Scenario Construction
Since the Path to Glory campaign offers slightly different progression and items systems, normal scenario generation may provide controversal experience. Here are some principles I follow when constructing the Path to Glory campaign games.
1. GENERATE THE KILLZONE
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.
2. CALCULATE THE TEAM STRENGTH
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 |
3. SELECT ENEMY OPERATIVES
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.
4. RESPONSE EXTREMIS
Sometimes your players are too overgeared for the designed scenario. Then you can use the following rules to add some extra challenge.
ASSASINATION ORDER
Whenever there is 1 or more player characters with Strength of 10 or more selected for deployment, or whenever there is 1 or more players ingame with 50 or more BP in their stash, roll a D6 for each of them (for characters or players whichever is higher number) to a maximum of 5D6. Re-roll duplicate results, except results of 1.
| D6 | Effect |
| 1 | Lucky escape - no additional effect |
| 2 | Add 1 Vindicare Assassin to enemy operatives. Deploy that operative on the higher possible ground preferring best point of view yet greater distance to players' deployment zones. |
| 3 | Add 1 Callidus Assassin to enemy operatives. If there is any human operatives in the killzone, secretly mark one of them, and whenever this operative is charged or shot at, or player operative is within its charge range, after that action replace it with a ready Callidus Assassin operative. |
| 4 | Add 1 Eversor Assassin to enemy operatives. That operative is set up in the reinforcements, and can be deployed in the strategy phase of any turning point after the first. Deploy it as close as possible to the largest player operatives group, but more than 5" of them and not visible to them. |
| 5 | Add 1 Culexus Assassin to enemy operatives. That operative is set up anywhere in the killzone more than 8" from any player operatives, preferring positions that are not visible and/or have Heavy cover. |
| 6 | Add 1 Vanus Assassin to enemy operatives. That operative is set up as far as possible from any player operatives, preferring closed rooms or positions below Vantage point that are not visible and cannot be reached with 2 or less Operate Hatch actions. |
EXTREMIS DIABOLIS
If there is a GREATER DAEMON operative, or 3 or more DAEMON operatives selected for deployment, in the Strategy phase of each turning point, roll D666 and sum the result. Whenever you get the sum of 666 or higher, add 5 Purifier operatives as reinforcements, and add some gear to them. Exact wargear is up to master or can be rolled if you play without one. If your players are heavily overgeared, you can use 5 Paladin operatives instead.
P.S.: Don't forget to execute any guardsmen witnesses.