KillZone - Missions

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    This is NOT a Games Workshop Product

    M I S S I O N S DISCLAIMER:

    This is a not-for-profit rules supplement for Warhammer 40,000 by Games Workshop plc. None of theauthors, distributors, contributors, editors, or commentators have participated in this project for money;they have done so purely for the love of the game.

    This ruleset demands that its users own and refer to the Warhammer 40,000 rulebook and relevantcodices in the use of these rules.

    All content within these pages is user-created and is derived, without permission, from Warhammer 40,000 intellectual property owned by Games Workshop Ltd.

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    MISSION 1212.1: RECONNAISSANCE12.2: ENCOUNTER12.3: WITHDRAWAL12.4: EXTREME PREJUDICE12.5: EXTRACTION12.6: DOUBLE CROSS

    MISSION 3434.1: AMBUSH34.2: CRASH LANDING34.3: LAST STAND34.4: DOWNLOAD34.5: DEAD OR ALIVE34.6: PERSONS OF INTEREST

    MISSION 5656.1: SABOTAGE56.2: CAT AND MOUSE56.3: PROJECT MAYHEM56.4: MOUSETRAP56.5: BLITZ56.6: SENTRY GRID

    SPECIAL OPERATIONS: KILLZONE - MISSIONS

    USING THIS BOOKLET:This booklet contains the first 18 Missions for Special Operations: Killzone.

    These Missions are intended to be played with the S pecial Operations: Killzone Rulebook changes andwith Special Operations Teams built using the Codex Errata for Special Operations: Killzone.

    The three Missions tables presented herein can be played sequentially, if you like, but you may also findthat each Mission will play perfectly well as a standalone game.

    MISSION SELECTION: For those interested in playing the random standalone game, we have taken theliberty of organizing the Missions into the manageable outline that you will find below. We recommendthat each player roll a single d6, one of which should be designated an ad hoc d3. A roll of 1 or 2 on thed3 relates to Mission 12; a roll of 3 or 4 to Mission 34, etc. The d6 selects with exact scenario within thatMission category.

    In the grim darkness of the far future, there is only war and that war has many faces: epic battalionswage endless conflict throughout entire star systems; mighty Titans stride the continents of virus-

    ravaged worlds; grand heroes set themselves on a stage no smaller than the galaxy itself.

    But there are times when the Universe turns on a much smaller stage.

    The blade in the dark the forlorn last stand of a motivated, desperate few the efficient, brutal business behind the closed doors of a darkened Strategium the hushed footfalls of a stealth team as

    stifled, fleeting protests mark the only trace of its presence

    To be a man in such times is to be one amongst uncounted billions, but there are moments when thequiet actions of just one man can recalibrate the entire merciless Universe.

    This is the story of those deeds.

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    Mission Points:Killzone uses Mission Points to determine which side wins. Just forcing your opponent to break and routoff the battlefield does not necessarily mean that you have won the game. Mission Points can be earnedby completing objectives and by killing your opponents models.

    The Mission Points allotted for specific objectives will appear in the Mission briefing.

    The Mission Point value of each model is determined by consulting the chart below (but the dynamic isreally quite simple: move the decimal point over and round up).

    Points Value of Model Mission Points0-9 110-19 220-29 330-39 440-49 550-59 660-69 770-79 8and so on

    Your Team earns Mission Points for each enemy that is violently removed from play. You do not earnMission Points for models that flee, rout, or are otherwise removed from the table only the ones your Team kills.

    A few Missions might change these parameters to suit a specific mission goal, and any changes will beoutlined in the briefing.

    Map Key:Each Mission includes a small map that describes the basic premiseand outline for that Missions deployment. Please note that the maps

    are close (but perhaps not perfectly) to scale.

    This color will always mark a neutral deployment area.

    This color will always mark the Attackers Deployment Zone.

    This color will always mark the Defenders Deployment Zone. Defenders DZ

    SPECIAL OPERATIONS: KILLZONE - MISSIONS

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    The Table: This Mission is played on a 4ft by 4fttable; at least 50% of the tabletop should becovered in terrain. We suggest that half of theterrain be of the area or LOS blocking variety.

    Divide the table into halves.

    Deployment: Players roll off using a D6. Thewinner chooses to go either first (Attacker) or second (Defender). The Defender then chooses atable half as his Deployment Zone and deployshis Special Operations Group anywhere in that

    Zone up to 9 inches from the middle of the table.The Attacker deploys his SOG anywhere alonghis table edge, but not more than 6 inches fromthat edge. The Attacker goes first.

    Ending the Game: Once a Team is reduced to25% (rounding up) of its starting model count, itmust 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 isconsidered routed; it is removed from play andthe game ends.

    Note: If your Special Operations Group iscomposed of two Teams, then each Team testsfor leadership independently.

    On the eve of a grand battle, a small reconnaissance force has been dispatched to gather informationand to discover any potential weaknesses along the enemy line. While returning from this mission, theSpecial Operations Group runs directly another Team sent to destroy it.

    1 2 . 1 : R E C O N N A I S S A N C E

    Mission Special Rules: All models on both sidesare considered to have moved in the first turn of the game. As such, Heavy Weapons carried bymodels that do not have the Relentless or Slowand Purposeful USR may not shoot in the first turn.

    Mission Objectives: The Attackers Team hasvital information for tomorrows battle. They mustreturn this information to Headquartersimmediately. The Attacker must get as many menas possible off the opposite table edge (the

    Defenders Deployment Zone).

    The Defender must destroy the enemy forces inorder to prevent the information from influencingtomorrows battle. The Defender must stop theAttacker from reaching his table edge.

    Orks and Tyranids can never be the Attacker inthis Mission unless fighting against one or theother (Wreckonnaissance? Dats a bunch of oomies drawrin on dur ceiling, yeh?).

    The Attacker earns the appropriate number of Mission Points both for Enemy Kills and for each of his models that makes it off the table.

    This Mission uses standard Mission Points toestablish the Victor; however, the Defender doubles the Mission Point Value for each EnemyKilled (the information is that valuable).

    SPECIAL OPERATIONS: KILLZONE - MISSIONS

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    The Table: This Mission is played on a 4ft by 4fttable; at least 50% of the tabletop should becovered in terrain. We suggest that half of theterrain be of the area or LOS blocking variety.

    Divide the table into quarters.

    Deployment: Divide your Special OperationsGroup into two halves that are roughly equal;assign one half to be your Vanguard section andone to be the Rearguard section. If you are usingtwo Teams in your Special Operations Group thenone Team is Vanguard and the other is Rearguard.

    Players roll off using a D6. The winner chooses togo either first (Attacker) or second (Defender). TheDefender chooses one of the table quarters as hisDeployment Zone. The Attacker then deploys inthe table quarter that is diagonally opposite theDefenders table quarter. The Defender deployssecond.

    Deploy your Vanguard models no closer than 6inches from the center of the table but no further than 12 inches from the center of the table.

    No model in the Rearguard section may deploycloser than 9 inches to a model in the Vanguardsection.

    After spending the last few months on the front lines, your unit has been tasked with patrolling a quiet sector far from the main battle. Although you have been given information that the area could possibly bean infiltration point for enemy forces, you are expecting this to be a routine scouting mission. It appearsthat the enemy had the same idea, and your forces blunder into each other in the middle of no mansland. The Encounter is as violent as it is unexpected.

    1 2 . 2 : E N C O U N T E R

    Mission Special Rules: All models on both sidesare considered to have moved in the first turn of the game. As such, Heavy Weapons carried bymodels that do not have either the Relentless or Slow and Purposeful USR may not shoot in thefirst turn.

    Models belonging to the Vanguard section (seedeployment) forfeit their movement phase in thefirst turn.

    Models in the Rearguard section may choose tomove and/or to run in the first turn, but may notshoot.

    Mission Objectives: Kill or be killed.

    This Mission uses standard Mission Points toestablish the Victor. Moreover, each Player gains 1additional Mission Point for each of his models inthe neutral table quarters, and 2 additional MissionPoints for each of his models in the EnemyDeployment Zone at the end of the game.

    Ending the Game: Once a Team is reduced to25% (rounding up) of its starting model count, itmust 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 aTeam fails its leadership test, the Team isconsidered routed; it is removed from play and thegame ends.

    Note: If your Special Operations Group iscomposed of two Teams, then each Team tests for leadership independently.

    SPECIAL OPERATIONS: KILLZONE - MISSIONS

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    The Table: This Mission is played on a 4ft by 4fttable; at least 50% of the tabletop should becovered in terrain. We suggest that half of theterrain be of the area or LOS blocking variety.

    Divide the table into four quarters.

    Deployment: Players roll off using a D6. Thewinner chooses to go either first (Attacker) or second (Defender). The Defender then choosesone of the table quarters as his deployment area.The Attacker will deploy anywhere up to 9 inchesfrom the middle of the table in the quarter that isdiagonally opposite the Defender. The Defender deploys second anywhere up to 9 inches from themiddle of the table. The Attacker goes first.

    Orders just in: your Team has been charged with the unhesitating termination of an extremely valuableEnemy target. Good Hunting.

    1 2 . 4 : E X T R E M E P R E J U D I C E

    Mission Special Rules: In this Mission, bothTeam Leaders have been marked for terminationby the enemy.

    Mission Objectives: Team Leaders areconsidered high priority targets and are worthtriple Mission Points if killed. A routed TeamLeader does not count as killed, only routed;therefore, a player can only claim the tripleMission Points if he actually kills the enemy TeamLeader in gameplay.

    This Mission uses standard Mission Points toestablish the Victor. In addition, each Player gains1 additional Mission Point for each of his modelsin the neutral table quarters, and 2 additionalMission Points for each of his models in theEnemy Deployment Zone at the end of the game.

    Ending the Game: The game ends at theconclusion of any Game Turn in which one side nolonger has a Team Leader in play.

    Once a Team is reduced to 25% (rounding up) of its starting model count, it must take a leadershiptest at the beginning of each of its turns. If thisleadership test is passed, then the Teamcontinues to function as normal. If a Team fails itsleadership test, the Team is considered routed; itis removed from play and the game ends.

    Note: If your Special Operations Group iscomposed of two Teams, then each Team tests for leadership independently.

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    The Table: This Mission is played on a 4ft by 4fttable; at least 50% of the tabletop should becovered in terrain. We suggest that half of theterrain be of the area or LOS blocking variety.

    Divide the table into halves.

    Reserves: Up to half of the Defenders SOG startsthe game in reserve. The reserve force may notinclude the High Value Target. Reserved modelsdo not act as in normal 40K, but follow directiondescribed in Deployment below.

    Deployment: Players roll off using a D6. Thewinner chooses to go either first (Attacker) or second (Defender). The Defender chooses histable edge. The Attacker deploys his SOGanywhere in his Deployment Zone up to 9 inchesfrom the middle of the table.

    The Defender then deploys the High Value Target(HVT) and half of his SOG anywhere in hisDeployment Zone. The Defenders remainingforces will come into play the turn immediatelyfollowing the capture of the HVT and may enter from any board edge.

    Mission Special Rules: The Defender mustidentify one of his models as the HVT. This may beany model in the Defenders SOG, but the HVTmust be clearly identified as such before the startof the game.

    Listen up! A high value target has been identified in the enemy hot zone. We want him. We want himalive. Your Special Ops Group is the only asset within miles and so your Team has been tasked with thecapture and removal of the enemy target. No. I dont like it either. Now get to work.

    1 2 . 5 : E X T R A C T I O N

    Mission Objectives: The Attacker must reducethe HVT to 0 Wounds, get in base contact, andescort him off the table. Any model may escort theHVT, who will be considered escorted themoment that model comes in to base-to-basecontact with him (with no movement penalty). Anyescorting model of Strength 3 or lower suffers -2inches to its Movement for as long as it escortsthe HVT. Likewise an escorting model may notshoot while carrying the HVT. If the escortingmodel is either killed or engaged in close combat,the Target is considered dropped and may beretrieved/escorted by any other unengagedmodel.

    If the HVT is reduced to 0 Wounds by a weaponthat causes Instant Death (ie: x2 the Toughness of the Target), the game ends immediately and isdecided by Mission Points. Once at 0 Wounds, hemay not be targeted in Assault and Shootingphases, and/or otherwise re-killed.

    Ending the Game: The game ends immediately if the HVT is escorted from the table by either player. The player who escorts the HVT off thetable wins; this applies to either the Attacker or theDefender (note: The Defender may not kill his ownHVT and then escort him off the table, though the

    HVT can be recollected and removed from play byan attentive and opportunistic Defender).

    If the game ends while the HVT remains on thetable, the game is decided by Mission Points asnormal; however, the player escorting the HVTgains an extra 5 Mission Points. If neither player has clear control of the HVT no bonus MissionPoints are awarded. If the game ends and theHVT has not been reduced to 0 Wounds, theDefender 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 thisleadership test is passed, then the Teamcontinues to function as normal. If a Team fails itsleadership test, the Team is considered routed; itis removed from play and the game ends.

    Note: If your Special Operations Group iscomposed of two Teams, then each Team testsfor leadership independently.

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    The Table: This Mission is played on a 4ft by 4fttable; at least 50% of the tabletop should becovered in terrain. We suggest that half of theterrain be of the area or LOS blocking variety.

    Divide the table into four quarters.

    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 five, automatically on turnsix. On the turn it arrives, the Rearguard maydeploy along any table edge in the controlling

    players Deployment Zone.

    Deployment: Divide your Special OperationsGroup into two halves that are roughly equal;assign one half to be your Vanguard section andone to be the Rearguard section. If you are usingtwo Teams in your Special Operations Group thenone Team is Vanguard and the other isRearguard.

    Players roll off using a D6. The winner chooses togo either first (Attacker) or second (Defender).The Defender then chooses one of the tablequarters as his deployment area. The Attacker will

    deploy in the table quarter that is diagonallyopposite of the Defenders table quarter.

    Deploy your Vanguard section no closer than 6inches from the center of the table but no further than 12 inches from the center of the table.

    On the turn it arrives, the Rearguard may deployalong any table edge in the controlling playersDeployment Zone (see: Reserves).

    Two armies have found themselves with an unfortunate common interest. They are now committed to adesperate race to lock down their objectives before the enemy. Each Special Operations Team has beengiven two unequivocal priorities: one, secure the objective at all costs; two, destroy anything that interferes with the first priority.

    1 2 . 6 : D O U B L E C R O S S

    Mission Special Rules: All models on both sidesare considered to have moved in the first turn of the game. As such, Heavy Weapons carried bymodels that do not have either the Relentless or Slow and Purposeful USR may not shoot in thefirst turn.

    Models belonging to the Vanguard section (seedeployment) forfeit their movement phase in thefirst turn.

    Models in the Rearguard section may choose tomove or run in the turn they arrive, but may notshoot.

    Mission Objectives: An objective marker isplaced in both of the quarters that are not actingas a Deployment Zone. Both objectives areplaced 8 inches from each edge of the backcorner in that table quarter. If a player has amodel in base-to-base contact with the objectiveat the end of the game, he gains 15 MissionPoints in addition to the standard Mission Points(for an interesting variation on this Mission, placethe objectives as stated above, but in the neutraltable quarters).

    Ending the Game: Once a Team is reduced to

    25% (rounding up) of its starting model count, itmust 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 isconsidered routed; it is removed from play and thegame ends.

    Note: If your Special Operations Group iscomposed of two Teams, then each Team testsfor leadership independently.

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    The Table: This Mission is played on a 4ft by 4fttable; at least 50% of the tabletop should becovered in terrain. We suggest that half of theterrain be of the area or LOS blocking variety.

    Divide the table into four quarters.

    Deployment: Players roll off using a D6. Thewinner chooses to go either first (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 maynot start in the same quarter).

    The Defender must deploy his Team within 6inches from the center of the table.

    Youve 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.

    3 4 . 1 : A M B U S H

    Mission Special Rules: The Defenders SpecialOperations Group may only include one Team of up to 250pts. The Attackers Special OperationsGroup may include two Teams of up to 250ptseach. The exact totals will be your choice, but allTeams should be of equal value.

    We recommend that each player creates andbrings a SOG of two Teams to the table. After theroll off, the Defender simply sets aside one Team.

    Mission Objectives: The Attacker must destroythe Defender and thus earns Mission Points asnormal.

    The Defender must get as many models aspossible off any table edge. The Defender earnsMission Points not only for kills as usual, but alsofor each member of his Team that makes it off thetable.

    Ending the Game: The Defender does not takeleadership tests as normal when reduced to 25%.The Team is already in the processes of withdrawing from the engagement. The AttackersTeams, however, remain subject to the followingstandard rule.

    Once a Team is reduced to 25% (rounding up) of its starting model count, it must take a leadershiptest at the beginning of each of its turns. If thisleadership test is passed, then the Team continuesto function as normal. If a Team fails its leadershiptest, the Team is considered routed; it is removedfrom play and the game ends.

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    The Table: This Mission is played on a 4ft by 4fttable; at least 50% of the tabletop should becovered in terrain. We suggest that half of theterrain be of the area or LOS blocking variety.

    Deployment: Players roll off using a D6. Thewinner chooses to go either first (Attacker) or second (Defender).

    The Defender marks a point along the centerline of the table that is also 12 inches from the tablesedge (that is, 24 inches from two board edges oneach side and 12 inches from the third edge: seediagram). The Defender deploys his SOG within 6inches from the marked point. The furthest tableedge will be the Defenders Safe Zone.

    The Defender may elect to seize the initiative. TheDefender rolls a D6 and will take the first turn on aroll of 5+.

    Your 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.

    3 4 . 2 : C R A S H L A N D I N G

    Mission Special Rules: All Attacker models startthe game in Reserve. The Attackers team-members will arrive on a D6 roll of: 3+ on turn one,2+ on turn two, automatically on turn three. TheAttacker rolls for each individual in his SOGindependently.

    In order to determine from which table edge theReserves will arrive, the Attacker rolls a D6 andconsults the following table:1-2: The Attacker decides the table edge.3-4: Either table edge perpendicular to the SafeZone, at the Attackers discretion.5-6: The Defender decides the table edge.

    Mission Objectives: The Defender must get hismodels off the table safely, and may only do so onthe designated Safe Zone. The Defender earnsMission Points only for the models that areremoved from play by crossing off the table at theSafe Zone. The Defender does not earn MissionPoints for killing enemy models.

    The Attacker must kill the enemy SpecialOperations Group, and will earn Mission Points asusual for killed enemy models.

    Ending the Game: The Defender does not takeleadership tests as normal when reduced to 25%.The Team is already in the processes of fleeing theengagement. The Attacker, however, remainssubject to the following standard rule.

    Once a Team is reduced to 25% (rounding up) of its starting model count, it must take a leadershiptest at the beginning of each of its turns. If thisleadership test is passed, then the Team continuesto function as normal. If a Team fails its leadershiptest, the Team is considered routed; it is removedfrom play and the game ends.

    Note: If your Special Operations Group iscomposed of two Teams, then each Team tests for leadership independently.

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    The Table: This Mission is played on a 4ft by 4fttable; at least 50% of the tabletop should becovered in terrain. We suggest that half of theterrain be of the area or LOS blocking variety.

    Divide the table into four quarters.

    Deployment: Players roll off using a D6. Thewinner chooses to go either first (Attacker) or second (Defender).

    The Attacker must place his two Teams within 6inches of the table edge in any two quarters(which means that the Attackers entire force maynot start in the same quarter).

    The Defender must deploy his Team within 6inches from the center of the table.

    Ending the Game: Last Stand: the Defender doesnot take leadership tests as normal when reducedto 25%. The Team will fight to the last man. TheAttacker, however, remains subject to the followingstandard rule.

    Once a Team is reduced to 25% (rounding up) of its starting model count, it must take a leadershiptest at the beginning of each of its turns. If thisleadership test is passed, then the Team continuesto function as normal. If a Team fails its leadershiptest, the Team is considered routed; it is removedfrom play and the game ends.

    Note: If your Special Operations Group iscomposed of two Teams, then each Team tests for leadership independently.

    The Kill Team has successfully completed its Mission, but the extraction has gone horribly wrong. TheTeam is isolated, battered, weary, and exposed and must now face the wrath of the wasps nest theyvestirred. The odds are overwhelming -the prospects, bleak.

    3 4 . 3 : L A S T S T A N D

    Mission Special Rules: The Defenders SpecialOperations Group may only include one Team of up to 250 points. The Attackers SpecialOperations Group may include two Teams of up to250 points each. The exact totals will be your choice, but all Teams should be of equal value.

    We recommend that each Player creates andbrings a SOG of two Teams to the table. After theroll off, the Defender simply sets aside one Team.

    Mission Objectives: This Mission uses standardMission Points to establish the Victor with thefollowing two additions:

    Bloody Revenge: the Attacker wants to destroy theDefender, utterly and quickly. Keep close track of turns. At the end of the game, the Attacker earns avariable number of additional Mission Pointsbased on the number of turns required to completethe game. To determine the number of additionalMission Points earned, subtract the final turn fromthe number 10. If the number is negative, then theDefender earns those Mission Points instead(simply remove the minus sign).

    For example, if the Attacker eliminates theDefender on turn seven, he will earn an additional 3 MPs (107 = 3); however, if the game lasts 13turns, the Defender would earn an additional 3MPs (10-13 = -3).

    Sell Yourself Dearly: the Defenders forlorn Teamhas a steely resolve and ruthless demeanor. Theyare committed to their fate and intent upon takingany/all remaining targets of value with them. TheDefender earns double Mission Points for eachenemy Team Leader killed in the game.

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    The Table: This Mission is played on a 4ft by 4fttable; at least 50% of the tabletop should becovered in terrain. We suggest that half of theterrain be of the area or LOS blocking variety.

    Divide the table into quarters.

    Deployment: Players roll off using a D6. Thewinner chooses to go either first (Attacker) or second (Defender). The Defender then selects oneof the table quarters as his Deployment Zone, anddeploys his entire force anywhere up to 8 inchesfrom the table edges in that quarter.

    The Attacker will not appear on the first turn, butplayers will roll for priority as usual on the secondturn.

    In order to determine from which table edge theReserves will arrive, the Attacker rolls a D6 andconsults the following table (from the DefendersPoint of View on the table):

    1-2: the quarter diagonal to the Defenders DZ.3-4: the quarter to the right of the Defenders DZ.5-6: the quarter to the left of the Defenders DZ.

    Stealth is the key here. Your Team must locate an access point, download valuable information, deletethose files from the main drive, and retire before the Enemy is even alerted to your presence.

    3 4 . 4 : D OW N L O A D

    Mission Special Rules: Download: The AccessPoint must be clearly marked by an appropriate,agreed-upon objective or piece of terrain. This isplaced directly in the middle of the table.

    In order to retrieve the desired information, theDefender must move a model into contact withthe Access Point and spend the entire next turnof Movement in contact. He may be in CloseCombat and still retrieve the information. Onceretrieved, place a marker on, or next to, thismodel. In order to win, that model will have to exitany table edge in the Defenders DeploymentZone.

    The Defending model that collects the Downloadmay pass the data chip along to another model;however, each model will lose the rest of hismovement for that turn if the data is transferred inthis 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, andautomatically on turn five. The Attacker rolls for each Team in his SOG independently.

    Mission Objectives: As stated, the Defending

    model with the Download must exit the table froman edge in one of the Defenders DeploymentZone. If that model is killed, place him sidewayson the table. Another Defending model maycollect the data chip from his corpse by movinginto contact with the model but will sacrifice therest of his movement that turn.

    Standard Mission Points do not apply to thisMission.

    The Defender wins if the data is removed fromthe table as described above.

    The Attacker wins if he keeps the data fromleaving the table.

    Ending the Game: Neither the Attacker nor theDefender will take leadership tests when reducedto 25%. Each Team will fight to the last man.

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    The Table: This Mission is played on a 4ft by 4fttable; at least 50% of the tabletop should becovered in terrain. We suggest that half of theterrain be of the area or LOS blocking variety.

    Divide the table into four quarters.

    Deployment: Players roll off using a D6. Thewinner chooses to go either first (Attacker) or second (Defender). The Defender then choosesone of the table quarters as his deployment area.The Attacker deploys anywhere up to 8 inchesfrom the table edge in the quarter that isdiagonally opposite the Defender. The Defender

    deploys second anywhere up to 8 inches from thetable edge in his Deployment Zone. The Attacker goes first.

    Mission Special Rules: The High Value Target(HVT) a model independent of either SOG Teamand begins the game at center point of the table.

    The HVT has the following profile: WS4 BS- S4 T4W1 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 that is escorting him. Seebelow).

    On the first turn, the HVT will not move. In eachsubsequent turn the HVT enjoys a SpecialMovement Phase after priority has beenestablished but before the first Player Turn. In thisSpecial Movement Phase, the player who goessecond in that Game Turn will control the HVT(regardless of priority). He may move up to 6inches in any direction and will ignore DifficultTerrain (but may not ignore Impassable Terrain).He will only run if controlled by the Defender.

    A high-ranking enemy figure 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.

    3 4 . 5 : D E A D O R A L I V E

    Mission Objectives: Escort: Each Player wants tocollect and escort the HVT back to a table edge inhis respective Deployment Zone. Any model mayescort the HVT, who is considered escorted themoment that model comes in to base-to-basecontact with the HVT. Upon contact, the escortingmodels movement will end for that turn, but willresume 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 escortsthe HVT. Likewise an escorting model may notshoot while doing so. He may run.

    If the escorting model is either killed or engaged inclose combat, the HVT is considered dropped andwill resume movement as normal in the nextSpecial Movement Phase, though the HVT may beretrieved/escorted by any other unengaged model.If, for some reason, the escorting model shootsthe HVT, he is considered dropped and may bepicked up again the next turn by any unengagedmodel if possible.

    If either Special Operations Group escorts theHVT from the appropriate table edge, that Teamearns an additional 20 Mission Points.

    In a gesture of pure desperation, the Defender cankill the HVT at the cost of -25 Mission Points. TheAttacker can kill the HVT at the cost of -15 MissionPoints.

    Enemy Kills are scored as standard Mission Pointsfor both SOGs.

    Ending the Game: Once a Team is reduced to25% (rounding up) of its starting model count, itmust 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 aTeam fails its leadership test, the Team isconsidered routed; it is removed from play and thegame ends.

    Note: If your Special Operations Group iscomposed of two Teams, then each Team tests for leadership independently.

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    The Table: This Mission is played on a 4ft by 4fttable; at least 50% of the tabletop should becovered in terrain. We suggest that half of theterrain be of the area or LOS blocking variety.

    Divide the table into four quarters.

    Deployment: Players roll off using a D6. Thewinner chooses to go either first (Attacker) or second (Defender). The Defender then choosesone of the table quarters as his deployment area.The Attacker deploys anywhere up to 8 inches fromthe table edge in the quarter that is diagonallyopposite the Defender. The Defender deployssecond anywhere up to 8 inches from the table

    edge in his Deployment Zone. The Attacker goesfirst.

    Mission Special Rules: The Persons of Interest(PoI) are D3+2 models that begin the game within 4inches from the center of the table.

    On the first turn, they will not move. In eachsubsequent turn the PoI enjoy a Special MovementPhase after priority has been established but beforethe first Player Turn. In this Special MovementPhase, the player who goes second in that GameTurn will control the PoI. They move as individualsup to 6 inches in any direction and will ignore

    Difficult Terrain (they may not ignore ImpassableTerrain). They may run. They may not shoot,although they may be shot at (killing a PoI costs -10Mission Points). The PoI are T4 W1 Sv5+.

    We envision these PoI as infected civilians, topscientists, valuable military minds, genetic sporematerial, prize breeding squigs, and so on. Werecommend that you use whatever models you canto represent these particular individuals.

    Several individuals marked as Persons of Interest have been located within reach of your Special Operations Group. You have been tasked with the safe recovery of these PoI so that the Higher-Ups canquestion, interrogate, examine, dissect them. Thats their concern. Your concern is getting these PoI back to base before anyone else gets hold of them.

    3 4 . 6 : P E R S O N S O F I N T E R E S T

    Mission Objectives: Each Player must collectand escort as many PoI back to a table edge in hisrespective Deployment Zone. Any model mayescort one PoI, who is considered both controlledand escorted the moment that model comes in tobase-to-base contact with him (with no movementpenalty).

    Any escorting model of Strength 3 or lower suffers-2 inches to its Movement for as long as it escortsa PoI. Likewise, an escorting model may not shootwhile doing so.

    If the escorting model is either killed or engaged inclose combat, the PoI is considered dropped andwill resume movement as normal in the nextSpecial Movement Phase, though the PoI may beretrieved/escorted by any other unengaged model.

    A model that has escorted a PoI off the table doesnot need to leave the table as well, although youmay choose to do so. The model must only touchthe table edge to remove the PoI from play. ThePoI is considered off the table and counts towardMission Points. In this manner, the escortingmodel does not need to count toward routingunless you choose to leave the table.

    Each Person of Interest escorted from the table is

    worth 10 Mission Points. As mentioned, killing aPoI is worth -10 Mission Points.

    Enemy Kills are scored as standard MissionPoints.

    Ending the Game: Once a Team is reduced to25% (rounding up) of its starting model count, itmust 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 aTeam fails its leadership test, the Team isconsidered routed; it is removed from play and thegame ends.

    Note: If your Special Operations Group iscomposed of two Teams, then each Team tests for leadership independently.

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    The Table: This Mission is played on a 4ft by 4fttable; at least 50% of the tabletop should becovered in terrain. We suggest that half of theterrain be of the area or LOS blocking variety.

    Divide the table into halves.

    Deployment: Players roll off using a D6. Thewinner chooses to go either first (Attacker) or second (Defender). The Defender then choosesone of the table halves as his Deployment Zone.The Attacker deploys first in the opposite table half

    anywhere within 4 inches of the long table edge inhis Deployment Zone. The Defender deployssecond anywhere within 6 inches of the long tableedge in his Deployment Zone.

    The Attacker goes first; however, the Defender may elect to seize the initiative. The Defender rollsa D6 and will take the first turn on a roll of 5+.

    Ending the Game: Once a Team is reduced to25% (rounding up) of its starting model count, itmust 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 aTeam fails its leadership test, the Team isconsidered routed; it is removed from play and thegame ends.

    Note: If your Special Operations Group iscomposed of two Teams, then each Team tests for leadership independently.

    Weve been monitoring enemy activity, and we think weve found a way to throw a real spanner in their works. Weve spotted an isolated cogitator of some sort, not sure what exactly, but we know that theenemy relies on it. Wed like you to take it down. Do so quickly and quietly if you can. If not, just makesure that the thing is not functioning by the time youre finished. If not, dont come back.

    5 6 . 1 : S A B O T A G E

    Mission Special Rules: The enemy objective shouldbe agreed upon and clearly represented by anappropriate marker, model, building, and so on(although we recommend that the objective not belarger than one inch diameter). The objective isplaced directly in the middle of the table and countsas an immobile AV14 vehicle. The objective ignoresglancing hits, but is destroyed by any penetrating hit.

    All members of the Attacking Special OperationsGroup have been issued melta bombs in addition totheir usual equipment at no extra cost.

    All models on both sides are considered to have

    moved in the first turn of the game. As such, HeavyWeapons carried by models that do not have theRelentless or Slow and Purposeful USR may notshoot in the first turn.

    Mission Objectives: The Enemy Objective must bedestroyed in order for the Attacker to win; however,the game will still be decided by Mission Points evenif he does so. The Objective is worth 5 MissionPoints to the Attacker.

    The Defender can win through Mission Points,routing the Attacker, and/or destroying the Attacker outright.

    If the Attacker wins with regard to Mission Points;however, if he fails to destroy the enemy Objective,the game is automatically considered a draw.

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    The Table: This Mission is played on a 4ft by 4fttable; at least 50% of the tabletop should becovered in terrain. We suggest that half of theterrain be of the area or LOS blocking variety.

    Deployment: Players roll off using a D6. Thewinner chooses to go either first (Attacker) or second (Defender). The Defender then choosesone of the table halves as his Deployment Zone.The Attacker deploys first anywhere in hisDeployment Zone. The Defender deploys secondanywhere in his Deployment Zone.

    Hidden models may deploy with the rest of theSOG at this time, or may opt to infiltrate asnormal. Any other model that has the InfiltrateUSR may also deploy under the normal Infiltrationguidelines/restrictions.

    The Attacker goes first.

    Ending the Game: Once a Team is reduced to25% (rounding up) of its starting model count, itmust 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 aTeam fails its leadership test, the Team isconsidered routed; it is removed from play and thegame ends.

    Your Special Operations Group has been caught in a vicious round of cat and mouse with an enemy group. Neither SOG has made noteworthy progress against the other, but you can feel the air getting heavier, the noose tightening around the neck of your prey. Youve been shadowing them for monthsnow or have they been shadowing you?

    5 6 . 2 : C A T A N D M O U S E

    Mission Special Rules: Hidden Set-Up: EachSpecial Operations Group designates half (rounding up) of its models as hidden. Thesemodels are considered to be in deep cover andare represented by a specially modeled marker if possible -or by a standard infantry base for your army if not. You must keep track of which modeldeploys where. We recommend placing acorresponding number on the bottom of each baseso that you dont confuse yourself later.

    Hidden models gain the Infiltration USRautomatically and without regard to the model inquestion. Hidden models are always considered

    out of LOS, and will ignore any restrictions placedon models deploying in LOS of an enemy model;however, hidden models may not deploy nearer than 12 inches to an enemy model, including onesthat are also hidden.

    Because hidden models are always out of LOS,they may not be targeted for shooting.

    Any hidden model will be forced to reveal itself immediately if an enemy model approaches within6 inches its marker. Once revealed, the previouslyhidden model may be targeted for shooting, and/or assaulted.

    Likewise, any hidden model can reveal itself, if itchooses to do so, in its own movement or shootingphase. If the model reveals itself by shooting, it willcount as stationary for that shooting phase (ie: itmay shoot Heavy Weapons). It may only revealitself in the aforementioned phases.

    Mission Objectives: Kill or be killed. This Missioncalls for standard Mission Points to determine theVictor.

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    The Table: This Mission is played on a 4ft by 4fttable; at least 50% of the tabletop should becovered in terrain. We suggest that half of theterrain be of the area or LOS blocking variety.

    Divide the table into quarters.

    Deployment: Players roll off using a D6. Thewinner chooses to go either first (Attacker) or second (Defender). The Defender then choosesone of the table quarters as his Deployment Zone.The Attacker deploys first in the opposite tablequarter anywhere within 4 inches of the table edge

    in his Deployment Zone. The Defender deployssecond anywhere within 6 inches of the table edgein his Deployment Zone.

    The Attacker goes first; however, the Defender may elect to seize the initiative. The Defender rollsa D6 and will take the first turn on a roll of 5+.

    Ending the Game:Once a Team is reduced to 25% (rounding up) of its starting model count, it must take a leadershiptest at the beginning of each of its turns. If thisleadership test is passed, then the Team continuesto function as normal. If a Team fails its leadershiptest, the Team is considered routed; it is removedfrom play and the game ends.

    Note: If your Special Operations Group iscomposed of two Teams, then each Team tests for leadership independently.

    Your Special Ops Group has spent the last several weeks idle, and the Teams are restless, reckless, and generally itching for trouble. Brass has just the idea -its a crazy mission designed to wreak utter havoc among three exposed enemy outposts. Youre encouraged to move very, very quickly, but also to makeas much noise and send as many enemy troops to their maker as you like. Its going to be messy.

    5 6 . 3 : P R O J E C T M A Y H E M

    Mission Special Rules: Three objectives shouldbe agreed upon and clearly represented by anappropriate marker, model, building, and so on(although we recommend that the objectives notbe larger than one inch diameter). All objectivescount as immobile AV14 vehicles. An objectiveignores glancing hits, but is destroyed by anypenetrating hit.

    The primary objective is placed directly in themiddle of the table. The two secondary objectivesare placed directly in the middle of each remainingtable quarter that is neither an Attacker nor aDefenders Deployment Zone.

    All members of the Attacking Special OperationsGroup have been issued melta bombs in additionto their usual equipment at no extra cost.

    All models on both sides are considered to havemoved in the first turn of the game. As such,Heavy Weapons carried by models that do nothave the Relentless or Slow and Purposeful USRmay not shoot in the first turn.

    Mission Objectives: The Attacker must destroy atleast two objectives in order to win; however, the

    game will still be decided by Mission Points even if he does so. The primary objective is worth 5Mission Points, and the secondary objectives areeach worth 3 Mission Points.

    As usual, the Defender can win through MissionPoints, routing the Attacker, and/or destroying theAttacker outright.

    If the Attacker wins with regard to Mission Pointsbut fails to destroy two objectives, the game is adraw.

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    The Table: This Mission is played on a 4ft by 4fttable; at least 50% of the tabletop should becovered in terrain. We suggest that half of theterrain be of the area or LOS blocking variety.

    Divide the table into quarters.

    Deployment: Players roll off using a D6. Thewinner chooses to go either first (Attacker) or second (Defender). The Defender then choosesone of the table quarters as his Deployment Zone.The Attacker deploys first in the opposite tablequarter anywhere within 4 inches of the table edge

    in his Deployment Zone. The Defender deployssecond anywhere within 6 inches of the table edgein his Deployment Zone.

    Hidden models may deploy with the rest of theSOG at this time, or may opt to infiltrate as normal.Any other model that has the Infiltrate USR mayalso deploy under the normal Infiltrationguidelines/restrictions.

    The Attacker goes first; however, the Defender may elect to seize the initiative. The Defender rollsa D6 and will take the first turn on a roll of 5+.

    Ending the Game: Both Teams are desperate,and neither will rout. This game is played to thelast man.

    Enemy Special Operations Groups have been harrying extremely important communications relays along your perimeter; so far, youve been lucky, but the enemy Teams have been inching closer to several vital components of your network. Your communication lines are increasingly exposed, as are your forces.Your Team must put an end to enemy meddling immediately, and youve got just the plan, themousetrap. You know what they want, and intend to give it to them.

    5 6 . 4 : M O U S E T R A P

    Mission Special Rules: Three objectives shouldbe agreed upon and clearly represented by anappropriate marker, model, building, and so on(although we recommend that the objectives notbe larger than one inch diameter). All objectivescount as immobile AV14 vehicles. An objectiveignores glancing hits, but is destroyed by anypenetrating hit.

    One objective is placed directly in the middle of the table. The other two objectives are placeddirectly in the middle of each remaining tablequarter that is neither an Attacker nor a DefendersDeployment Zone.

    On a piece of paper before the game begins, theDefender notes which of the three objectives is theoperational objective. The other two are decoys.Set the paper aside and do not reveal it until theend of the game no matter what happens duringgameplay bluffing is part of the fun.

    All members of the Attacking SOG have beenissued melta bombs in addition to their usualequipment at no extra cost.

    All models on both sides are considered to havemoved in the first turn of the game. As such,Heavy Weapons carried by models that do nothave the Relentless or Slow and Purposeful USRmay not shoot in the first turn.

    In addition, the Defender (and only the Defender)may deploy up to three models per Teamaccording to the Hidden Set Up dynamic from56.2: CAT AND MOUSE. These models must alsobe clearly designated and appropriately recorded.

    Mission Objectives: The Attacker must destroythe operational objective to win; however, theoutcome will still be decided by Mission Pointseven if he does so. The operational objective isworth 15 Mission Points; the others are worthless.

    If the Attacker wins according to Mission Pointsbut fails to destroy the operational objective, thegame is a draw.

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    The Table: This Mission is played on a 4ft by 4fttable; at least 50% of the tabletop should becovered in terrain. We suggest that half of theterrain be of the area or LOS blocking variety.

    Divide the table into quarters.

    Deployment: Players roll off using a D6. Thewinner chooses to go either first (Attacker) or second (Defender). The Defender then choosesone of the table quarters as his Deployment Zone.The Attacker deploys first in the opposite tablequarter anywhere within 4 inches of the table edge

    in his Deployment Zone. The Defender deployssecond anywhere within 6 inches of the table edgein his Deployment Zone.

    The Attacker goes first.

    Ending the Game: The Attacker will fight to thelast man, and thus ignores the following rule. TheDefender, however, is subject to leadership testsfor reduced strength as normal.

    Once a Team is reduced to 25% (rounding up) of its starting model count, it must take a leadershiptest at the beginning of each of its turns. If thisleadership test is passed, then the Team continuesto function as normal. If a Team fails its leadershiptest, the Team is considered routed; it is removedfrom play and the game ends.

    Note: If your Special Operations Group iscomposed of two Teams, then each Team tests for leadership independently.

    Five enemy objectives, only one permissible result: take them all down. Your Special Operations Groupmust exploit an enemy oversight. Theyve left five nodal points relatively unguarded. This opportunity will not present itself again, but you must be decisive. All five must come down, or you may as well miss thementirely. Theres no room for failure here. Send your best.

    5 6 . 5 : B L I T Z

    Mission Special Rules: The five enemyobjectives should be agreed upon and clearlyrepresented by an appropriate marker, model,building, and so on (although we recommend thatthe objectives not be larger than one inchdiameter). All objectives count as immobile AV14vehicles. An objective ignores glancing hits, but isdestroyed by any penetrating hit.

    The primary objective is placed directly in themiddle of the table. Each secondary objective isplaced directly in the middle of each remainingtable quarter.

    All members of the Attacking Special OperationsGroup have been issued melta bombs in additionto their usual equipment at no extra cost.

    All models on both sides are considered to havemoved in the first turn of the game. As such,Heavy Weapons carried by models that do nothave the Relentless or Slow and Purposeful USRmay not shoot in the first turn.

    Mission Objectives: The Attacker must destroyall five objectives in order to win. That is the onlycriteria meriting victory.

    The Defender wins if the Attacker does not destroyall five objectives.

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    The Table: This Mission is played on a 4ft by 4fttable; at least 50% of the tabletop should becovered in terrain. We suggest that half of theterrain be of the area or LOS blocking variety.

    Divide the table into quarters.

    Deployment: Players roll off using a D6. Thewinner chooses to go either first (Attacker) or second (Defender). The Defender then chooses atable quarter as his Deployment Zone. TheAttacker will deploy in the opposite quarter.

    Three Sentry Relays begin the game with a Non-Operational status: the Sentry Relay directly in themiddle of the table and the two Relays in neutralDeployment Zones.

    Starting with the Attacker, both sides deploy their SOGs. No model may be within 10 inches of oneof their teams initial objectives.

    Enemy incursions have damaged the Sentry Grid in sector 22. Three of the sentry relays have beendamaged from recent activity. Your team has been tasked with repairing the grid before any more enemy move through the sector.

    5 6 . 6 : S E N T R Y G R I D

    Mission Special Rules: Operational SentryRelays have the following profile. They aretoughness 8 with 6 wounds, they have an armor save of 2+ and are shielded with a 5+ Invulnerablesave (T8 W6 Sv2+ Inv5+.). If a Relay has taken 4wounds the armor save drops to 4+ and itsshielding fails, so the relay no longer benefits froman Invulnerable save. When a relay is reduced to0 wounds it is considered non-operational.

    All attacking Infantry models gain a singlePromethium Bomb at no cost; these bombs areused to destroy operational Sentry Relays.Promethium Bombs must be set by hand when the

    model is in base contact with a relay; they areStrength 8, AP2, causing D3+3 wounds and ignoreinvulnerable saves. As they are situated againstimmobile targets, the bob hits automatically in theassault phase Roll for damage.

    Any defending infantry model may repair a non-operational Sentry Relay with which it is in basecontact at the beginning of its player turn, providedthat model is not locked in close combat. Themodel may not move in the movement phase of that player turn.

    Mission Objectives: The Attackers must destroyall operational Sentry Relays. Any OperationalSentry Relay is worth 15 Mission Points once ithas been destroyed.

    The Defender must get all Sentry RelaysOperational. Each of the Initial 3 non-operationalRelays are worth 10 Mission points once repaired.

    Ending the Game: The game ends at thebeginning of any turn in which all 5 Sentry Relaysare either Operational or Non-operational.

    Once a Team is reduced to 25% (rounding up) of its starting model count, it must take a leadershiptest at the beginning of each of its turns. If thisleadership test is passed, then the Team continuesto function as normal. If a Team fails its leadershiptest, the Team is considered routed; it is removedfrom play and the game ends.

    Note: If your Special Operations Group iscomposed of two Teams, then each Team tests for leadership independently.

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    M I S S I O N S CONTRIBUTORS CREDITS:

    The following people have contributed to this document for no reason other than their love of thehobby and their desire to make a skirmish game the way they would like to play it. We would like tothank everyone for their boundless energy and enthusiasm for this project.

    Authors:

    Big Jim from Galaxy in Flames(galaxyinflames.blogspot.com)

    B. Smoove from A Gentlemans Ones(agentelmansones.blogspot.com/)

    Contributors:

    AJ/Bestia from the Imperial Truth podcast(theimperialtruth.blogspot.com/)

    Karitas from Excommunicate Tratoris(excommunicatetratoris.blogspot.com/)

    Menzies from the 512th Cadian(cadian512.blogspot.com/)

    Jabber Jabber from Warpstone Flux(warpstoneflux.blogspot.com/)

    Sons of Taurus from Sons of Taurus(sonsoftaurus.blogspot.com/)

    Counter Fett from All Things Fett(counterfett.blogspot.com/)

    Geoff from The Independent Characters(theindependentcharacters.com/blog/)

    Luke Licens

    Master Bryss

    Entropomancer

    War009

    Marko