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For use with the Infinity rulebook and minis from Corvus Belli

Version 1.10 (2009-03-23). Infinity copyright 2009 Corvus Belli S.L.L. www.infinitythegame.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.

KILL-TEAMS BUILDING A NEW CAMPAIGN ROSTER Building a Roster FIELDING A KILL TEAM USING MINIS Progressing Figures CHANGING A FIGURES TROOP TYPE MISSIONS ENVIRONMENT SETUP Hostile Cease-fire Dtente CONDITIONS Military Commercial O-12 OBJECTIVES Assassination Snipers & Ferrets Infograb Take & Hold Joint Training Exercise Revenge! 3+ PLAYER MISSIONS Even Number of Players Odd Number of Players CUBES & DEATH LIEUTENANTS & SERGEANTS SPENDING VICTORY POINTS Team VPs (VPs) Individual VPs (IVPs)

Contents

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Special thanks goes to all the play-testers, game designers, artists, and general lovers of Infinity that contributed towards making Kill-Teams possible.

KILL-TEAMS

Kill-Teams is the fan-developed Chain Rifle style of playing of Infinity - smaller, faster, and perhaps messier but a lot of fun to let rip with! Firstly, it cuts down the numbers of figures 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 figures/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 first made widely popular by Necomunda and Mordheim, and later Confrontation 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 fanwork called Kill-Team: Operations which uses the Kill-Team rules to create multi-streamed campaigns that allow players of Infinity 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 Infinity, but to make Infinity even better! 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 ROSTER


Building a Roster

A Players collection of troops that it can potentially field 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.

All Faction rosters must have a unique name that properly reflects 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 first 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 figures may only ever be purchased as the baseline figure 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 figure is the Chain rifle and Smoke Grenade variant. If purchasing a Haqqislam Fiday Assassin the baseline figure 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 figure must be purchased on the starting Roster. At any time playing the game any figure representing the Lieutenant must be given a name and a call-sign. Only one Lieutenant 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.

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 another 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.

2 FIELDING A KILL TEAM

For any Mission each Player may field a single Kill-Team with a maximum of 4 figures from their Roster, plus the addition of up to one Remote (if they also field a Hacker) and one Mercenary/unique from their Roster. For any Mission the Player must field their Lieutenant figure if they have one. Fielded figures 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 MINIS

All figures should be represented by a mini that represents their troop type. Because of the fluid nature of equipment and weapons it is not essential that these be matched, but any variation of the minis appearance from the figures 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 Figures

After playing at least one Mission a Kill-Team and its fielded members will have had to opportunity to acquire either Victory Points (VP) for either the Kill-team Roster and/or the individuals that comprise it. In this way individual figures 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 they can change to a troop type that does have access.

CHANGING A FIGURES TROOP TYPE

For a figure 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 figure to change troop type. When changing type the figure 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 figure. Sometimes a figure may be forced to change more than once over the course of a campaign to achieve a desired troop type.

MISSIONS
Roll (d6) 1 2 3 4 5 6

The 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: Environment Urban Aquatic Desert Mountain Jungle Zero-G Setup Hostile Hostile Cease-fire Cease-fire Detente Detente Conditions Military Military Commercial Commercial O-12 O-12 Objective Assassination Snipers & Ferrets Infograb Take & hold Training exercise 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. Infinity is a big place so use your imagination!

ENVIRONMENT

Environment types are as per the standard rules. The playing field size = 1 + 1/2 per figure for the smallest Kill-team with the lowest number of fielded figures. For example, if a Kill-Team with 5 figures and a Kill-Team with 4 figures are facing off, the map size will 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 Infinity games.

SETUP
Hostile

With the exception of the instructions below the setup for each Mission follows the setup described in the Infinity rulebook, including determining Initiative/Deployment as well as delpoyment zones.

Factions are considered to be in a state of existing Hostility and can exchange fire at will. Factions setup as per normal within 8 of their table edge.

Cease-fire

Factions are in a state of cease-fire and will be penalised if they open fire first. Being attacked (successfully or not), or Discovering an enemy Camo marker or Impersonator allows a Faction to initiate hostilities without 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).

Dtente

Factions 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-fire this does not permit the instigation of hostilities. Factions setup by placing one figure at a time, anywhere on the board. Order of beginning placement is as per standard rules.

CONDITIONS
Military
No restriction on troop types.

Commercial O-12

Remotes are prohibited from engaging the enemy. The first time a Remote engages the enemy that Player automatically loses 1 VP.

O-12 monitors all activity for any sign of a breach of the Concillium Convention. Each breach of the Convention occurs that Player an automatic loss of 1 VP.

OBJECTIVES
Assassination

3+

Roll FtF to choose Assassins/Bodyguards. Bodygaurds are protecting a single marker (Mov 4-4, PH 10, ARM 0, W 1, own group) representing a Diplomatic Asset. Protector (Special Rule): One of the Bodyguard figures is designated the Protector. While the Protector is in base-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 figure that makes the kill-shot on the Asset +2 Defender: Protector successfully makes at least one successful PH/ARM save combination

Snipers & Ferrets

One Faction has infiltrated 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 figures first. TO and Camo markers can deploy in Hidden Deployment. All other figures may deploy as Camo markers. One Camo marker can represent up to three figures. 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 figure 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

Infograb

3+

Place 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 figure 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 figure possessing information can transfer it to another fire (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 figures 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 & Hold

3+

Each 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 figures 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

Joint Training Exercise

3+

This is a joint war-game between the Factions as a simulation exercise. Combined Army figures are considered to be simulations of real troops so Rosters of Combined troops can play this Mission against other non-Combined Army Rosters. The KTs are using the Mission to train either new recruits or new techniques. The use of non-lethal force is essential. Setup and Conditions apply as part of the simulation. Additionally, Mercenaries cannot be fielded. 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 Unconscious or eliminated. VPs: +1 Per enemy marker Unconscious at game end -1 Per enemy marker killed. IVPs: +1 Each figure Conscious at the end of the Mission

Revenge!

The KTs have met before and there is bad blood between them. Revenge is sweet, but best taken quickly Time: At the end of turn 1, and every other turn, the game ends on an escalating-roll of 3+ (2+ at end of turn 2, automatic at end of turn 3). Endgame: The game also ends when one Faction is eliminated. VPs: +1 Per enemy marker killed (does not include Remotes or Mercenaries). IVPs: +1Per enemy marker killed (does not include Remotes or Mercenaries).

3+ PLAYER MISSIONS
Even Number of Players

Unless a Mission clearly states that it is suitable for 3 or more players (by containing the 3+ Mission symbol) then the following guidelines can help you to convert a Mission to be played by more than 2 players.

In this situation the Players separate themselves into two groups by mutual agreement. All Players roll FTF setup rolls, and the winning Player wins for their entire group. Players determine their order within each group, and then take turnabout to act, swapping from the first group to the second group until all Players have had a go, at which point the Turn starts again. Special Skills like Strategos will effect all other players, regardless of which group they are in. All groups of allied Kill-Teams will share the same deployment zone.

Odd Number of Players

In this situation the Players divide into groups as above. One Player from the group with the lower number of Players will be allowed to play and control a second Kill-Team composed of 80 points and 0 SWC of figures only from the Mercenaries army list. This mercenary Kill-Team will not trade any gear during the Mission and will automatically disband at the end of the Mission. The group enrolling the mercenaries will suffer an automatic -1 VP penalty to

the Kill-Team with the highest VP score. All groups of allied Kill-Teams will share the same deployment zone. Immediately at the end of any game the status of Unconscious and Dead figures must be determined. Unconscious figures will be revived and can play the next Mission. Dead figures 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 fielded 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 figures that fail their PH or WIP roll(s) are removed from the campaign. Any points spent purchasing these figures are discarded. Immobilised Remotes will be restored to full working order if the Faction has an engineer on their Faction roster (fielded or not). Otherwise they will remain on the Roster as Immobilised. Disabled REMs will be returned to full working order if a fielded figure 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 removed from the Roster. Any fielded figure 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.

AFTER-MATH

CUBES & DEATH

Cubes 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 if the 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 & SERGEANTS

If a Faction cannot field 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 Lieutenant by spending VP this is allowed. However, a Roster can only ever have one Lieutenant. Kill-teams that go into the field without either a Lieutenant or Sergeant are immediately in Loss of Lieutenant state.

SPENDING VICTORY POINTS 8


Team VPs (VPs)

VPs can be exchanged and spent only at the end of each Mission, at the following rates:

1 Troops: 10 points to spend on any new baseline figure from that Faction. Unspent points are recorded in the Campaign Record Sheet. 1 SWC: 1 SWC point can be purchased to spend on any new baseline figure or new Lieutenant figure. Unspent points are recorded in the Campaign Record Sheet. 1 Remotes: 6 points of Remote figures. REMs must be deployed as per normal, with at least one fielded figure possessing the Hacking Special Skill. A maximum of one REM can be deployed on any Mission. Ariadna may spend 34 Pts to field the three Antipodes of an Assault Pack as a REM substitute, also permanently adding a Control Device to another figure who will become their controller and who must be fielded with them. Unspent points are recorded in the Campaign Record Sheet. 1 Mercs: 6 points of Mercenary or figures unique to that Faction. The Mercenary/unique will only fight for one Mission, at any time in the future, and is not included in the 4-figure KT field limit. They will not trade gear with any other figure. They will leave the Faction with any gear they finished the Mission carrying, 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 figure 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 figure, including any Mercenary currently on the Roster, or keeping the item in reserve. Armour (ARM) stacks onto a figure 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 sufficient number of Dropships to field 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 figures are deployed. If the Mission requires specific figures to be deployed in a manner that is inconsistent with Dropships, then either the figure(s) or the Dropship(s) cannot be used for this Mission.

Individual VPs (IVPs)

2 Permanently improve the PH or second MOV of any figure by 1. This improvement can only ever raise the value to a maximum of one point above that of the figures current troop type. 2 Permanently improve the first MOV, CS, or BTS of any figure by 1. This improvement can only ever be raise the value to a maximum of one point above that of the figures current troop type. 3 Permanently improve the BS, WIP, or ARM of any figure by 1. This improvement can only ever be raise the value to a maximum of one point above that of the figures current troop type. 4 Permanently improve the Wounds of any figure by 1. This improvement can only ever be raise the value to a maximum of one point above that of the figures current troop type. 1 Permanently add a Cube to any one figure. 2 Purchasing the first, or next level of any single of multi-level Special Skill. Figures can only purchase 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 figures 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 Rifle wishes to buy an HMG this will cost 19 - 10 = 9 points. No figure 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 Rifle + Light GL variant). 1 Equipment buy: 9 points to spend buying any one item of equipment that is accessible to the figures 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 figure 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 figure. Forexample, if a Jannissaire switches to a Djanzaban, the cost of buying MSV2 is 28 points.

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