Sunday, May 15, 2016

Converting Kill Team NPCs Part One: The Cultist

I'm getting ready to run my first Kill Team game this week, so I need to convert a few NPCs This is  easy given how similar the game systems are. For combat NPC a full conversion isn't needed, only the combat stats. For a full fledged NPC I wouldn't worry about converting them and work up the stats from the ground up, using the original stats as a guide.

For the first conversion, I'll convert a cultist (strain initiate DH 2E pg 406) the ork of the 40k universe. I'm using Dark Heresy 2E, but these guidelines will work with any of the 40k RPGs. The stats needed for combat are weapon style, dodge, endurance, willpower, wounds, armor, weapons, and talents.
To convert Weapon style, assume it covers all the NPC's weapons plus primitive melee. Take the higher of the WS and BS stat and add 10-20 points to it, depending on how good you want the NPC to be. The cultist has WS of 30 and a BS of 33, so I'll give him a weapon style of 43.

 Dodge converts directly, use the NPCs AG stat plus their dodge skill if they have it. The cultist has an AG of 37 so that is his dodge. On tougher NPCs you can add 10-20 points to this. In my experience, NPCs with a high dodge makes combat last longer that I want. Also I forget to have them dodge anyway. Use the toughness stat for endurance and willpower for willpower. Again add 10 - 20 points to these for more experienced NPCs. I'll add 10 to both of these for the cultist.

Wounds and weapon stats convert directly, so use those as written. The cultist has 11 wounds and uses a Stub Revolver.  For armor, add the toughness bonus and armor together and consider it armor. I've been using this rule in my 40k RPG games for a while as it speeds up combat. Our poor cultist only has a toughness bonus of 3 and a single point of armor.

Talents are a little more difficult and have to be converted on a case by case basis. Many of them won't have any bearing on combat.

Here's a quick guide:
Weapon Style =  Higher of WS or BS + 10-20 points
Dodge = Agility plus Dodge skill + 10 - 20 points
Endurance = Toughness + 10 - 20 points
Willpower = Willpower + 10- 20 points
Wounds = Wounds
Armor = Toughness Bonus + Armor
Weapon stats = same

Cultist
Weapon Style:43
Dodge:37
Endurence:44
Willpower:39
Wounds:11
Armor:4
Weapon: Stub Revolver  1d10+3 Ammo:6
The cultist doesn't have any talents.

In the next entry I'll convert a more complicated NPC, the murder servitor!






Sunday, May 8, 2016

A Kill Team Rules Primer


Here is a short primer on the rules for Kill Team. I am using a combination of Call of Cthulhu 7th Edition, Runequest 6th Edition, and Dark Heresy 2nd Edition, my own house rules, and a lot of stuff from other 40k RPGs. If you want to run your own Kill Team game, I recommend grabbing Openquest or the BRP system PDF  and Dark Heresy 2nd Edition. That's all you really need.

Skills
  • Roll under your skill on a D100 to succeed.
  • You may "push" a failed roll and try again. Failing a second time incurs a penalty.  
  • Success levels:
    • 01:Crit
    • 1/5 the skill: extreme success
    • 1/2 the skill: hard success
    • > half but below skill: regular success
    • 96-100: fumble (skills over 50 only fumble on a 100)
  • Combined skills - some actions require multiple skills rolls. Roll under the lower of the two skills. 
Bonus/Penalty Dice
  • Bonus Die: Roll an extra 10s die and choose the higher. 
  • Penalty Die: Roll an extra 10s die and choose the lower.
Luck
A character can spend luck points to alter a die roll. Only skill rolls can be altered. Spend an amount of luck and subtract it from the die roll and the luck score. When luck is used, a skill check is earned in luck but not the skill modified. At the end of the adventure, roll higher than your current luck score to gain 1d10 luck.

Sanity
Sanity is your tenuous grip on reality. Things from beyond space and time, true horror, and some Xenos will cause Sanity damage. Sanity is not fear but rather the wearing down of your mental fortitude. Losing 5 or more point of SAN in one roll causes temporary insanity. Losing 1/5 of your SAN in one day plummets the character into PTSD and indefinite insanity. Characters suffering from indefinite insanity must make a willpower roll to behave normally and must recover at the end of the adventure.

Combat

  • Act in Dex order, higher combat skill breaks ties. 
  • Fighting HtH is an opposed test. 
    • Attacker rolls their weapon skill the defender must either dodge or fight back. 
    • Fighting Back: Attackers wins=defender is hit, Defender wins=attacker is hit. Attacker wins ties. 
    • Dodging: Attackers wins=defender is hit, Defender wins=No damage. Defender wins ties. 
    • Pistols may be used for a fighting attack.
  • Firearms:
    • Firearms always act before fighting. 
    • Firearms can only be dodged if you are in cover. 
    • You may make a dodge roll with a penalty die to dive for cover. 
    • Semi-Auto fire: Roll for each bullet with a penalty die. 
    • Full Auto Fire: Roll one with a penalty die. Success = half the bullets hit ; Extreme success= all shots hit.
  • Extreme success with a blunt weapon = max damage +max Str bonus. 
  • Extreme success with an impaling or slashing weapon = max damage + rolled damage.
Defenses
  • Dodge is used to avoid physical attacks.
  • Endurance is used to resist poison, disease, or fatigue. 
  • Willpower is used to resist mental attacks and fear.
Combined Skills
Heavy Weapons and Two weapon fighting are combined skills that are paired with a specific type of weapon. Roll under the lower of the skills involved. For example, if you are firing a heavy plasma gun, you must roll under the lower of Heavy Weapons and Plasma. If you are fighting with a bolt pistol and chainsword, roll under the lower of Two Weapon, Bolter, and Chain.

Weapons
Weapons work as described in Dark Heresy Second edition. There is no change to the weapon stats.

Wednesday, May 4, 2016

10 things to know about the Kill Team universe



  1. A Kill Team is a group of mercenaries who work for nobles, merchants, rogue traders, and even the Inquisition. They appropriated their name from the legendary Deathwatch Kill Teams.
  2. The Imperium is not all-encompassing. Many human worlds exist independent of the Imperium.
  3. The Imperium is more stable not under constant threat from Xenos and Daemons.  
  4. There are powerful Xenos that live in the warp. These are commonly referred to as Deamons. A Daemon has never been seen in physical form. 
  5. Some of the more powerful Daemons are worshiped as gods. 
  6. Xenos are not killed on sight on Imperial worlds. Eldar, Orks, Kroot, and a few other races travel to imperial worlds that border their space. There is still a high level of xenophobia on both sides.
  7. Starships and warp travel are more accessible and not limited to the military and Rogue Traders.
  8.  Military vessels are cathedral sized ships with thousands of crew. Most other warp capable ships have less than a hundred crew.
  9.  Not all Space Marines are part of a chapter or a worshiper of Chaos. Some marines grow disillusioned with the space marines or the Imperium and leave. 
  10. Very little is known about the Tyranids and Necrons. They are out there. Hiding in the shadows.