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The campaign

A series of battle that sees a squad of warriors venture into enemy territory. The aim is to clear and
survive as many areas as possible. The campaign ends when all models in the squad are slain.

Setup

Games are played on a kill team board

Players choose a unit from their collection. This is your Kill Team.

Players choose adversary models. The adversary army consists of Minion Units and Boss units.
Minion units should comprise of basic troop choices with 1 wound each. Boss units should have a
wounds characteristic of between 4-6.

Kill Team Rules

The Kill Team models use all of the rules as written on their datasheet with the following additions:

All of the models in a Player’s Kill Team gain the CHARACTER Keyword

All of the models receive +3 Wounds to their standard profile, up to a maximum of 5 wounds.

All models in the Kill Team are treated as separate units and act independently of each other.

Keep track of all wounds suffered by models in your Kill Team. Any wounds suffered carry over to the
next battle unless they are healed. Any model that is reduced to 0 wounds is slain at the end of a
battle and removed from the Kill Team.

Advancing through Enemy Territory

At the start of the campaign and after every area is cleared of enemy models, make a roll on the
Exploration Table.

Exploration Table
2D6 Result
2 Boss Fight: One of the enemy leaders reveals himself!

To clear this area you will have to win the ‘Boss Fight!’ mission
3-6 Enemy Territory: “We’ve been discovered! For the Emperor!”

To clear this area you will have to win the ‘Enemy Territory’ mission
7 Short Respite: “Hold this positon, Ready your weapons”

The area is cleared. In addition, before you make your next exploration roll, you can heal 1
wound allocated to each CHARACTER in the Kill Team.
8 Long Respite: “No enemy detected, we are clear for now…”

The area is cleared. In addition, before you make your next exploration roll, you can heal all
wounds allocated to each CHARACTER in the Kill Team.
9-12 Battlefield Promotion: This Kill Team consists of Veterans, each one a master of death.
The area is cleared. In addition, before you make your next exploration roll, Pick 1
CHARACTER in the Kill Team and give them a Warlord Trait. If the CHARACTER already has a
Warlord Trait, it is replaced.

After winning a battle, roll once on the Rewards Table

Reward Table
D6
1 Auspex Scan: Detect any immediate danger ahead so that the Kill Team is ready to face it.

The next time you roll on the exploration table, add 1 to the roll (to a maximum of 12)
2 Melta Charge: “The best armour in the galaxy won’t save you from this…”

Give this item to a CHARACTER to carry. At the start of the combat phase, you can choose
for the CHARACTER carrying this item to use it. If you do so, pick 1 enemy model within 1”
of this CHARACTER and roll a dice. On a 1, nothing happens. On a 2+, that model is
immediately slain. Then, the CHARACTER that used this item is no longer carrying it.
3 Sensor Beacon: Use the Sensor Beacon to boast the Auspex. Find a clear path through and
gain valuable intel.

Keep a tally of how many Sensor Beacons you find. When the tally reaches 3, the next time
you roll on the exploration table, the roll is automatically a 12, and then the tally is reset to
0.
4 Guerilla Tactic: To kill the enemy, sometimes different tactics must be employed.

Give this tactic to 1 CHARACTER to use. In your Command Phase, you can choose for the
CHARACTER with this tactic to use it. If you do so, pick 1 friendly CHARACTER model within
3” of this CHARACTER (including itself, if you wish) and remove that model from the
battlefield. Then, set that model up anywhere on the battlefield. Then, the CHARACTER
that used this tactic no longer has it.

5 Med Pack: Although they have been grievously wounded, a med pack can help a warrior
get back on his feet.

Give this item to a CHARACTER to carry. In your command phase, you can choose for the
CHARACTER carrying this item to use it. If you do so, pick 1 other friendly CHARACTER
model that has been slain in this battle. You can heal 1 wound allocated to that CHARACTER
so it is no longer slain, then you can set it up on the battlefield within 3” of the CHARACTER
that used the med pack. Then the CHARACTER that used this item is no longer carrying it.
6 Helix Gauntlet: A scaled down version of the narthecium used by Space marine
Apothecaries.

Give this item to a CHARACTER to carry. In your command phase, you can choose for the
CHARACTER carrying this item to use it. If you do so, pick 1 friendly CHARACTER model
within 3” of this CHARACTER (including itself, if you wish), heal all wounds allocated to that
CHARACTER. Then, the CHARACTER that used this item is no longer carrying it.
The Adversaries

During the campaign the enemy units are controlled by the game using the following rules:

Battle Rounds

At the start of the battle, roll a dice to determine who has the first turn. On a 1-3 the adversary army
goes first, on a 4+ the Player goes first.

The Player’s turn

The Player turn follows the rules in the Warhammer 40k Core Rules.

The Adversary Army turn

The Adversary army’s turn consists of the following phases:

 Action Phase
 Fight Phase
 Moral Phase

The Fight Phase and Moral Phase follow the rules in the Warhammer 40k Core Rules. The Action
Phase follows the rules below:

The Action Phase

Each unit in the Adversary army is activated one at a time. When the unit is chosen, roll a dice and
consult the behaviour table for that unit.

Minion Behaviour Table


D6 In Combat Close Far
Within 1” of any Between 1” and 12” More than 12” from
enemy models from any enemy any enemy models
models
1 Steadfast Steadfast Steadfast

2-3 Shoot Shoot Shoot

4-5 Hold Charge Advance

6 Rampage Charge Advance

Boss Behaviour Table


D6 In Combat Close Far
Within 1” of any Between 1” and 12” More than 12” from
enemy models from any enemy any enemy models
models
1-2 Summon Minions Summon Minions Summon Minions

3-4 Shoot Shoot Shoot


5-6 Rampage Charge Advance

Steadfast

The unit does nothing. In addition, it is not picked to fight in the fight phase this turn.

Shoot

If the unit is able to, fire its weapons at the closest visible enemy. If the unit is a Psyker it can
attempt to cast smite.

Hold

The unit does nothing in the action phase of this turn.

Rampage

This unit immediately fights. It is picked to fight in the fight phase of this turn too.

Charge

1. The unit makes a normal move. Each model from the unit must finish the move as close as
possible to the closest enemy unit.
2. The unit attempts to make a charge move towards the same enemy unit. The first model
moved in the unit is the model closest to that enemy unit.
3. If the first model moved can finish its charge move within Engagement Range, it moves as
close as possible towards the enemy unit and the charge is successful. Otherwise, the charge
fails and no models from the unit move.
4. If the charge is successful, each model from the unit must finish its charge move as close as
possible to the enemy unit.

Advance

The unit makes a normal move. Each model from the unit must finish the move as close as possible
to the closest enemy unit.

Summon Minions

Add 1 Minion unit to the adversary army. The unit must be set up within 6” of any board edge.
Mission: Enemy Territory

The Armies

The Players army consists of their Kill Team. The Adversary army consists of D3 units. To determine
which units are taking part in the battle, roll for each unit on the Minion Unit Table.

Minion Unit Table


D3 Result
1 1 Gretchin unit with a number of models equal to double the size of the Kill Team.
2 1 Ork Boyz unit with a number of models equal to the size of the Kill Team.
3 1 Ork Boyz unit with a number of models equal to double the size of the Kill Team.
Deployment

The Kill Team is deployed wholly within 3” of the centre of the battlefield, then for each Minion Unit,
roll a D6 and consult the table below:

Deployment Table
D6 Result
1 Ambush!: Pick 1 CHARACTER in the Kill Team. Set up the unit 3” away from that
CHARACTER.
2 North: Set up the unit 12” due North from the centre of the battlefield. If you roll this
result for a second time in the battle, treat it as a 6 instead.
3 South: Set up the unit 12” due South from the centre of the battlefield. If you roll this
result for a second time in the battle, treat it as a 6 instead.
4 East: Set up the unit 12” due East from the centre of the battlefield. If you roll this result
for a second time in the battle, treat it as a 6 instead.
5 West: Set up the unit 12” due West from the centre of the battlefield. If you roll this
result for a second time in the battle, treat it as a 6 instead.
6 Surprised!: Setup the unit within 1” of a battlefield edge. To determine the battlefield
edge, assign each edge a number and roll a D6. 1 North, 2 South, 3 East, 4 West, 5&6
reroll.
Battle Length

The battle lasts until all the models from one of the armies are slain.

Battle Reward

If the Kill Team successfully clears the battlefield, the Player can roll once on the Reward Table.
Mission: Boss Fight!

The Armies

The Players army consists of their Kill Team. The Adversary army consists of 1 Boss unit and D3
Minion units. To determine which units are taking part in the battle, roll once on the Boss Unit Table
and roll for each unit on the Minion Unit Table.

Boss Unit Table


D3 Result
1 1 Killa Kan

2 1 Painboy
3 1 Big Mek with Shokk Attack Gun

4 1 Big Mek with Kustom Force Field and Power Klaw


5 1 Ork Weirdboy

6 1 Ork Warboss

Minion Unit Table


D3 Result
1 1 Gretchin unit with a number of models equal to double the size of the Kill Team.
2 1 Ork Boyz unit with a number of models equal to the size of the Kill Team.
3 1 Ork Boyz unit with a number of models equal to double the size of the Kill Team.
Deployment

The Kill Team is deployed wholly within 3” of the centre of the battlefield, then for each Minion Unit,
roll a D6 and consult the table below. Finally, set up the Boss Unit within 3” of 1 of the Minion Units.
The Boss Unit must be set up further away from the centre of the battlefield than the Minion Unit.

Deployment Table
D6 Result
1 Ambush!: Pick 1 CHARACTER in the Kill Team. Set up the unit 3” away from that
CHARACTER.
2 North: Set up the unit 12” due North from the centre of the battlefield. If you roll this
result for a second time in the battle, treat it as a 6 instead.
3 South: Set up the unit 12” due South from the centre of the battlefield. If you roll this
result for a second time in the battle, treat it as a 6 instead.
4 East: Set up the unit 12” due East from the centre of the battlefield. If you roll this result
for a second time in the battle, treat it as a 6 instead.
5 West: Set up the unit 12” due West from the centre of the battlefield. If you roll this
result for a second time in the battle, treat it as a 6 instead.
6 Surprised!: Setup the unit within 1” of a battlefield edge. To determine the battlefield
edge, assign each edge a number and roll a D6. 1 North, 2 South, 3 East, 4 West, 5&6
reroll.

Battle Length
The battle lasts until all the models from one of the armies are slain.

Battle Reward

If the Kill Team successfully clears the battlefield, the Player can roll once on the Reward Table. In
addition, the CHARACTER that slew the Boss Unit gains a Warlord Trait.

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