0% found this document useful (0 votes)
1K views103 pages

Kill Team - Missions

Kill team 1.0 missions that you can play

Uploaded by

Joris van Hal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
0% found this document useful (0 votes)
1K views103 pages

Kill Team - Missions

Kill team 1.0 missions that you can play

Uploaded by

Joris van Hal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
You are on page 1/ 103
MATCHED PLAY MISSION A MEETING OF FATES Every commander is acutely aware of their own importance to the war effort ~ and that of the officers who oppose them. Should a chance encounter present them with an opportunity to climinate one of their adversaries, they must seize it, knowing that should they succeed they will greatly advance their cause. Ifyou ae playing a campaign, you can choose to Iysrimine Presence play this mission instead of the Disrupt Supply In this mission, a players kill team ismever considered Lines mission to be broken whilst their Commander is on the huattleficl. However. player's kill team is automatically ‘THE KILL TEAMS broken atthe cod of th Moslc haar Es alti pea This is mission fortwo tofour players. Each player in which their Commander was taken out of action. chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Batte-forged kill team (see the Kill Team Core Manual) F that only includes models with the Faction keyword they chose. Each kill team can cost up to 200 points, and must include one Commander ‘THE BATTLEFIELD Create the battlefield and st up terrain, Examples of how you might do this are shown below: VICTORY CONDITIONS Ifthe battle ends because there is only one unbroken ‘SCOUTING PHASE {kill team on the battlefield, that kill team’s player wins, Resolve the Scouting phase as described in the Kill Team Otherwise, ach player scores | victory point fr cach Cone Maral ‘enemy Commander taken out of action by ene oftheir rodels attacks or psychic powers. The layer withthe DEPLOYMENT _most victory points is the winner. If players are tied for Use the Standard Deployment rales (pg 19) the most victory points, whichever of those players had the lower Force isthe winner. If there is tila te for the BATTLE LENGTH snc vcay peli these pees Gane hale Ore Use the Variable Hatle Length rules (pg 19) - the players lose, Player with the greatest advantage (determined during deployment) rolls. In addition, if there is only one Resounces ‘unbroken kill team on the butlefield at the end of a campaign game, the player(s) that lose the mission battle round, the battle ends. ‘each lose 1 Materiel and I Intelligence. If players drave they do not lose Materiel of Intelligence. onanar os eed eae ‘Thee to four player bef wsing two pameboards NARRATIVE PLAY MISSION ABANDON SHIP An enemy kill team has succeeded in inflicting fatal damage to the shuttlc’s engines. A crash is imminent, and the defenders must get their champions to the escape pods as soon as possible to ensure their survival. However, the enemy have sworn to prevent their quarry escaping, no matter the cost. If you are playing a campaign, you can choose to play this mission instead of the Ambush mission. THE KILL TEAMS ‘This isa mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you cant agree ~ the winner decides). Each player chooses a Faction keyword, and the players reveal their ‘choices a the same time. Then each player chooses a Battle-forged kill tam that only includes models with the Faction keyword they chose. Each kill team can cost up to 150 points, and must include one Commander. ‘THE BATTLEFIELD This mission is played in Killzone: The Truchawk. Set up terrain as shown on page 24-25. DEPLOYMENT The players roll of, and then alternate setting up models, starting withthe player who lost the roll-off. A player's models must be set up wholly within their deployment zone. The Defender must set up their Commander as their first model, within 1" of a command chair. Ifa player runs out of models to set up, skip them. Continue ‘setting up models until both players have set up their Jail teams. Once the players have set up all their models, deployment ends and the frst batle round begins. BATTLE LENGTH ‘The game immediately ends if the defender's ‘Commander or all of the defender's other specialists are taken oat of action, or if the defender’ Commander and. at least one other specialist have escaped (see opposite). Otherwise, at the end of battle round 4, the attacker rolls 4.D6. The battle continues on a 3+, otherwise the battle ends. At the end of battle round 5, the attacker rolls a D6. This time the batle continues on a 4+, otherwise the battle ends. The battle automatically ends at the end of battle round 6 VICTORY CONDITIONS If, atthe end of the battle, the defending player's Commander and at least one other specialist escaped, the defender wins. Otherwise, the attacker wins. Escare ‘A model in the defender’ kill team can escape inthe Movement phase, that model ends a normal move within 2 ofan escape pod and there are no enemy models ~ other than shaken models - within 2" ofthat 1pod, When a model escapes, remove them and that pod from the battlefield: that mode is not out of action, but takes no further part in the mission. Resources Ina campaign game, ifthe attacker wins the mission, the defender loses 2 Morale. Ifthe defender wins the mission, the attacker loses 1 Materiel. Attacker Tactic Use this Tactic at the start of the Movement phase. Choose a model from your kill tam that is not shaken, Enemy models within 1” of this model cannot Fall Back in this phase. Defender Tactic Use this Tactic atthe end of the Movement phase. Choose model from your kill team that is within Y of an escape pod and roll a D6, Ona 5+ that ‘model escapes in that escape pod, even if there are enemy models within 2 ofthat escape pod, OPEN PLAY MISSION AERIAL STRIKE Sometimes the only way to get troops into a critical fortified position is from above, dropping from the sky on grav-chutes or by other means to sabotage vital enemy equipment. THE KILL TEAMS This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you canit agree ~ the winner decides). Each player chooses a kill team (see page 62). THE BATTLEFIELD Create the battlefield and set up terrain. The defender then places 3 objective markers anywhere on the battlefield. Bach objective marker must be at least 6" from other objective markers. SCOUTING PHASE Do not use the rules for the Scouting phase in this mission. DEPLOYMENT ‘The defender sets up their models, anywhere on the battlefield. Divide the battlefield into four even quarters and number them 1-4. The altacker then rolls a Dé for each of their models. On a 1-4, that model is set up in the quarter corresponding to the number rolled. On a 5-6, the attacker may pick which quarter the model is set up in. "The attacker’ models must beset up more than 4” from any of the defender’s models. BATTLE LENGTH ‘The battle automatically ends at the end of battle round 5. VICTORY CONDITIONS Ifany of the attacker's models are within 1" of an objective marker at the end of a battle round, they may attempt to destroy it. Roll a Dé for each of those models. On a 5+, that objective is destrayed: remove it from the battlefield. At the end of the battle, each objective marker is worth 2 victory points to the attacker ifit has been destroyed or 2 victory points to the defender ifit is still on the battlefield. Bach player also scores 1 victory point for each enemy specialist that is out of action at the end of the battle. The player with the most victory points is the winner. Ifthe players have the same number of victory points, the defender wins. MATCHED PLAY MISSION ALL-OUT ATTACK ‘Commanders are often found where the fighting is fiercest, leading their warriors to victory. Yet they cannot be everywhere at once, so commanders must. rely om those that fight alongside them to do their part, for only together can they hope to strike the enemy hardest. | you are playing a campaign. you can choose to play this mission instead of the Terror Tacties mission THE KILL TEAMS ‘This isa mission for two to tour players. Each player

You might also like