Killzone Beta Scenarios

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    DisclaimerThis is a not-for-prot fan-made rules supplement for warhammer 40,000 by Game workshop plc.

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    all content within these pages os user-created and is derived, without permission, from Warhammer 40,000 intellectual

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    This Rule set is completely unofcial and in no way endorsed by Games Workshop Limited.

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    Product

    KILLZONE

    Special Operations:

    Draft Documentation

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    USING THIS BOOKLET

    SCENARIO II.1: RECONNAISSANCE

    I.2: ENCOUNTER

    I.3: WITHDRAWAL

    I.4: EXTREME PREJUDICE

    I.5: EXTRACTION

    I.6: DOUBLE CROSS

    SCENARIO IIII.1: AMBUSH

    II.2: CRASH LANDING

    II.3: LAST STAND

    II.4: DOWNLOAD

    II.5: DEAD OR ALIVE

    II.6: PERSONS OF INTEREST

    ContentsKILLZONE

    Special Operations:

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    KILLZONE

    Special Operations:

    Using this booklet:This booklet contains the draft scenarios for Special Operations: Killzone.

    these missions are intended to be played with the Special Operations: Killzone Rules changes to

    Warhammer 40,000 and with Special Kill teams built using the Codex errata for Special Operations:Killzone.

    The two scenarios presented hrein are intended to be played sequentially, but you should nd that each

    mission will play perfectly well as a standalone.

    A campaign system is in development for killzone and will be included in the next release cycle

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    I.1: RECONNAISSANCEOn the eve of a grand battle, a small reconnaissance force has been dispatched to gather

    information and to discover any potential weaknesses along the enemy line. While returning from

    this mission, the Special Operations Group runs directly another Team sent to destroy it.

    The Table:

    This Mission is played on a 4ft by 4ft table; at least 50%

    of the tabletop should be covered in terrain. We suggest

    that half of the terrain be of the area or LOS blocking

    variety.

    Divide the table into halves.

    Mission Special Rules:

    All models on both sides are considered to have moved

    in the rst turn of the game. As such, Heavy Weapons

    carried by models that do not have the Relentless or Slow

    and Purposeful USR may not shoot in the rst turn.

    Deployment:

    Players roll off using a D6. The winner chooses to go

    either rst (Attacker) or second (Defender). The Defenderthen chooses a table half as his Deployment Zone and

    deploys his SOG anywhere in that Zone up to 9 from

    the middle of the table. The Attacker deploys his SOG

    anywhere along his table edge, but not more than 6

    inches from that edge. The Attacker goes rst.

    Mission Objectives:

    The Attackers Team has vital information for tomorrows

    battle. They must return this information to Headquarters

    immediately. The Attacker must get as many men as

    possible off the opposite table edge (the Defenders

    Deployment Zone).

    The Defender must destroy the enemy forces in order

    to prevent the information from inuencing tomorrows

    battle. The Defender must stop the Attacker from

    reaching his table edge.

    Orks and Tyranids can never be the Attacker

    in this Mission unless ghting one or the other

    (Wreckonnaissance? Dats a bunch of Oomies drawrin

    on dur ceiling, right?).

    The Attacker earns the appropriate number of Mission

    Points both for Enemy Kills and for each of his modelsthat makes it off the table.

    This Mission uses standard Mission Points to establish

    the Victor; however, the Defender doubles the Mission

    Point Value for each Enemy Killed (the information is that

    valuable).

    Ending the Game:

    Once a Team is reduced to 25% (rounding up) of itsstarting model count, it must take a leadership test at the

    beginning of each of its turns. If this leadership test is

    passed, then the Team continues to function as normal.

    If a Team fails its leadership test, the Team is considered

    routed; it is removed from play and the game ends.

    Note: If your Special Operations Group is composed

    of two Teams, then each Team tests for leadership

    independently. In order for the game to end in this

    manner, both Teams in the SOG must fail their leadership

    test.

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    I.2: ENCOUNTERAfter spending the last few months on the front lines, you and your unit have been tasked with

    patrolling a quiet sector far from the main battle. Although you have been given information that

    the area could possibly be an inltration point for enemy forces, you are expecting this to be a

    routine scouting mission. It appears that the enemy had the same idea, and your forces blunder

    into each other in the middle of no mans land. The Encounter is as violent as it is unexpected.

    The Table:

    This Mission is played on a 4ft by 4ft table; at least 50%

    of the tabletop should be covered in terrain. We suggest

    that half of the terrain be of the area or LOS blocking

    variety.

    Divide the table into four quarters.

    Mission Special Rules:

    All models on both sides are considered to have moved

    in the rst turn of the game. As such, Heavy Weapons

    carried by models that do not have either the Relentless

    or Slow and Purposeful USR may not shoot in the rst

    turn.

    Models belonging to the Vanguard section (see

    deployment) forfeit their movement phase in the rst turn.

    Models in the Rearguard section may choose to move or

    run in the rst turn.

    Deployment:

    Divide your Special Operations Group into two halves

    that are roughly equal; assign one half to be your

    Vanguard section and one to be the Rearguard section.

    If you are using two Teams in your Special Operations

    Group then one Team is Vanguard and the other is

    Rearguard.

    Players roll off using a D6. The winner chooses to go

    either rst (Attacker) or second (Defender). The Defender

    chooses one of the table quarters as his Deployment

    Zone. The Attacker then deploys in the table quarter that

    is diagonally opposite the Defenders table quarter. The

    Defender deploys second.

    Deploy your Vanguard section no closer than 6 inches

    from the center of the table but no further than 9 inchesfrom the center of the table.

    No model in the Rearguard section may deploy closer

    than 6 inches to a model in the Vanguard section.

    Mission Objectives:

    Kill or be killed.

    This Mission uses standard Mission Points to establish

    the Victor. Each Player gains 1 additional Mission Points

    for each of his models in the Enemy Deployment Zone at

    the end of the game.

    Ending the Game:

    Once a Team is reduced to 25% (rounding up) of its

    starting model count, it must take a leadership test at the

    beginning of each of its turns. If this leadership test is

    passed, then the Team continues to function as normal.

    If a Team fails its leadership test, the Team is considered

    routed; it is removed from play and the game ends.

    Note: If your Special Operations Group is composed

    of two Teams, then each Team tests for leadership

    independently. In order for the game to end in this

    manner, both Teams in the SOG must fail their leadership

    test.

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    I.3: WITHDRAWALTwo Special Operations Groups have found themselves on the wrong end of No Mans Land.

    While attempting to remove themselves from this situation, each stumbles upon the other.

    The Table:

    This Mission is played on a 4ft by 4ft table; at least 50%

    of the tabletop should be covered in terrain. We suggest

    that half of the terrain be of the area or LOS blocking

    variety.

    Divide the table into halves.

    Mission Special Rules:

    All models on both sides are considered to have moved

    in the rst turn of the game. As such, Heavy Weapons

    carried by models that do not have either the Relentless

    or Slow and Purposeful USR may not shoot in the rst

    turn.

    Deployment:

    Players roll off using a D6. The winner chooses togo either rst (Attacker) or second (Defender). The

    Defender chooses his table edge. The Attacker deploys

    his SOG anywhere within 6 inches of the long table edge

    in his Deployment Zone. The Defender then deploys his

    SOG anywhere within 6 inches of the long table edge in

    his Deployment Zone. The Attacker goes rst.

    Mission Objectives:

    Each Player must get as many models as possible off the

    opposite table edge.

    This Mission uses standard Mission Points to establish

    the Victor; however, each Player also earns the Mission

    Point value for each of his own models that makes it off

    the table edge.

    Ending the Game:

    The game ends if one player has no more models on the

    table at the beginning of any turn.

    Once a Team is reduced to 25% (rounding up) of its

    starting model count, it must take a leadership test at the

    beginning of each of its turns. If this leadership test is

    passed, then the Team continues to function as normal.

    If a Team fails its leadership test, the Team is consideredrouted; it is removed from play and the game ends.

    Note: If your Special Operations Group is composed

    of two Teams, then each Team tests for leadership

    independently. In order for the game to end in this

    manner, both Teams in the SOG must fail their leadership

    test.

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    I.4: EXTREMEPREJUDICE

    Orders just in: Your Team is charged with the Termination of an extremely valuable Enemy target.Good Hunting.

    The Table:

    This Mission is played on a 4ft by 4 ft table; at least 50%

    of the tabletop should be covered in terrain. We suggest

    that half of the terrain be of the area or LOS blocking

    variety.

    Divide the table into four quarters.

    Mission Special Rules:

    In this Mission, Team Leaders have been marked for

    termination by the Enemy.

    Deployment:

    Players roll off using a D6. The winner chooses to go

    either rst (Attacker) or second (Defender). The Defender

    then chooses one of the table quarters as his deployment

    area. The Attacker will deploy anywhere up to 6 inchesfrom the middle of the table in the quarter that is

    diagonally opposite the Defender. The Defender deploys

    second anywhere up to 6 inches from the middle of the

    table. The Attacker goes rst.

    Mission Objectives:

    Team Leaders are considered high priority targets and

    are worth triple Mission Points if killed. A routed Team

    Leader does not count as killed, only routed; therefore,

    a Player can only claim the triple Mission Points if heactually kills the enemy Team Leader in gameplay.

    This Mission uses standard Mission Points to establish

    the Victor. Likewise, a Player gains 1 additional Mission

    Point for each of his models in the Enemy Deployment

    Zone at the end of the game.

    Ending the Game:

    The game ends at the conclusion of any Game Turn in

    which one side no longer has a Team Leader in play.

    Once a Team is reduced to 25% (rounding up) of itsstarting model count, it must take a leadership test at the

    beginning of each of its turns. If this leadership test is

    passed, then the Team continues to function as normal.

    If a Team fails its leadership test, the Team is considered

    routed; it is removed from play and the game ends.

    Note: If your Special Operations Group is composed

    of two Teams, then each Team tests for leadership

    independently. In order for the game to end in this

    manner, both Teams in the SOG must fail their

    leadership test.

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    I.5: EXTRACTIONListen up. A high value target has been identied in the enemy hot zone. We want him. We want

    him alive. Your team is the only asset within miles and so your Group has been tasked with the

    capture and removal of the enemy target. No. I dont like it either. Now get to work.

    The Table:

    This Mission is played on a 4ft by4 ft table; at least 50%

    of the tabletop should be covered in terrain. We suggest

    that half of the terrain be of the area or LOS blocking

    variety.

    Divide the table into halves.

    Mission Special Rules:

    The Defender must identify one of his models as the

    High Value Target. This may be any model in the

    Defenders SOG, but the High Value Target must be

    clearly identied as such before the start of the game.

    Reserves:

    Up to half of the Defenders SOG starts the game in

    reserve. The reserve force may not include the HighValue Target. Reserved models do not act as in normal

    40K, but follow direction described in Deployment below.

    Deployment:

    Players roll off using a D6. The winner chooses to

    go either rst (Attacker) or second (Defender). The

    Defender chooses his table edge. The Attacker deploys

    his SOG anywhere in his Deployment Zone up to 6

    inches from the middle of the table.

    The Defender then deploys the High Value Target and

    half of his SOG. The Defenders remaining forces will

    come into play the turn immediately following the capture

    of the High Value Target and may enter from any board

    edge.

    Mission Objectives:

    The Attacker must reduce the High Value Target to 0

    Wounds, get in base contact, and escort him off the table.

    Any model may escort the HVT, who will be considered

    escorted the moment that model comes in to base-to-

    base contact with him (with no movement penalty). Any

    escorting model of Strength 3 or lower suffers -2 inches to

    its Movement for as long as it escorts the HVT. Likewise

    an escorting model may not shoot while carrying the HVT.If the escorting model is either killed or engaged in close

    combat, the Target is considered dropped and may be

    retrieved/escorted by any other unengaged model.

    If the HVT is reduced to 0 Wounds by a weapon that

    causes Instant Death (ie, x2 the Toughness of the Target),

    the game ends immediately and is decided by Mission

    Points. Once at 0 Wounds, he may not be targeted in

    Assault and Shooting phases, and/or otherwise re-killed.

    Ending the Game:

    The game ends immediately if the High Value Target is

    escorted from the table by either player.

    The Player who escorts the High Value Target off the

    table wins (this applies to either the Attacker or the

    Defender -note: The Defender may not kill his own HVT

    and then escort him off the table, though the HVT can be

    recollected and removed from play by an attentive and

    opportunistic Defender).

    If the game ends (as outlined below) and the High Value

    Target remains on the table, the game is decided by

    Mission Points as normal; however, the Player escorting

    the HVT gains an extra 5 Mission Points. If neither player

    has clear control of the HVT no bonus Mission Points are

    awarded. If the game ends and the HVT has not been

    reduced to o Wounds, the Defender gains an extra 5

    Mission Points.

    Once a Team is reduced to 25% (rounding up) of its

    starting model count, it must take a leadership test at the

    beginning of each of its turns. If this leadership test is

    passed, then the Team continues to function as normal.

    If a Team fails its leadership test, the Team is considered

    routed; it is removed from play and the game ends.

    Note: If your Special Operations Group is composed

    of two Teams, then each Team tests for leadership

    independently. In order for the game to end in this

    manner, both Teams in the SOG must fail their leadership

    test.

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    I.6: DOUBLE CROSSTwo armies have found themselves with an unfortunate common interest. They are now locked in

    a desperate race to lock down their Objectives before the Enemy. Each Special Operations Team

    has been given two unequivocal priorities: one, secure the Objective at all costs; two, destroy

    anything that interferes with the rst priority.

    The Table:

    This Mission is played on a 4ft by 4 ft table; at least 50%

    of the tabletop should be covered in terrain. We suggest

    that half of the terrain be of the area or LOS blocking

    variety.

    Divide the table into four quarters.

    Mission Special Rules:

    All models on both sides are considered to have moved

    in the rst turn of the game. As such, Heavy Weapons

    carried by models that do not have either the Relentless

    or Slow and Purposeful USR may not shoot in the rst

    turn.

    Models belonging to the Vanguard section (see

    deployment) forfeit their movement phase in the rst turn.

    Models in the Rearguard section may choose to move or

    run in the turn they arrive, but may not shoot.

    Reserves:

    The Rearguard arrives on a D6 roll of: 6 on turn one,

    5+ on turn two, 4+ on turn three, 3+ on turn four, 2+ on

    turn ve, automatically on turn six. On the turn it arrives,

    the Rearguard may deploy along any table edge in the

    controlling players Deployment Zone.

    Deployment:

    Divide your Special Operations Group into two halves

    that are roughly equal; assign one half to be your

    Vanguard section and one to be the Rearguard section.If you are using two Teams in your Special Operations

    Group then one Team is Vanguard and the other is

    Rearguard.

    Players roll off using a D6. The winner chooses to go

    either rst (Attacker) or second (Defender). The Defender

    then chooses one of the table quarters as his deployment

    area. The Attacker will deploy in the table quarter that is

    diagonally opposite of the Defenders table quarter.

    Deploy your Vanguard section no closer than 6 inches

    from the center of the table but no further than 12 inchesfrom the center of the table.

    On the turn it arrives, the Rearguard may deploy along

    any table edge in the controlling players Deployment

    Zone (see: Reserves).

    Mission Objectives:

    An Objective is placed in both of the quarters that are not

    acting as a Deployment Zone. Both Objectives are placed

    8 inches from each edge of the back corner in that table

    quarter. If a Player has a model in base-to-base contact

    with the Objective at the end of the game, he gains15Mission Points in addition to the standard Mission Points.

    Ending the Game:

    Once a Team is reduced to 25% (rounding up) of its

    starting model count, it must take a leadership test at the

    beginning of each of its turns. If this leadership test is

    passed, then the Team continues to function as normal.

    If a Team fails its leadership test, the Team is considered

    routed; it is removed from play and the game ends.

    Note: If your Special Operations Group is composed

    of two Teams, then each Team tests for leadershipindependently. In order for the game to end in this

    manner, both Teams in the SOG must fail their leadership

    test.

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    II.1: AMBUSHYouve been sold out. Your Special Operations Groups has unwittingly stumbled into the waiting

    sights of an enemy ambush. Abandon the Objectives and get your Team out of there immediately.

    Repeat: Abort Mission and Regroup at your prearranged Collection Point.

    The Table:

    This Mission is played on a 4ft by 4 ft table; at least 50%

    of the tabletop should be covered in terrain. We suggest

    that half of the terrain be of the area or LOS blocking

    variety.

    Divide the table into four quarters.

    Mission Special Rules:

    The Defenders Special Operations Group may only

    include one Team of up to 250pts. The Attackers Special

    Operations Group may include two Teams of up to 250pts

    each. The exact totals will be your choice, but all Teams

    should be of equal value.

    We recommend that each Player creates and brings

    a SOG of two Teams to the table. After the roll off, the

    Defender simply sets aside one Team.

    Deployment:

    Players roll off using a D6. The winner chooses to go

    either rst (Attacker) or second (Defender).

    The Attacker must place his two Teams within 6 inches of

    the table edge in any two quarters (which means that the

    Attackers entire force may not start in the same quarter).

    The Defender must deploy his Team within 6 inches from

    the center of the table.

    Mission Objectives:

    The Defender must get as many models as possible off

    any table edge. The Defender earns Mission Points not

    only for kills as usual, but also for each member of his

    Team that makes it off the table.

    The Attacker must destroy the Defender and thus earns

    Mission Points as normal.

    Ending the Game:

    The Defender does not take leadership tests as normal

    when reduced to 25%. The Team is already in the

    processes of withdrawing from the engagement. The

    Attackers Teams, however, remain subject to the

    following standard rule.

    Once a Team is reduced to 25% (rounding up) of its

    starting model count, it must take a leadership test at thebeginning of each of its turns. If this leadership test is

    passed, then the Team continues to function as normal.

    If a Team fails its leadership test, the Team is considered

    routed; it is removed from play and the game ends.

    Note: If your Special Operations Group is composed

    of two Teams, then each Team tests for leadership

    independently. In order for the game to end in this

    manner, both Teams in the SOG must fail their leadership

    test.

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    II.2: CRASH LANDINGYour unit has been inserted into enemy territory via air transport; however, your gunship has

    been shot down, leaving you stranded in enemy territory! You must get out quickly before you are

    captured or worse by converging enemy forces.

    The Table:

    This Mission is played on a 4ft by 4 ft table; at least 50%

    of the tabletop should be covered in terrain. We suggest

    that half of the terrain be of the area or LOS blocking

    variety.

    Deployment:

    Players roll off using a D6. The winner chooses to go

    either rst (Attacker) or second (Defender).

    The Defender marks a point along the centerline of the

    table that is also 12 inches from the tables edge (that

    is, 24 inches from two board edges on each side and 12inches from the third edge: see diagram). The Defender

    deploys his SOG within 6 inches from the marked point.

    The furthest table edge will be the Defenders Safe Zone.

    Players roll of again with a D6. The Defender takes the

    rst turn on a roll of 3+. The Attacker takes the rst turn

    on a roll of 1 or 2.

    Mission Special Rules:

    All Attacker models start the game in Reserve. The

    Attackers team-members will arrive on a D6 roll of:

    3+ on turn one, 2+ on turn two, automatically on turnthree. The Attacker rolls for each individual in his SOG

    independently.

    In order to determine from which table edge the Reserves

    will arrive, the Attacker rolls a D6 and consults the

    following table:

    1-2: The Attacker Decides.

    3-4: Either table edge that is perpendicular to the Safe

    Zone.

    5-6: The Defender Decides

    Mission Objectives:

    The Defender must get his models off the table safely,

    and may only do so on the designated Safe Zone. The

    Defender earns Mission Points only for the models that

    are removed from play by crossing off the table at the

    Safe Zone. The Defender does not earn Mission Points

    for killing enemy models.

    The Attacker must kill the enemy Special Operations

    Group, and will earn Mission Points as usual for killed

    enemy models.

    Ending the Game:

    The Defender does not take leadership tests as normal

    when reduced to 25%. The Team is already in the

    processes of eeing the engagement. The Attacker,

    however, remains subject to the following standard rule.

    Once a Team is reduced to 25% (rounding up) of its

    starting model count, it must take a leadership test at the

    beginning of each of its turns. If this leadership test is

    passed, then the Team continues to function as normal.

    If a Team fails its leadership test, the Team is considered

    routed; it is removed from play and the game ends.

    Note: If your Special Operations Group is composed

    of two Teams, then each Team tests for leadership

    independently. In order for the game to end in this

    manner, both Teams in the SOG must fail their leadership

    test.

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    II.3: LAST STANDThe Kill Team has successfully completed its Mission, but the extraction has gone horribly wrong.

    The Team is isolated, battered, weary, and exposed and must now face the wrath of the wasps

    nest theyve stirred. The odds are overwhelming -the outcome, bleak.

    The Table:

    This Mission is played on a 4ft by 4 ft table; at least 50%

    of the tabletop should be covered in terrain. We suggest

    that half of the terrain be of the area or LOS blocking

    variety.

    Divide the table into four quarters.

    Mission Special Rules:

    The Defenders Special Operations Group may only

    include one Team of up to 250pts. The Attackers Special

    Operations Group may include two Teams of up to 250pts

    each. The exact totals will be your choice, but all Teams

    should be of equal value.

    We recommend that each Player creates and brings

    a SOG of two Teams to the table. After the roll off, the

    Defender simply sets aside one Team.

    Deployment:

    Players roll off using a D6. The winner chooses to go

    either rst (Attacker) or second (Defender).

    The Attacker must place his two Teams within 6 inches of

    the table edge in any two quarters (which means that the

    Attackers entire force may not start in the same quarter).

    The Defender must deploy his Team within 6 inches from

    the center of the table.

    Mission Objectives:

    This Mission uses standard Mission Points to establishthe Victor with the following two additions:

    Bloody Revenge: the Attacker wants to destroy the

    Defender, utterly and quickly. Keep close track of turns.

    At the end of the game, the Attacker earns a variable

    number of additional Mission Points based on the number

    of turns required to complete the game. To determine the

    number of additional Mission Points earned, subtract the

    nal turn from the number 10. If the number is negative,

    then the Defender earns those Mission Points instead

    (simply remove the minus sign).

    For example, if the Attacker eliminates the Defender on

    turn seven, he will earn an additional 3 MPs (107 = 3);

    however, if the game lasts 13 turns, the Defender would

    earn an additional 3 MPs (10-13 = -3).

    Sell Yourself Dearly: the Defenders forlorn Team has a

    steely resolve and ruthless demeanor. They are resolved

    to their fate and intent upon taking any/all remaining

    targets of value with them. The Defender earns double

    Mission Points for each Enemy Leader killed in the game.

    Ending the Game:Last Stand: the Defender does not take leadership tests

    as normal when reduced to 25%. The Team will ght to

    the last man. The Attacker, however, remains subject to

    the following standard rule.

    Once a Team is reduced to 25% (rounding up) of its

    starting model count, it must take a leadership test at the

    beginning of each of its turns. If this leadership test is

    passed, then the Team continues to function as normal.

    If a Team fails its leadership test, the Team is considered

    routed; it is removed from play and the game ends.

    Note: If your Special Operations Group is composed

    of two Teams, then each Team tests for leadership

    independently. In order for the game to end in this

    manner, both Teams in the SOG must fail their leadership

    test.

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    II.4: DOWNLOADStealth is the key here. Your Team must locate an access point, download valuable information,

    delete those les from the main drive, and retire before the Enemy is even alerted to your

    presence.

    The Table:

    This Mission is played on a 4ft by 4 ft table; at least 50%

    of the tabletop should be covered in terrain. We suggest

    that half of the terrain be of the area or LOS blocking

    variety.

    Divide the table into quarters.

    Mission Special Rules:

    Download: The Access Point must be clearly marked by

    an appropriate, agreed-upon objective or piece of terrain.

    This is placed directly in the middle of the table.

    In order to retrieve the desired information, the Defender

    must move a model into contact with the Access Point

    and spend the entire next turn of Movement in contact.

    He may be in Close Combat and still retrieve the

    information. Once retrieved, place a marker on, or next

    to, this model. In order to win, that model will have to then

    exit any table edge in the Defenders Deployment Zone.

    The Defending model that collects the Download may

    pass the data chip along to another model; however,

    each model will lose the rest of his movement for that turn

    if the data is transferred in this manner.

    All Attacker models start the game in Reserve. The

    Attackers Team will arrive on a D6 roll of: 5+ on turn two,

    4+ on turn three, 3+ on turn four, and automatically on

    turn ve. The Attacker rolls for each Team in his SOG

    independently.

    Deployment:Players roll off using a D6. The winner chooses to go

    either rst (Attacker) or second (Defender). The Defender

    then chooses one of the table quarters as his Deployment

    Zone, and deploys his entire force anywhere up to 8

    inches from his table edge.

    The Attacker will not appear on the rst turn, but Players

    will roll for priority as usual on the second turn.

    In order to determine from which table edge the Reserves

    will arrive, the Attacker rolls a D6 and consults the

    following table (from the Defenders Point of View on the

    table):

    1-2: The table quarter diagonally across form the

    Defenders Deployment Zone.

    3-4: The table quarter to the right of the Defenders

    Deployment Zone.

    5-6: The table quarter to the left of the Defenders

    Deployment Zone.

    Mission Objectives:

    As stated, the Defending model with the Download must

    exit the table from an edge in one of the Defenders

    Deployment Zone. If that model is killed, place him

    sideways on the table. Another Defending model may

    collect the data chip from his corpse by moving intocontact with the model but sacrices the rest of his

    movement that turn.

    Standard Mission Points do not apply to this Mission.

    The Defender wins if the data is removed from the table

    as described above.

    The Attacker wins if he keeps the data from leaving the

    table.

    Ending the Game:Neither the Attacker nor the Defender will take leadership

    tests when reduced to 25%. Each Team will ght to the

    last man.

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    II.5: DEAD OR ALIVEA high-ranking enemy gure has strayed from his lines. While his guard is down, your team must

    gather and bring him back to HQ for questioning. This High Value Target is wanted dead or alive,

    but alive would most certainly be preferable. Did you hear that? I said a-l-i-v-e.

    The Table:

    This Mission is played on a 4ft by 4 ft table; at least 50%

    of the tabletop should be covered in terrain. We suggest

    that half of the terrain be of the area or LOS blocking

    variety.

    Divide the table into four quarters.

    Mission Special Rules:

    The High Value Target begins the game at center point of

    the table.

    The High Value Target has the following prole: WS4 BS-

    S4 T4 I4 A2 Sv2+. He will not willingly assault, though he

    may be assaulted as any other model. He may not shoot,

    although he may be shot at (including by the model who

    is escorting him. See below).

    On the rst turn, the High Value Target will not move.

    In each subsequent turn the HVT enjoys a special

    movement phase after priority has been established but

    before the rst Player Turn. In this special Movement

    Phase, the player who goes second in that Game Turnwill control the HVT (regardless of priority). He may move

    up to 6 inches in any direction and will ignore Difcult

    Terrain (but may not ignore Impassable Terrain). He will

    only run if controlled by the Defender.

    Deployment:

    Players roll off using a D6. The winner chooses to go

    either rst (Attacker) or second (Defender). The Defender

    then chooses one of the table quarters as his deployment

    area. The Attacker deploys anywhere up to 8 inches from

    the table edge in the quarter that is diagonally opposite

    the Defender. The Defender deploys second anywhere

    up to 8 inches from the table edge in his Deployment

    Zone. The Attacker goes rst.

    Mission Objectives:

    Escort: Each Player wants to collect and escort the

    HVT back to a table edge in his respective Deployment

    Zone. Any model may escort the HVT, who is considered

    escorted the moment that model comes in to base-to-

    base contact with the HVT. Upon contact, the escorting

    models movement will end for that turn, but will resume

    in the next turn as normal. Any escorting model of

    Strength 3 or lower suffers -2 inches to its Movement

    for as long as it escorts the HVT. Likewise an escortingmodel may not shoot while doing so. He may run.

    If the escorting model is either killed or engaged in close

    combat, the HVT is considered dropped and will resume

    movement as normal in the next Special Movement

    phase, though the HVT may be retrieved/escorted

    by any other unengaged model. If, for some reason,

    the escorting model shoots the HVT, he is considered

    dropped and may be picked up again the next turn by any

    unengaged model if possible.

    If either Special Operations Group escorts the HVT from

    the appropriate table edge, that Team earns an additional

    20 Mission Points.

    In a gesture of pure desperation, the Defender can kill the

    HVT at the cost of -25 Mission Points. The Attacker can

    kill the HVT at the cost of -15 Mission Points.

    Enemy Kills are scored as standard Mission Points for

    both SOGs.

    Ending the Game:

    Once a Team is reduced to 25% (rounding up) of its

    starting model count, it must take a leadership test at the

    beginning of each of its turns. If this leadership test is

    passed, then the Team continues to function as normal.If a Team fails its leadership test, the Team is considered

    routed; it is removed from play and the game ends.

    Note: If your Special Operations Group is composed

    of two Teams, then each Team tests for leadership

    independently. In order for the game to end in this

    manner, both Teams in the SOG must fail their leadership

    test.

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    II.6: PERSONS OFINTEREST

    Several individuals marked as Persons of Interest have been located within reach of your SpecialOperations Group. You have been tasked with the safe recovery of these PoI so that the Higher-

    Ups can question, interrogate, examine, dissect them. Thats their concern. Your concern is getting

    these PoI back to base before anyone else gets hold of those randoms.

    The Table:

    This Mission is played on a 4ft by 4 ft table; at least 50%

    of the tabletop should be covered in terrain. We suggest

    that half of the terrain be of the area or LOS blocking

    variety.

    Divide the table into four quarters.

    Mission Special Rules:

    The Persons of Interest are D3+2 models that begin the

    game within 4 inches from the center of the table.

    On the rst turn, they will not move. In each subsequent

    turn the PoI enjoy a special movement phase after priority

    has been established but before the rst Player Turn.

    In this special Movement Phase, the player who goes

    second in that Game Turn will control the PoI. They moveas individuals up to 6 inches in any direction and will

    ignore Difcult Terrain (they are panicked and ighty, but

    may not ignore Impassable Terrain). They may run. They

    may not shoot, although they may be shot at (killing a PoI

    costs -10 Mission Points). The PoI are Toughness 4.

    We envision these PoI as infected civilians, top scientists,

    valuable military minds, genetic spore material, Necron

    automaton, top breeding squigs, and so on. You

    recommend that you use whatever models you can to

    represent these particular individuals.

    Deployment:

    Players roll off using a D6. The winner chooses to go

    either rst (Attacker) or second (Defender). The Defender

    then chooses one of the table quarters as his deployment

    area. The Attacker deploys anywhere up to 8 inches from

    the table edge in the quarter that is diagonally opposite

    the Defender. The Defender deploys second anywhere

    up to 8 inches from the table edge in his Deployment

    Zone. The Attacker goes rst.

    Mission Objectives:

    Each Player must collect and escort as many Persons

    of Interest back to a table edge in his respectiveDeployment Zone. Any model may escort one PoI, who

    is considered escorted the moment that model comes

    in to base-to-base contact with him (with no movement

    penalty). Any escorting model of Strength 3 or lower

    suffers -2 inches to its Movement for as long as it escorts

    a PoI. Likewise an escorting model may not shoot while

    doing so. If the escorting model is either killed or engaged

    in close combat, the PoI is considered dropped and

    will resume movement as normal in the next Special

    Movement phase, though the PoI may be retrieved/

    escorted by any other unengaged model.

    A model that has escorted a PoI count off the table does

    not need to leave the table as well, although you may

    choose to do so. The model must only touch the table

    edge to remove the PoI from play. The PoI is considered

    off the table and counts toward Mission Points. In this

    manner, the escorting model does not need to count

    toward routing (again, unless you choose to do so).

    Each Person of Interest escorted from the table is worth10 Mission Points. As mentioned, killing a PoI is worth -10

    Mission Points.

    Enemy Kills are scored as standard Mission Points.

    Ending the Game:

    Once a Team is reduced to 25% (rounding up) of its

    starting model count, it must take a leadership test at the

    beginning of each of its turns. If this leadership test is

    passed, then the Team continues to function as normal.

    If a Team fails its leadership test, the Team is considered

    routed; it is removed from play and the game ends.

    Note: If your Special Operations Group is composed

    of two Teams, then each Team tests for leadership

    independently. In order for the game to end in this

    manner, both Teams in the SOG must fail their leadership

    test.

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    Help us make a better game!Played Killzone?

    Liked it?

    Hated it?

    Tell us about it!We are working hard to make this ruleset everything we want it to be, if theres something you loved,

    something you found difcult, hard to work through or just plain annoying come to our forums at

    http://specopskillzone.freeforums.org/

    and give us some feedback. we arent promising youll get it your way but well certainly listen.

    Contributors CreditsThe Following people have conributed ot this document for no reason other than thier love of the hobby

    and thier disire to make a skirmish game they want to play.

    Big Jim at Galaxy in Flames http://galaxyinames.blogspot.com/

    AJ/Bestia from the Imperial Truth podcast http://theimperialtruth.blogspot.com/

    B.smoove from A Gentlemans Ones http://agentlemansones.blogspot.com/

    Karitas from Excommunicate Traitors http://excommunicatetratoris.blogspot.com/

    Menzies from the 512th Cadian http://cadian512.blogspot.com/

    Sons of Taurus from his self-titled Blog http://sonsoftaurus.blogspot.com/

    Counterfett from All things Fett http://counterfett.blogspot.com/

    Geoff from the Independent Characters Podcast http://theindependentcharacters.com/blog/

    Master Bryss

    Entropomancer

    War009

    Marko