a prize worthy of redemption. Strange pheromones produced by an alien race inhabiting this planet are believed to have properties that border on supernatural, potential applications can only be imagined.
Corsairs are in luck. Or are they?
After a surprisingly peaceful night the Corsair war party find out they have set up camp in the middle of the Vespid mating season. Before the first sunrays the sky is filled with droning of thousands of wings and interlopers are not welcome.


Scoring: TRANSMISSION
Board: Random Open
Set up: Normal

Special rules:
Kill Op score is not counted for this game.

Wings unnumbered - Whenever a Vespid operative is incapacitated, before it is removed the Eldar player chooses one Corsair operative within 2” of it to be Drenched in Pheromones. A Drenched operative cannot be targeted with Charge, Fight or Shoot actions (although it can have attack dice resolved against when it initiates a Fight, ie when a Vespid operative is Retaliating) for the rest of the game.

At the end of every Turning Point incapacitated Vespid operatives are returned to the board and deployed in the Vespid Drop Zone with a Conceal order.

Consequences:
Every Drenched operative receives 1XP
Vespid operatives are not going to be used for the rest of the campaign, so ignore them for the purposes of the End of Game sequence.

Survivors: Every Corsair operative that is Drenched at the end of the game is a Survivor.
If Corsairs win the Crit Op, the Eldar player may choose one Corsair operative that has not been Incapacitated for every point of Crit Op score difference. These operatives are Survivors.
Make a list of all Corsair Survivors and their XP. It will be needed in future scenarios.
Incapacaitated operatives are never Survivors. They are dead.

* * *

CAMPAIGN RULES


1. Campaign overview

This campaign is a simplified version of the Spec Ops campaign from the KT21 rulebook. It is designed for games between Eldar and Chaos kill teams but can be easily adapted for other teams. It consists of linked, narrative scenarios in which operatives can gain experience and suffer battle scars. After each game players gain points for completing various campaign-related tasks. The player with the most points at the end of the campaign is its winner.

The campaign doesn’t use the rules for the Base of Operations (limited Equipment Points, Rare Equipment, Strategic Assets, Requisitions) and completing Spec Ops, unless mentioned otherwise.


2. Preparing the roster

The Eldar player uses the Blade of Khaine kill team.
The Chaos player uses the Goremongers and the Chaos Legionaries Kill Teams.

Players choose a single kill team just like for an individual game of Matched Play. They do not have a reserve of operatives to switch between games unless campaign rules say otherwise.

One random operative from each kill team starts the campaign with 2 Experience Points.
Two other random operatives from the roster start the campaign with 1 Experience Point.
The Chaos player may then freely distribute 2 more Experience Points between operatives from any Chaos team.

Before each game players choose Equipment normally, as if for a regular Matched Play game.

3. Experience

Operatives gain experience normally during each game (including the last one). Each scenario provides additional conditions that may cause operatives to gain extra experience.

To make leveling faster in the limited number of games in this campaign, the thresholds for receiving Ranks and Battle Honours have been lowered.

VETERAN – 5XP
ACE – 9XP
GRIZZLED – 14XP

Goremongers may choose Battle Honours from the list of Legionary Battle Honours (choose ones that may apply to this edition and this team)

The Blades of Khaine kill team will gather experience faster as it will play more games than Chaos teams.


4. Battle Scars

After each game players perform Casualty rolls for their incapacitated operatives normally, but after all games with the exception of the final one they re-roll all “Slain” results. After the final game all Incapacitated operatives are Slain. Remember to modify the Casualty rolls for Battle Scars operatives already have!

Chaos kill teams will heal Battle Scars more efficiently as they still count games played with the other team for the purposes of Recovery Tests (eg after a game of Legionaries also roll for removing Goremonger Battle Scars with the appropriate bonus of +1).

5. Tac Ops


Players choose Tac Ops normally in each game except the final one. Campaign scoring rewards choosing a different Tac Op for each game to promote variety.

6. Campaign scoring

Unique Tac Op means a Tac Op that this player (not this team) hasn’t used in previous games yet.

Winning an Op means getting more points in this category than the opponent, before factoring in the Primary Op bonus, regardless of the total result of the game.

Prologue
Winning the game – 3 pts
Every 2 Corsair survivors – 1pt for the Eldar player
Every 2 non-surviving Corsairs – 1pt for the Chaos player

Game 1
Winning the game – 3 pts
Scoring 5-6 Vps from (before Primary) or winning a unique Tac Op – 1Vps
Uploading more points from the objective in the open – 1pt
Controlling the bunker at the end of the game (more APL inside) – 1pt

Game 2
Winning the game – 3 pts
Scoring 5-6 Vps from (before Primary) or winning a unique Tac Op – 1Vps
Every Rescued Corsair group – 1pt for the Eldar player
Every non-Rescued Corsair group – 1pt for the Chaos player
Incapacitating a Tough Failed Experiment during the game– 1pt

Game 3
Winning the game – 3 pts
Scoring 5-6 Vps from (before Primary) or winning a unique Tac Op – 1Vps
Stopping the ritual – 2pts for the Eldar player
Completing the ritual – 2 pts for the Chaos player

Game 4
Game 5
Finale


1. Scenarios

Scenario maps are generated as normal for Matched Play games, unless specified otherwise, but may have specified scoring conditions and narrative twists.

Scenario 1: THE TROJAN HORSE
Several weeks have passed and in the meantime the planet where Corsairs went missing becomes a target of the forces of Ruinous Powers. Last messages indicate that Corsairs are held captive by the invaders. To determine where and to override prison security measures a team of Aspect Warriors is dispatched on a mission to upload trojan malware into the system that is used by Chaos operatives on the surface.
In the meantime the remnants of the Tau fleet are engaging in hit and run attacks on Chaos targets, space and planetside. As Aspect Warriors arrive, the area is basked in a glow of low orbit explosions and stray shots and flaming debris are raining from the sky. Suggestions to make contact and coordinate the operation with the Tau have been deemed nonsensical, by some even insulting. The mission needs to be completed regardless.
Worse, though, there are daemons on site.


Scoring: UPLOAD
Mission: Long edge deployment on an ITD board, objectives like in the picture.
Set up: Chaos player uses the Goremonger kill team.
Use ITD walls to create the bunker structure like in the picture. The rest of the battlefield should have terrain normal for an Open board and uses all rules for such terrain.



Special rules:
Enclosed space – the ITD walls and the area within represent a reinforced bunker with an inaccessible roof. As a result the walls can’t be climbed over or have Visibility or LOS drawn over them.
The area within the bunker uses following rules from the ITD ruleset
-Hatchways
-Hatchway Fight action
-Condensed Environment
Otherwise it is treated exactly as regular Heavy terrain on an Open board.

Danger zone – the kill zone is constantly peppered with debris and stray shots from the low orbit battle overhead. Starting from the second Turning Point, before Readying their operatives players alternate resolving these objects hitting the ground where their operatives fight.
In TP2 there are 5 hits
In TP3 there are 7 hits
In TP4 there are 9 hits
Starting from the player who doesn’t have Initiative, players alternate resolving hits one at a time by
-rolling a d6 and d8 (re-roll 8s) to determine which square section of the board is hit, by following the coordinates in the picture above
-positioning an old 5” Blast template so that the hole in its middle is positioned anywhere over the section hit (this will most likely mean it will overlap other sections)
-every model whose base is at least partially under the Blast template is hit with shrapnel and suffers 3+D3 Wounds
-models inside the bunker are never affected by that

Consequences:

Shellshock is for pussies: every operative that spent the entire game on the outside of the bunker receives 1XP


If Eldar win the Upload Crit Op (before counting in the bonus from Primary Ops) they can perform the Operate Hatchway action for 0AP in the next game.
If Chaos win the Upload Crit Op (before counting in the bonus from Primary Ops) in the next game, after players have chosen their Drop Zones, the Chaos player can move one section of 3 prison cells, one “square” on the ITD board closer to their Drop Zone.



Scenario 2: ANOMALOUS MATERIALS

The data points to several locations where captive Corsairs can be held. Apparently the followers of Nurgle are using various life forms they found on the surface of the planet as guinea pigs in their foul experiments and Corsairs are next in line to be put on their surgical tables. Do the Plague Marines know of the extraordinary properties the pheromones of the local Vespid strains are rumoured to have? The primary mission is to find Princess Rh’aiann and to secure her safety, but collecting the evidence and rare equipment found in the laboratory can prove useful when it comes to determining the true purpose of the Chaos invasion.

Scoring: LOOT
Mission: Short edge deployment on an ITD board, objectives like in the picture.
Set up: Chaos player uses the Legionary kill team.
Use ITD walls to create prison cells like in the picture. Don’t forget the Chaos player is allowed to change the position of one set of prison cells if they have won the previous game.
The rest of the battlefield should have terrain normal for an Open board and uses all rules for such terrain.


Special rules:
Enclosed space – the ITD walls and the area within represent a building with prison cells with an inaccessible roof. As a result the walls can’t be climbed over or have Visibility or LOS drawn over them.
Prison cells and their walls use following rules from the ITD ruleset
-Hatchways
-Hatchway Fight action
-Condensed Environment
Otherwise they is treated exactly as regular Heavy terrain on an Open board.

Prison cells
– Before the game take the list of Corsair Survivors from the prologue. The Eldar player nominates one of them to be Princess Rh’aiann, then divides the rest into 3 groups, as equal in number as possible (it may mean some groups will consist of 0 operatives).
Players create 6 markers numbered from 1 to 6 (for example spare bases with numbers underneath) and randomly place one of them in the middle of each prison cell, face down, so that no player (the Eldar one in particular!) knows which number is hidden in each cell.
Every time a player opens the Hatchway to a prison cell, reveal the number under the marker in that cell and consult the table below:
1-Corsair Survivors group 1
2-Corsair Survivors group 2
3-Corsair Survivors group 3
4-3 Trooper Failed Experiments
5-1 Tough Failed Experiment
6-1 Tough and 1 Trooper Failed Experiment

If a group of Corsair Survivors is found, the Eldar player takes the token to remember that at the end of the game the Corsairs from this group become Rescued Corsairs.
If a group of Failed Experiments, is found, place appropriate models inside of their cell as close to its middle as possible.

Failed Experiments
– these mad, mutated creatures are the results of agonising experiments of Chaos Astartes, maybe of Fabius Bile himself. They use the NPO profiles of Trooper and Tough Brawlers.
Once they are on the board they will activate, one of them after every Activation or Counteraction of a player controlled operative. If there are no more player Activations/Counteractions this Turning Point, the rest of the Failed Experiments activate in succession. The activating model is determined randomly out of all the Failed Experiments that haven’t activated yet this Turning Point. Failed Experiments never activate more than once per Turning Point and they don’t Counteract. Failed Experiments always have the Engage order.

Failed Experiments are considered enemy operatives by both teams and their behaviour is determined by the algorithm below (they want to take revenge on their oppressors if possible, but will vent their fury on anyone otherwise).
-The activating Failed Experiment will try to attack a Chaos operative by performing Fight , Charge+ Fight, Reposition+Hatchway Fight or just Charge actions (the Eldar player performs these actions).
-If this is impossible, the activating Failed Experiment will try to attack an Eldar operative by performing Fight , Charge+ Fight, Reposition+Hatchway Fight or just Charge actions (the Chaos player performs these actions).
-If this is also impossible, the activating Failed Experiment will try to close distance to the closest operative from either team by performing Reposition+Dash actions (the opponent of the player controlling that closest operative performs these actions).
Failed Experiments will open closed Hatches in their way to achieve above conditions. Note that moving Failed Experiments can’t enter and leave control zones of operatives to fulfill conditions determined by the algorithm (so, for example if a Failed Experiment can’t charge a Chaos operative without entering and leaving the control zone of an Eldar operative, it can’t choose that Chaos operative as a target)


Consequences:

Thank you for the rescue, noble Aspect Warriors, but the princess is in another castle. I mean prison. Actually, she’s been taken to participate in some kind of a ritual.

Excruciating research: At the end of the game roll for for all Rescued Corsairs to see if they receive Battle Scars as if they had been Incapacitated during this battle (re-rolling Slain results as normal).
All Rescued Corsairs join the roster of operatives of Blades of Khaine. All Corsairs not rescued during this game, are lost forever (with the exception of princess Rh’Aiann). From now on the Blades of Khaine player can replace ONE BoK operative in each game with a Rescued Corsair operative.
Path not taken: Corsair Strategy and Firefight ploys (but not Equipment options!) may be used by the Eldar player in future games but remember that only operatives with the proper keyword are affected, as per the wording of the Ploys themselves.
An operative that incapacitates a Tough Failed Experiment receives an extra 1XP

Rare find -
The player (not team!) that wins the Loot Crit Op gains a Rare Equipment item. This item can be used in every game at no extra cost and without any limit/ extra restriction other than that in the rules of the item itself. Not that Rare Items follow KT21 rules for equipment, which means that it needs to be allocated to a specific operative before each battle.


Scenario 3: GOD OF WAR
Daemons of the Blood God are dancing in the moonlight around a crude totem carved in raw rock as tribute to their deity. Aspect Warriors surveil the scene from the shadows and exchange nods as they see the limp body of Princess Rh’Aiann chained to the bloodied stone. Is she alive? Runes say so.
-Let’s not linger and give them time to finish their rituals – orders the Exarch. – To battle! Can you feel Khaine watching us as we confront the Great Enemy?
-I feel a gaze, it follows every move of my sword arm – answers one of the young Scorpions – but I don’t think it’s Khaine’s.


Scoring: ORB
Mission: Long edge deployment Open board, the map with middle objective on one side and two home objectives symmetrically on the other.
Set up: Chaos player uses the Goremonger kill team.
Place the sacrificial altar/ menhir or similar in the middle of the battlefield. It is Heavy terrain.


Special rules:

Stop/Complete the ritual – Completion of the ritual is represented by the Ritual Pool (may be represented by two different types of tokens or just a piece of paper with notes).
At the start of the game it is empty. The Eldar player adds “Stop the ritual” tokens to the pool while the Chaos player adds “Complete the ritual” tokens.

Every time an operative performs the Move Orb action that results in the Orb token being moved to the opponent’s home objective, a token is added to the Ritual pool.

If an operative controls the Altar in the middle of the board (by having models with more total APL within 1” of it than the opponent), it can perform a special STOP/COMPLETE THE RITUAL action. It costs 1AP and results in a token being added to the Ritual pool.

Both these actions are treated as performing a Crit Op mission action when it comes to awarding XP to operatives. Note that it means performing the Move Orb action doesn’t grant an XP every time it is performed but only if the above conditions are met.

Favour of the God of War
– Whenever an operative incapacitates an enemy operative and either the Attacker or the Target is within 12” of the centre of the sacrificial altar, the Attacker may choose one bonus that will apply to one of his/her weapon profiles until the end of the battle.
+1A
+1 to hit
+1 normal damage
+1 critical damage
An operative may earn multiple bonuses but the same bonus can’t be stacked on the same weapon profile.

Consequences:

Khorne’s chosen – At the end of the game the team that wins Kill Op (before counting in the bonus from Primary Ops) can choose one non-incapacitated operative. This operative retains all bonuses from the Favour of the God of War until the end of the campaign or until he/she is Incapacitated in any of the future games.

Ritual - The team that has more of its tokens in the Ritual pool at the end of the game has successfully stopped or completed the ritual.

If Eldar successfully stop the ritual they can add Princess Rh’Aiann to the list of Rescued Corsairs. Then the Eldar player may freely distribute extra 3XP between non-incapacitated operatives that participated in the game OR remove one Battle Scar from any operative.
If Chaos forces successfully complete the ritual they do not need to make Casualty rolls for this game. Then the Chaos player may freely distribute extra 3XP between non-incapacitated operatives that participated in the game OR remove one Battle Scar from any operative.

Killing blow / free the princess
– if the team that successfully stopped/completed the ritual controls the Altar at the end of the game one of the operatives that control the Altar gains an extra 1XP.

Study the phenomenon - if there are operatives controlling the objective with the Orb marker at the end of the game, one of these operatives gains an extra 1XP.



This message was edited 5 times. Last update was at 2025/10/01 05:51:37


 
   
Made in pl
Longtime Dakkanaut





The prologue went very much the Corsair way. Vespids managed to only kill two Corsair operatives - the pistolier and the swordmistress. Otherwise the Eldar dominated the scenario heavily outscoring poor Vespids.






****
First actual game of the campaign also turned out to be a huge success for the Eldar forces. Aspect Warriors made excellent use of their plethora of special skills to counter all Goremongers strengths and prey on their weaknesses. After the first couple of activations of Turing Point 3 there were no daemons on board and Blades of Khaine could complete their mission unmolested, uploading their spyware into the Chaos communications system.

The mix of ITD and Open elements on the same board proved to be supercool and I strongly recommend such boards!




   
Made in ru
Stalwart Veteran Guard Sergeant






nice game, like how board look alike. open + ITD is good combination. gonna try once complete my itd sets

My IG strugles feel free to post your criticism here 
   
 
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