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:
  • Autogun, Gun butt
  • Shotgun, Gun butt
  • Autopistol, Combat blade
1
Auxiliary: Planetary Militia,
armed with a Gun butt and one of the following options:
  • Boltgun
  • Flamer
  • Grenade launcher
  • Heavy stubber
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.

Designer’s Note: Kill Team functions best with 5-15 operatives on each side and the stock scenarios are balanced accordingly. A DV of 10-20 is appropriate, with higher difficulty multipliers working better with lower Acolyte DV due to increased quantity of enemies.

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:
  • Place a Loot token in the enemy deployment zone, within 1” of a random piece of large/heavy terrain.
  • Acolyte operatives within control range of the token may perform the Interact action.
  • If they do so, remove the Loot token and draw from the standard Loot deck.
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:
  • During each Turning Point, the first time each operative makes a shooting attack, it gains a Light token until the end of the turning point.
  • For an operative to be Visible, it must have a Light token or be within 6" of the active operative.
62 Sandstorm:
  • After setting up the scenario, randomly determine one board edge to be the sandstorm board edge.
  • Each time an operative fights in combat or makes a shooting attack, unless it is in shelter, it is treated as being injured for that combat or shooting attack, regardless of any rules that say it cannot be injured.
  • Each time an operative performs an action in which it moves, unless it starts that move within shelter, it is treated as being injured for that move, regardless of any rules that say it cannot be injured.
  • To determine if an operative is in shelter, draw imaginary perpendicular lines 1 mm wide from the sandstorm board edge to the operative’s base. If the operative is within 1" of a point at which one or more of those lines crosses a terrain feature that provides Cover, it is within shelter. Note that an operative on a Vantage Point cannot use the floor of a Vantage Point as Cover.
  • Where enemies would prefer cover, treat them as preferring shelter instead.
63 Subsidence:
  • Each time an operative performs an action in which it moves during its activation, if it does not finish that move within 1” of a terrain feature, roll one D6: on a 1-3, that operative is treated as being injured until the end of its activation, regardless of any rules that say it cannot be injured.
  • Where enemies would prefer cover, treat them as preferring stability instead.
64 Thin Atmosphere:
  • Operatives cannot perform Dash actions.
  • Operatives cannot move more than their Move stat for Charge actions.
  • Subtract 2" from the Range of weapons that have both the Range and Torrent special rules e.g. Range 8" becomes Range 6".
65 Unstable Structure:
  • Subtract 1" from the Move stat of operatives.
  • In the Ready Operatives step of the second turning point, roll one D6: on a 1-4, repeat this process in the subsequent turning point; on a 5+, the structure subsides (note that the structure can only subside once).
  • If the structure subsides, roll one D6 for each operative: if the result is greater than their unmodified APL, subtract 1 from their APL.
66 Local Wildlife:
  • Select one Xenos threat from the following list: Ambull and D6 Borewyrms; Catachan Devil and D6 Devilspawn; Clawed Fiend; Enslaver and D6 Enslaved Crew; D6 Genestealers.
  • Place them on a random non-deployment board midpoint or in the centre of the board.
  • Play them as a third force, hostile to both sides, via the standard decision trees but ignoring objectives, mission actions and target locations.

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.

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