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KILL TEAM: Week 1, Mission 1: Abandon Ship!!!


Dark Trainer

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Welcome to your Kill Team league, week one! Mark your command roster, get to your dice, and roll for the slaughter!

Each Player starts with 6 resources and will need to track their resources and when missions complete. Both players reply to THIS thread with your mission results by EoD Oct 1st (if scheduling problems let me know via PM). I need the following:

  1. Your name
  2. Your board name
  3. Opponents name
  4. Opponents board name
  5. Results for each player
    1. Total VP for both players
    2. Win/Loss for both players
    3. Plus or minus resources per player
  6. Optional: Elaborate on the mission, the story, feedback, etc.

PDF of mission: https://drive.google.com/open?id=1wnbFZKKSAGbR4EcX6RQY-UA9wvybGBQA

 

Kill Team League Mission 1: Abandon ship!

  1. Narrative:
    1. The cold stale air of the black ship is a bleak reminder of your glory days as an elite attack squad. Staring at your other squad mates you ponder when the execution will come. Without warning, the prison ship you are on lurches violently. Warning klaxons begin ringing and the imperial guards outside your cell flee their posts in terror. You realize the great space ship is under attack and seems to be losing the battle. During the chaos, your door buckles on its hinges and you manage to escape the cell. The nearby armory proves useful as you dawn some weaponry and make a break for the escape pods…you see others have a similar idea. A grin crosses your face as you think, “time to thin the herd…”
  2. Battlefield:
    1. Setup the standard 30”x22” mission board with terrain of your choosing. Setup 10 objective markers for both teams, two per location. That means 10 markers in 5 places, as shown below in red. Each dual objective should have one marker per team. Any model getting within 3” of a board edge must roll a D6. On a 1, HULL BREACH you’ve been sucked into space and that model is instantly out of action.
      1. Evil_Bryan sells a great objective marker set that works well with this mission (multiple colors, 15 markers, etc).
  3. Deployment: (one on one, two on two, or four man free for all)
    1. If playing 4 players, make sure to setup four objective markers per location instead of two.
    2. image.png.56c56084d0900ddb35994741316a6e76.png
  4. Objective
    1. Your objective is simple, get to the escape pods! When one of your models moves across an objective, you pick up ‘your’ team’s escape pod code and set it aside (cannot be lost or dropped once obtained). Each objective secured by a team will grant 2 team members the ability to escape the doomed ship at the end of the mission. After the game ends and ALL casualties accounted for (including testing if flesh wounded go out of action). Any surviving team member not able to get in an escape pod is considered out of action and rolls as a casualty with the rest of the wounded.
  5.  Battle length: 4 turns. After turn 4, roll a 3+ to continue. Turn 5 a 4+, and ends after turn 6.
  6.  Victory Conditions:
    • +1 VP per your team’s objective markers captured (max 5)
    • +1 VP per enemy model knocked out of action (max is equal to smallest team size played this mission)
    • +3 VP if enemy team is broken
    • +1 VP for acting out the narrative during the game (at least once)
    • +1 VP for fully painted kill team OR newly painted model for the kill team

Winning team gains 1 resource, losing team loses 1 resource. If winning score is double or more a losing team’s score, double the spoils (+2/-2 resources). If a draw, no resources gained or lost.

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Not sure how VP is determined if a player uses Strategic Withdrawal (Concedes).

 

Played at WOW. My forces gathered 5x Codes for the mission, opponent gathered 1. Didn't "out of action" a single grey knight. 7/8 tyranids were out of action by the end. My team never broke or had any shaken models. 5 got full recovery, and 2 (Combat and Scout) actually rolled the +1 xp full recovery. I used Strategic Withdrawal. 5/8 of my models were newly painted, opponent had grey plastic grey knights.

1. Paxmiles (lost)

2. Grey Knight Player that didn't know about the league and who's name is drawing a blank in my mind...I'm really tired for some reason.

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37 minutes ago, paxmiles said:

Not sure how VP is determined if a player uses Strategic Withdrawal (Concedes).

 

Played at WOW. My forces gathered 5x Codes for the mission, opponent gathered 1. Didn't "out of action" a single grey knight. 7/8 tyranids were out of action by the end. My team never broke or had any shaken models. 5 got full recovery, and 2 (Combat and Scout) actually rolled the +1 xp full recovery. I used Strategic Withdrawal. 5/8 of my models were newly painted, opponent had grey plastic grey knights.

1. Paxmiles (lost)

2. Grey Knight Player that didn't know about the league and who's name is drawing a blank in my mind...I'm really tired for some reason.

VP's would be unchanged by strategic withdrawl (except maybe auto broken). So below is what I think your results were. Btw, your opponent gathering only 1, only 2 of his guys escaped the ship, and the others count as out of action to roll for casualties...

Pax: 5+0+0+0+1=5, minus 1 resource

Grey Knight: 1+5+3+0+0=9, plus 1 resource

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Don’t recall the name of my opponent (my own fault, I’m terrible with names and should have written it down) but my Imperial Fists won much glory for their Primarch and Emperor when they stopped the foul Necrons from scuttling the shuttle we were fighting in.

The Dice-Gods were in my corner, apparently, as I had a run of good dice rolls early on... Which began with my Intercessor Sniper taking his Deathmark Leader out of action with the very first shot of the match. It probably would have been a much closer run thing if the Dice-Gods hadn’t also blessed my Armor Saves.

12 VP for me, to his 5 VP. 

And no doubt that in some tomb, on some planet that no living foot has trodden upon for aeons, a bunch of very cranky robots are having their memories uploaded to new bodies and will be seeking revenge...

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Played with Jeff (Ninefingers, I think?) and lost horribly. Again, these Ordo dice hate me. Also, note to self: while the Blood God would certainly approve, charging my melee specialists forward turn one to get shot to bits before they can do anything is probably a bad idea.

He had I believe two codes, I had one. We were both broken, but by the end of it, the last four guys I had on the board were too busy quivering with fear to do anything, and we called it at that point.

Unless I'm mistaken, he had 10 VP (2 codes, 5 enemies out of action, and 3 for me being broken) and I had 7 (1 code, 3 enemies OOA, and 3 for him being broken.)

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