Scenario Generator
To generate a standalone ACOLYTE scenario, select or randomly determine from the tables below.
Designer's Note: This generator uses missions from 2nd edition of Kill Team. As a quick reference to these missions you may use Wahapedia.
SCENARIO TEMPLATES
Killzone rules: Unspecified | ||
SCENARIOS | ACOLYTE ROLE | SPECIAL RULES |
Octarius 1.2: Search and Retrieve | Either | Priority Target: objective carrier |
Octarius 2.1: Eliminate Target | Defender | Priority Target: Commander; Target Location: Target Zone |
Octarius 2.2: Saboteurs | Attacker | Target Location: Vital Installation |
Octarius 3.1: Ambush | Defender | Attacker starts with initiative; Disregard Concealed Setup rules; Priority Target: closest Acolyte Team operative to Escape board edge |
Octarius 3.2: Evac Inbound | Either | Enemies will make a Reload action only when a Shoot or Guard action is prompted |
Chalnath 1.1: Secure the Relics | Defender | Priority Target: objective carriers |
Chalnath 1.2: Defend the Position | Defender | - |
Chalnath 1.3: Escort | Defender | Priority Target: objective carrier |
Chalnath 2.1: Retrieve Information | Attacker | - |
Chalnath 3.3: Exemplar | Either | Priority Target: Exemplar; Target Location: Central Objective (Exemplar only); Highest DV enemy is Exemplar and is equipped with Personal Forcefield (4+ inv.) |
Nachmund 1.1: Steal the Ciphers | Attacker | Target Location: Exhaust Vents until closed, then Hatches |
Nachmund 1.2: Scavenging the Wreckage | Either | Priority Target: objective carrier |
Nachmund 1.3: Recover Wreckage | Attacker | Priority Target: objective carrier |
Nachmund 3.1: Counter-Attack | Either | Priority Target: obj. carriers, enemies in Target Location. Target Location: Defender’s Drop Zone |
Nachmund 3.2: Reactivate Defence Grid | Defender | - |
Nachmund 3.3: Destroy the Substation | Attacker | Target Location: Power Relay Substation |
Moroch 1.1: Plunder | Attacker | Target Location (operatives with >6” range): Antenna Vantage Point, if not occupied by friendly operative |
Moroch 1.3: Compound Assault | Either | - |
Moroch 2.3: Smoking Ruin | Either | Priority Target: objective carrier |
Moroch 3.2: Infiltrate Landing Pad | Attacker | Sentries; Priority Target: closest ACOLYTE RETINUE operative to Landing Pad |
Moroch 3.3: Stealth Offensive | Attacker | Sentries |
Killzone rules: Gallowdark | ||
SCENARIOS | ACOLYTE ROLE | SPECIAL RULES |
Into the Dark 2.3: Maze Breakout | Attacker | Priority Target: closest Acolyte Team operative to Breakout board edge. |
Into the Dark 3.1: Power Overload | Either | Into the Dark 3.3: Contact Lost |
Into the Dark 3.3: Contact Lost | Either | Priority Target: objective carrier |
The Lure 1.2: Dank Hold | Either | Scatter 6 Hideous Growths D6” from Objectives |
The Lure 1.3: Perilous Morass | Defender | |
Shadowvaults 2.2: Storm the Vault | Either | Target Location: defender deployment zone |
Shadowvaults 3.1: Secure Base | Either | Infiltration |
Soulshackle 2.2: Bridge Assault | Attacker | Hatchway Jammers |
Soulshackle 3.1: Service Tunnels | Attacker | Hatchway Jammers |
Soulshackle 3.3: Recover Archives | Attacker | Hatchway Jammers; Roll for Archived Data on action |
Gallowfall 1.5: Critical Surgery | Defender | Priority Target: token carrier; Target Location: token; Priority Action: Eliminate Target |
Ashes of Faith 1.1: The Cult Revealed | Inquisition | Objective: Prisoner Token; Priority Action: Pick Up |
Ashes of Faith 2.1: Immaterial Shields | Inquisition | |
Ashes of Faith 2.2: Malignant Ley Line | Inquisition | Priority Action: Initiate Ritual. Enemy can perform this action on any Objective. |
SCENARIO RULES
SPECIAL RULES
Hatchway Jammers: Randomly determine the jammed hatchways during deployment, or construct a deck to determine jammed status on first opening attempt.
Infiltration: Deploy detection tokens on randomly determined objectives. Move tokens directly towards the nearest Acolyte Retinue operative.
Priority Action: Enemies will perform this mission action in preference to any other action.
Priority Target: Enemies will make Charge, Fight and Shoot actions against this target in preference to others regardless of cover and distance.
Sentries: Roll a D6 for each Sentry move:
- 1-2: Move Sentry directly towards the nearest Acolyte Retinue operative.
- 3: Move in a random direction.
- 4: Pass.
- 5-6: Movement controlled by Acolyte player.
ACOLYTE RETINUE OPERATIVES
Select your Retinue from the following options and tally up your Deployment Value (DV).
Operative | DV |
Acolytes and Followers | As listed |
1 EP per DV of Acolytes and Followers | Free |
Each 10 levels of Progression across Acolyte Retinue | 1 |
4 additional EP | 1 |
Auxiliary: Planetary Militia, armed with one of the following options:
|
1 |
Auxiliary: Planetary Militia, armed with a Gun butt and one of the following options:
|
2 |
WARGEAR & EQUIPMENT
Each player may equip their Acolyte and Followers from the Basic Wargear List and their Stash up to each operative’s Wargear Capacity, and may equip their Acolytes and Followers from the Basic Equipment List and their Stash to a total EP equivalent to the total DV of Acolyte and Follower operatives plus any additional EP purchased.
DIFFICULTY MULTIPLIER
Select a Difficulty Multiplier to increase or decrease the challenge. This will alter the opposing forces and the experience gained.
Easy: 1x; Normal: 1,5x; Hard: 2x
ENEMY OPERATIVES
Select the opposing force and its constituent operatives from the tables in the Bestiary, to a DV equivalent to your Acolyte Retinue DV multiplied by your Difficulty Multiplier.
Unless otherwise specified, deploy enemy operatives evenly across the deployment zone, in cover and with Engage orders.
Whenever a SPECIALIST operative is mentioned in the Enemy Operatives section of scenario description, either pick a random operative from corresponding faction, that is not LEADER or WARRIOR, or the Campaign Master decides which exact enemy operative should be selected for deployment.
MISSION EXPERIENCE
Acolytes gain experience for the following collective achievements:
- +x XP, equal to the Deployment Value of enemies slain.
- +y XP, equal to VP achieved in the Scenario multiplied by the difficulty multiplier
Followers gain experience as normal.
ENVIRONMENTAL EFFECTS
Following table may be used by master to add some permanent environmental effects into the killzone. It is determined by a roll of D66. D66 is a roll of two D6, pre-defined which of them is Tens and which is Ones, each rolled separately, and the result is sum of the Tens dice multiplied by 10 and the Ones dice.
D66 | Result |
11-16 | Cache:
|
21-46 | No special rules. |
51-55 | Low Light: Apply a -1 hit modifier to all shooting attacks at a range greater than 6". |
56 | Acid Rain: During the scenario, all operatives must discard one Defense dice when being shot. |
61 | Pitch Black:
|
62 | Sandstorm:
|
63 | Subsidence:
|
64 | Thin Atmosphere:
|
65 | Unstable Structure:
|
66 | Local Wildlife:
|
INVESTIGATION TABLE
Roll a D10. Unless otherwise specified, you may choose to perform one Investigation roll ahead of each scenario. Only one roll can be performed regardless of how many players form the Acolyte Retinue, except as specified by the Spy Network strategic asset.
D10 | Event | Description |
1 | Acquisition | You may immediately roll a standard Loot Table roll. |
2 | Intelligence | The Acolyte Retinue begins the upcoming scenario with one additional CP. |
3 | Swift Recovery | Randomly determine one operative with at least one battle scar; that operative may remove one battle scar. |
4 | Bodyguard | You may select 1 DV of additional Followers in the upcoming scenario |
5 | Requisition | You may temporarily gain the benefit from one Strategic Asset of your choice for the upcoming scenario. |
6 | Lucky Score | Randomly select one Follower; that Follower may select one 1 EP of additional equipment in the upcoming scenario at no EP cost. |
7 | Local Contact | You may select 1 DV of additional Auxiliaries in the upcoming scenario. |
8 | Tactical Blunder | The Acolyte Retinue begins the upcoming scenario with one fewer CP. |
9 | Enemy Forewarned | In the upcoming scenario, the Enemy receives D6 DV of reinforcements on a random board edge at the end of the turn in which combat commences. |
10 | Misadventure | Randomly select one Follower and make an immediate Injury roll. That Follower may not be deployed in the upcoming scenario. |
EVENT TABLE
At the end of each Turning Point roll a D10 and apply one Event.
D10 | Event | Description |
1 | Emperor's Light! | The friendly operative with the fewest wounds remaining is emboldened by faith. Add 1 APL for their next activation. |
2 | Tactical Insight | Gain one additional CP at the beginning of the next turn. |
3 | Opportunistic Strike | One friendly operative may immediately make a free Fight or Shoot action. |
4 | Enemy Reinforcements | Randomly determine 1DV of additional enemies to deploy on a random board edge midpoint or corner. |
5 | Enemy Reinforcements | Randomly determine 2DV of additional enemies to deploy on a random board edge midpoint or corner. |
6 | Collapse | One major terrain piece or board section, determined randomly, collapses. Immediately make a shooting attack against any operative within 1" of the terrain piece or within the board section using the following profile: Atk 4 Hit 2+ Dmg 1/2. |
7 | Enemy Reinforcements | Randomly determine 3DV of additional enemies to deploy on a random board edge midpoint or corner. |
8 | Overheat! | Randomly select one ranged weapon on one operative. That weapon gains the Hot weapon rule until it is not used for a full activation. |
9 | Local Contact | You may select 1 DV of additional Auxiliaries in the upcoming scenario. |
10 | Terror! | The friendly operative with the fewest wounds remaining is overcome with fear. Subtract 1 APL for their next activation. |
LOOT TABLE
Whenever an operative loots an object, if that object contains any loot, roll a D10 to determine what item an operative obtains.
MAIN LOOT TABLE
2D10 | Item |
2 | Rare equipment |
3 | Grenade (make a roll on grenades table) |
4 | Lasgun |
5 | Garbage |
6 | Autogun |
7 | Special weapon (make a roll on special weapons table) |
8 | Lasgun |
9 | Scenario defined item (or garbage if none defined) |
10 | Booby trap |
11 | Pistol weapon (make a roll on pistols table) |
12 | Garbage |
13 | Utility equipment (make a roll on utility equipment table) |
14 | Medkit |
15 | Stimm |
16 | Melee weapon (make a roll on melee weapons table) |
17 | Garbage |
18 | Medkit |
19 | Stimm |
20 | Booby trap |
GRENADES TABLE
D6 | Item |
1 | Frag grenade |
2 | Krak grenade |
3 | Incendiary grenade |
4 | Smoke grenade |
5 | Stun grenade |
6 | Demolition charge |
SPECIAL WEAPONS TABLE
D6 | Item |
1 | Meltagun |
2 | Plasmagun |
3 | Boltgun |
4 | Grenade launcher |
5 | Long-las |
6 | Hot-shot volleygun |
PISTOLS TABLE
D6 | Item |
1 | Inferno pistol |
2 | Plasma pistol |
3 | Bolt pistol |
4 | Hot-shot laspistol |
5 | Hand flamer |
6 | Autopistol |
MELEE WEAPONS TABLE
D6 | Item |
1 | Power fist |
2 | Power weapon |
3 | Chainsword |
4 | Shock baton |
5 | Power knife |
6 | Combat knife |
UTILITY EQUIPMENT TABLE
D6 | Item |
1 | Grav-chute |
2 | Camo cloak |
3 | Auspex |
4 | Hot-shot capacitor pack |
5 | Drum magazine |
6 | Rebreather |
Where a Booby Trap is triggered, the operative immediately suffers D3 damage.
Where an item of equipment is discovered, the operative who discovered it is considered to be carrying that item.
Basic Equipment may be immediately equipped. If it is not used in the scenario in which it was found and the operative carrying it survives, it may be equipped in the following scenario at no EP cost. If it is not equipped, your Master assigns it elsewhere.
Rare Equipment must be removed from the field for further examination. If the operative carrying it survives the scenario, the player may roll on the Rare Equipment table of their choice as normal.
Per the Pick Up Marker action rules, items may be dropped within 1" at no cost and picked up within 1" for 1AP. Additionally, items may be transferred to a friendly operative within 2" for 1AP. Note that this means Place Marker action is obsolete with items - they're small enough to be just carelessly dropped.