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 pameboardsNARRATIVE 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