A co-operative campaign for 2-4 players and Game Master by Corias
SCENARIO CONSTRUCTION PRINCIPLES
Select the primary objective the players must complete - it could be sabotage of the protected object, elimination of the high value target, escort of the player-controlled ally, escape the killzone from the opposite edge, survival, combination of these, or anything else you could think of and formalize your thoughts on paper. At this point it's good to decide what kind of enemy the players should face, accurate to a faction.
Create the killzone draft then, using Maps section of Killteam 3 Battlekit site, any other software or build it physically. Plan the players' drop zone, enemies starting location, make a screenshot or a photo - that will be your reference to set up the killzone in the game day.
Think of what could be secondary and secret objectives in this killzone and with these enemy and primary objective. Write it down. Modify the killzone draft if needed.
Due to Path To Glory does not use traditional DV-WP-EP limits and allows players to overgear, I recommend to use the following scenario construction principles based on overall strength of the players' team.
Condition | Strength |
Each HERETIC ASTARTES operative selected for deployment | +3 |
Each CHAOS SPAWN operative selected for deployment | +2 |
Each other operative selected for deployment | +1 |
Each weapon with Piercing 1 or Piercing 2 weapon rule equipped | +1 |
Each weapon with Lethal 4+ or Lethal Sv+ weapon rule equipped | +1 |
Each weapon with Silent weapon rule equipped | +1 |
Each Boon of Chaos that gives an aura ability on operative | +2 |
Each two other boons of chaos on operative (rounding down) | +1 |
Each permanent injury on operative | -1 |
Each curse of ANATHEMA on operative | -1 |
Each two weapon enhancements on operative (rounding down) | +1 |
Each item of rare equipment on operative | +1 |
Select a number of enemy operatives equal to the total players' strength, using the following table. Do not try to respond any players' threat at this stage, yet select a team that could be a challenge for players.
Condition | Strength |
Each enemy operative | +1 |
Each enemy operative that has special weapons | +1 |
Each enemy EPIC HERO operative | +1 |
Each enemy operative with Wounds stat of 12 and more or with Save stat of 2+ | +1 |
If the total number of enemy operatives exceeds 11, it is recommended to set some of them aside to use as reinforcements adding them to those rolled by reinforcements table, or using in crucial moments.
If you want to play the harder difficulty, either multiply maximum total strength of enemy operatives by 1.5, or replace some events in Event Table with Enemy Reinforcements and sometimes perform Interact with ammunition crates when activating enemy operatives. If you want to play expert difficulty, do both.
Players set up within 3" of warzone edge far from the landing pad.
Primary goal: Sabotage the landing pad (orange marker)
Secondary goal: Sabotage 2 supply containers (blue marker)
There is also a secret goal
Time limit: 5 turns, beginning from turn 5 Enemy Reinforcements come out every turn. Enemies: Veteran Guardsmen.
Players set up atop the landing pad.
Primary goal: Escape to the opposite warzone edge.
Secondary goal: None
There is also a secret goal
Time limit: No limit. Enemies: Veteran Guardsmen and more
Players can perform the Interact action with 2 consoles marked by objective markers. Each time players do so, roll a D6. On a 4+, the console is Hacked. After each unsuccessful Hack action, next Hack action with the same console will be easier by 1 dice value.
Auxiliary operatives: for this Scenario, players can take up to 5 Traitor guardsmen operatives, or a Chaos Lord instead.
CHAOS LORD | APL | MOVE | SAVE | WOUNDS | |||||
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3 | 6" | 3+ | 17 |
NAME | ATK | HIT | DMG | WR | |||||||
Plasma pistol | |||||||||||
- Standard | 4 | 3+ | 4/5 | Range 8", Piercing 1 | |||||||
- Supercharge | 4 | 3+ | 4/5 | Range 8", Lethal 5+ | |||||||
Thunder hammer | 5 | 3+ | 5/6 | Stun, Shock |
Abaddon's Henchman: You can select any Chaos Blessing for this operative at the start of Scenario. This operative is unaffected by any Chaos Curses.
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Warp Time: Once per turning point, when all friendly operatives are Expended and it's your turn to Counteract, you can activate this operative again (instead of Counteract).
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Primary objective 1: Hack 2 consoles controlling the antenna.
Primary objective 2: After both consoles are Hacked, wait for 3 turns until virus is uploaded, then destroy the antenna.
Time limit: No limit, after Primary objective 1 is complete, the Techmarine comes as reinforcement within 3" of the Antenna and tries to protect it.
SPACE MARINES. Imperial fists preset. Initial setup: 1 INTERCESSOR GUNNER, 1 ELIMINATOR SNIPER, 2 ASSAULT INTERCESSOR WARRIOR, 2 INTERCESSOR WARRIOR.
Reinforcements:
D10: 0 - All enemies heal 2d3 wounds and discard their statuses, 1-2 - 1 ASSAULT INTERCESSOR WARRIOR, 3-4 - 1 INTERCESSOR WARRIOR, 5 - 1 ELIMINATOR SNIPER, 6 - INTERCESSOR SERGEANT, 7 - 1 SUPPRESSOR SERGEANT, 8 - 1 ELIMINATOR SERGEANT, 9 - 1 CAPTAIN WITH POWER FIST.
Antenna: Sv 4+, W 34.
Your goal is to desecrate the relic of an unknown astartes chapter stored in the Munitorum shrine. As you come in, you see the battleline of female servants of the false god, well prepared. Seems like they were aware of your attempt.
Exorcist Firing: If EXORCIST is not incapacitated only. Perform every turning point after the first, counts as enemy operative activation. Select an operative closest to EXORCIST but more than 6" of it and not within engagement range of any enemy operatives. Roll the Scatter dice, then roll D3 if result of Scatter dice is not direct hit. Place the strike marker on a highest available level of terrain in that direction and distance from that operative. All operatives within 3" of it are attacked with Exorcist frag missile, operatives within control range of it suffer D3 damage instead.
Name | Atk | Hit | Dmg | WR | |
Exorcist frag missile | 4 | 4+ | 3/5 | Saturate, Barrage* |
Friendly PSYKER operatives can perform the following action:
RITUAL | 1AP |
---|---|
Perform within control range of the pillar. Place one Desecration token. |
Enemy MINISTORUM PRIEST and CANONESS operatives can perform the following action:
PURGE | 1AP |
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Perform within control range of the pillar. Remove one Desecration token. |
Auxiliary operatives: for this Scenario, players can take up to 5 Traitor guardsmen operatives, or a Balefire Acolyte instead.
BALEFIRE ACOLYTE | APL | MOVE | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|
3 | 6" | 3+ | 14 |
NAME | ATK | HIT | DMG | WR | |||||||
Bolt Pistol | 4 | 3+ | 3/4 | Range 8" | |||||||
Fireblast | 4 | 3+ | 3/4 | PSYCHIC, Blast 2", 1" Devastating 1, Saturate | |||||||
Life siphon | 5 | 3+ | 3/3 | PSYCHIC, Saturate, Siphon Life* | |||||||
Fell Dagger | 5 | 3+ | 3/4 | PSYCHIC, Rending, Siphon Life* |
*Siphon Life: Whenever this operative is using this weapon, at the start of the Resolve Attack Dice step, you can select one friendly LEGIONARY operative visible to and within 6" of this operative. For each attack dice you resolve during that step that inflicts damage, that friendly operative regains 1 lost wound, or D3 lost wounds if it was a critical success
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Champion of Tzeentch: This operative always has blessing of Tzeentch. This operative is unaffected by any Chaos Curses.
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Primary objective: Perform the Desecration ritual on 3 pillars. Pillars are Desecrated if at the end of the turning point all pillars have at least 1 Desecration token and sum of Desecration tokens on them is 6 or more. Each pillar can hold maximum of 3 Desecration tokens.
Time limit: No limit, if Primary Objective is completed in 5 or more turning points, next mission will be bossfight.
Reward: 10BP per each player.
Secondary objective: Incapacitate MINISTORUM PRIEST and CANONESS operatives, decapitate (perform Interact action) at least one of their corpses.
Reward: 5BP for each player that has decapitated MINISTORUM PRIEST or CANONESS.
Secret objective: Destroy the EXORCIST parked in the killzone.
Reward: 5BP per each player, next mission will be bossfight disregarding on what turning point primary objective is completed.
ECCLESIARCHY. Initial setup: 1 CANONESS, 1 MINISTORUM PRIEST, 1 BATTLE SISTER IMAGIFIER, 1 BATTLE SISTER GUNNER, 6 BATTLE SISTER WARRIOR
Reinforcements:
D10: 0 - All ECCLESIARCHY operatives heal 2 lost wounds, 1-4 - 2 BATTLE SISTER WARRRIOR, 5-6 - 1 BATTLE SISTER GUNNER, 7 - 1 SERAPHIM, 8 - 1 REPENTIA SUPERIOR, 9 - 1 BATTLE SISTER SUPERIOR.
Exorcist: Sv 3+, W 40.
D10 | Effect |
1 | Emperor's Light: One enemy operative activates before the start of the Firefight phase. |
2 | Enemy Reinforcements: Randomly select 2DV of enemy operatives for deployment at random killzone edge. |
3 | Lucky Opportunity: One friendly operative can immediately perform a free Shoot, Fight or Mission action. |
4 | Tactical Superiority: Players gain 1CP |
5 | Power Limitations: Whenever an operative performs the Shoot action, only targets within 10" of it are valid. |
6 | Under the Gaze of the Gods: Friendly operative that inflicted most damage in previous turning point gets +1 APL |
7 | Oppressive Silence: No effect. |
8 | Whisper Of The Dark Gods: Friendly operative with least wounds remaining regains D3+2 lost wounds |
9 | Enemy reinforcements: Randomly select 4DV of enemy operatives for deployment at random killzone edge. |
10 | Standartized overloads: Whenever a friendly operative performs Mission action, roll a D6. On of 1, inflict D3 damage to that operative. |
You hear distant choir singing the hymn of Corpse-Emperor, the voice gets louder and louder, suddenly the skies are shattered with flash of blinding light, and the Daemon of Corpse-God itself arrives. Every single cell of you feels aversion and contempt the daemon exudes. Her sword is pointing on you.
Shield of Aversion: Whenever friendly operatives are shooting enemy operatives at range of more than 8", that enemy operatives are obscured.
Auxiliary operatives: For this battle, player can take one HERETIC ASTARTES with either boltgun and fists or bolt pistol and chainsword.
At least 1 HERETIC ASTARTES operative should survive.
Time limit: 5 turns
Reward: 10BP per each player.
Kill SAINT CELESTINE.
Reward: 5BP per each player.
Kill SAINT CELESTINE twice.
Reward: 5BP per each player.
D10 | Effect |
1 | Blinding Light: Whenever a friendly operative performs the Shoot action, only targets within 6" of it are valid. |
2 | Enemy Reinforcements: Either select 1 GEMINAE SUPERIA operative for deployment at random killzone edge (if no GEMINAE SUPERIA was revived from other source) or SAINT CELESTINE regains D3+2 lost wounds. |
3 | Lucky Opportunity: One friendly operative can immediately perform a free Shoot, Fight or Mission action. |
4 | Tactical Superiority: Players gain 1CP |
5 | Deafening Choir: Whenever a friendly operative performs the Shoot action, subtract 1 of its Hit stat disregarding any rules that restrict stats modification. |
6 | Whisper Of The Dark Gods: Friendly operative with least wounds remaining regains D3+2 lost wounds |
7 | Oppressive Silence: No effect. |
8 | Breach: One enemy operative activates before the start of the Firefight phase. |
9 | Enemy reinforcements: Either select 1 GEMINAE SUPERIA operative for deployment at random killzone edge (if no GEMINAE SUPERIA was revived from other source) or SAINT CELESTINE regains D3+2 lost wounds |
10 | Stunning Aroma: Whenever a friendly operative performs shoots, fights or retailiates, it cannot re-roll any dice. |
World Eater allies asked you to storm the planetary defense bunker to eliminate the Lord-General commanding the imperial counteroffensive. That is a hard target, general is deep inside bunker, first you have to infiltrate.
Alarm: While alarm level is 0, no event is rolled on event table. At start, alarm level is 0. First time an operative activation ends, and a friendly operative is within line of sight of any enemy operatives, alarm level is raised to 1. First time an enemy operative activates the general alarm, alarm level is raised to 2. Alarm level can be lowered to 1 if a friendly operative deactivates the general alarm. Whenever alarm level is 2, all events except of Tactical Superiority are replaced by Enemy Reinforcements.
Auxiliary operatives: For this battle, player can take 3 HERETIC ASTARTES operatives and up to 5 TRAITOR MILITIA operatives (ogryn counts as 2).
Enter next floor.
Reward: 7BP per each player.
Do not let alarm raise to level 2.
Reward: 5BP per each player, skip mission 7.
Disable alarm system.
Reward: 3BP per each player.
Initial setup: 1 IMPERIAL GUARD SERGEANT, 2 IMPERIAL GUARD GUNNERS, 8 IMPERIAL GUARD TROOPERS. Their regimental doctrine is Cadian.
Reinforcements:
D10 | Effect |
1 | Emperor's Light: One enemy operative activates before the start of the Firefight phase. |
2 | Enemy Reinforcements: Randomly select 2DV of enemy operatives for deployment at random killzone edge. |
3 | Lucky Opportunity: One friendly operative can immediately perform a free Shoot, Fight or Mission action. |
4 | Tactical Superiority: Players gain 1CP |
5 | Lights off: Only targets within 6" are valid. |
6 | Under the Gaze of the Gods: Friendly operative that inflicted most damage in previous turning point gets +1 APL |
7 | Oppressive Silence: No effect. |
8 | Whisper Of The Dark Gods: Friendly operative with least wounds remaining regains D3+2 lost wounds |
9 | Enemy reinforcements: Randomly select 4DV of enemy operatives for deployment at random killzone edge. |
10 | Standartized overloads: Whenever a friendly operative performs Mission action, roll a D6. On of 1, inflict D3 damage to that operative. |
As you move deeper into the bunker, new enemies engage. You have to cut your bloody path through them.
No supplies: Friendly operatives cannot buy equipment or wargear before this scenario. All auxiliary operatives from previous scenario can be selected for deployment in this scenario. All blessing/curses from previous scenario are in effect. If friendly operatives were incapacitated at the end of previous scenario, they are not incapacitated, regain 2D3+3 lost wounds and should pass casualty test. HERETIC ASTARTES operatives ignore Slain result, they gain another random permanent injury instead.
Player Reinforcements: Roll a D6 and apply the result. There cannot be more than 5 HERETIC ASTARTES operatives in the killzone. If there is more and you have to roll reinforcement, each HERETIC ASTARTES operative that is not incapacitated regains D3+1 lost wounds.
Enter next floor.
Reward: 2BP per each player.
Initial setup: 1 IMPERIAL GUARD SERGEANT, 2 IMPERIAL GUARD GUNNERS, 4 IMPERIAL GUARD TROOPERS, 2 KASRKIN TROOPERS, 1 KASRKIN GUNNER, 1 KASRKIN SPECIALIST. Their regimental doctrine is Cadian.
Reinforcements:
D6 | Effect |
1-4 | Enemy Reinforcements: Randomly select enemy operatives for deployment at random killzone edge or closed room. by rolling D10 on Enemy Reinforcements table. |
5-6 | Player Reinforcements: Randomly select 1 HERETIC ASTARTES friendly operative for deployment in player deployment zone. |
As you move deeper into the bunker, now you are close to the important Corpse-Emperor servant. Eliminate him to cut off the head of the resistance.
Escape: Starting from turn 4, enemy Lord-General will try to escape. If it does, the scenario is over.
Awareness: If alarm level was 2 at scenario 6 end, add 2 BLADEGUARD VETERAN operatives into Lord-General room. Otherwise they are in Lieutenant room.
No supplies: Friendly operatives cannot buy equipment or wargear before this scenario. All auxiliary operatives from previous scenario can be selected for deployment in this scenario. All blessing/curses from previous scenario are in effect. If friendly operatives were incapacitated at the end of previous scenario, they are not incapacitated, regain 2D3+3 lost wounds and should pass casualty test. HERETIC ASTARTES operatives ignore Slain result, they gain another random permanent injury instead.
Player Reinforcements: Roll a D6 and apply the result. There cannot be more than 5 HERETIC ASTARTES operatives in the killzone. If there is more and you have to roll reinforcement, each HERETIC ASTARTES operative that is not incapacitated regains D3+1 lost wounds.
Incapacitate the Lord-General.
Reward: 7BP per each player.
Steal the counteroffense plan (can be obtained either from corpse of Lord-General or from his terminal). The operative that obtained plans should survive and escape.
Reward: 5BP per each player.
Incapacitate the Imperial Fists councelor (Bladeguard Lieutenant).
Reward: 3BP per each player.
Initial setup: 1 LORD-GENERAL, 2 KASRKIN GUNNERS, 4 GUARDSMEN TROOPERS, 1 LIEUTENANT WITH STORM SHIELD, 2 BLADEGUARD VETERAN FIGHTERS
Enemy Reinforcements:
D10 | Effect |
1 | Emperor's Light: One enemy operative activates before the start of the Firefight phase. |
2 | Enemy Reinforcements: Randomly select enemy operatives for deployment at random killzone edge or closed room. by rolling D10 on Enemy Reinforcements table. |
3 | Player Reinforcements: Randomly select 1 HERETIC ASTARTES friendly operative for deployment in player deployment zone. |
4 | Tactical Superiority: Players gain 1CP |
5 | Lights off: Only targets within 6" are valid. |
6 | Under the Gaze of the Gods: Friendly operative that inflicted most damage in previous turning point gets +1 APL |
7 | Oppressive Silence: No effect. |
8 | Whisper Of The Dark Gods: Friendly operative with least wounds remaining regains D3+2 lost wounds |
9 | Enemy reinforcements: Randomly select enemy operatives for deployment at random killzone edge or closed room. by rolling D10 on Enemy Reinforcements table. |
10 | Player Reinforcements: Randomly select 1 HERETIC ASTARTES friendly operative for deployment in player deployment zone. |
The General managed to escape via elevator. Good news, there is one more working elevator in the bunker. You chase to the surface and find yourself near a landing pad secued by the Inquisition. Valkyrie gunship is refueling now, the General is inside, do not let him escape.
Do not let Valkyrie take off
Reward: 7BP per each player.
Steal the Inquisitor's rosette
Reward: 5BP per each player.
Valkyrie takeoff: At the start of each Turning point the Valkyrie gets 1 Readiness point, and 1 Readiness point if enemy operatives operate the Service terminal. Each time the Valkyrie module is destroyed, it loses 1 Readiness point, to a minimum of 0. If at the start of the Turning point, readiness points reaches 4, the Valkyrie takes off and the scenario ends.
The Valkyrie has the following modules:
When a module except is destroyed, it can still be attacked, worsen that module's Save stat by 1. An attack with 3 or more unblocked critical hits, or 2 subsequent attacks with 2 or more unblocked critical hits will cause an explosion - all operatives inside the Valkyrie or within 3" of the Valkyrie and not obscured from it are Slain.
The Valkyrie cannot takeoff if both pilots are killed disregarding its Readiness level. INQUISITOR and INTERROGATOR AGENT can replace the pilots.
No supplies: Friendly operatives cannot buy equipment or wargear before this scenario. All auxiliary operatives from previous scenario can be selected for deployment in this scenario. All blessing/curses from previous scenario are in effect. If friendly operatives were incapacitated at the end of previous scenario, they are not incapacitated, regain 2D3+3 lost wounds and should pass casualty test. HERETIC ASTARTES operatives ignore Slain result, they gain another random permanent injury instead.
Standartized conditions: There is no Event table for this scenario.
Initial setup: 1 LORD-GENERAL (in the Valkyrie), 2 PILOTS (in the Valkyrie, use GUARDSMAN TROOPER profiles), 1 INQUISITOR (select HOLY ORDOS), 1 INTERROGATOR AGENT, 5 other INQUISITORIAL AGENT operatives, 1 group of REQUISITIONED operatives.
Enemy Reinforcements:
As the Lord-General was missed in action, the entire planetary defense of Carthagenica Primus has collapsed. Feral hordes of your mortal followers infestate the planet, and it slowly drives into madness. As a gratitude from the Crimson Corsairs, the Dark Apostle now giving a sermon for the followers of Dark Gods on your warband's battle barge. You have also received a massive supply replenishment, some new tech is available to your Warpsmith. The Dark Gods are pleased by your actions, you can now start your true path to demonism.
Your next target is fortress world Tignis Majoris, the place where local Astra Militarum regiments are based. As the Red Corsairs fleet siege the planet, you were asked to infiltrate and complete a variety of black ops in favor of Lufgt Huron.
Use Volkus rules (Cityfight) from Core Book for all non-Gallowdark scenarios in this arc. In addition, you may use effects from The Great Gun Fires and/or terrain and terrain rules from Brutal And Cunning.
The Astra Militarum use vehicles of different purposes. It would be atmospheric to use Taurox, Chimera or another vehicle hulls as terrain features. They are Heavy and Blocking. In addition, some scenarios may feature enemy vehicles, use Transport rules for them, datacards are located in Imperial Bestiary
Sometimes players may encounter a formidable enemy, a Leman Russ tank for example. It is a good idea to make that fight the separate scenario. The goal could be either to destroy the vehicle, or to survive, or even escape.
As the players are performing black ops, sometimes they will have an ambush task. When building such scenario, plan a convoy, that would go from point A to point B through the killzone, and the players' goal would be either to kill a specific operative, or to capture some equipment.
D10 | Event | Description |
1 | Oppressive silence | No effect. |
2 | Tactical Insight | Gain one additional CP at the beginning of the next turn. |
3 | Cannonade | All operatives that are not within control range of Heavy or Stronghold terrain feature, have -1 APL and -1 Hit stat for this turning point. |
4 | Enemy Reinforcements | Use the scenario Reinforcements table to determine a group of enemy operatives to be set up in the killzone. |
5 | Lighting shells | Treat Heavy terrain as Light terrain for purposes of determining Line of Sight. |
6 | Accidental bombardment | Place 4 markers in the center of each killzone quarter. Roll a 2D3 and a scatter dice separately for each marker. Move the markers in the direction of corresponding scatter dice by the number of inches equal to corresponding 2D3. Perform an attack with profile: 4 4+ 2/4 Saturate against each operative within 2" and visible to that marker. After resolving all possible attacks remove that markers. |
7 | Enemy Reinforcements | Use the scenario Reinforcements table to determine a group of enemy operatives to be set up in the killzone. If the scenario determines light/heavy reinforcements, this one should be heavy. |
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 | Airdrop | Random friendly operative may immediately purchase and equip 2BP value of items of equipment. |
10 | Emperor's Light! | One enemy operative activates before any friendly operatives. |