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MISSIONS

Special Operations:
KILLZONE
Draft Documentation
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Product
Special Operations:
KILLZONE
MISSION
Contents S

USING THIS BOOKLET

SCENARIO I SCENARIO II
I.1: RECONNAISSANCE II.1: AMBUSH
I.2: ENCOUNTER II.2: CRASH LANDING
I.3: WITHDRAWAL II.3: LAST STAND
I.4: EXTREME PREJUDICE II.4: DOWNLOAD
I.5: EXTRACTION II.5: DEAD OR ALIVE
I.6: DOUBLE CROSS II.6: PERSONS OF INTEREST
Special Operations:
KILLZONE
MISSIONS
Using this booklet:
This booklet contains the draft scenarios for Special Operations: Killzone.

these missions are intended to be played with the Special Operations: Killzone Rules changes to
Warhammer 40,000 and with Special Kill teams built using the Codex errata for Special Operations:
Killzone.

The two scenarios presented hrein are intended to be played sequentially, but you should find that each
mission will play perfectly well as a standalone.

A campaign system is in development for killzone and will be included in the next release cycle
I.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: Point Value for each Enemy Killed (the information is that
This Mission is played on a 4ft by 4ft table; at least 50% valuable).
of the tabletop should be covered in terrain. We suggest
that half of the terrain be of the “area” or “LOS blocking” Ending the Game:
variety. Once a Team is reduced to 25% (rounding up) of its
starting model count, it must take a leadership test at the
Divide the table into halves. beginning of each of its turns. If this leadership test is
passed, then the Team continues to function as normal.
Mission Special Rules: If a Team fails its leadership test, the Team is considered
All models on both sides are considered to have moved routed; it is removed from play and the game ends.
in the first turn of the game. As such, Heavy Weapons
carried by models that do not have the Relentless or Slow Note: If your Special Operations Group is composed
and Purposeful USR may not shoot in the first turn. of two Teams, then each Team tests for leadership
independently. In order for the game to end in this
Deployment: manner, both Teams in the SOG must fail their leadership
Players roll off using a D6. The winner chooses to go test.
either first (Attacker) or second (Defender). The Defender
then chooses a table half as his Deployment Zone and
deploys his SOG anywhere in that Zone up to 9” from
the middle of the table. The Attacker deploys his SOG
anywhere along his table edge, but not more than 6
inches from that edge. The Attacker goes first.

Mission Objectives:
The Attacker’s Team has vital information for tomorrow’s
battle. They must return this information to Headquarters
immediately. The Attacker must get as many men as
possible off the opposite table edge (the Defender’s
Deployment Zone).

The Defender must destroy the enemy forces in order


to prevent the information from influencing tomorrow’s
battle. The Defender must stop the Attacker from
reaching his table edge.

Orks and Tyranids can never be the Attacker


in this Mission unless fighting one or the other
(“Wreckonnaissance? Dat’s a bunch of Oomies drawrin’
on dur ceiling, right?”).

The Attacker earns the appropriate number of Mission


Points both for Enemy Kills and for each of his models
that makes it off the table.

This Mission uses standard Mission Points to establish


the Victor; however, the Defender doubles the Mission
I.2: ENCOUNTER
After spending the last few months on the front lines, you and your unit have 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: is diagonally opposite the Defender’s table quarter. The


This Mission is played on a 4ft by 4ft table; at least 50% Defender deploys second.
of the tabletop should be covered in terrain. We suggest
that half of the terrain be of the “area” or “LOS blocking” Deploy your Vanguard section no closer than 6 inches
variety. from the center of the table but no further than 9 inches
from the center of the table.
Divide the table into four quarters.
No model in the Rearguard section may deploy closer
Mission Special Rules: than 6 inches to a model in the Vanguard section.
All models on both sides are considered to have moved
in the first turn of the game. As such, Heavy Weapons Mission Objectives:
carried by models that do not have either the Relentless Kill or be killed.
or Slow and Purposeful USR may not shoot in the first
turn. This Mission uses standard Mission Points to establish
the Victor. Each Player gains 1 additional Mission Points
Models belonging to the Vanguard section (see for each of his models in the Enemy Deployment Zone at
deployment) forfeit their movement phase in the first turn. the end of the game.

Models in the Rearguard section may choose to move or Ending the Game:
run in the first turn. Once a Team is reduced to 25% (rounding up) of its
starting model count, it must take a leadership test at the
Deployment: beginning of each of its turns. If this leadership test is
Divide your Special Operations Group into two halves passed, then the Team continues to function as normal.
that are roughly equal; assign one half to be your If a Team fails its leadership test, the Team is considered
Vanguard section and one to be the Rearguard section. routed; it is removed from play and the game ends.
If you are using two Teams in your Special Operations
Group then one Team is Vanguard and the other is Note: If your Special Operations Group is composed
Rearguard. of two Teams, then each Team tests for leadership
independently. In order for the game to end in this
Players roll off using a D6. The winner chooses to go manner, both Teams in the SOG must fail their leadership
either first (Attacker) or second (Defender). The Defender test.
chooses one of the table quarters as his Deployment
Zone. The Attacker then deploys in the table quarter that
I.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: Note: If your Special Operations Group is composed


This Mission is played on a 4ft by 4ft table; at least 50% of two Teams, then each Team tests for leadership
of the tabletop should be covered in terrain. We suggest independently. In order for the game to end in this
that half of the terrain be of the “area” or “LOS blocking” manner, both Teams in the SOG must fail their leadership
variety. test.

Divide the table into halves.

Mission Special Rules:


All models on both sides are considered to have moved
in the first turn of the game. As such, Heavy Weapons
carried by models that do not have either the Relentless
or Slow and Purposeful USR may not shoot in the first
turn.

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

Mission Objectives:
Each Player must get as 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 if one player has no more models on the
table at the beginning of any turn.

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.
I.4: EXTREME
PREJUDICE
Orders just in: Your Team is charged with the Termination of an extremely valuable Enemy target.
Good Hunting.

The Table: Mission Objectives:


This Mission is played on a 4ft by 4 ft table; at least 50% Team Leaders are considered high priority targets and
of the tabletop should be covered in terrain. We suggest are worth triple Mission Points if killed. A routed Team
that half of the terrain be of the “area” or “LOS blocking” Leader does not count as killed, only routed; therefore,
variety. a Player can only claim the triple Mission Points if he
actually kills the enemy Team Leader in gameplay.
Divide the table into four quarters.
This Mission uses standard Mission Points to establish
Mission Special Rules: the Victor. Likewise, a Player gains 1 additional Mission
In this Mission, Team Leaders have been marked for Point for each of his models in the Enemy Deployment
termination by the Enemy. Zone at the end of the game.

Deployment: Ending the Game:


Players roll off using a D6. The winner chooses to go The game ends at the conclusion of any Game Turn in
either first (Attacker) or second (Defender). The Defender which one side no longer has a Team Leader in play.
then chooses one of the table quarters as his deployment
area. The Attacker will deploy anywhere up to 6 inches Once a Team is reduced to 25% (rounding up) of its
from the middle of the table in the quarter that is starting model count, it must take a leadership test at the
diagonally opposite the Defender. The Defender deploys beginning of each of its turns. If this leadership test is
second anywhere up to 6 inches from the middle of the passed, then the Team continues to function as normal.
table. The Attacker goes first. 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. In order for the game to end in this
manner, both Teams in the SOG must fail their
leadership test.
I.5: EXTRACTION
“Listen up. A high value target has been identified in the enemy hot zone. We want him. We want
him… alive. Your team is the only asset within miles and so your Group 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: If the HVT is reduced to 0 Wounds by a weapon that


This Mission is played on a 4ft by4 ft table; at least 50% causes Instant Death (ie, x2 the Toughness of the Target),
of the tabletop should be covered in terrain. We suggest the game ends immediately and is decided by Mission
that half of the terrain be of the “area” or “LOS blocking” Points. Once at 0 Wounds, he may not be targeted in
variety. Assault and Shooting phases, and/or otherwise “re-
killed.”
Divide the table into halves.
Ending the Game:
Mission Special Rules: The game ends immediately if the High Value Target is
The Defender must identify one of his models as the escorted from the table by either player.
“High Value Target.” This may be any model in the
Defender’s SOG, but the High Value Target must be The Player who escorts the High Value Target off the
clearly identified as such before the start of the game. table wins (this applies to either the Attacker or the
Defender -note: The Defender may not kill his own HVT
Reserves: and then escort him off the table, though the HVT can be
Up to half of the Defender’s SOG starts the game in recollected and removed from play by an attentive and
reserve. The reserve force may not include the High opportunistic Defender).
Value Target. Reserved models do not act as in normal
40K, but follow direction described in Deployment below. If the game ends (as outlined below) and the High Value
Target remains on the table, the game is decided by
Deployment: Mission Points as normal; however, the Player “escorting”
Players roll off using a D6. The winner chooses to the HVT gains an extra 5 Mission Points. If neither player
go either first (Attacker) or second (Defender). The has clear control of the HVT no bonus Mission Points are
Defender chooses his table edge. The Attacker deploys awarded. If the game ends and the HVT has not been
his SOG anywhere in his Deployment Zone up to 6 reduced to o Wounds, the Defender gains an extra 5
inches from the middle of the table. Mission Points.

The Defender then deploys the High Value Target and Once a Team is reduced to 25% (rounding up) of its
half of his SOG. The Defender’s remaining forces will starting model count, it must take a leadership test at the
come into play the turn immediately following the capture beginning of each of its turns. If this leadership test is
of the High Value Target and may enter from any board passed, then the Team continues to function as normal.
edge. If a Team fails its leadership test, the Team is considered
routed; it is removed from play and the game ends.
Mission Objectives:
The Attacker must reduce the High Value Target to 0 Note: If your Special Operations Group is composed
Wounds, get in base contact, and escort him off the table. of two Teams, then each Team tests for leadership
Any model may escort the HVT, who will be considered independently. In order for the game to end in this
“escorted” the moment that model comes in to base-to- manner, both Teams in the SOG must fail their leadership
base contact with him (with no movement penalty). Any test.
escorting model of Strength 3 or lower suffers -2 inches to
its Movement for as long as it escorts the HVT. Likewise
an escorting model may not shoot while carrying the HVT.
If the escorting model is either killed or engaged in close
combat, the Target is considered dropped and may be
retrieved/escorted by any other unengaged model.
I.6: DOUBLE CROSS
Two armies have found themselves with an unfortunate common interest. They are now locked in
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 4 ft table; at least 50% Mission Objectives:
of the tabletop should be covered in terrain. We suggest An Objective is placed in both of the quarters that are not
that half of the terrain be of the “area” or “LOS blocking” acting as a Deployment Zone. Both Objectives are placed
variety. 8 inches from each edge of the back corner in that table
quarter. If a Player has a model in base-to-base contact
Divide the table into four quarters. with the Objective at the end of the game, he gains15
Mission Points in addition to the standard Mission Points.
Mission Special Rules:
All models on both sides are considered to have moved Ending the Game:
in the first turn of the game. As such, Heavy Weapons Once a Team is reduced to 25% (rounding up) of its
carried by models that do not have either the Relentless starting model count, it must take a leadership test at the
or Slow and Purposeful USR may not shoot in the first beginning of each of its turns. If this leadership test is
turn. passed, then the Team continues to function as normal.
If a Team fails its leadership test, the Team is considered
Models belonging to the Vanguard section (see routed; it is removed from play and the game ends.
deployment) forfeit their movement phase in the first turn.
Note: If your Special Operations Group is composed
Models in the Rearguard section may choose to move or of two Teams, then each Team tests for leadership
run in the turn they arrive, but may not shoot. independently. In order for the game to end in this
manner, both Teams in the SOG must fail their leadership
Reserves: test.
The Rearguard arrives on a D6 roll of: 6 on turn one,
5+ on turn two, 4+ on turn three, 3+ on turn four, 2+ on
turn five, automatically on turn six. On the turn it arrives,
the Rearguard may deploy along any table edge in the
controlling player’s Deployment Zone.

Deployment:
Divide your Special Operations Group into two halves
that are roughly equal; assign one half to be your
Vanguard section and one to be the Rearguard section.
If you are using two Teams in your Special Operations
Group then one Team is Vanguard and the other is
Rearguard.

Players roll off using a D6. The winner chooses to go


either first (Attacker) or second (Defender). The Defender
then chooses one of the table quarters as his deployment
area. The Attacker will deploy in the table quarter that is
diagonally opposite of the Defender’s table quarter.

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).
II.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 4 ft table; at least 50% Mission Objectives:
of the tabletop should be covered in terrain. We suggest The Defender must get as many models as possible off
that half of the terrain be of the “area” or “LOS blocking” any table edge. The Defender earns Mission Points not
variety. only for kills as usual, but also for each member of his
Team that makes it off the table.
Divide the table into four quarters.
The Attacker must destroy the Defender and thus earns
Mission Special Rules: Mission Points as normal.
The Defender’s Special Operations Group may only
include one Team of up to 250pts. The Attacker’s Special Ending the Game:
Operations Group may include two Teams of up to 250pts The Defender does not take leadership tests as normal
each. The exact totals will be your choice, but all Teams when reduced to 25%. The Team is already in the
should be of equal value. processes of withdrawing from the engagement. The
Attacker’s Teams, however, remain subject to the
We recommend that each Player creates and brings following standard rule.
a SOG of two Teams to the table. After the roll off, the
Defender simply sets aside one Team. Once a Team is reduced to 25% (rounding up) of its
starting model count, it must take a leadership test at the
Deployment: beginning of each of its turns. If this leadership test is
Players roll off using a D6. The winner chooses to go passed, then the Team continues to function as normal.
either first (Attacker) or second (Defender). If a Team fails its leadership test, the Team is considered
routed; it is removed from play and the game ends.
The Attacker must place his two Teams within 6 inches of
the table edge in any two quarters (which means that the Note: If your Special Operations Group is composed
Attacker’s entire force may not start in the same quarter). of two Teams, then each Team tests for leadership
independently. In order for the game to end in this
The Defender must deploy his Team within 6 inches from manner, both Teams in the SOG must fail their leadership
the center of the table. test.
II.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 4 ft table; at least 50% Mission Objectives:
of the tabletop should be covered in terrain. We suggest The Defender must get his models off the table safely,
that half of the terrain be of the “area” or “LOS blocking” and may only do so on the designated Safe Zone. The
variety. Defender earns Mission Points only for the models that
are removed from play by crossing off the table at the
Deployment: Safe Zone. The Defender does not earn Mission Points
Players roll off using a D6. The winner chooses to go for killing enemy models.
either first (Attacker) or second (Defender).
The Attacker must kill the enemy Special Operations
The Defender marks a point along the centerline of the Group, and will earn Mission Points as usual for killed
table that is also 12 inches from the table’s edge (that enemy models.
is, 24 inches from two board edges on each side and 12
inches from the third edge: see diagram). The Defender Ending the Game:
deploys his SOG within 6 inches from the marked point. The Defender does not take leadership tests as normal
The furthest table edge will be the Defender’s Safe Zone. when reduced to 25%. The Team is already in the
processes of fleeing the engagement. The Attacker,
Players roll of again with a D6. The Defender takes the however, remains subject to the following standard rule.
first turn on a roll of 3+. The Attacker takes the first turn
on a roll of 1 or 2. Once a Team is reduced to 25% (rounding up) of its
starting model count, it must take a leadership test at the
Mission Special Rules: beginning of each of its turns. If this leadership test is
All Attacker models start the game in Reserve. The passed, then the Team continues to function as normal.
Attacker’s team-members will arrive on a D6 roll of: If a Team fails its leadership test, the Team is considered
3+ on turn one, 2+ on turn two, automatically on turn routed; it is removed from play and the game ends.
three. The Attacker rolls for each individual in his SOG
independently. Note: If your Special Operations Group is composed
of two Teams, then each Team tests for leadership
In order to determine from which table edge the Reserves independently. In order for the game to end in this
will arrive, the Attacker rolls a D6 and consults the manner, both Teams in the SOG must fail their leadership
following table: test.
1-2: The Attacker Decides.
3-4: Either table edge that is perpendicular to the Safe
Zone.
5-6: The Defender Decides
II.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 outcome, bleak.

The Table: Sell Yourself Dearly: the Defender’s forlorn Team has a
This Mission is played on a 4ft by 4 ft table; at least 50% steely resolve and ruthless demeanor. They are resolved
of the tabletop should be covered in terrain. We suggest to their fate and intent upon taking any/all remaining
that half of the terrain be of the “area” or “LOS blocking” targets of value with them. The Defender earns double
variety. Mission Points for each Enemy Leader killed in the game.

Divide the table into four quarters. Ending the Game:


Last Stand: the Defender does not take leadership tests
Mission Special Rules: as normal when reduced to 25%. The Team will fight to
The Defender’s Special Operations Group may only the last man. The Attacker, however, remains subject to
include one Team of up to 250pts. The Attacker’s Special the following standard rule.
Operations Group may include two Teams of up to 250pts
each. The exact totals will be your choice, but all Teams Once a Team is reduced to 25% (rounding up) of its
should be of equal value. starting model count, it must take a leadership test at the
beginning of each of its turns. If this leadership test is
We recommend that each Player creates and brings passed, then the Team continues to function as normal.
a SOG of two Teams to the table. After the roll off, the If a Team fails its leadership test, the Team is considered
Defender simply sets aside one Team. routed; it is removed from play and the game ends.

Deployment: Note: If your Special Operations Group is composed


Players roll off using a D6. The winner chooses to go of two Teams, then each Team tests for leadership
either first (Attacker) or second (Defender). independently. In order for the game to end in this
manner, both Teams in the SOG must fail their leadership
The Attacker must place his two Teams within 6 inches of test.
the table edge in any two quarters (which means that the
Attacker’s entire force may not start in the same quarter).

The Defender must deploy his Team within 6 inches from


the center of the table.

Mission Objectives:
This Mission uses standard Mission Points to establish
the Victor with the following two additions:

Bloody Revenge: the Attacker wants to destroy the


Defender, utterly and quickly. Keep close track of turns.
At the end of the game, the Attacker earns a variable
number of additional Mission Points based on the number
of turns required to complete the game. To determine the
number of additional Mission Points earned, subtract the
final turn from the number 10. If the number is negative,
then the Defender earns those Mission Points instead
(simply remove the minus sign).

For example, if the Attacker eliminates the Defender on


turn seven, he will earn an additional 3 MPs (10–7 = 3);
however, if the game lasts 13 turns, the Defender would
earn an additional 3 MPs (10-13 = -3).
II.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 4 ft table; at least 50% The Attacker will not appear on the first turn, but Players
of the tabletop should be covered in terrain. We suggest will roll for priority as usual on the second turn.
that half of the terrain be of the “area” or “LOS blocking”
variety. In order to determine from which table edge the Reserves
will arrive, the Attacker rolls a D6 and consults the
Divide the table into quarters. following table (from the Defender’s Point of View on the
table):
Mission Special Rules: 1-2: The table quarter diagonally across form the
Download: The Access Point must be clearly marked by Defender’s Deployment Zone.
an appropriate, agreed-upon objective or piece of terrain. 3-4: The table quarter to the right of the Defender’s
This is placed directly in the middle of the table. Deployment Zone.
5-6: The table quarter to the left of the Defender’s
In order to retrieve the desired information, the Defender Deployment Zone.
must move a model into contact with the Access Point
and spend the entire next turn of Movement in contact. Mission Objectives:
He may be in Close Combat and still retrieve the As stated, the Defending model with the Download must
information. Once retrieved, place a marker on, or next exit the table from an edge in one of the Defender’s
to, this model. In order to win, that model will have to then Deployment Zone. If that model is killed, place him
exit any table edge in the Defender’s Deployment Zone. sideways on the table. Another Defending model may
collect the data chip from his corpse by moving into
The Defending model that collects the Download may contact with the model but sacrifices the rest of his
pass the data chip along to another model; however, movement that turn.
each model will lose the rest of his movement for that turn
if the data is transferred in this manner. Standard Mission Points do not apply to this Mission.

All Attacker models start the game in Reserve. The The Defender wins if the data is removed from the table
Attacker’s Team will arrive on a D6 roll of: 5+ on turn two, as described above.
4+ on turn three, 3+ on turn four, and automatically on
turn five. The Attacker rolls for each Team in his SOG The Attacker wins if he keeps the data from leaving the
independently. table.

Deployment: Ending the Game:


Players roll off using a D6. The winner chooses to go Neither the Attacker nor the Defender will take leadership
either first (Attacker) or second (Defender). The Defender tests when reduced to 25%. Each Team will fight to the
then chooses one of the table quarters as his Deployment last man.
Zone, and deploys his entire force anywhere up to 8
inches from his table edge.
II.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: movement as normal in the next Special Movement


This Mission is played on a 4ft by 4 ft table; at least 50% phase, though the HVT may be retrieved/escorted
of the tabletop should be covered in terrain. We suggest by any other unengaged model. If, for some reason,
that half of the terrain be of the “area” or “LOS blocking” the escorting model shoots the HVT, he is considered
variety. dropped and may be picked up again the next turn by any
unengaged model if possible.
Divide the table into four quarters.
If either Special Operations Group escorts the HVT from
Mission Special Rules: the appropriate table edge, that Team earns an additional
The High Value Target begins the game at center point of 20 Mission Points.
the table.
In a gesture of pure desperation, the Defender can kill the
The High Value Target has the following profile: WS4 BS- HVT at the cost of -25 Mission Points. The Attacker can
S4 T4 I4 A2 Sv2+. He will not willingly assault, though he kill the HVT at the cost of -15 Mission Points.
may be assaulted as any other model. He may not shoot,
although he may be shot at (including by the model who Enemy Kills are scored as standard Mission Points for
is escorting him. See below). both SOGs.

On the first turn, the High Value Target will not move. Ending the Game:
In each subsequent turn the HVT enjoys a special Once a Team is reduced to 25% (rounding up) of its
movement phase after priority has been established but starting model count, it must take a leadership test at the
before the first Player Turn. In this special Movement beginning of each of its turns. If this leadership test is
Phase, the player who goes second in that Game Turn passed, then the Team continues to function as normal.
will control the HVT (regardless of priority). He may move If a Team fails its leadership test, the Team is considered
up to 6 inches in any direction and will ignore Difficult routed; it is removed from play and the game ends.
Terrain (but may not ignore Impassable Terrain). He will
only run if controlled by the Defender. Note: If your Special Operations Group is composed
of two Teams, then each Team tests for leadership
Deployment: independently. In order for the game to end in this
Players roll off using a D6. The winner chooses to go manner, both Teams in the SOG must fail their leadership
either first (Attacker) or second (Defender). The Defender test.
then chooses one of the table quarters as his deployment
area. The Attacker deploys anywhere up to 8 inches from
the table edge in the quarter that is diagonally opposite
the Defender. The Defender deploys second anywhere
up to 8 inches from the table edge in his Deployment
Zone. The Attacker goes first.

Mission Objectives:
Escort: Each Player wants to collect and escort the
HVT back to a table edge in his respective Deployment
Zone. Any model may escort the HVT, who is considered
“escorted” the moment that model comes in to base-to-
base contact with the HVT. Upon contact, the escorting
model’s movement will end for that turn, but will resume
in the next turn as normal. 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
II.6: PERSONS OF
INTEREST
Several individuals marked as “Persons of Interest” have been located within reach of your Special
Operations Group. You have been tasked with the safe recovery of these PoI so that the Higher-
Ups can question, interrogate, examine, dissect them. That’s their concern. Your concern is getting
these PoI back to base before anyone else gets hold of those randoms.

The Table: suffers -2 inches to its Movement for as long as it escorts


This Mission is played on a 4ft by 4 ft table; at least 50% a PoI. Likewise an escorting model may not shoot while
of the tabletop should be covered in terrain. We suggest doing so. If the escorting model is either killed or engaged
that half of the terrain be of the “area” or “LOS blocking” in close combat, the PoI is considered dropped and
variety. will resume movement as normal in the next Special
Movement phase, though the PoI may be retrieved/
Divide the table into four quarters. escorted by any other unengaged model.

Mission Special Rules: A model that has escorted a PoI count off the table does
The “Persons of Interest” are D3+2 models that begin the not need to leave the table as well, although you may
game within 4 inches from the center of the table. choose to do so. The model must only touch the table
edge to remove the PoI from play. The PoI is considered
On the first turn, they will not move. In each subsequent off the table and counts toward Mission Points. In this
turn the PoI enjoy a special movement phase after priority manner, the escorting model does not need to count
has been established but before the first Player Turn. toward routing (again, unless you choose to do so).
In this special Movement Phase, the player who goes
second in that Game Turn will control the PoI. They move Each Person of Interest escorted from the table is worth
as individuals up to 6 inches in any direction and will 10 Mission Points. As mentioned, killing a PoI is worth -10
ignore Difficult Terrain (they are panicked and flighty, but Mission Points.
may not ignore Impassable Terrain). They may run. They
may not shoot, although they may be shot at (killing a PoI Enemy Kills are scored as standard Mission Points.
costs -10 Mission Points). The PoI are Toughness 4.
Ending the Game:
We envision these PoI as infected civilians, top scientists, Once a Team is reduced to 25% (rounding up) of its
valuable military minds, genetic spore material, Necron starting model count, it must take a leadership test at the
automaton, top breeding squigs, and so on. You beginning of each of its turns. If this leadership test is
recommend that you use whatever models you can to passed, then the Team continues to function as normal.
represent these particular individuals. If a Team fails its leadership test, the Team is considered
routed; it is removed from play and the game ends.
Deployment:
Players roll off using a D6. The winner chooses to go Note: If your Special Operations Group is composed
either first (Attacker) or second (Defender). The Defender of two Teams, then each Team tests for leadership
then chooses one of the table quarters as his deployment independently. In order for the game to end in this
area. The Attacker deploys anywhere up to 8 inches from manner, both Teams in the SOG must fail their leadership
the table edge in the quarter that is diagonally opposite test.
the Defender. The Defender deploys second anywhere
up to 8 inches from the table edge in his Deployment
Zone. The Attacker goes first.

Mission Objectives:
Each Player must collect and escort as many Persons
of Interest back to a table edge in his respective
Deployment Zone. Any model may escort one PoI, who
is considered “escorted” the moment that model comes
in to base-to-base contact with him (with no movement
penalty). Any escorting model of Strength 3 or lower
Help us make a better game!
Played Killzone?
Liked it?
Hated it?
Tell us about it!
We are working hard to make this ruleset everything we want it to be, if theres something you loved,
something you found difficult, hard to work through or just plain annoying come to our forums at

http://specopskillzone.freeforums.org/
and give us some feedback. we arent promising you’ll get it “your way” but we’ll certainly listen.

Contributor’s Credits
The Following people have conributed ot this document for no reason other than thier love of the hobby
and thier disire to make a skirmish game they want to play.

Big Jim at Galaxy in Flames http://galaxyinflames.blogspot.com/

AJ/Bestia from the Imperial Truth podcast http://theimperialtruth.blogspot.com/

B.smoove from A Gentleman’s Ones http://agentlemansones.blogspot.com/

Karitas from Excommunicate Traitors http://excommunicatetratoris.blogspot.com/

Menzies from the 512th Cadian http://cadian512.blogspot.com/

Sons of Taurus from his self-titled Blog http://sonsoftaurus.blogspot.com/

Counterfett from All things Fett http://counterfett.blogspot.com/

Geoff from the Independent Characters Podcast http://theindependentcharacters.com/blog/

Master Bryss

Entropomancer

War009

Marko

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