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Table of Contents

Futile War - v1.0 Border Massacre............................................................................................. 2


Engine for War ................................................................................................ 3
This set of missions wants to be the when in doubt objective games for
Diatribe ........................................................................................................... 4
Heralds of Ruin, as those from TT dont work quite well here.
Clash ............................................................................................................... 5
Sometime players just want a simple excuse to deploy their armies, and Last Chance ..................................................................................................... 6
have a simple but engaging battle.
Machinery of Risk ........................................................................................... 7
As so, these mission are made to be symmetrical, easy to learn, fast to Optional Rules ................................................................................................ 8
enact, and dont require the Objective Cards. Duration ...................................................................................................... 8
Points .......................................................................................................... 8
Have fun.
Select Random Mission .............................................................................. 8
Please feel free to leave suggestions at ChrisNihilus@Hotmail.it

1
Futile War: Border Massacre In the middle of the Map place an objective marker.
The border was scenario of a massive battle, without any of the side able to
make the decisive move. Then both players place one each, one on the right and one on the left of
Its time for survivors, reserves and special forces to conquer the line and, the Center, but always on the Middle Line, for a total of 3 objective
so, open a way into the enemy territory. markers.
These cant be in 9 from the center.
Deployment Map
The deployment zones are opposite each other, spanning the width of the You can then roll for deciding the side and seize the initiative, as standard.
board up to 12 in depth:
Mission Rules
At the end of every players turn, the player whose turn just ended scores 1
point for every objective he controls.

Players score 1 point for Slay the Warlord, First Blood and 1+D3 points for
Linebreaker.

The mission use Variable Game Length.

2
Futile War: Engine for War These cant be in 12 from the center.
Bombs and artillery made of this place a desert of fire and death. Number them, from 1 to 3.
Still, supplies are needed on both sides, and the armies send the best they
have to take them in such damned warzone. You can then roll for deciding the side and seize the initiative, as standard.

Deployment Map Mission Rules


The deployment zones are opposite each other, in diagonal: At the beginning of the first turn of each player, he rolls 3 D3 dices.
These are the tactical objective, and indicate the objective markers the
player needs to capture.

At the end of every turn, if you hold an objective that is indicated by at


least one of the dices, you remove them and score one point for each dice.

At the start of every players turn, if he has fewer than 3 tactical objectives,
he must roll a number of objectives until he has 3.

Players score 1 point for Slay the Warlord, First Blood and Linebreaker.

The mission use Variable Game Length.

In the middle of the Map place an objective marker.


Then both players place one each, one on the right and one on the left of
the Center, but always on the Middle Line.

3
Futile War: Diatribe the Center, but always on the Middle Line.
The misunderstanding turns into hate.
The hate turns into a skirmish. These cant be in 9 from the center.
The skirmish turns into a bloodbath. Number them, from 1 to 3.

Deployment Map You can then roll for deciding the side and seize the initiative, as standard.
The deployment zones are opposite each other, spanning the width of the
board up to 12 in depth: Mission Rules
At the beginning of the first turn of each player, he rolls a D3 dice.
That is the tactical objective, and indicates the objective marker the player
needs to capture.

At the end of every turn, if you hold an objective that is indicated by at


least one of the dices, you remove them and score one point for each dice.

At the start of every players turn, he rolls and adds new tactical objectives
until he have a total of objective equal to the Turn Number he is in.

Players score 1 point for Slay the Warlord, First Blood and Linebreaker.

The mission use Variable Game Length.

In the middle of the Map place an objective marker.


Then both players place one each, one on the right and one on the left of

4
Futile War: Clash
There is no retreat, you can only go forward. Place an objective marker in each deployment zones, in the center of each
one.
Deployment Map
The deployment zones are opposite each other, spanning the width of the Each player, in turn, each place an objective marker, one in middle field A
board up to 12 in depth: and one in middle field B, but not in 6 from any of the table edges.
These objective markers cant be less than 12 apart.

There should be 6 objective markers;


1 in Side A, 1 in Side B, 2 in Middle Field A and 2 in Middle Field B.

You can then roll off for deciding the side and seize the initiative, as
standard.

Mission Rules
At the end of every players turn, the player counts the objective marker he
controls.
He earns 1 point for each marker he controls in the closest Middle Field
from his Deployment Zone.
He earns 2 points for each marker he controls in the furthest Middle Field
from his Deployment Zone.
He earns 3 points if he controls the objective marker in the enemy
Deployment Zone.

Players score 1 point for Slay the Warlord, First Blood and 1+D3 points for
Linebreaker.

The mission use Variable Game Length.

5
Futile War: Last Chance
The war is over almost. You can then roll for deciding the side and seize the initiative, as standard.
While all around lies dust, wrecked tanks and brave actions that will remain
Mission Rules
unremembered, the last warriors alive fight for the last hill, the last safe
At the end of each player turn, if he controls the objective marker he gains
place, the last weapon of destruction.
a number of points equal to the Turn Number.
Deployment Map
The deployment zones are opposite each other, in diagonal: Players score 1 point for Slay the Warlord, First Blood and Linebreaker.

The mission use Variable Game Length.

In the middle of the Map place an objective marker, possibly in a building,


hill or another important location.

6
Futile War: Machinery of Risk Then both players place one each, one on the right and one on the left of
War is made not only by force, but with minds too. the Center, but always on the Middle Line, for a total of 3 objective
markers.
Deployment Map These cant be in 9 from the center.
The deployment zones are opposite each other, spanning the width of the
board up to 12 in depth: Number them, from 1 to 3.

You can then roll for deciding the side and seize the initiative, as standard.

Mission Rules
At the beginning of the first turn of each player, he can decide to roll a
number between 0 and 3 of D3 dices.
These are the tactical objective, and indicate the objective markers both of
the players needs to capture.
Objectives are shared amongst the two players.

At the end of every turn, if you hold an objective that is indicated by at


least one of the dices, you remove them and score one point for each dice.

Players score 1 point for Slay the Warlord, First Blood and for Linebreaker.

The mission use Variable Game Length.

In the middle of the Map place an objective marker.

7
Optional Rules Select Random Mission
This is a series of Optional Rules and little expedient that wants to adapt You can choose the mission randomly.
the games on your playstile and make things a little more interesting. Roll a D6.

Duration Roll Mission


Games in Kill Team rarely go until the end of the mission itself, especially if 1 Border Massacre
2 Engine for War
you play without wounds.
3 Diatribe
4 Clash
As so, if both players agree, you can choose to have the games last 5 turn 5 Last Chance
max. 6 Machinery of Risk

Points
Games in Kill Team often ends in an army annihilate of force to retreat the
opponent before the objective game really matter.
If you are in a Campaign you may want to make the objective interesting
for both sides, even when one is clearly losing the battle by force.

In the Step 4: Determine RP and Renown, you can ignore the Took Part
achievement and instead grant RP based on the points they made in the
game.

The players gain 2RP for each point they obtain in game.

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