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For use with the Innity rulebook and minis from Corvus Belli
Version 1.10 (2009-03-23).Innity copyright 2009 Corvus Belli S.L.L.
www.innitythegame.com
Kill-Team mechanics and trade press copyright Karmatech.
Please check the forums for revisions.
Note that all distances are given in Inches, and 1 = 2.5cm.
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Special thanks goes to all the play-testers, game designers, artists, and general lovers of Innity that
contributed towards making Kill-Teams possible.
ContentsKILL-TEAMS 1
BUILDING A NEW CAMPAIGN ROSTER 1
Building a Roster 1FIELDING A KILL TEAM 2
USING MINIS 2
Progressing Figures 2
CHANGING A FIGURES TROOP TYPE 3
MISSIONS 3
ENVIRONMENT 3
SETUP 3
Hostile 3
Cease-fre 4
Dtente 4
CONDITIONS 4
Military 4
Commercial 4
O-12 4
OBJECTIVES 4
Assassination 4
Snipers & Ferrets 5
Infograb 5
Take & Hold 5
Joint Training Exercise 6
Revenge! 63+ PLAYER MISSIONS 6
Even Number of Players 6
Odd Number of Players 6
CUBES & DEATH 7
LIEUTENANTS & SERGEANTS 7
SPENDING VICTORY POINTS 8
Team VPs (VPs) 8
Individual VPs (IVPs) 9
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KILL-TEAMSKill-Teams is the fan-developed Chain Rie style of playing of Innity - smaller, faster, and perhaps messier
but a lot of fun to let rip with!
Firstly, it cuts down the numbers of gures on the gaming table, which makes games faster and allows for
using smaller playing areas, and of course having to acquire less terrain. A game is often as quick as half an
hour.
Secondly, it adds the element of character development as gures/minis survive through Missions and
acquire new skills and weapons and improve their abilities. In some circles this is known as the narrative
skirmish format, and was probably rst made widely popular by Necomunda and Mordheim, and later Con-frontation with Dogs of War. The development of Kill-Teams owes a nod towards those great games but it is a
unique gaming style in its own right.
Thirdly, and you probably havent heard this before, Kill-Teams is going to form the basis of another fan-
work called Kill-Team: Operations which uses the Kill-Team rules to create multi-streamed campaigns that
allow players of Innity to compete against each other using a combination of Mission instances a la World
of Warcraft, and set-piece Missions in Heavy Gear style story arcs. Again, the focus will be on creating fun
and interesting narratives. Stay tuned.
Lastly, Kill-Teams was not made because there is anything wrong with Innity, but to make Innity even bet-ter! It was also made to open-up the use of all the amazing minis made by Corvus Belli that we all love so
much, by providing players a way to progress their minis through the range of troop types available.
Enjoi`
BUILDING A NEW CAMPAIGN ROSTERA Players collection of troops that it can potentially eld in a Kill-Tam is called the Roster, and each Roster
is composed of troops from one Faction, as well as the Mercenary army list.
Building a RosterAll Faction rosters must have a unique name that properly reects their Faction for that campaign.
Players choose a Faction for that campaign, and can only ever acquire new units from that Factions army
list, or the Mercenary army list.
Each starting Roster starts for 80 points and 2 SWC.
In addition each new Roster starts with 2 Team VP and 2 Individual VP
(IVP) to spend before their rst Mission.
Starting Kill-Team members can be purchased from any troop
type belonging to that Faction, except for TAGs, REMs,
Assault Packs and unique characters.
New gures may only ever be purchased as the
baseline gure for each troop type - that is,
the least points cost variant for that troop type.
For example, when purchasing a new Nomad
Morlock the baseline gure is the Chain rieand Smoke Grenade variant. If purchasing a
Haqqislam Fiday Assassin the baseline gure is
the Pistol and AP CCW variant. The exceptions
to this rule are Lieutenants, and Remotes and
Mercenaries/uniques that are bought via VPs.
When building a campaign roster Lieutenants
are bought as per the Lieutenant variant of
their troop type. At the start of a campaign one
Lieutenant gure must be purchased on the
starting Roster. At any time playing the game
any gure representing the Lieutenant must be
given a name and a call-sign. Only one Lieuten-ant can exist on a Roster at any one time. A
new Lieutenant can be vought if none is on the
Roster, or VP can be spent to swap Lieutenants.
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Mercenaries/uniques will only remain on a Roster while they have one Mission paid for in advance. If they
complete a Mission and the Player has not or cannot immediately pay the VP for them to participate in an-other Mission then they are dropped from the Roster.
No Roster can contain more units of any troop type than is allowed by their AVA (Availability) value.
SWC are spent and recorded normally throughout the campaign.
FIELDING A KILL TEAMFor any Mission each Player may eld a single Kill-Team with a maximum of 4 gures from their Roster, plusthe addition of up to one Remote (if they also eld a Hacker) and one Mercenary/unique from their Roster.
For any Mission the Player must eld their Lieutenant gure if they have one.
Fielded gures are chosen after the Mission is determined, and after any special conditions are determined
(for exampel Assassins/Bodyguards, or Snipers/Ferrets) allowing Players to pick and choose their best people
for each Mission.
USING MINISAll gures should be represented by a mini that represents their troop type. Because of the uid nature of
equipment and weapons it is not essential that these be matched, but any variation of the minis appear-
ance from the gures capabilities should be related to opponents before Missions.
Changes in the sex of a mini, while amusing, do not count as literally changing the characters gender.
Progressing FiguresAfter playing at least one Mission a Kill-Team and its elded members will have had to opportunity to ac-quire either Victory Points (VP) for either the Kill-team Roster and/or the individuals that comprise it. In this
way individual gures can be improved and progressed.
Figures can only acquire any new Special Skill, Equipment and Weapon that is obtainable by their current
troop type. If their current troop type doe snot have access to what they want then if they are eligibile theycan change to a troop type that does have access.
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CHANGING A FIGURES TROOP TYPEFor a gure to be eligible to change troop types (and thus the mini that represents them on the board) then
all the Attributes the possess (MOV, BS, CC, PH, WIP, ARM, BTS, and W) must be the equivalent or greater
than the corresponding value for that troop type. The new troop type must also be of the same racial type
(with the exception of Ariadna humans who can elect to become Dog-faces).
At any time between Missions that the above conditions exist the Player can elect for the gure to change
troop type.
When changing type the gure can carry across any existing Special abilities, Equipment, or Weapons, but is
limited by their new type for new acquisitions.
Changing troop type can only happen at most once between each Mission for each gure. Sometimes a gure
may be forced to change more than once over the course of a campaign to achieve a desired troop type.
MISSIONSThe ability to offer a wide variaty of Missions in Kill-Teams is by virtue of having several key variables that
offer over a high number of permutations (324 for anyone who wants to count them!).
Each Mission will be randomly determined using the table below. One roll is made per column:
Roll (d6) Environment Setup Conditions Objective
1 Urban Hostile Military Assassination
2 Aquatic Hostile Military Snipers & Ferrets
3 Desert Cease-re Commercial Infograb
4 Mountain Cease-re Commercial Take & hold
5 Jungle Detente O-12 Training exercise
6 Zero-G Detente O-12 Revenge
It may well be that Players do not have access to the full set of Environmental terrain types, in which case
they really have two options.Firstly, to proxy one type of terrain for another which way work well in certain conditions (for example,
Aquatic for Desert, or Urban for Zero-G). Secondly they can reach mutual agreement to roll the Environment
again.
You are not limited to the above options and feel free to make up your own condiotns. Perhaps you may
want to use the fog/darkness rules, or add biological and radiation hazards. Innity is a big place so use
your imagination!
ENVIRONMENTEnvironment types are as per the standard rules.
The playing eld size = 1 + 1/2 per gure for the smallest Kill-team with the lowest number of elded
gures. For example, if a Kill-Team with 5 gures and a Kill-Team with 4 gures are facing off, the map sizewill be = 1 + (4 x 1/2) = 3.
The use of ample terrain (as applicable to the environment) is as important as it is in all other Innity
games.
SETUPWith the exception of the instructions below the setup for each Mission follows the setup described in the
Innity rulebook, including determining Initiative/Deployment as well as delpoyment zones.
HostileFactions are considered to be in a state of existing Hostility and can exchange re at will. Factions setup asper normal within 8 of their table edge.
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Cease-freFactions are in a state of cease-re and will be penalised if they open re rst. Being attacked (successfully
or not), or Discovering an enemy Camo marker or Impersonator allows a Faction to initiate hostilities with-out penalty. Commencing hostilities under any condition but those above incurs that Player an automatic
loss of 1 VP (Victory Point). Factions setup as per normal within 8 of the table centre(line).
DtenteFactions are at peace. Commencing any hostile action (BS, CC, Hacking, Sepsitor, etc.) incurs that Player an
automatic loss of 1 VP.
Camo markers and Impersonators can be discovered but unlike a Case-re this does not permit the instiga-tion of hostilities.
Factions setup by placing one gure at a time, anywhere on the board. Order of beginning placement is as
per standard rules.
CONDITIONS
MilitaryNo restriction on troop types.
CommercialRemotes are prohibited from engaging the enemy. The rst time a Remote engages the enemy that Player
automatically loses 1 VP.
O-12O-12 monitors all activity for any sign of a breach of the Concillium Convention. Each breach of the Conven-tion occurs that Player an automatic loss of 1 VP.
OBJECTIVES
AssassinationRoll FtF to choose Assassins/Bodyguards.
Bodygaurds are protecting a single marker (Mov 4-4, PH 10, ARM 0, W 1, own group) representing a Diplo-matic Asset.
Protector (Special Rule): One of the Bodyguard gures is designated the Protector. While the Protector is inbase-to-base contact with the Asset, if the Asset is hit by damage the Protector can make a PH roll to take
the damage on behalf of the Asset, and test their own ARM instead.
Assassins must neutralise the Diplomatic Asset.Time: At the end of turn 2, and every other turn, the game ends on an escalating-roll of 4+ (3+ at end of
turn 3, 2+ at end of turn 4, automatic at end of turn 5).
Endgame: The game also ends when the Asset is killed.
VPs: +1 Attacker: Asset Unconscious at end of game
+2 Attacker: Asset killed
+1 Defender: Asset Unconscious at end of game
+2 Defender: Asset alive and conscious at end of game
IVPs: +2 Attacker: Assassin gure that makes the kill-shot on the Asset
+2 Defender: Protector successfully makes at least one successful PH/ARM save combination
3+
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Snipers & FerretsOne Faction has inltrated into the territory of another, set to ambush a patrol.
Roll FtF WIP to chose Snipers or Ferrets.
Ignore result for Setup. Snipers deploy all gures rst. TO and Camo markers can deploy in Hidden Deploy-ment. All other gures may deploy as Camo markers. One Camo marker can represent up to three gures.
Camo makers and Hidden Deployment troops must be placed more than 8 from each other. Once play
begins the Snipers cannot move until directly attacked (BS, CC, Hacking, Sepsitor, etc.)Ferrets start off board and each gure may spend an order to enter from any point along any edge of the
board they wish.
Time: At the end of turn 4, and every other turn, the game ends on an escalating-roll of 4+ (3+ at end of
turn 5, 2+ at end of turn 6, automatic at end of turn 7).
Endgame: The game also ends when one Faction is eliminated.
VPs: +1 Have conscious troops in play at the end of the Mission
+2 Eliminate the enemy faction.
IVPs: +2 Sniper: Takes down two or more Ferrets
+2 Ferret: Takes down two or more Snipers
InfograbPlace a small marker for a data-term (providing very limited cover) in the centre of the table, representing
a node through which valuable information can be exploited.
After turn one a hacker with the data-term in their ZOC can make a hacking roll to retrieve information.
This information can be intercepted by another hacker that also has either the data-term or the attackign
Hacker in their ZOC.
After turn one any gure in base-to-base contact of the marker can make a double-action (2 long actions) as
a WIP roll to retrieve information without risk of this being intercepted.
The infograb can only be performed successfully twice per Mission.A gure possessing information can transfer it to another re (or vica-versa).
Time: At the end of turn 3, and every other turn, the game ends on an escalating-roll of 4+ (3+ at end of
turn 4, 2+ at end of turn 5, automatic at end of turn 6).
Endgame: The game also ends when one Faction is eliminated.
VPs: +1 Have the only gures on the board when the Mission ends.
+2 Remove the info off the board via the opposing factions deployment zone (once only)
IVPs: +2 Figure that retrieves one or more units of information
Take & HoldEach Faction places two markers within 8 of their side of the board, not within 8 of
any other marker. A Faction controls a marker by having the only gures within 8 of the
marker at the start of their turn.
Time: At the end of turn 3, and every other turn, the game ends on an
escalating-roll of 4+ (3+ at end of turn 4, 2+ at end of turn 5, automatic at
end of turn 6).
Endgame: The game also ends when one Faction is eliminated, or when one
factions starts their turn in control of an enemy marker.
VPs: +1 Per friendly marker not conceded to the enemy at
game end +1 Per enemy marker controlled at game end
IVPs: +2 Figure in control of an enemy marker when the game ends
3+
3+
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the Kill-Team with the highest VP score.
All groups of allied Kill-Teams will share the same deployment zone.
AFTER-MATHImmediately at the end of any game the status of Unconscious and Dead gures must be determined.
Unconscious gures will be revived and can play the next Mission.
Dead gures must make a PH roll to be moved to Unconscious state for the next Mission (and thus they will
miss the next Mission). Lieutenants can roll twice, due to receiving preferential medical treatment.
The WIP of any Doctor or Medic that was elded and was conscious at the end of the Mission can be used for
any roll.
For Missions performed under O-12 conditions all PH and/or WIP abilities receive a temporary +4 bonus for
these rolls due to the international provisioning of medical supplies and support.
Dead gures that fail their PH or WIP roll(s) are removed from the campaign. Any points spent purchasing
these gures are discarded.
Immobilised Remotes will be restored to full working order if the Faction has an engineer on their Faction
roster (elded or not). Otherwise they will remain on the Roster as Immobilised.
Disabled REMs will be returned to full working order if a elded gure that was conscious at the end of the
Mission makes a successful Engineer roll during the aftermath. Otherwise they are removed from the Roster.
Mercenaries that are not already or immediately paid for at least one future Mission are automatically re-moved from the Roster.
Any elded gure that is not dead at the end of the Aftermath is awarded 1 IVP for surviving.
The determination and spending of Mission VPs (see below) occurs as the last action of the Aftermath. New
troops, Remotes, and Mercenaries cannot be obtained or improved until all the above has been resolved.
CUBES & DEATHCubes store the personality and memories of their hosts, but are expensive to use and are only employed to
resurrect those deemed worthy by their society. Subsequently ifthe Lieutenant of a Faction dies in the after-math of a Mission
during which that Faction secured the maximum number of VPs
possible, they can be resurrected and returned to Unconscious
status if they possess a Cube.
LIEUTENANTS & SERGEANTSIf a Faction cannot eld a Lieutenant in their next Mission, they
can appoint a single Sergeant instead.
A Sergeant functions exactly like a Lieutenant except that they
do not generate the Lieutenants Special Order.If a normal trooper or existing Sergeant is promoted to Lieu-tenant by spending VP this is allowed. However, a Roster can
only ever have one Lieutenant.
Kill-teams that go into the eld without either a Lieutenant or
Sergeant are immediately in Loss of Lieutenant state.
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SPENDING VICTORY POINTSVPs can be exchanged and spent only at the end of each Mission, at the following rates:
Team VPs (VPs)1 Troops: 10 points to spend on any new baseline gure from that Faction. Unspent points are record-
ed in the Campaign Record Sheet.1 SWC: 1 SWC point can be purchased to spend on any new baseline gure or new Lieutenant gure.
Unspent points are recorded in the Campaign Record Sheet.
1 Remotes: 6 points of Remote gures. REMs must be deployed as per normal, with at least one elded
gure possessing the Hacking Special Skill. A maximum of one REM can be deployed on any Mission. Ariadna
may spend 34 Pts to eld the three Antipodes of an Assault Pack as a REM substitute, also permanently add-ing a Control Device to another gure who will become their controller and who must be elded with them.
Unspent points are recorded in the Campaign Record Sheet.
1 Mercs: 6 points of Mercenary or gures unique to that Faction. The Mercenary/unique will only ght
for one Mission, at any time in the future, and is not included in the 4-gure KT eld limit. They will not
trade gear with any other gure. They will leave the Faction with any gear they nished the Mission carry-ing, plus any gear they brought to the Mission. A Mercenary/unique fully paid for beyond the next Mission
will not depart the Roster, and will retain its equipment as if it were a regular gure until it does leave.Unspent points are recorded in the Campaign Record Sheet.
1 Booty: 1 Roll from the Booty table, swapping one equivalent item of equipment for one gure,
including any Mercenary currently on the Roster, or keeping the item in reserve. Armour (ARM) stacks onto a
gure up to a maximum allowed by their current troop type.
1 Tactical knowledge: 1 re-roll of the Setup, Conditions, OR Objective for the next Mission. The re-roll
result cannot be decline, nor can it be canceled by another re-roll. Re-rolls are allowed at any time up until
the mutually agreed start of the Mission.
2 Dropships: A sufcient number of Dropships to eld the entire KT, as well as any REM and any Merc
that is deployed. They can be used for any one upcoming Mission. Use of Dropships must be declared after
the Mission type is generated and any Attacker/Defender is chosen (if required) and before any gures are
deployed. If the Mission requires specic gures to be deployed in a manner that is inconsistent with Drop-
ships, then either the gure(s) or the Dropship(s) cannot be used for this Mission.
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Individual VPs (IVPs)2 Permanently improve the PH or second MOV of any gure by 1. This improvement can only ever raise
the value to a maximum of one point above that of the gures current troop type.
2 Permanently improve the rst MOV, CS, or BTS of any gure by 1. This improvement can only ever be
raise the value to a maximum of one point above that of the gures current troop type.
3 Permanently improve the BS, WIP, or ARM of any gure by 1. This improvement can only ever be
raise the value to a maximum of one point above that of the gures current troop type.4 Permanently improve the Wounds of any gure by 1. This improvement can only ever be raise the
value to a maximum of one point above that of the gures current troop type.
1 Permanently add a Cube to any one gure.
2 Purchasing the rst, or next level of any single of multi-level Special Skill. Figures can only pur-chase Special Skills usable by their current troop type. Figures can only acquire extra Special Skills up to the
maximum number used by their current troop type, and after that any newly purchased Special Skill must
replace an existing Special Skill.
1 Weapons buy: 3 points to spend buying any one BS or CC weapon that is accessible to the gures
current troop type. The cost of any weapon is the cost of variant possessing that weapon minus the cost of
the baseline model. For example if a baseline Alguaciles with a Combi Rie wishes to buy an HMG this will
cost 19 - 10 = 9 points. No gure can ever purchase more BS or CC weapons than the maximum their current
troop type is allowed to carry (but they can swap them). For example the most number of BS weapons an
Aguacile can carry is 2 (Combi Rie + Light GL variant).
1 Equipment buy: 9 points to spend buying any one item of equipment that is accessible to the gures
current troop type. The cost of the equipment is the cost of variant possessing that weapon minus the cost
of the baseline model. For example if a baseline Alguaciles wishing to purchase a Hacking Device will cost
23 - 10 = 13 points. No gure can ever possess more than one piece of equipment. If the item is par tof the
general description for the troop type the cost is equal to the cost of the baseline gure. Forexample, if a
Jannissaire switches to a Djanzaban, the cost of buying MSV2 is 28 points.
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