Killteam

=Killteam=

These are some notes for using Killteam rules with a Blackstone Fortress expedition.

Combat
As Hexes are 2" wide. You can move a model from one point of a hex to the same point of an adjacent hex for 2" of movement; or from the centre of a hex to the edge or corner of a hex (and vice versa) for 1" of movement. I found this faster than measuring.
 * Quick Movement

Treat each hostile group individually for the purpose of making nerve tests. For example, a group of traitor guardsmen might be broken while a different group of spindle drones remain unbroken.
 * Nerve Tests

Check for hostile reinforcements at the start of the battle round, before you roll for initiative. They are placed within 2" of the appropriate portal and are treated as though they had already moved.
 * Reinforcements

Command Points
Hostiles. Hostiles never use command points.

Inspiration. The explorers gain a command point if they would normally receive an Inspiration point.

Destiny. Do not use destiny dice. The explorers gain or lose command points if they would normally gain or lose destiny dice. If the Unfulfilled Destiny event is rolled, the explorers do not gain the 1 command point they would normally get at the start of the battle round.

Behaviour Rolls
The Blackstone behaviour tables do not convert neatly to Killteam, as for example an "Advance" (move towards the closest explorer and attack) might mean a normal move, advance or charge depending on the hostile's postition and weapon.

The following tables can be used as a replacement. Make one D6 roll for each hostile.

Move Behaviour. If a behaviour roll indicates that the model should move, the model should Advance if the target location's distance is greater than the model's Movement and less than the model's Movement + 4.

If the location is further than Movement + 4, use the behaviour's "else" condition instead.

Melee Units
Melee units include models armed only with pistols or melee weapons.

Melee Unit Behaviour, Not Engaged
1 &mdash; Sneak if hidden, else move to hidden, else Ready.

2 &mdash; Sneak if hidden, else Ready.

3 &mdash; Charge if valid target within 6", else Ready.

4 &mdash; Charge if valid target within 8", else Advance towards closest explorer.

5 or 6 &mdash; Charge if valid target with 10", else Advance towards closest explorer.

Melee Unit Behaviour, Engaged
1 &mdash; Fall Back

2 to 6 &mdash; No movement.

Melee Unit Reactions
1 to 5 &mdash; Overwatch

6 &mdash; Retreat

Ranged Units
Ranged units include models armed with rapid fire, assault or heavy weapons.

Ranged Unit Behaviour, Not Engaged
1 &mdash; Sneak if hidden, else move away to hidden. If not possible, Ready.

2 or 3 &mdash; Move away to cover if in movement range; Else Ready.

4 or 5 &mdash; Ready if in cover; Else move forward to cover.

6 &mdash; Charge if valid target within 6", else move towards closest explorer.

Ranged Unit Behaviour, Engaged
1 to 3 &mdash; Fall Back

4 to 6 &mdash; No movement.

Ranged Unit Reactions
1 to 3 &mdash; Overwatch

4 to 6 &mdash; Retreat

Support Units
Psykers or other squishies.

Support Unit Behaviour, Not Engaged
1 &mdash; Sneak if hidden, else move to hidden, else Ready.

2 to 5 &mdash; Move to point 2" behind nearest hostile model.

6 &mdash; Ready if in cover; Else move forward to cover.

Support Unit Behaviour, Engaged
1 to 5 &mdash; Fall Back

6 &mdash; No movement

Support Unit Reactions
1 &mdash; Overwatch

2 to 6 &mdash; Retreat

Entry and Escape Chambers
The chambers only support 6 medium models, so if need be set up a second chamber behind the entrance chamber. When the exit chamber is called, move that extra chamber to be behind it. If for any reason there are still models on the extra chamber, they are removed as out-of-action.

Expeditions
An expedition consists of 3 combat exploration cards.

Clues
You can use clues to give yourself an advantage in the next encounter. When a combat encounter starts, you can spend one or two clue cards to gain command points. You gain one CP per value of the clue card. All bonus CP are lost at the end of the encounter.

Points
When you begin your first expedition, your kill team can be worth up to 100 points.

At Precipice, you can increase your expedition points above the initial 100. Every 1 trade point increases the maximum expedition points by 1. This allows you to field larger or more experienced teams on subsequent expeditions.

Between Encounters

 * Casualty rolls are made between each encounter.
 * Models on convalesence miss the next combat encounter.
 * New recruits or other models from the roster cannot be added to your exploration team until you return to Precipice.

Quick Campaign

 * The objective is to find and kill Obsidius Mallex.
 * The initial encounter deck is comprised of the traitor guardsmen, spindle drone, ur-ghul and negavolt cultist cards.
 * Each expedition comprises of 4 combat encounters.
 * Draw legacy cards between expeditions as normal.
 * Before an expedition, you can spend 8 Clue cards to add the Obsidius Mallex encounter cards to the encounter deck.