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12.

2 : ENCOUNTER
12.1 : RECONNAISSANCE
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SPECIAL OPERATIONS:

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DISCLAIMER:
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codices in the use of these rules.

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2
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 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 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

3
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 Mission Points


0-9 1
10-19 2
20-29 3
30-39 4
40-49 5
50-59 6
60-69 7
70-79 8
and so on…

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. Attacker’s DZ

This color will always mark the Defender’s Deployment Zone. Defender’s DZ

4
SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

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: All models on both sides


are considered to have moved in the first turn of
Defender’s DZ 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.

Deployment: Players roll off using a D6. The Mission Objectives: The Attacker’s Team has
winner chooses to go either first (Attacker) or vital information for tomorrow’s battle. They must
second (Defender). The Defender then chooses a return this information to Headquarters
table half as his Deployment Zone and deploys immediately. The Attacker must get as many men
his Special Operations Group anywhere in that as possible off the opposite table edge (the
Zone up to 9 inches from the middle of the table. Defender’s Deployment Zone).
The Attacker deploys his SOG anywhere along
his table edge, but not more than 6 inches from The Defender must destroy the enemy forces in
that edge. The Attacker goes first. order to prevent the information from influencing
tomorrow’s battle. The Defender must stop the
Ending the Game: Once a Team is reduced to Attacker from reaching his table edge.
25% (rounding up) of its starting model count, it
must take a leadership test at the beginning of Orks and Tyranids can never be the Attacker in
each of its turns. If this leadership test is passed, this Mission unless fighting against one or the
then the Team continues to function as normal. If other (“Wreckonnaissance? Dat’s a bunch of
a Team fails its leadership test, the Team is oomies drawrin’ on dur ceiling, yeh?”).
considered routed; it is removed from play and
the game ends. The Attacker earns the appropriate number of
Mission Points both for Enemy Kills and for each of
Note: If your Special Operations Group is his models that makes it off the table.
composed of two Teams, then each Team tests
for leadership independently. 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).

5
SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

The Table: This Mission is played on a 4ft by 4ft Mission Special Rules: All models on both sides
table; at least 50% of the tabletop should be are considered to have moved in the first turn of
covered in terrain. We suggest that half of the the game. As such, Heavy Weapons carried by
terrain be of the “area” or “LOS blocking” variety. models that do not have either the Relentless or
Slow and Purposeful USR may not shoot in the
Divide the table into quarters. first turn.

Models belonging to the Vanguard section (see


Attacker’s DZ deployment) forfeit their movement phase in the
first turn.

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.

This Mission uses standard Mission Points to


establish the Victor. Moreover, each Player gains 1
Defender’s DZ 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.
Deployment: Divide your Special Operations
Group into two halves that are roughly equal; Ending the Game: Once a Team is reduced to
assign one half to be your Vanguard section and 25% (rounding up) of its starting model count, it
one to be the Rearguard section. If you are using must take a leadership test at the beginning of
two Teams in your Special Operations Group then each of its turns. If this leadership test is passed,
one Team is Vanguard and the other is Rearguard. then the Team continues to function as normal. If a
Team fails its leadership test, the Team is
Players roll off using a D6. The winner chooses to considered routed; it is removed from play and the
go either first (Attacker) or second (Defender). The game ends.
Defender chooses one of the table quarters as his
Deployment Zone. The Attacker then deploys in Note: If your Special Operations Group is
the table quarter that is diagonally opposite the composed of two Teams, then each Team tests for
Defender’s table quarter. The Defender deploys leadership independently.
second.

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.

6
SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

The Table: This Mission is played on a 4ft by 4ft Mission Special Rules: All models on both sides
table; at least 50% of the tabletop should be are considered to have moved in the first turn of
covered in terrain. We suggest that half of the the game. As such, Heavy Weapons carried by
terrain be of the “area” or “LOS blocking” variety. models that do not have either the Relentless or
Slow and Purposeful USR may not shoot in the
Divide the table into halves. first turn.

Mission Objectives: Each Player must get as


Attacker’s DZ many models as possible off the opposite table
edge.

This Mission uses standard Mission Points to


establish the Victor; however, each Player also
earns the Mission Point value for each of his own
models that makes it off the table edge.

Ending the Game: The game ends (obviously) if


one player has no more models on the table at the
beginning of any turn.
Defender’s DZ 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
Deployment: Players roll off using a D6. The leadership test is passed, then the Team
winner chooses to go either first (Attacker) or continues to function as normal. If a Team fails its
second (Defender). The Defender chooses his leadership test, the Team is considered routed; it
table edge. The Attacker deploys his SOG is removed from play and the game ends.
anywhere within 6 inches of the long table edge in
his Deployment Zone. The Defender then deploys Note: If your Special Operations Group is
his SOG anywhere within 6 inches of the long composed of two Teams, then each Team tests for
table edge in his Deployment Zone. The Attacker leadership independently.
goes first.

7
SPECIAL OPERATIONS: KILLZONE - MISSIONS

12.4 : EXTREME PREJUDICE


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

The Table: This Mission is played on a 4ft by 4ft Mission Special Rules: In this Mission, both
table; at least 50% of the tabletop should be Team Leaders have been marked for termination
covered in terrain. We suggest that half of the by the enemy.
terrain be of the “area” or “LOS blocking” variety.
Mission Objectives: Team Leaders are
Divide the table into four quarters. 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
Attacker’s DZ
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 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.

Deployment: Players roll off using a D6. The Once a Team is reduced to 25% (rounding up) of
winner chooses to go either first (Attacker) or its starting model count, it must take a leadership
second (Defender). The Defender then chooses test at the beginning of each of its turns. If this
one of the table quarters as his deployment area. leadership test is passed, then the Team
The Attacker will deploy anywhere up to 9 inches continues to function as normal. If a Team fails its
from the middle of the table in the quarter that is leadership test, the Team is considered routed; it
diagonally opposite the Defender. The Defender is removed from play and the game ends.
deploys second anywhere up to 9 inches from the
middle of the table. The Attacker goes first. Note: If your Special Operations Group is
composed of two Teams, then each Team tests for
leadership independently.

8
SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.”

The Table: This Mission is played on a 4ft by 4ft Mission Objectives: The Attacker must reduce
table; at least 50% of the tabletop should be the HVT to 0 Wounds, get in base contact, and
covered in terrain. We suggest that half of the escort him off the table. Any model may escort the
terrain be of the “area” or “LOS blocking” variety. HVT, who will be considered “escorted” the
moment that model comes in to base-to-base
Divide the table into halves. 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
Attacker’s DZ
shoot while carrying the HVT. If the escorting
model is either killed or engaged in close combat,
the Target is considered dropped and may be
retrieved/escorted by any other unengaged
model.

If the HVT is reduced to 0 Wounds by a weapon


that causes Instant Death (ie: x2 the Toughness of
the Target), the game ends immediately and is
decided by Mission Points. Once at 0 Wounds, he
Defender’s DZ may not be targeted in Assault and Shooting
phases, and/or otherwise “re-killed.”

Reserves: Up to half of the Defender’s SOG starts Ending the Game: The game ends immediately if
the game in reserve. The reserve force may not the HVT is escorted from the table by either
include the High Value Target. Reserved models player. The player who escorts the HVT off the
do not act as in normal 40K, but follow direction table wins; this applies to either the Attacker or the
described in Deployment below. Defender (note: The Defender may not kill his own
HVT and then escort him off the table, though the
Deployment: Players roll off using a D6. The HVT can be recollected and removed from play by
winner chooses to go either first (Attacker) or an attentive and opportunistic Defender).
second (Defender). The Defender chooses his
table edge. The Attacker deploys his SOG If the game ends while the HVT remains on the
anywhere in his Deployment Zone up to 9 inches table, the game is decided by Mission Points as
from the middle of the table. normal; however, the player “escorting” the HVT
gains an extra 5 Mission Points. If neither player
The Defender then deploys the High Value Target has clear control of the HVT no bonus Mission
(HVT) and half of his SOG anywhere in his Points are awarded. If the game ends and the
Deployment Zone. The Defender’s remaining HVT has not been reduced to 0 Wounds, the
forces will come into play the turn immediately Defender gains an extra 5 Mission Points.
following the capture of the HVT and may enter
from any board edge. Once a Team is reduced to 25% (rounding up) of
its starting model count, it must take a leadership
Mission Special Rules: The Defender must test at the beginning of each of its turns. If this
identify one of his models as the HVT. This may be leadership test is passed, then the Team
any model in the Defender’s SOG, but the HVT continues to function as normal. If a Team fails its
must be clearly identified as such before the start leadership test, the Team is considered routed; it
of the game. 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.

9
SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

The Table: This Mission is played on a 4ft by 4ft Mission Special Rules: All models on both sides
table; at least 50% of the tabletop should be are considered to have moved in the first turn of
covered in terrain. We suggest that half of the the game. As such, Heavy Weapons carried by
terrain be of the “area” or “LOS blocking” variety. models that do not have either the Relentless or
Slow and Purposeful USR may not shoot in the
Divide the table into four quarters. first turn.

Models belonging to the Vanguard section (see


deployment) forfeit their movement phase in the
Attacker’s DZ first turn.

Models in the Rearguard section may choose to


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

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
Defender’s DZ 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
Reserves: The Rearguard arrives on a D6 roll of: (for an interesting variation on this Mission, place
6 on turn one, 5+ on turn two, 4+ on turn three, 3+ the objectives as stated above, but in the neutral
on turn four, 2+ on turn five, automatically on turn table quarters).
six. On the turn it arrives, the Rearguard may
deploy along any table edge in the controlling Ending the Game: Once a Team is reduced to
player’s Deployment Zone. 25% (rounding up) of its starting model count, it
must take a leadership test at the beginning of
Deployment: Divide your Special Operations each of its turns. If this leadership test is passed,
Group into two halves that are roughly equal; then the Team continues to function as normal. If
assign one half to be your Vanguard section and a Team fails its leadership test, the Team is
one to be the Rearguard section. If you are using considered routed; it is removed from play and the
two Teams in your Special Operations Group then game ends.
one Team is Vanguard and the other is
Rearguard. Note: If your Special Operations Group is
composed of two Teams, then each Team tests
Players roll off using a D6. The winner chooses to for leadership independently.
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.

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).

10
SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

The Table: This Mission is played on a 4ft by 4ft Mission Special Rules: The Defender’s Special
table; at least 50% of the tabletop should be Operations Group may only include one Team of
covered in terrain. We suggest that half of the up to 250pts. The Attacker’s Special Operations
terrain be of the “area” or “LOS blocking” variety. Group may include two Teams of up to 250pts
each. The exact totals will be your choice, but all
Divide the table into four quarters. Teams should be of equal value.

We recommend that each player creates and


Attacker’s DZ 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.

Ending the Game: The Defender does not take


leadership tests as normal when reduced to 25%.
Deployment: Players roll off using a D6. The The Team is already in the processes of
winner chooses to go either first (Attacker) or withdrawing from the engagement. The Attacker’s
second (Defender). Teams, however, remain subject to the following
standard rule.
The Attacker must place his two Teams within 6
inches of the table edge in any two quarters Once a Team is reduced to 25% (rounding up) of
(which means that the Attacker’s entire force may its starting model count, it must take a leadership
not start in the same quarter). test at the beginning of each of its turns. If this
leadership test is passed, then the Team continues
The Defender must deploy his Team within 6 to function as normal. If a Team fails its leadership
inches from the center of the table. test, the Team is considered routed; it is removed
from play and the game ends.

11
SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

The Table: This Mission is played on a 4ft by 4ft Mission Special Rules: All Attacker models start
table; at least 50% of the tabletop should be the game in Reserve. The Attacker’s team-
covered in terrain. We suggest that half of the members will arrive on a D6 roll of: 3+ on turn one,
terrain be of the “area” or “LOS blocking” variety. 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.

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
Deployment: Players roll off using a D6. The Points for killing enemy models.
winner chooses to go either first (Attacker) or
second (Defender). The Attacker must kill the enemy Special
Operations Group, and will earn Mission Points as
The Defender marks a point along the centerline of usual for killed enemy models.
the table that is also 12 inches from the table’s
edge (that is, 24 inches from two board edges on Ending the Game: The Defender does not take
each side and 12 inches from the third edge: see leadership tests as normal when reduced to 25%.
diagram). The Defender deploys his SOG within 6 The Team is already in the processes of fleeing the
inches from the marked point. The furthest table engagement. The Attacker, however, remains
edge will be the Defender’s Safe Zone. subject to the following standard rule.

The Defender may elect to seize the initiative. The Once a Team is reduced to 25% (rounding up) of
Defender rolls a D6 and will take the first turn on a its starting model count, it must take a leadership
roll of 5+. 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
SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

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 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.

We recommend that each Player creates and


brings a SOG of two Teams to the table. After the
Deployment: Players roll off using a D6. The roll off, the Defender simply sets aside one Team.
winner chooses to go either first (Attacker) or
second (Defender). Mission Objectives: This Mission uses standard
Mission Points to establish the Victor with the
The Attacker must place his two Teams within 6 following two additions:
inches of the table edge in any two quarters
(which means that the Attacker’s entire force may Bloody Revenge: the Attacker wants to destroy the
not start in the same quarter). Defender, utterly and quickly. Keep close track of
turns. At the end of the game, the Attacker earns a
The Defender must deploy his Team within 6 variable number of additional Mission Points
inches from the center of the table. based on the number of turns required to complete
the game. To determine the number of additional
Ending the Game: Last Stand: the Defender does Mission Points earned, subtract the final turn from
not take leadership tests as normal when reduced the number 10. If the number is negative, then the
to 25%. The Team will fight to the last man. The Defender earns those Mission Points instead
Attacker, however, remains subject to the following (simply remove the minus sign).
standard rule.
For example, if the Attacker eliminates the
Once a Team is reduced to 25% (rounding up) of Defender on turn seven, he will earn an additional
its starting model count, it must take a leadership 3 MPs (10–7 = 3); however, if the game lasts 13
test at the beginning of each of its turns. If this turns, the Defender would earn an additional 3
leadership test is passed, then the Team continues MPs (10-13 = -3).
to function as normal. If a Team fails its leadership
test, the Team is considered routed; it is removed Sell Yourself Dearly: the Defender’s forlorn Team
from play and the game ends. has a steely resolve and ruthless demeanor. They
are committed to their fate and intent upon taking
Note: If your Special Operations Group is any/all remaining targets of value with them. The
composed of two Teams, then each Team tests for Defender earns double Mission Points for each
leadership independently. enemy Team Leader killed in the game.

13
SPECIAL OPERATIONS: KILLZONE - MISSIONS

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 Table: This Mission is played on a 4ft by 4ft Mission Special Rules: Download: The Access
table; at least 50% of the tabletop should be Point must be clearly marked by an appropriate,
covered in terrain. We suggest that half of the agreed-upon objective or piece of terrain. This is
terrain be of the “area” or “LOS blocking” variety. 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
Attacker’s DZ 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.

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
Defender’s DZ this manner.

All Attacker models start the game in Reserve.


Deployment: Players roll off using a D6. The The Attacker’s Team will arrive on a D6 roll of: 5+
winner chooses to go either first (Attacker) or on turn two, 4+ on turn three, 3+ on turn four, and
second (Defender). The Defender then selects one automatically on turn five. The Attacker rolls for
of the table quarters as his Deployment Zone, and each Team in his SOG independently.
deploys his entire force anywhere up to 8 inches
from the table edges in that quarter. Mission Objectives: As stated, the Defending
model with the Download must exit the table from
an edge in one of the Defender’s Deployment
The Attacker will not appear on the first turn, but Zone. If that model is killed, place him sideways
players will roll for priority as usual on the second on the table. Another Defending model may
turn. collect the data chip from his corpse by moving
into contact with the model but will sacrifice the
In order to determine from which table edge the rest of his movement that turn.
Reserves will arrive, the Attacker rolls a D6 and
consults the following table (from the Defender’s Standard Mission Points do not apply to this
Point of View on the table): Mission.

1-2: the quarter diagonal to the Defender’s DZ. The Defender wins if the data is removed from
3-4: the quarter to the right of the Defender’s DZ. the table as described above.
5-6: the quarter to the left of the Defender’s DZ.
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.

14
SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

The Table: This Mission is played on a 4ft by 4ft Mission Objectives: Escort: Each Player wants to
table; at least 50% of the tabletop should be collect and escort the HVT back to a table edge in
covered in terrain. We suggest that half of the his respective Deployment Zone. Any model may
terrain be of the “area” or “LOS blocking” variety. escort the HVT, who is considered “escorted” the
moment that model comes in to base-to-base
Divide the table into four quarters. 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.
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.

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.
Defender’s DZ 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
Deployment: Players roll off using a D6. The model if possible.
winner chooses to go either first (Attacker) or
second (Defender). The Defender then chooses If either Special Operations Group escorts the
one of the table quarters as his deployment area. HVT from the appropriate table edge, that Team
The Attacker deploys anywhere up to 8 inches earns an additional 20 Mission Points.
from the table edge in the quarter that is
diagonally opposite the Defender. The Defender In a gesture of pure desperation, the Defender can
deploys second anywhere up to 8 inches from the kill the HVT at the cost of -25 Mission Points. The
table edge in his Deployment Zone. The Attacker Attacker can kill the HVT at the cost of -15 Mission
goes first. Points.

Mission Special Rules: The High Value Target Enemy Kills are scored as standard Mission Points
(HVT) a model independent of either SOG Team for both SOGs.
and begins the game at center point of the table.
Ending the Game: Once a Team is reduced to
The HVT has the following profile: WS4 BS- S4 T4 25% (rounding up) of its starting model count, it
W1 I4 A2 Sv2+. He will not willingly assault, must take a leadership test at the beginning of
though he may be assaulted as any other model. each of its turns. If this leadership test is passed,
He may not shoot, although he may be shot at then the Team continues to function as normal. If a
(including by the model that is escorting him. See Team fails its leadership test, the Team is
below). considered routed; it is removed from play and the
game ends.
On the first turn, the HVT will not move. In each
subsequent turn the HVT enjoys a Special Note: If your Special Operations Group is
Movement Phase after priority has been composed of two Teams, then each Team tests for
established but before the first Player Turn. In this leadership independently.
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.

15
SPECIAL OPERATIONS: KILLZONE - MISSIONS
Several individuals marked as “Persons of Interest” have been located within reach of your Special

34.6 : PERSONS OF INTEREST


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.

The Table: This Mission is played on a 4ft by 4ft Mission Objectives: Each Player must collect
table; at least 50% of the tabletop should be and escort as many PoI back to a table edge in his
covered in terrain. We suggest that half of the respective Deployment Zone. Any model may
terrain be of the “area” or “LOS blocking” variety. escort one PoI, who is considered both controlled
and “escorted” the moment that model comes in to
Divide the table into four quarters. base-to-base contact with him (with no movement
penalty).
Attacker’s DZ
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
A model that has escorted a PoI off the table does
not need to leave the table as well, although you
Deployment: Players roll off using a D6. The may choose to do so. The model must only touch
winner chooses to go either first (Attacker) or the table edge to remove the PoI from play. The
second (Defender). The Defender then chooses PoI is considered off the table and counts toward
one of the table quarters as his deployment area. Mission Points. In this manner, the escorting
The Attacker deploys anywhere up to 8 inches from model does not need to count toward routing
the table edge in the quarter that is diagonally unless you choose to leave the table.
opposite the Defender. The Defender deploys
second anywhere up to 8 inches from the table Each Person of Interest escorted from the table is
edge in his Deployment Zone. The Attacker goes worth 10 Mission Points. As mentioned, killing a
first. PoI is worth -10 Mission Points.

Mission Special Rules: The Persons of Interest Enemy Kills are scored as standard Mission
(PoI) are D3+2 models that begin the game within 4 Points.
inches from the center of the table.
Ending the Game: Once a Team is reduced to
On the first turn, they will not move. In each 25% (rounding up) of its starting model count, it
subsequent turn the PoI enjoy a Special Movement must take a leadership test at the beginning of
Phase after priority has been established but before each of its turns. If this leadership test is passed,
the first Player Turn. In this Special Movement then the Team continues to function as normal. If a
Phase, the player who goes second in that Game Team fails its leadership test, the Team is
Turn will control the PoI. They move as individuals considered routed; it is removed from play and the
up to 6 inches in any direction and will ignore game ends.
Difficult Terrain (they may not ignore Impassable
Terrain). They may run. They may not shoot, Note: If your Special Operations Group is
although they may be shot at (killing a PoI costs -10 composed of two Teams, then each Team tests for
Mission Points). The PoI are T4 W1 Sv5+. 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.

16
SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

The Table: This Mission is played on a 4ft by 4ft Mission Special Rules: The enemy objective should
table; at least 50% of the tabletop should be be agreed upon and clearly represented by an
covered in terrain. We suggest that half of the appropriate marker, model, building, and so on
terrain be of the “area” or “LOS blocking” variety. (although we recommend that the objective not be
larger than one inch diameter). The objective is
Divide the table into halves. 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.
Attacker’s DZ
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 Enemy Objective must be


Defender’s DZ 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
Deployment: Players roll off using a D6. The Points to the Attacker.
winner chooses to go either first (Attacker) or
second (Defender). The Defender then chooses The Defender can win through Mission Points,
one of the table halves as his Deployment Zone. routing the Attacker, and/or destroying the Attacker
The Attacker deploys first in the opposite table half outright.
anywhere within 4 inches of the long table edge in
his Deployment Zone. The Defender deploys If the Attacker wins with regard to Mission Points;
second anywhere within 6 inches of the long table however, if he fails to destroy the enemy Objective,
edge in his Deployment Zone. 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

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?

The Table: This Mission is played on a 4ft by 4ft Mission Special Rules: Hidden Set-Up: Each
table; at least 50% of the tabletop should be Special Operations Group designates half
covered in terrain. We suggest that half of the (rounding up) of its models as “hidden.” These
terrain be of the “area” or “LOS blocking” variety. 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
Attacker’s DZ 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
Defender’s DZ than 12 inches to an enemy model, including ones
that are also hidden.

Deployment: Players roll off using a D6. The Because hidden models are always out of LOS,
winner chooses to go either first (Attacker) or they may not be targeted for shooting.
second (Defender). The Defender then chooses
one of the table halves as his Deployment Zone. Any hidden model will be forced to reveal itself
The Attacker deploys first anywhere in his immediately if an enemy model approaches within
Deployment Zone. The Defender deploys second 6 inches its marker. Once revealed, the previously
anywhere in his Deployment Zone. hidden model may be targeted for shooting, and/or
assaulted.
Hidden models may deploy with the rest of the
SOG at this time, or may opt to infiltrate as Likewise, any hidden model can reveal itself, if it
normal. Any other model that has the Infiltrate chooses to do so, in its own movement or shooting
USR may also deploy under the normal Infiltration phase. If the model reveals itself by shooting, it will
guidelines/restrictions. count as stationary for that shooting phase (ie: it
may shoot Heavy Weapons). It may only reveal
The Attacker goes first. itself in the aforementioned phases.

Ending the Game: Once a Team is reduced to Mission Objectives: Kill or be killed. This Mission
25% (rounding up) of its starting model count, it calls for standard Mission Points to determine the
must take a leadership test at the beginning of Victor.
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 18
SPECIAL OPERATIONS: KILLZONE - MISSIONS

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 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: 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
Defender’s DZ 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.
Deployment: Players roll off using a D6. The
winner chooses to go either first (Attacker) or
The primary objective is placed directly in the
second (Defender). The Defender then chooses
middle of the table. The two secondary objectives
one of the table quarters as his Deployment Zone.
are placed directly in the middle of each remaining
The Attacker deploys first in the opposite table
table quarter that is neither an Attacker nor a
quarter anywhere within 4 inches of the table edge
Defender’s Deployment Zone.
in his Deployment Zone. The Defender deploys
second anywhere within 6 inches of the table edge
All members of the Attacking Special Operations
in his Deployment Zone.
Group have been issued melta bombs in addition
to their usual equipment at no extra cost.
The Attacker goes first; however, the Defender
may elect to seize the initiative. The Defender rolls
All models on both sides are considered to have
a D6 and will take the first turn on a roll of 5+.
moved in the first turn of the game. As such,
Heavy Weapons carried by models that do not
Ending the Game:
have the Relentless or Slow and Purposeful USR
Once a Team is reduced to 25% (rounding up) of
may not shoot in the first turn.
its starting model count, it must take a leadership
test at the beginning of each of its turns. If this
Mission Objectives: The Attacker must destroy at
leadership test is passed, then the Team continues
least two objectives in order to win; however, the
to function as normal. If a Team fails its leadership
game will still be decided by Mission Points even if
test, the Team is considered routed; it is removed
he does so. The primary objective is worth 5
from play and the game ends.
Mission Points, and the secondary objectives are
each worth 3 Mission Points.
Note: If your Special Operations Group is
composed of two Teams, then each Team tests for
As usual, the Defender can win through Mission
leadership independently.
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.

19
SPECIAL OPERATIONS: KILLZONE - MISSIONS

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.

The Table: This Mission is played on a 4ft by 4ft Mission Special Rules: Three objectives should
table; at least 50% of the tabletop should be be agreed upon and clearly represented by an
covered in terrain. We suggest that half of the appropriate marker, model, building, and so on
terrain be of the “area” or “LOS blocking” variety. (although we recommend that the objectives not
be larger than one inch diameter). All objectives
Divide the table into quarters. 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.

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
Defender’s DZ
end of the game no matter what happens during
gameplay –bluffing is part of the fun.

Deployment: Players roll off using a D6. The All members of the Attacking SOG have been
winner chooses to go either first (Attacker) or issued melta bombs in addition to their usual
second (Defender). The Defender then chooses equipment at no extra cost.
one of the table quarters as his Deployment Zone.
The Attacker deploys first in the opposite table All models on both sides are considered to have
quarter anywhere within 4 inches of the table edge moved in the first turn of the game. As such,
in his Deployment Zone. The Defender deploys Heavy Weapons carried by models that do not
second anywhere within 6 inches of the table edge have the Relentless or Slow and Purposeful USR
in his Deployment Zone. may not shoot in the first turn.

Hidden models may deploy with the rest of the In addition, the Defender (and only the Defender)
SOG at this time, or may opt to infiltrate as normal. may deploy up to three models per Team
Any other model that has the Infiltrate USR may according to the “Hidden Set Up” dynamic from
also deploy under the normal Infiltration 56.2: CAT AND MOUSE. These models must also
guidelines/restrictions. be clearly designated and appropriately recorded.

The Attacker goes first; however, the Defender Mission Objectives: The Attacker must destroy
may elect to seize the initiative. The Defender rolls the operational objective to win; however, the
a D6 and will take the first turn on a roll of 5+. outcome will still be decided by Mission Points
even if he does so. The operational objective is
Ending the Game: Both Teams are desperate, worth 15 Mission Points; the others are worthless.
and neither will rout. This game is played to the
last man. If the Attacker wins according to Mission Points
but fails to destroy the operational objective, the
game is a draw.

20
SPECIAL OPERATIONS: KILLZONE - MISSIONS

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 Table: This Mission is played on a 4ft by 4ft Mission Special Rules: The five enemy
table; at least 50% of the tabletop should be objectives should be agreed upon and clearly
covered in terrain. We suggest that half of the represented by an appropriate marker, model,
terrain be of the “area” or “LOS blocking” variety. building, and so on (although we recommend that
the objectives not be larger than one inch
Divide the table into quarters. diameter). All objectives count as immobile AV14
vehicles. An objective ignores glancing hits, but is
destroyed by any penetrating hit.
Attacker’s DZ
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.

All models on both sides are considered to have


Defender’s DZ
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
Deployment: Players roll off using a D6. The may not shoot in the first turn.
winner chooses to go either first (Attacker) or
second (Defender). The Defender then chooses Mission Objectives: The Attacker must destroy
one of the table quarters as his Deployment Zone. all five objectives in order to win. That is the only
The Attacker deploys first in the opposite table criteria meriting victory.
quarter anywhere within 4 inches of the table edge
in his Deployment Zone. The Defender deploys The Defender wins if the Attacker does not destroy
second anywhere within 6 inches of the table edge all five objectives.
in his Deployment Zone.

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

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.

The Table: This Mission is played on a 4ft by 4ft Mission Special Rules: Operational Sentry
table; at least 50% of the tabletop should be Relays have the following profile. They are
covered in terrain. We suggest that half of the toughness 8 with 6 wounds, they have an armor
terrain be of the “area” or “LOS blocking” variety. save of 2+ and are shielded with a 5+ Invulnerable
save (T8 W6 Sv2+ Inv5+.). If a Relay has taken 4
Divide the table into quarters. 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
Attacker’s DZ 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.
Defender’s DZ
Any defending infantry model may repair a non-
operational Sentry Relay with which it is in base
Deployment: Players roll off using a D6. The contact at the beginning of its player turn, provided
winner chooses to go either first (Attacker) or that model is not locked in close combat. The
second (Defender). The Defender then chooses a model may not move in the movement phase of
table quarter as his Deployment Zone. The that player turn.
Attacker will deploy in the opposite quarter.
Mission Objectives: The Attackers must destroy
Three Sentry Relays begin the game with a Non- all operational Sentry Relays. Any Operational
Operational status: the Sentry Relay directly in the Sentry Relay is worth 15 Mission Points once it
middle of the table and the two Relays in neutral has been destroyed.
Deployment Zones.
The Defender must get all Sentry Relays
Starting with the Attacker, both sides deploy their Operational. Each of the Initial 3 non-operational
SOGs. No model may be within 10 inches of one Relays are worth 10 Mission points once repaired.
of their team’s initial objectives.
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.

22
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: Jabber Jabber from Warpstone Flux


(warpstoneflux.blogspot.com/)
Big Jim from Galaxy in Flames
(galaxyinflames.blogspot.com) Sons of Taurus from Sons of Taurus
(sonsoftaurus.blogspot.com/)
B. Smoove from A Gentleman’s Ones
(agentelmansones.blogspot.com/) Counter Fett from All Things Fett
(counterfett.blogspot.com/)

Geoff from The Independent Characters


Contributors: (theindependentcharacters.com/blog/)

AJ/Bestia from the Imperial Truth podcast Luke Licens


(theimperialtruth.blogspot.com/)
Master Bryss
Karitas from Excommunicate Tratoris
(excommunicatetratoris.blogspot.com/) Entropomancer

Menzies from the 512th Cadian War009


(cadian512.blogspot.com/)
Marko

23

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