First player to meet the following conditions of victory wins the campaign. Imperial Fire teams may not fight against each other however are still competing to win.
Pillage 2 enemy home bases and win 3 fights against enemy kill teams (generic encounters do not count).
Win 3 fights, pillage a home base and find the chaotic artifact to perform the ritual at your home base.
(Perform ritual s a full action at the home base).
Need to find the artefact and establish 2 bases at least 5 hexes away from the home base and each other.
Arrest and transport 15 wounds worth of models back to their home base. Non-player kill team models are only worth 1/2 wounds and 1 model must be arrested from a player's Kill Team.
1. Generate RP
2. Random event
3. Perform actions
Each Kill Team can move up to the lowest APL value of an operative on your Kill Team (e.g. APL 2 = 2 hexes on the map). A Kill Team must roll every time it moves into a hex to determine if it becomes engaged by a generic hostile Kill Team. There are 4 types of map hexes: light grey = regular danger levels, dark grey = high danger areas, dark grey with symbols = strategic points, coloured hex = associated faction home base. Roll on the relevant table below each time a Kill Team passes through a regular or high danger zone. If you come into contact with an enemy Kill Team a battle occurs; randomly select a mission from either the core book or one of the expansions books. If a battle is lost after an encounter with a player or AI Kill-team, the active Kill Team must retreat 3 hexes closer to its home base. Do not make contact rolls for this move and it cannot end within 3 hexes of an enemy Kill Team.
Low Danger encounter table
1 Contact! Roll on the relevant factional contact table below
2 Contact! As above
3 Nothing in sight: move through the hex freely
4 Nothing in Sight
5 Nothing in Sight
6 Secure our position: the controlling player may spend 1RP to place a control marker on the hex. If an enemy Kill Team passes through this hex you may choose to defend it with your regular Kill Team.
High Danger encounter table
1 Contact!
2 Contact!
3 Contact!
4 Nothing in Sight
5 Nothing in Sight
6 Secure Our Position
-1 to the D6 if contact made on High Danger table
+1 to the D6 if spending one RP to move stealthily (must be declared prior to roll)
1 Void Scarred Pirates
2 Genestealer Cults (neophyte hybrids)
3 Chaos Cultists
4 Chaos Cultists
5 Chaos Cultists
6 Chaos Cultists
1 Space Marine (randomly select which
fire team; don’t include Death Watch)
2 Scion Fire Team
3 Imperial Guard
4 Imperial Guard
5 Imperial Guard
6 Imperial Guard Guardsmen Fire Team
1 Demon (randomly select which fire team)
2 Chaos Cultists
3 Chaos Cultists
4 Imperial Guard
5 Imperial Guard
6 Space Marine (randomly select which fire team; don’t include Death Watch)
When a Kill Team moves onto a neutral strategic point roll on the relevant faction table below to generate opponent. If the strategic point is owned by an enemy Kill Team that enemy may choose to defend the strategic point; if this is the case, follow the same procedure as for a home base engagement. If a player wins a battle for a Strategic Point he gains control of that area. Treat it as a separate home base. If this is the first time he has captured the zone, he may make a search roll for a campaign item. Consult the relevant table below.
1 Voidscared Pirates
2 Hand of the Archon
3 Gellerpox Infected
4 Blooded
5 Fellgor Ravager
6 Traitor Space Marine
1 Voidscared Pirates
2 Hand of the Archon
3 Hierotek Circle
4 Kasrkin
5 Hearthkyn Salvager
6 Space Marine
1 Voidscared Pirates
2 Hand of the Archon
3 Hierotek Circle
4 Kasrkin
5 Hearthkyn Salvager
6 Space Marine
Roll 2D6 on the table below at the beginning of each of your turns. Each Kill-team can only be positively or negatively affected by 1 event; e.g. can only ever move +1 hex or -1 Hex.
Random event table Table:
2 Logistical Blunder: Roll on the rare events table with a -1 Modifier
3 Intercepted: The enemy knew of your route in advance and have reacted. Pick an enemy Kill Team within 5 hexes. It may move 2 hexes closer to the active player’s Kill Team without making contact rolls. This move happens before the active player moves his Kill Team. The intercepting Kill Team cannot move through SPs but can still activate as normal when it becomes the active player.
4 Careless advances: Your operatives moved through enemy territory with reckless abandon. This only brings attention from those who watch in the shadows. Apply a -1 modifier to any encounter roll you make when moving this turn.
5 Hostile Weather: We will never reach our target in this! Move one less hex this turn.
6 No effect
7 No effect
8 No effect
9 Force March: we must press on! Your Kill Team can move one extra hex this turn.
10 Supply Drop: the central command has sent you vital resources to continue your mission to receive D3 RP.
11 Enemy Intel: we have received intelligence of enemy positions and are now one step ahead of their plan. Choose an opposing player’s Kill Team, they will move one less hex this turn unless they immediately spend 3RP (a Kill Team can only be affected by this event once per turn).
12 The tide is in our favour: Roll on the rare events table with a +1 modifier
Rare Events Table:
2 Blades of Khaine: Elite Aeldair mercenaries have been spotted in the area! place a marker representing the Kill Team 5 hexes away from your Kill team and at least 3 hexes away from an opposing Kill Team. This counter will be moved by the active player at the end of their turn. It will move D3 hexes per turn and will not make encounter rolls. If it engages an enemy Kill Team, a battle ensues. If it is defeated the Kill Team becomes inactive for D3 turns.
3 Comms Blackout: no warning was given, it was over before we knew. Until next turn, if any of your bases are captured, your Home Base garrison will not defend them.
4 Ill Omens: the signs show great misfortune ahead. Do not generate any RP this turn
5 Lost: Our maps are wrong, we are alone in this. Randomly select an enemy opponent, they can move your Kill Team 5 hexes in any direction, make engagement rolls as normal.
6 Incoming planetary bombardment: Withdraw immediately; we must seek shelter! Immediately move all Kill Teams to their nearest home base. You do not move this turn.
7 Seize initiative: the rush to outdo the enemy grows. Roll a D3; on a 1 all Chaos Kill teams can move an additional hex this turn, on a 2 all Xenos Kill Teams move an additional hex, on a 3 all Imperial Kill Teams move an additional hex.
8 Location Sensor: a useful artefact to seek that which we must find. The next time your Kill Team makes a search roll you may re-roll the dice.
9 Tactical Bombardment: Pinpoint the enemy and blow them to hell. Choose one enemy Kill Team, it must immediately move back to the closest controlled base it has.
10 Fortunate omens: Luck favours us today. Double any RP you generate this turn.
11 Exceptional planning: We have planned this for weeks in ahead, every move, every man, every bullet. When you conclude your turn, immediately take another campaign turn (generate RP as usual and conduct the turn exactly the same as you would a normal one)
12 Allied Reinforcements: High Command has sent reinforcements to operate in your area. Select one random Fireteam from your faction list (also randomly select operatives and equipment). Place a counter within 3 hexes of your Kill-team and more than 5 from any opposing Kill Team to represent this force. At the end of each of your turns, roll a D8 to determine which direction the counter moves and a D3 to determine how far. Both of these rolls may be adjusted by +1 or -1 by expending 1 RP. If it lands on a base of an enemy player a battle ensues in which if it wins you will have the choice of pillaging the base or taking control (this does not count towards victory conditions). If it lands on an enemy Kill Team a battle occurs. If this Kill Team loses a game it is removed from the board.
After winning a battle on a strategic point and claiming control of it, you may perform a free search action. Roll on the relevant faction table and implement the results. A Kill Team cannot search the same strategic point without having searched 3 others before attempting the same one again.
1 The place is empty: nothing is found
2 The place is empty: nothing is found
3 The place is empty: nothing is found
4 D3 RP
5 Rare Item
6 Rare Item
7 Rare Item: +3 RP
8 Rare Item: +5RP
+1 for each battle against an opposing faction won
1 The place is empty: nothing is found
2 Clue: +1 modifier to the next strategic point searched
3 Clue: +1 modifier to the next strategic point searched
4 Rare Item
5 Rare Item +3 RP
6 Rare Item +5 RP
7 Daemonic Gift +1 Random stat increase for 1 random operative
8 Ancient Heirloom
+1 for each battle won against an opposing faction
1 The place is empty: nothing is found
2 The place is empty: nothing is found
3 The place is empty: nothing is found
4 Rare Item
5 Rare Item +3 RP
6 Clue: receive +1 modifier to the next strategic point searched
7 Clue: receive +1 modifier to the next strategic point searched
8 Tribe artefact
+1 for each strategic point held.
1 The place is empty: nothing is found
2 The place is empty: nothing is found
3 Archeotech stash: receive D3 RP
4 Rare Item
5 Rare Item +3 RP
6 Supply Depot: increase the RP generation of this base by 2 per turn.
For all in-game, purpose replaces all rules which relate to equipment points costs and requisition points to those outlined below. Replace all EP costs with RP as outlined below. Throughout the campaign, these points are awarded for various reasons and allow the controlling player to recruit operatives, buy equipment, and develop their home base. Ignore
Earning Requisition Points (RP):
- +1 for each battle fought
- +3 for winning a battle
- +3 per strategic point held at the end of the round
- +10 for pillaging an enemy home base.
Spending RP:
- Buy equipment (as per EP cost)
- Attach Rare equipment (as per EP cost the first time you attach it to a weapon it is locked in with that weapon until you reach your home base again at which point you can add it to your stash or reequip it to another weapon. If the operative dies whilst on campaign the item is lost.
- Build Strategic Assets (see below for cost)
- Intercept (5RP) if an enemy Kill Team moves within 3 hexes of yours you may declare an intercept and initiate a battle. This will halt the enemy move
- Retreat (5RP) if you are attacked by an enemy Kill Team you may retreat up to 3 hexes away.
Home base or strategic point defences as outlined in the table below:
Barricades (5RP) You may place 3 additional barricades anywhere on the battlefield after you have deployed your Kill Team.
Fuel Barrels (3RP) Place 3 barrels outside of 6” from the enemy deployment zone. These may be selected as the target of a shoot action. A barrel has 2DF when being shot at. If any hits go through, the barrel explodes dealing 3MW to every model within 3” of it. If there is another barrel within this range, it automatically explodes too. This upgrade is single use only.
Heavy Weapon guard post (10RP) [Heavy Bolter for CSM and Guard][Londaxi tribalest for Kroot] [Big Shoota for Orks] You may place an entrenched heavy weapon terrain piece anywhere in your deployment zone prior to set up. An operative in base contact with the weapon can use the heavy bolter weapon profile.
Sniper Tower (10RP) Place this terrain piece after all others have been placed. It can go anywhere on the battlefield as long as it is outside of your opponent’s deployment zone. During set up you may deploy one operative on top of this terrain piece. Whilst he remains on this piece increase his WS by 1.
Trenches (8RP) Place 2x 6” trench systems when setting up terrain. These must be set up in your deployment zone.
Command Bunker (10RP) This terrain feature is a building with windows which operatives can use to set up fire positions from. If your leader is located in this building at the beginning of a turning point, generate one additional CP.
These replace the RP cost and descriptions in the book.
- Operative Assigned (5RP) add one operative to your home base garrison following the normal dataslate restrictions.
- Equipment Drop (5RP): you may refit your operatives with equipment from your stash in your home base regardless of their position on the map. Alternatively you can drop rare items back to your home base. Campaign items cannot be transported in this way (they are too precious to be trusted to support menials).
-
These are vital points from which your kill team mounts its operations. Over time these grow to become heavily defended positions. It is defended by a separate Kill Team which never leaves the base. These additional operatives are what will refill the ranks of those who fall during missions from the Kill Team which operates in hostile territory. If you want an operative from your home base garrison to join your Kill Team simply transfer his profile to that of your Kill Team roster.
Pillaging/purging a base occurs after an enemy Kill Team defeats the defending Kill Team. The attacker does not capture the territory (it reverts back to neutral so new contact rolls need to be made in future turns) but instead destroys all defences and strategic assets located there.
Updated Strategic Assets (p. 106-7)
Check below for any changes to the strategic assets as outlined on the above pages. Benefits from these assets are lost when the base it is located in is destroyed. Bonuses from multiple assets that are the same do not stack.
- Engineering Bay (5RP): only affects the base this was built at
- Intelligence Network (10RP): affects every battle your Kill Team fights in. Skill is lost if the base where this asset is located in is destroyed.
- Surveillance System (10RP): only affects battles on bases you own. If the base it is located on is pillaged, this asset is destroyed.
- Expanded Armoury (10RP): Reduce the RP cost of all equipment by 1 to a minimum of 1.
- Med Bay (5RP): Only affects the base the asset is located at.
- War Shrine (10RP): affects all battles your Kill Team fights in. Bonus is lost if the base it is located in is destroyed.
- Comms Network (10RP): affects all battles your Kill Team fights in that are in a controlled base or adjacent to a territory you control.
- Tactical Uplink (15RP): affects all battles your Kill Team fights in.
- Stimms Stash (10RP): affects all battles your Kill Team Fights in.