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Aliens Themed Kill Team Mission


Hiroitchi

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Your Kill Team has been dispatched to a remote planet investigating an unknown distress beacon. Upon arrival your Kill Team has bit off more than they have bargained for and must eliminate all threats on an extremely hazardous environment.
 
 
 
The Kill Teams –
 
This is a mission for two to four players. Each player choses a faction keyword, and the players reveal their choices at the same time. The Genestealer and Tyranid players must choose the Tyranid Faction. Then each player choses a Battle-forged kill team (see the Core Manual) that only includes models with the faction keyword.
 
 
 
The Battlefield-
 
Create the battlefield and set up terrain. There are minimum of 6 objective markers on the battlefield. Add one more objective marker for extra 3+ players. Each Objective marker must be at least 4” away from each other objective marker and 6” from the edge of the table.
 
 
Scouting Phase-
 
Resolve the Scouting Phase as described in the core manual.
 
 
Deployment-
 
The players each roll a 2d6. The highest scorer has the greatest strategic advantage in this mission, the next highest gets the second greatest advantage and so on. Any players who roll the same result roll their dice again. The players then take turns in order from highest to lowest.
By advantage order, each player chooses a corner. Then each player must deploy in a 8” x 8” square from their chosen corner. Each player deploys one model within their deployment zone by order of advantage till each player runs out of models to set up. If a player has run out of models to set up, skip them. Once the players have set up all their models, deployment ends.
 
 
Xenomorph Eggs
 
At the beginning of each battle round randomly determine an objective marker. All models within 3” of that objective marker suffer a mortal wound. On a roll of 6+ during an injury roll, remove that model and replace it with a Genestealer that will make an immediate charge at a nearest player model and resolve the fight if the charge was successful. If no player models are within the randomly determined objective marker roll a D6. On a roll of 6+, replace the objective marker with a Chest Ripper and charge at the nearest player model. Once the Xenomorph Egg has hatched, remove the objective marker from play.
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Mission Tactics-
 
Erratic Synapse: 0 CP
A Tyranid player may use this Tactic to control a Xenomorph. Choose a Xenomorph model within 12” of a Synapse creature and roll a nerve test. Add the Xenomorph’s leadership value to the roll. On a successful roll, you now control the Xenomorph for the rest of the game. You can only use this once per battle round.
 
Bug Hunt: 1 CP
Use this Tactic to destroy a Xenomorph Egg within 3” of a friendly model. You earn 2 victory points with each objective marker destroyed this way.
 
 
Battle Length-
 
The battle ends at the end of the 4th battle round if all the Xenomorph eggs have hatched. Otherwise, at the end of battle round 4, the player with the least advantage player rolls a D6. On a roll of 3+ the game continues. If the battle doesn’t end as described above, at the end of battle round 5, the least advantage player rolls a D6. On a 4+ the game continues. The battle automatically ends at the end of round 6.
 
 
Victory Conditions –
 
If at the end of the battle, All objective markers are destroyed, the Tyranid player loses the mission. Otherwise each player scores 2 victory points for each enemy specialist taken out of action by another specialist. 1 point for each other enemy model taken out of action. The player with the most victory points wins. If players are tied for the most victory points, those players draw. If any of the Xenomorph faction models and or objective markers still present, then the Tyranid player wins.
 
Resources-
 
In a campaign, the players that lose the mission each lose 1 Morale, 1 Munitions, and 1 Territory. The player that wins earns 1 Morale, 1 Territory, and 1 Intel. If players draw, then those players lose 1 Munitions and 1 Intel.

 

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