KillZone - Missions

March 31, 2018 | Author: Karol Zigmunth | Category: Unrest, Armed Conflict, Leisure
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12.1 : RECONNAISSANCE 12.2 : ENCOUNTER

S KILLZONEN O I S S I M

SPECIAL OPERATIONS:

Attacker’s DZ

Defender’s DZ

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MISSIO NS DISCLAIMER: This is a not-for-profit rules supplement for Warhammer 40,000 by Games Workshop plc. None of the authors, 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 relevant codices 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. This ruleset is completely unofficial and is in no way endorsed by Games Workshop Ltd. Astartes, Battlefleet Gothic, Black Flamer, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, the Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, the Citadel device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the DoubleHeaded/Imperial Eagle device, ‘Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Daemon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, the Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol and devices, Slaanesh, Space Hulk, Space Marine, Space Maine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kins, Trio of Warriors, the Twin Tailed Comet logo, Tyranid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, the Warhammer device, the Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations, and images from the Blood Bowl game, the Warhammer world, the Talisman world, and the Warhammer 40,000 Universe are either ®, TM and/or Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. Used without permission.

No challenge to the status Games Workshop’s intellectual property is intended, and All Rights Reserved to the respective owners.

This is NOT a Games Workshop Product

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SPECIAL OPERATIONS: KILLZONE - MISSIONS In the grim darkness of the far future, there is only war –and that war has many faces: epic battalions wage endless conflict throughout entire star systems; mighty Titans stride the continents of virusravaged 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 the quiet actions of just one man can recalibrate the entire merciless Universe. This is the story of those deeds.

USING THIS BOOKLET: This booklet contains the first 18 Missions for Special Operations: Killzone. These Missions are intended to be played with the Special Operations: Killzone Rulebook changes and with 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 find that each Mission will play perfectly well as a standalone game. MISSION SELECTION: For those interested in playing the random standalone game, we have taken the liberty of organizing the Missions into the manageable outline that you will find below. We recommend that each player roll a single d6, one of which should be designated an ad hoc d3. A roll of 1 or 2 on the d3 relates to Mission 12; a roll of 3 or 4 to Mission 34, etc. The d6 selects with exact scenario within that Mission category.

MISSION 12 12.1: RECONNAISSANCE 12.2: ENCOUNTER 12.3: WITHDRAWAL 12.4: EXTREME PREJUDICE 12.5: EXTRACTION 12.6: DOUBLE CROSS MISSION 34 34.1: AMBUSH 34.2: CRASH LANDING 34.3: LAST STAND 34.4: DOWNLOAD 34.5: DEAD OR ALIVE 34.6: PERSONS OF INTEREST MISSION 56 56.1: SABOTAGE 56.2: CAT AND MOUSE 56.3: PROJECT MAYHEM 56.4: MOUSETRAP 56.5: BLITZ 56.6: SENTRY GRID

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SPECIAL OPERATIONS: KILLZONE - MISSIONS Mission Points: Killzone uses Mission Points to determine which side wins. Just forcing your opponent to break and rout off the battlefield does not necessarily mean that you have won the game. Mission Points can be earned by completing objectives and by killing your opponent’s 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 is really quite simple: move the decimal point over and round up). Points Value of Model 0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 and so on…

Mission Points 1 2 3 4 5 6 7 8

Your Team earns Mission Points for each enemy that is violently removed from play. You do not earn Mission 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 be outlined in the briefing. Map Key: Each Mission includes a small map that describes the basic premise and 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 Attacker’s Deployment Zone. This color will always mark the Defender’s Deployment Zone.

Attacker’s DZ Defender’s DZ

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SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

Attacker’s DZ

Defender’s DZ

Deployment: Players roll off using a D6. The winner chooses to go either first (Attacker) or second (Defender). The Defender then chooses a table half as his Deployment Zone and deploys his Special Operations Group anywhere in that Zone up to 9 inches 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 first. 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.

12.1 : RECONNAISSANCE

On 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.

Mission Special Rules: All models on both sides are considered to have moved in the first 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 first turn. Mission Objectives: The Attacker’s Team has vital information for tomorrow’s battle. They must return this information to Headquarters immediately. The Attacker must get as many men as possible off the opposite table edge (the Defender’s Deployment Zone). The Defender must destroy the enemy forces in order to prevent the information from influencing tomorrow’s battle. The Defender must stop the Attacker from reaching his table edge. Orks and Tyranids can never be the Attacker in this Mission unless fighting against one or the other (“Wreckonnaissance? Dat’s 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 to establish the Victor; however, the Defender doubles the Mission Point Value for each Enemy Killed (the information is that valuable).

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SPECIAL OPERATIONS: KILLZONE - MISSIONS

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 quarters.

Mission Special Rules: All models on both sides are considered to have moved in the first 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 first turn. Models belonging to the Vanguard section (see deployment) forfeit their movement phase in the first turn.

Attacker’s DZ

12.2 : ENCOUNTER

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 be an infiltration 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 man’s land. The Encounter is as violent as it is unexpected.

Models in the Rearguard section may choose to move and/or to run in the first turn, but may not shoot. Mission Objectives: Kill or be killed.

Defender’s DZ

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 first (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 Defender’s table quarter. The Defender deploys second.

This Mission uses standard Mission Points to establish the Victor. Moreover, each Player gains 1 additional Mission Point for each of his models in the neutral table quarters, and 2 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.

Deploy your Vanguard models no closer than 6 inches 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 deploy closer than 9 inches to a model in the Vanguard section.

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SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

12.3 : WITHDRAWAL

Two Special Operations Groups have found themselves on the wrong end of No Man’s Land. While attempting to remove themselves from this situation, each stumbles upon the other.

Mission Special Rules: All models on both sides are considered to have moved in the first 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 first turn. Mission Objectives: Each Player must get as many models as possible off the opposite table edge.

Attacker’s DZ

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 (obviously) if one player has no more models on the table at the beginning of any turn. Defender’s DZ

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

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.

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SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

Attacker’s DZ

Mission Special Rules: In this Mission, both Team Leaders have been marked for termination by the enemy. 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 he actually kills the enemy Team Leader in gameplay. This Mission uses standard Mission Points to establish the Victor. In addition, each Player gains 1 additional Mission Point for each of his models in the neutral table quarters, and 2 additional Mission Points for each of his models in the Enemy Deployment Zone at the end of the game.

Defender’s DZ

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

12.4 : EXTREME PREJUDICE

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

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 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.

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SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

Attacker’s DZ

Defender’s DZ

Reserves: Up to half of the Defender’s SOG starts the game in reserve. The reserve force may not include the High Value 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 first (Attacker) or second (Defender). The Defender chooses his table edge. The Attacker deploys his SOG anywhere in his Deployment Zone up to 9 inches from the middle of the table. The Defender then deploys the High Value Target (HVT) and half of his SOG anywhere in his Deployment Zone. The Defender’s remaining forces will come into play the turn immediately following the capture of the HVT and may enter from any board edge. Mission Special Rules: The Defender must identify one of his models as the HVT. This may be any model in the Defender’s SOG, but the HVT must be clearly identified as such before the start of the game.

Mission Objectives: The Attacker must reduce the HVT 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.

12.5 : EXTRACTION

“Listen up! A high value target has been identified in the enemy hot zone. We want him. We want him… alive. Your Special Ops Group is the only asset within miles and so your Team has been tasked with the capture and removal of the enemy target. No. I don’t like it either. Now get to work.”

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 HVT is escorted from the table by either player. The player who escorts the HVT 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 while the HVT 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 0 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.

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SPECIAL OPERATIONS: KILLZONE - MISSIONS

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 first 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 first turn. Models belonging to the Vanguard section (see deployment) forfeit their movement phase in the first turn.

Attacker’s DZ

Models in the Rearguard section may choose to move or run in the turn they arrive, but may not shoot.

Defender’s DZ

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 turn six. On the turn it arrives, the Rearguard may deploy along any table edge in the controlling player’s 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 first (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 Defender’s table quarter.

12.6 : DOUBLE CROSS

Two armies have found themselves with an unfortunate common interest. They are now committed to 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 first priority.

Mission Objectives: An objective marker 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 gains 15 Mission Points in addition to the standard Mission Points (for an interesting variation on this Mission, place the objectives as stated above, but in the neutral table quarters). 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.

Deploy your Vanguard section no closer than 6 inches 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 deploy along any table edge in the controlling player’s Deployment Zone (see: Reserves).

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SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

Attacker’s DZ

Mission Special Rules: The Defender’s Special Operations Group may only include one Team of up to 250pts. The Attacker’s 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.

34.1 : AMBUSH

You’ve 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.

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. Mission Objectives: The Attacker must destroy the Defender and thus earns Mission Points as normal. 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.

Deployment: Players roll off using a D6. The winner 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 Attacker’s entire force may not start in the same quarter). The Defender must deploy his Team within 6 inches from the center of the table.

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 Attacker’s 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 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.

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SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

Mission Special Rules: All Attacker models start the game in Reserve. The Attacker’s teammembers will arrive on a D6 roll of: 3+ on turn one, 2+ on turn two, automatically on turn three. 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 the table edge. 3-4: Either table edge perpendicular to the Safe Zone, at the Attacker’s discretion. 5-6: The Defender decides the table edge.

Deployment: Players roll off using a D6. The winner 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 table’s edge (that is, 24 inches from two board edges on each side and 12 inches 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 Defender’s Safe Zone. The Defender may elect to seize the initiative. The Defender rolls a D6 and will take the first turn on a roll of 5+.

34.2 : CRASH LANDING

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.

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 fleeing 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.

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SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

Attacker’s DZ

34.3 : LAST STAND

The 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 wasp’s nest they’ve stirred. The odds are overwhelming -the prospects, bleak.

Mission Special Rules: The Defender’s Special Operations Group may only include one Team of up to 250 points. The Attacker ’s Special Operations Group may include two Teams of up to 250 points each. The exact totals will be your choice, but all Teams should be of equal value.

Deployment: Players roll off using a D6. The winner 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 Attacker’s entire force may not start in the same quarter). The Defender must deploy his Team within 6 inches from the center of the table. Ending the Game: Last Stand: the Defender does not take leadership tests as normal when reduced to 25%. The Team will fight 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.

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. Mission Objectives: This Mission uses standard Mission Points to establish the 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 final 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 (10–7 = 3); however, if the game lasts 13 turns, the Defender would earn an additional 3 MPs (10-13 = -3). Sell Yourself Dearly: the Defender’s forlorn Team has a steely resolve and ruthless demeanor. They are committed to their fate and intent upon taking any/all remaining targets of value with them. The Defender earns double Mission Points for each enemy Team Leader killed in the game.

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SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

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.

Divide the table into quarters.

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 exit any table edge in the Defender’s Deployment Zone.

Attacker’s DZ

Defender’s DZ

Deployment: Players roll off using a D6. The winner chooses to go either first (Attacker) or second (Defender). The Defender then selects one of the table quarters as his Deployment Zone, and deploys his entire force anywhere up to 8 inches from the table edges in that quarter. The Attacker will not appear on the first 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 Defender’s Point of View on the table): 1-2: the quarter diagonal to the Defender’s DZ. 3-4: the quarter to the right of the Defender’s DZ. 5-6: the quarter to the left of the Defender’s DZ.

34.4 : DOWNLOAD

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

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 Attacker’s Team will arrive on a D6 roll of: 5+ on turn two, 4+ on turn three, 3+ on turn four, and automatically 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 from an edge in one of the Defender’s 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 into contact with the model but will sacrifice 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 fight to the last man.

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SPECIAL OPERATIONS: KILLZONE - MISSIONS

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. Attacker’s DZ

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 doing so. He may run.

Defender’s DZ

Deployment: Players roll off using a D6. The winner chooses to go either first (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 first. Mission Special Rules: The High Value Target (HVT) a model independent of either SOG Team and begins the game at center point of the table. The HVT has the following profile: WS4 BS- S4 T4 W1 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. See below). On the first turn, the HVT will not move. In each subsequent turn the HVT enjoys a Special Movement Phase after priority has been established but before the first Player Turn. In this Special Movement Phase, the player who goes second in that Game Turn will control the HVT (regardless of priority). He may move up to 6 inches in any direction and will ignore Difficult Terrain (but may not ignore Impassable Terrain). He will only run if controlled by the Defender.

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 model’s movement will end for that turn, but will resume in the next turn as normal.

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.

34.5 : DEAD OR ALIVE

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.

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.

15

SPECIAL OPERATIONS: KILLZONE - MISSIONS

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. Attacker’s DZ

Mission Objectives: Each Player must collect and escort as many PoI back to a table edge in his respective Deployment Zone. Any model may escort one PoI, who is considered both controlled and “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.

Defender’s DZ

Deployment: Players roll off using a D6. The winner chooses to go either first (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 first. Mission Special Rules: The Persons of Interest (PoI) are D3+2 models that begin the game within 4 inches from the center of the table. On the first turn, they will not move. In each subsequent turn the PoI enjoy a Special Movement Phase after priority has been established but before the first Player Turn. In this Special Movement Phase, the player who goes second in that Game Turn will control the PoI. They move as individuals up to 6 inches in any direction and will ignore Difficult Terrain (they 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 T4 W1 Sv5+.

A model that has escorted a PoI 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 unless you choose to leave the table.

34.6 : PERSONS OF INTEREST

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 can question, interrogate, examine, dissect them. That’s their concern. Your concern is getting these PoI back to base before anyone else gets hold of them.

Each Person of Interest escorted from the table is worth 10 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.

We envision these PoI as infected civilians, top scientists, valuable military minds, genetic spore material, prize breeding squigs, and so on. We recommend that you use whatever models you can to represent these particular individuals.

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SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

Attacker’s DZ

Mission Special Rules: The enemy objective should be agreed upon and clearly represented by an appropriate marker, model, building, and so on (although we recommend that the objective not be larger than one inch diameter). The objective is placed directly in the middle of the table and counts as an immobile AV14 vehicle. The objective ignores glancing hits, but is destroyed by any penetrating hit.

56.1 : SABOTAGE

We’ve been monitoring enemy activity, and we think we’ve found a way to throw a real spanner in their works. We’ve spotted an isolated cogitator of some sort, not sure what exactly, but we know that the enemy relies on it. We’d like you to take it down. Do so quickly… and quietly if you can. If not, just make sure that the thing is not functioning by the time you’re finished. If not, don’t come back.

All members of the Attacking Special Operations Group have been issued melta bombs in addition to their 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, Heavy Weapons carried by models that do not have the Relentless or Slow and Purposeful USR may not shoot in the first turn. Defender’s DZ

Deployment: Players roll off using a D6. The winner chooses to go either first (Attacker) or second (Defender). The Defender then chooses one 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 in his Deployment Zone. The Defender deploys second anywhere within 6 inches of the long table edge in his Deployment Zone.

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

The Attacker goes first; however, the Defender may elect to seize the initiative. The Defender rolls a 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 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.

17

SPECIAL OPERATIONS: KILLZONE - MISSIONS

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. Attacker’s DZ

Defender’s DZ

Deployment: Players roll off using a D6. The winner chooses to go either first (Attacker) or second (Defender). The Defender then chooses one of the table halves as his Deployment Zone. The Attacker deploys first anywhere in his Deployment Zone. The Defender deploys second anywhere in his Deployment Zone. Hidden models may deploy with the rest of the SOG at this time, or may opt to infiltrate as normal. Any other model that has the Infiltrate USR may also deploy under the normal Infiltration guidelines/restrictions. The Attacker goes first. 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.

KILLZONE MISSIONS

Mission Special Rules: Hidden Set-Up: Each Special Operations Group designates half (rounding up) of its models as “hidden.” These models are considered to be in deep cover and are 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 model deploys where. We recommend placing a corresponding number on the bottom of each base so that you don’t confuse yourself later. Hidden models gain the Infiltration USR automatically and without regard to the model in question. Hidden models are always considered out of LOS, and will ignore any restrictions placed on models deploying in LOS of an enemy model; however, hidden models may not deploy nearer than 12 inches to an enemy model, including ones that are also hidden.

56.2 : CAT AND MOUSE

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. You’ve been shadowing them for months now… or have they been shadowing you?

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 within 6 inches its marker. Once revealed, the previously hidden model may be targeted for shooting, and/or assaulted. Likewise, any hidden model can reveal itself, if it chooses to do so, in its own movement or shooting phase. If the model reveals itself by shooting, it will count as stationary for that shooting phase (ie: it may shoot Heavy Weapons). It may only reveal itself in the aforementioned phases. Mission Objectives: Kill or be killed. This Mission calls for standard Mission Points to determine the Victor.

18

SPECIAL OPERATIONS: KILLZONE - MISSIONS

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 quarters. Attacker’s DZ

Defender’s DZ

Deployment: Players roll off using a D6. The winner chooses to go either first (Attacker) or second (Defender). The Defender then chooses one of the table quarters as his Deployment Zone. The Attacker deploys first in the opposite table quarter anywhere within 4 inches of the table edge in his Deployment Zone. The Defender deploys second anywhere within 6 inches of the table edge in his Deployment Zone. The Attacker goes first; however, the Defender may elect to seize the initiative. The Defender rolls a 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 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.

Mission Special Rules: Three objectives should be agreed upon and clearly represented by an appropriate marker, model, building, and so on (although we recommend that the objectives not be larger than one inch diameter). All objectives count as immobile AV14 vehicles. An objective ignores glancing hits, but is destroyed by any penetrating hit.

56.3 : PROJECT MAYHEM

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 -it’s a crazy mission designed to wreak utter havoc among three exposed enemy outposts. You’re encouraged to move very, very quickly, but also to make as much noise and send as many enemy troops to their maker as you like. It’s going to be messy.

The primary objective is placed directly in the middle of the table. The two secondary objectives are placed directly in the middle of each remaining table quarter that is neither an Attacker nor a Defender’s Deployment Zone. All members of the Attacking Special Operations Group have been issued melta bombs in addition to their 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, Heavy Weapons carried by models that do not have the Relentless or Slow and Purposeful USR may not shoot in the first turn. Mission Objectives: The Attacker must destroy at least 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 5 Mission Points, and the secondary objectives are each worth 3 Mission Points. As usual, 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 but fails to destroy two objectives, the game is a draw.

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SPECIAL OPERATIONS: KILLZONE - MISSIONS

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 quarters.

Mission Special Rules: Three objectives should be agreed upon and clearly represented by an appropriate marker, model, building, and so on (although we recommend that the objectives not be larger than one inch diameter). All objectives count as immobile AV14 vehicles. An objective ignores glancing hits, but is destroyed by any penetrating hit.

Attacker’s DZ

One objective is placed directly in the middle of the table. The other two objectives are placed directly in the middle of each remaining table quarter that is neither an Attacker nor a Defender’s Deployment Zone.

Defender’s DZ

On a piece of paper before the game begins, the Defender notes which of the three objectives is the operational objective. The other two are decoys. Set the paper aside and do not reveal it until the end of the game no matter what happens during gameplay –bluffing is part of the fun.

Deployment: Players roll off using a D6. The winner chooses to go either first (Attacker) or second (Defender). The Defender then chooses one of the table quarters as his Deployment Zone. The Attacker deploys first in the opposite table quarter anywhere within 4 inches of the table edge in his Deployment Zone. The Defender deploys second anywhere within 6 inches of the table edge in his Deployment Zone.

All members of the Attacking SOG have been issued melta bombs in addition to their usual equipment at no extra cost.

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

In addition, the Defender (and only the Defender) may deploy up to three models per Team according to the “Hidden Set Up” dynamic from 56.2: CAT AND MOUSE. These models must also be clearly designated and appropriately recorded.

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

Mission Objectives: The Attacker must destroy the operational objective to win; however, the outcome will still be decided by Mission Points even if he does so. The operational objective is worth 15 Mission Points; the others are worthless.

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

56.4 : MOUSETRAP

Enemy Special Operations Groups have been harrying extremely important communications relays along your perimeter; so far, you’ve 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 you’ve got just the plan, “the mousetrap.” You know what they want, and intend to give it to them.

All models on both sides are considered to have moved in the first 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 first turn.

If the Attacker wins according to Mission Points but fails to destroy the operational objective, the game is a draw.

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SPECIAL OPERATIONS: KILLZONE - MISSIONS

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 quarters. Attacker’s DZ

Mission Special Rules: The five enemy objectives should be agreed upon and clearly represented by an appropriate marker, model, building, and so on (although we recommend that the objectives not be larger than one inch diameter). All objectives count as immobile AV14 vehicles. An objective ignores glancing hits, but is destroyed by any penetrating hit.

56.5 : BLITZ

Five enemy objectives, only one permissible result: take them all down. Your Special Operations Group must exploit an enemy oversight. They’ve 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 them entirely. There’s no room for failure here. Send your best.

The primary objective is placed directly in the middle of the table. Each secondary objective is placed directly in the middle of each remaining table quarter. All members of the Attacking Special Operations Group have been issued melta bombs in addition to their usual equipment at no extra cost. Defender’s DZ

Deployment: Players roll off using a D6. The winner chooses to go either first (Attacker) or second (Defender). The Defender then chooses one of the table quarters as his Deployment Zone. The Attacker deploys first in the opposite table quarter anywhere within 4 inches of the table edge in his Deployment Zone. The Defender deploys second anywhere within 6 inches of the table edge in his Deployment Zone.

All models on both sides are considered to have moved in the first 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 first turn. Mission Objectives: The Attacker must destroy all five objectives in order to win. That is the only criteria meriting victory. The Defender wins if the Attacker does not destroy all five objectives.

The Attacker goes first. Ending the Game: The Attacker will fight to the last man, and thus ignores the following rule. The Defender, however, is subject to leadership tests for reduced strength as normal. 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.

21

SPECIAL OPERATIONS: KILLZONE - MISSIONS

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 quarters. Attacker’s DZ

Defender’s DZ

Deployment: Players roll off using a D6. The winner chooses to go either first (Attacker) or second (Defender). The Defender then chooses a table quarter as his Deployment Zone. The Attacker will deploy in the opposite quarter. Three Sentry Relays begin the game with a NonOperational status: the Sentry Relay directly in the middle of the table and the two Relays in neutral Deployment Zones. Starting with the Attacker, both sides deploy their SOGs. No model may be within 10 inches of one of their team’s initial objectives.

Mission Special Rules: Operational Sentry Relays have the following profile. They are toughness 8 with 6 wounds, they have an armor save of 2+ and are shielded with a 5+ Invulnerable save (T8 W6 Sv2+ Inv5+.). If a Relay has taken 4 wounds the armor save drops to 4+ and its shielding fails, so the relay no longer benefits from an Invulnerable save. When a relay is reduced to 0 wounds it is considered non-operational. All attacking Infantry models gain a single Promethium Bomb at no cost; these bombs are used to destroy operational Sentry Relays. Promethium Bombs must be set by hand when the model is in base contact with a relay; they are Strength 8, AP2, causing D3+3 wounds and ignore invulnerable saves. As they are situated against immobile targets, the bob hits automatically in the assault phase Roll for damage.

56.6 : SENTRY GRID

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

Any defending infantry model may repair a nonoperational Sentry Relay with which it is in base contact at the beginning of its player turn, provided that model is not locked in close combat. The model may not move in the movement phase of that player turn. Mission Objectives: The Attackers must destroy all operational Sentry Relays. Any Operational Sentry Relay is worth 15 Mission Points once it has been destroyed. The Defender must get all Sentry Relays Operational. Each of the Initial 3 non-operational Relays are worth 10 Mission points once repaired. Ending the Game: The game ends at the beginning of any turn in which all 5 Sentry Relays are either Operational or Non-operational. 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.

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MISSIO NS CONTRIBUTOR’S CREDITS: The following people have contributed to this document for no reason other than their love of the hobby and their desire to make a skirmish game the way they would like to play it. We would like to thank everyone for their boundless energy and enthusiasm for this project.

Authors: Big Jim from Galaxy in Flames (galaxyinflames.blogspot.com) B. Smoove from A Gentleman’s 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

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