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KT Campaign - Astartes in Wonderland


Kinstryfe

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Hello fellow killteamers. Because I am somewhat odd and thought it amusing, I have put together a 4 scenario mini campaign to try to run between my flgs' longer campaigns. Any glaring problems anyone sees with it? I tried to go completely off the rails while still making it playable (though at times likely insane and infuriating). Sorry for the insanely long post.

 

 

Astartes in Wonderland Campaign

 

This is a Kill Team campaign designed for an even number of players. Every scenario is designed for 125pt teams without Commanders, though most scenarios would be fine with 225pt teams with Commanders. It consists of 4 ordered scenarios with each scenario giving a benefit to the winning Kill Team for the rest of the campaign. Each player should play each scenario once. If for some reason players must play a scenario more than once (odd number of players, player availability, etc.) then only the first game's results will be used for that player.

 

Forming your Kill Team: Each player will put together a Command Roster at the start of the campaign consisting of 200pts total or 20 models, whichever is less. If Commanders are being included a players’ Command Roster may only include a single Commander who will be used for all Commander missions.

 

Progressing your Kill Team: Due to the short nature of this campaign, it is not recommended to use an XP system. Each model will survive each engagement and Specialists other than Commanders will be limited to Level 1.

 

 

Scenario 1 - We're All Mad Here

 

“But I don’t want to go among mad people," Alice remarked.

"Oh, you can’t help that," said the Cat: "we’re all mad here. I’m mad. You’re mad."

"How do you know I’m mad?" said Alice.

"You must be," said the Cat, "or you wouldn’t have come here.”

 

Sent on patrol to locate a monstrosity in the sewers of the underhive your team finds themselves in a strange clearing that should not exist, and they don't seem to be the only ones who've wandered off the beaten path. Something is unusual about the battleground, and you're starting to think you can't always trust your senses.

 

Setup: This mission takes place on a standard board without an environment effect. Place one Objective Marker in the center of the board plus four Objective Markers midway between the center and each board corner. Players deploy up to 5” forward on the short board edge.

 

Game Length: The game lasts 5 turns or until a team has no models remaining on the board.

 

Land of Madness - Any time a model attempts to make a shooting attack roll a D6. On a roll of 1 your opponent may pick a single model within range to be the target of the attack instead. The new target may be a friendly model but may not be the shooting model. Additionally any time a model is chosen to make a close combat attack roll a D6. On a roll of 1 your opponent may pick a single model to be the target of this model's attacks instead. The new target may be a friendly model but may not be the attacking model.

 

Rabbit Wormholes - At the end of each movement phase roll a D6 for each model within 2” of an Objective Marker. On a 1 this model is randomly warped to another Objective Marker. Remove this model from the board and set it up within 2” of the randomly selected Objective Marker. If this moves a model within 1” of an enemy model it is considered to be in combat but does not count as charging. On a 6 this model is instead miraculously healed. Remove all Flesh Wounds previously suffered by this model.

 

Score Victory Points as follows;

 

At the end of each battle round, score victory points as follows (up to a maximum of 9 points):

 

1 point for controlling an objective.

1 point for controlling two or more objectives.

1 point for controlling more objectives than your opponent.

 

Secondary Objective - Score 1VP for each enemy Specialist taken out of action (maximum 3vp).

 

Winner's Perk- The winner of this scenario will gain use of a powerful relic for the remainder of the campaign. This relic is carried by the Leader of the Kill Team.

 

Lucky Dice- Once per battle the bearer of the Lucky Dice may reroll one die. This may be a die that was already rerolled despite not normally being allowed. Additionally, if the player wishes, they may substitute a D10 for the die being rerolled.

 

Scenario 2 - The Tarts

 

“The Queen of Hearts

She made some tarts,

All on a summer's day;

The Knave of Hearts

He stole those tarts,

And took them clean away.

The King of Hearts

Called for the tarts,

And beat the knave full sore;

The Knave of Hearts

Brought back the tarts,

And vowed he'd steal no more.”

 

Your team has been tasked by the warlord of this insane land to retrieve stolen goods in exchange for their help leaving this godsforsaken place. Not having any better ideas you plunge deep into the catacombs below to try and return with the artifacts before your rivals.

 

Setup: This mission takes place in the Arena Catacombs. Place a Stair Marker in the center of the board. Players deploy in opposite corners. Each player chooses three models from their Kill Team to carry an Artifact Marker.

 

Game Length: The game lasts 5 turns or until a team has no models remaining on the board.

 

Artifact Tokens - A model carrying an Artifact Marker cannot advance, but may otherwise move and charge normally. When a model carrying an Artifact Marker is taken out of action place an Artifact Marker on the board in their place. Any model may pick up this marker by moving into contact with it, dropping it only if they are taken out of action. If a model bearing an Artifact Marker is taken out of action in close combat the model that made the attack is immediately given the marker.

 

Escaping with an Artifact - If a model is within 1” of the Stair Marker at the end of the movement phase and there are no Enemies within 1” of itself or the Stair Marker, that model may escape the battle. That model is removed from play along with any Artifact Markers it was carrying. It is not considered a casualty for any purposes.

 

Mission Tactics

Eat Me: 1cp Choose a model in your Kill Team. That model has +1A,S,and T until the end of the battle round.

Drink Me: 1cp Choose a model in your Kill Team. That model counts as obscured in shooting and combat until the end of the battle round. If already obscured the model gains an additional -1 to be hit in the shooting phase instead.

 

Score Victory Points as follows:

 

At the end of the game score victory points as follows:

 

1 point for each Artifact Marker you control.

3 points for each Artifact Marker you have escorted off the board.

Secondary Objective - Score 1 point for each enemy specialist taken out of action (maximum 3VP).

 

Winner's Perk- The winner of this scenario will gain use of a powerful relic for the remainder of the campaign. This relic may be carried by any member of the Kill Team but must be carried by that model for the remainder of the campaign.

 

Unusual Rations- Once per battle the bearer of the Unusual Rations may ingest the relic. It will immediately gain the effects of either the Eat Me or Drink Me tactics listed above until the end of that battle round.

 

 

Scenario 3 - Oh Frabjous Day!

 

“’Twas brillig, and the slithy toves

Did gyre and gimble in the wabe:

All mimsy were the borogoves,

And the mome raths outgrabe.”

 

The horrific abomination you had been tasked to locate and subdue has been seen lurking around this strange land. To the Orks it's a dreaded Jabbasquig. To the followers of the Primordial Truth it is a powerful portent of the dark gods, and the children of the Great Devourer think it a godspawned experiment gone wrong. Aeldari call it the B'rogove of legend and the human denizens of the hive simply call it “the Vorpal Beast”. No matter what this abomination is, only the bravest warriors stand a chance of destroying it, and it's the reason you ended up in this mess in the first place.

 

Setup: This mission takes place in a Deathworld Forest and should be set up accordingly with a clearing in the center. A single Vorpal Beast is setup in the center of the board. Teams deploy up to 5” forward along the short edges of the board.

 

Game Length: The game lasts 5 turns or until the objective marker is moved off of a short board edge.

 

Vorpal Beast

M8” WS3+ BS6+ S6 T6 W12 A4 LD6 Sv3+

 

The Vorpal Beast starts the game in the center of the board. At the start of each battle round's movement phase the Vorpal Beast moves it's full movement toward the nearest enemy model, only stopping if it comes within 1” of a model and moving further would not let it contact other models without leaving 1” of the already encountered model. The Vorpal Beast fights in each phase as described by its weapons.

 

Noxious Gas - R8” Assault* S3 AP- D1. At the start of the Shooting phase, each model within 8” takes a single hit from this weapon.

Vorpal Claws - S6 AP -1 D1. Hit rolls of 6 are resolved at -3AP. At the start of the Combat phase the Vorpal Beast will make an attack roll with this weapon. Each attack will be randomly assigned to one model within 1”.

Biting Jaws - S6 AP-1 D D3. Hit rolls of 6 cause D3 mortal wounds instead. At the end of the Combat phase the Vorpal Beast will make a single attack roll with this weapon in addition to his normal attacks. If any models within 1” have suffered a flesh wound, it will attack one model randomly chosen from among them. If none have suffered a flesh wound it will attack one model at random.

 

Snicker-Snack: Any time the Vorpal Beast takes a model out of action in close combat it immediately recovers D3 lost wounds. If it had any flesh wounds, discard them.

 

Slithy Wings: When it moves the Vorpal Beast can pass thru terrain with no penalty.

 

Aura of Insanity: The Vorpal Beast carries insanity and impossibilities in its wake. Models shooting at the Vorpal Beast must take a test to successfully target it. Roll 2D6 and add the number of casualties your team has suffered. If the result is equal to or less than the models Leadership characteristic it may successfully target the Vorpal Beast. In addition, the Vorpal Beast ignores any wound rolls caused by shooting attacks on a 4+.

 

Thick Hide: The Vorpal Beast has a 5+ invulnerable save and halves all damage it takes (rounding down) to a minimum of 1.

 

Chortling Trophy: When the Vorpal Beast is taken out of action place an objective counter where it was slain. Any model may pick up this counter by moving onto contact with it, dropping it only if they are taken out of action. If the Vorpal Beast or a model bearing the objective marker is taken out of action in close combat the model that made the attack is immediately given the marker.

 

Score Victory Points as follows:

 

At the end of each battle round, score victory points as follows (up to a maximum of 9 points):

 

1 point for having a model within 1” of the Vorpal Beast.

1 point for having two or more models within 1” of the Vorpal Beast.

1 point for having more models within 1” of the Vorpal Beast than your opponent.

3 points for taking the Vorpal Beast out of action.

9 Points for exiting either short board edge with the Vorpal Beast's head.

 

Secondary Objective - Score 1VP for each enemy specialist taken out of action by the Vorpal Beast (maximum 3VP).

 

Winner's Perk- The winner of this scenario will gain use of a powerful relic for the remainder of the campaign. This relic may be carried by any member of the Kill Team but must be carried by that model for the remainder of the campaign.

 

Vorpal Blade- The bearer of the Vorpal Blade may use it instead of other weapons in close combat. The Vorpal Blade has the following profile:

S+2 AP-2 D2 Wound rolls of a natural 6 with this weapon inflict a Mortal Wound in addition to its normal damage.

 

 

Scenario 4 - Off With Their Heads

 

“Off with their heads!”

~The Queen in Crimson

 

The warlord that holds court over this strange land has promised her aid in returning home the team that can most impress her and her fellow nobles. The winning team will be returned to the underhive as though they had never left, while the losers will serve as the sacrifice needed to send them home.

 

Setup: This mission takes place on a standard board with no environmental effect. Three Objective Markers are placed along the long center of the board at 7.5”, 15” (center) and 22.5” (one quarter, halfway, and three quarters in). Players deploy up to 5” forward along the long board edge.

 

Unstable Battleground - At the start of each battle round the player with initiative will roll on the following table:

No Effect

Change Places! - Randomly pick two models on the board. These two models switch places. If this moves a model within 1” of an enemy model it is considered to be in combat but does not count as charging. If there is not room to place a model exactly, place it as close as possible. On a 4+, repeat this effect again until you fail to roll 4+.

Mirror, Mirror... - Randomly select one model on the board. It is immediately moved along the long board edge to as close to its mirror opposite point on the map as possible. If this moves a model within 1” of an enemy model it is considered to be in combat but does not count as charging. On a 4+, repeat this effect again until you fail to roll 4+.

We're All Mad Here... - For the rest of this battle round models must pass a nerve test to shoot in the shooting phase. This may not be rerolled.

Snicker-Snack! - For the rest of this battle round all models may reroll failed wounds in close combat.

Off With Their Heads! - Randomly select D3 models on the board. They immediately each suffer a mortal wound.

 

Score Victory Points as follows;

 

At the end of each battle round, score victory points as follows (up to a maximum of 9 points):

 

1 point for controlling an objective.

1 point for controlling two or more objectives.

1 point for controlling more objectives than your opponent.

 

Secondary Objective - Score 1VP for each enemy model that goes out of action. There is no limit on this objective.

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Thanks. I've almost got it finalized (mission 2 was completely changed because the one above was too tough, Jabberwocky got toned down a bit), and playtesting mission 1 actually went fairly well. My group decided they wanted commanders so it's scaling for 225pt totals and we should start in a couple weeks. I'm going to try to keep this updated with the narrative once it starts.
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