Kill team Custom Campaign Rules Using the resources from the core rulebook Material, Intelligence, Morale and Territory The Lore The Planet of Degadus Quintus the only habitable planet in the Degadus System and formerly thriving Imperial Mining colony, colony, now on the far side of the Cicatrix Maledictum, and protected only by few imperial guard regiments regiments and a single detachment detachment of Ultramarines, trapped trapped on the planet without support or access to reinforcements. reinforcements. The planet is predominantly under the control of the native population without access to military grade weapons. The 2 biggest mines , the largest city and one spaceport are controlled by the Imperial Guard remnant on the planet, which is quickly degenerating to the level a PMC. The other spaceport is controlled by t he space marines of the Ultramarine Chapter The planet was relatively peaceful until an Oak infested space hulk appeared out of the Cicatrix and crash landed on the planet creating a new orc nation on Degadus Quintus. Hordes of Orks and Humans battle for dominance on the planet but have locked into a bitter stalemate but small teams of elite operatives from both sides clash in the shadows trying to create tactical and strategic advantages for their side.
The Strategic Turn Each player takes turns being the attacker on their Strategic turn In a strategic turn a Customer can 1.Roll a d20 and consult the Tides of War Table 2. Spend Territory or Material 3. Choose a a mission from the basic missions or one made available by an event 4. Play the battle 5. Consequences of battle After both player have have take a Strategic Strategic turn and resolved resolved their battles the next turn begins and the player with a higher Total assest score goes first.
The Tides of War 1 Disaster, Disaster, your base is vulnerable to attack , your next mission is sweep and clear with you as the defender , if you win your apuoonent also loses 2 morale (Use the Base Assault special riules) 2 The Front has collapsed and its unto you to pick up the slack. Lose 1 territory 3 You have been ambushed by the opposing kill team! Your next mission bust be Ambush, with yourself as the defender enemy, your next mission must be retrieve intel, if you lose, 4 Your side has lost critical intel to the enemy, you lose and your opponents gains 1 extra intel 5 The Troops provided bad Intel, lose one Intel
6 The enemy has siezed a supply cache , lose 1 Material 7 Resistance is heaver than expected , your Opponent gains 10 points on your next mission 8 The command has ordered you engage hard targets only, may not take terror tactics as your next mission 9 The Front may not being moving, but your side is taking abhorrent casualties , lose 1 morale 10 All Quiet on the Front, The front line boys seem to be taking a vacation, time to pick uptake slack. You may take sweep and clear as your next mission if you pay one 1 material, the enemy gains +10 Points for the mission 11 There is a risky opportunity available to you, you may take Take Prisoners as your next mission but the Opponent gets +10 Points, if you win also gain 2 Intel 12 A huge enemy supply Convoy is underway, If you take Disrupt supply lines as your next mission you gain +20 points and your opponent +30 . For every supply marker you destroy the opponent loses one material, if you lose also lose 2 morale. 13 The Theatre commander needs you to provide a distraction, your next mission must be Feint or Terror Tactics, if you win also gain 1 Morale 14 The Troops seize a supply Cache, take your share: roll a d6 on a 5+ gain one Material 15 An enemy VIP is vulnerable, you have an opportunity to take them Prisoner you may take Take Prisoners as your next mission, if you win gain 2 points of intel. 16 The Troops sieze a supply cache, with beer! , gain one morale on a 4+ also gain one Material 17 An Opportunity presents itself to make an airdrop on a vulnerable enemy asset. You may chose Aerial Strike as your next mission. If you Win the opponent losses 1 point each of 2 assets of your choice ,and you gain 1 intel or one Material , if you lose lose 1 material 18 The Enemy Kill team is on the way and you know when and where, you may choose ambush on your next mission and the opponent is -2 on all Casualty rolls after the battle 19 A Break through for your side exploit the breach in the enemy lines! You may choose Sweep and Clear as your Next mission and gain 1 territory if you win 20 A derisive break through for your side, exploit the breach in the enemy lines! Choose either gain 1 territory and the opponent loses 1 territitoy (minimum 1) or You may choose to play Sweep and Clear but if you win the Opponent loses 2 territory and you gain 2 and if you lose the opponent still loses 1 territory.
The 4 Resources Territory can be spent to add a slot to the Roster , all kill teams begin with a roster with 12 slots Material can be spent to Hire new Kill Team members at the rate of 1 material for 10 points or to get 10 extra points to take on a mission Morale can be spent to auto pass a break test in game, this costs 1 point before the role or 2 points if a test has been failed Intelligence can be spent to gain a scout action in game, Intelligence can be spent to see the apposing players list and adjust 10 points in ones list per point spent (points must be spent before seeing the opposing list) If any of these is reduced to 0 the player loses
The Basic Missions Disrupt Supply Lines- if successful roll a d6 on a 4+ gain 1 material Recover Intelligence -if successful roll a d6 on a 4+ gain 1 Intel Terror Tactics If you win both missions in a strategic turn, gain 1 morale. Special Missions Base Assault If a Faction is down to one territory the opposing faction must take sweep and clear, with the base assault special rules The Defender fields their entire roster of uninjured units. The attacker can take 150 points and spend up-to 5 material to take more points