Beruflich Dokumente
Kultur Dokumente
2 : ENCOUNTER
12.1 : RECONNAISSANCE
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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.
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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.
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).
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 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.
Attacker’s DZ
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.
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.
7
SPECIAL OPERATIONS: KILLZONE - MISSIONS
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.
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.
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.
9
SPECIAL OPERATIONS: KILLZONE - MISSIONS
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.
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.
11
SPECIAL OPERATIONS: KILLZONE - MISSIONS
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.
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.
12
SPECIAL OPERATIONS: KILLZONE - MISSIONS
Attacker’s DZ
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.
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.
14
SPECIAL OPERATIONS: KILLZONE - MISSIONS
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.
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
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.
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.
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.
17
SPECIAL OPERATIONS: KILLZONE - MISSIONS
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.
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
Attacker’s DZ
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.
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.
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SPECIAL OPERATIONS: KILLZONE - MISSIONS
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.
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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.
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