KILL TEAM CAMPAIGNS

Rules & Regulations

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Basics

Kill Team Campaigns are based on the Warhammer 40k 8th edition rulebook...
Picture
...except as follows:

Advanced

General Mechanics
Loot
Loot will be generated at the end of each mission using Miniwargaming's random item generator: https://www.miniwargaming.com/tools-and-rules/deathwatch-item-generator-9th-edition

Generated loot is subject to approval by the DM.
Units​
Allied models within 2 inches of each other will roll as units.

Friendly NPC units will always have the same stats and weapons with no special abilities.

Player models can control an NPC unit 
within 2 inches of their model.
Battlefield Equipment​
Alternative weapons, abilities, and stat modifiers will be battlefield equipment that models can use to form units.

​All equipment will have a maximum unit size.

Loot may include equipment for Player models.
Wounds and Player Death:
  • Player models start with a Wounds characteristic of 4.
  • Any time a model is reduced to 0 Wounds, roll on the Minor Injury chart and heal 1 Wound
Stunned
+1 Weapon Skill & Ballistic Skill
​until the end of the next Player round
Knocked Down
Cannot move, shoot, or fight until end of next Player round
Unconscious
Knocked Down until revived; Other models within 2 inches can revive but both are Knocked Down to do so.
  • Models receive 1 Wound token for each point of damage after they are reduced to 0 Wounds.
  • Wound tokens last until the end of the mission and cannot be healed.
Minor Injury (1d6)
(1) Shake it off: Heal 1 Wound token
​(2-3) Minor Wound: Add 1 Wound token
(4-5) Stunned, Add 2 Wound tokens
(6-7) Knocked Down, Add 3 Wound tokens
(8+) Roll on Major Injury chart
Major Injury (1d6)
(2-4) Unconscious
(5-7) Minor Injury: Re-roll on the Minor Injury chart
​(8-10) Roll on the Major Wounds chart
(11+) Death's Door
  • Major Wounds are permanent characteristic modifiers and last throughout the campaign.
  • If a model's characteristic would be reduced to 0 or increased above 6, it instead suffers Death's Door.
Major Wounds (1d6)
(1) -1 Wounds
(2) -1 inch Move
(3) +1 BS and +1 WS
(4) -1 Attacks
(5) -1 Strength
(6) -1 Toughness
Death's Door​
Any further damage, regardless of Wounds, will result in the model being killed and all surviving Player models will suffer a permanent -1 to Leadership.

Models can instead be captured if Players and the DM opt to launch a rescue mission.
Experience (XP):
XP Generating Actions:
  • Destroying a unit/wave* - 1 XP
  • Destroying a Character - 2 XP
  • Completing Objectives - 1 XP
  • Healing an Ally - 1 XP
  • Manifesting a Psychic power - 1 XP
  • Successfully Denying the With - 1 XP
XP Needed per Level:
  • ​Level 1 - 15 XP
  • Level 2 - 35 XP
  • Level 3 - 60 XP
  • Level 4 - 90 XP
  • Level 5 - 125 XP​
  • Level 6 - 165 XP
  • ​Level 7 - 210 XP
  • Level 8 - 260 XP
  • Level 9 - 315 XP
  • Level 10 - 375 XP
Leveling Up:
Whenever a model levels up, roll 2d6:
  • (2) Roll twice on this table
  • (3-5) Roll for a Leadership Trait
  • (6-8) Roll for a Battle Trait
  • (9) +1 inch Move
  • (10) +1 Strength
  • (11) +1 Toughness
  • (12) Roll twice on this table
Re-roll duplicates if they don't stack.
Maximum Characteristics
  • Move (Mv): +3 inches
  • Weapon Skill (WS): 2+
  • Ballistic Skill (BS): 2+
  • Strength (S): +4
  • Toughness (T): +3
  • Wounds (W): +3
  • Attacks (A): +3
If a roll would increase a characteristic beyond the maximum, re-roll on that table.
Leadership Traits (1d6):
(1) +1 Leadership
(2) Veteran: Re-roll Command rolls for this model
(3) Charismatic: Control NPC units within 4 inches
(4) Master of Comms: Command rolls affect all Player units
(5) Confident: Immune to status effects
(6) Hero of Legend: +1 Leadership to allies map-wide (stacking)
Battle Traits (1d6):
(1) Player chooses 1 characteristic to improve by 1
(1) Tough: Reduce damage by 1 (minimum 1)
(2) Stonewall: Resist Knocked Down on a 4+
(4) Headhunter: +1 to Hit rolls against Characters
(5) Swift: +1 inch to Advance and Charge rolls
(6) Nigh Immortal: -1 to Minor Injury rolls (stacking)
​Fortified Bunkers & Buildings:
Models in bunkers or terrain providing overhead coverage with windows cannot be targeted in the Shooting Phase by another model unless the other model is within 1 inch of an opening. Models cannot Fight through windows or bunkers unless they can first move through them.
Misc:
  • Vertical Movement: distance between levels is assumed to be 3 inches.
  • Choke Points: Any model within 1 inch of a doorway, ladder, or stairs is blocking and other models cannot move past.​
  • NPC Models: Have a base Leadership characteristic of 5. Controlled units have the leadership of the player model controlling them.
  • (optional) BOOM!: All models capable of exploding on death, always explode and every model in range rolls independently for wounds.

Campaign Map
  • Command Phase: Replaces the Morale Phase.
Command Phase:
  • Players will select 1 of their models to issue a command.
  • The owner of that model rolls 1d6:
    • (1-2) Model suffers -1 Leadership until their next successful command (stacking).
    • (3-4) Command applies to that player unit.
    • (5-6) Command applies to all player units.

Mission Status Effect
Campaign missions may feature a map-wide status effect with a minimum leadership requirement.

​If a unit's leadership characteristic is above the leadership requirement, they are immune to the status effect.

Status effects do not apply to overwatch rolls.

NPC Behavior
  • Unless controlled by a player model, NPC Units move toward and target the nearest enemy or objective point.
  • All models in an NPC unit must target the same enemy model and always roll together.
  • NPC units require a 6+ for Hit rolls, Wound rolls, and Save rolls unless controlled by a player model.
Reputation System
Player choices during the campaign will effect how different factions behave toward them.

Completing side-quest objectives may reward players with +1 or -1 to their reputation with a faction.

At -5 reputation, faction models will attack players on sight.

At +5 reputation, faction models will defend players.

Kill Team Composition
Factions:
Player Roster:
  • Each player is recommended to keep a roster of 3 spots.
  • No vehicle models are allowed.
  • A maximum of 1 flying model allowed per player.
  • A player's roster can include multiple factions.
Guidelines - 1 Spot Models (25mm base)
Guidelines - 2 Spot Models (32mm base)
  • All flying units
  • Basic space marines
Equipment:
All players start with the basic equipment listed for the model. Equipment will be upgraded through plenty of loot opportunities and players can change a model's equipment after each mission.
Ranged Weapons:
Each model may have a maximum of:
  • 1 pistol
  • 1 other ranged weapon
  • 1 grenade
Melee Weapons:
Each model may have a maximum of:
  • ​1 melee weapon
  • 1 servo-arm
  • 1 special equipment
Abilities:
Player models have all abilities listed in their model's Codex in addition to their faction's commands & equipment
Campaigns
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