Kill Team Vogen Campaign

Background

In the year 995 of the 41st Millenium, a warp storm severed the planet of Khai-Zhan from Imperial trade and communication, leading to shortages and unrest in the vital capital city of Vogen. Control of the planet’s one spaceport will determine the fate of exploratory vessels sent to and from the world to find a new route through the warp, and whether the world, with its precious tithe of foodstuffs and crucial trade route, will be reclaimed by the Imperium or considered lost.

Within the capital, still rebuilding from the uprising of 30 years ago, xenos and rebellious elements take advantage of the unrest, fighting breaks out, and soon the streets become kill zones for rival commando squads.

Factions

Genestealer Cult

Yohrik Starn is the most gifted orator of the current generation of the Vogen cult. The cult has been purged many times and often reduced to a small remnant, but the survivors have always managed to re-establish themselves and grown swift and hardy in the process. They see an opportunity in the unrest to spread the infection and seize the city.

Creed: Experimental Subjects

Feudal Guard

Governor Emmerich of the renaissance-era Feudal world Artemis IV is here with his father, daughter and elite guard to resolve a trade dispute. His goal is to assist Imperial forces and leave the planet alive.

Doctrine: Born Soldiers probably

Nurgle Cult

Lucius the Meat-Drinker, Champion of Nurgle, has taken advantage of the unrest to form an alliance with a minor Slaanesh cult and infiltrate the city’s water plant, tainting the water with a drug that produces bacchanalian psychadelic visions while destroying the immune system of those addicted to it.

Trait: Terror Tactics

Alaitoc Eldar Pirates

Commander Inghen Keentongue’s band have been operating away from their original home of Alaitoc for centuries now. Their craftworld contacts have relayed information from the Farseers leading them to believe that vital artifacts are to be found within the trade district, and must be recovered before the city falls. In the weeks leading up to the fighting they infiltrated the theatre house, hiding in plain sight among the masked and costumed performers, gathering information and getting ready to make their move.

Attribute: Fieldcraft

Tau Pathfinders

Shas’ui Masa’ru’s team came to Vogen as the bodyguard of an Ethereal bringing an offer to negotiate for the release of Imperial explorators captured after desecrating a sacred site in Tau space. With the Ethereal having left the spaceport two planet cycles previously and order breaking down in the city, the team have secured the spaceport before venturing into the city to find and rescue their Por’el.

Tenet: Superior Craftsmanship

Imperial Guard

Sergeant Peldor and his team, Peldor’s Falcons, are recent arrivals: Elite assassins, dropped into the city under cover of the rolling smoke emanating from the unchecked fires across the capital. Their orders, direct from the system’s representative of the Inquisition, are to eliminate key enemy targets, starting with the leadership of the Genestealer Cult.

Doctrine: Storm Troopers

Craftworld Eldar

Tyranid Infestation

Purged by the intercession of the…

Imperial Fists

Rules

The objective here was to turn a weekly game of Kill Team into a map-based two-player campaign that would use most of the existing campaign rules.

I used the Vogen map because it’s divided cleanly into sections and on a relatively small scale. I removed the VP values – victory will be determined by elimination per the Kill Team rules – and replaced them with a mission and a killzone for each section. Here is a clean version of the map without starting positions.

Each player can control multiple Kill Teams (4 in this case); they’re autonomous and can be eliminated independently of each other. Each begins with control of a single starting location. Players roll off and then take turns to select a Kill Team and a section adjacent to one they already control to expand into, and then fight a battle in that section using the killzone and mission specified.

They claim the new area regardless of the outcome of the battle – the battle only determines what it costs them to do so in terms of resources.

Mission substitution applies, so if you were to attack the Water Purification Plant (Disrupt Supply Lines/Mechanicus) you could choose to play Destroy the Facility instead as it fulfills the requirements.

If a Kill Team expands into an area held by another team, the section becomes (and remains) contested; a game must be won or drawn for either player to move through it to a section beyond on the next turn.

The expanding Kill Team is always the attacker if there is one, and must always be fielded. If the section being attacked is claimed by another Kill Team that team must be fielded to defend; if an empty section is being claimed, the other player may choose which of their Kill Teams will defend.

This system gives us a nice visual progress indicator for the campaign; encourages us to be more creative with scenery and setups; to play more mission; it turns the minor chore of picking a mission and killzone into a strategic choice for the attacker (“I’m good at ambushing, but I don’t have much Territory left – do I want to risk it?”); and playing multiple teams at once adds another strategic element and more variety to the campaign.

Battle reports to follow!