killzone beta scenarios
TRANSCRIPT
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DisclaimerThis is a not-for-prot fan-made rules supplement for warhammer 40,000 by Game workshop plc.
this ruleset demands that its users own and refer to the Warhammer 40,000 ruilebook and relevant Codices in the use
of these rules.
none of the authors, distributors or creators envolved in the making of this are making any money, they did it for the
love of the game.
all content within these pages os user-created and is derived, without permission, from Warhammer 40,000 intellectual
property owned by Games workshop Ltd.
This Rule set is completely unofcial and in no way endorsed by Games Workshop Limited.
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This is NOT a
Product
KILLZONE
Special Operations:
Draft Documentation
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USING THIS BOOKLET
SCENARIO II.1: RECONNAISSANCE
I.2: ENCOUNTER
I.3: WITHDRAWAL
I.4: EXTREME PREJUDICE
I.5: EXTRACTION
I.6: DOUBLE CROSS
SCENARIO IIII.1: AMBUSH
II.2: CRASH LANDING
II.3: LAST STAND
II.4: DOWNLOAD
II.5: DEAD OR ALIVE
II.6: PERSONS OF INTEREST
ContentsKILLZONE
Special Operations:
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KILLZONE
Special Operations:
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 nd 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
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I.1: RECONNAISSANCEOn 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.
Mission Special Rules:
All models on both sides are considered to have moved
in the rst 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 rst turn.
Deployment:
Players roll off using a D6. The winner chooses to go
either rst (Attacker) or second (Defender). The Defenderthen 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 rst.
Mission Objectives:
The Attackers Team has vital information for tomorrows
battle. They must return this information to Headquarters
immediately. The Attacker must get as many men as
possible off the opposite table edge (the Defenders
Deployment Zone).
The Defender must destroy the enemy forces in order
to prevent the information from inuencing tomorrows
battle. The Defender must stop the Attacker from
reaching his table edge.
Orks and Tyranids can never be the Attacker
in this Mission unless ghting one or the other
(Wreckonnaissance? Dats 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 modelsthat makes it off the table.
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).
Ending the Game:
Once a Team is reduced to 25% (rounding up) of itsstarting 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. In order for the game to end in this
manner, both Teams in the SOG must fail their leadership
test.
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I.2: ENCOUNTERAfter 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 inltration 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 mans land. The Encounter is as violent as it is unexpected.
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.
Mission Special Rules:
All models on both sides are considered to have moved
in the rst 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 rst
turn.
Models belonging to the Vanguard section (see
deployment) forfeit their movement phase in the rst turn.
Models in the Rearguard section may choose to move or
run in the rst turn.
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 rst (Attacker) or second (Defender). The Defender
chooses one of the table quarters as his Deployment
Zone. The Attacker then deploys in the table quarter that
is diagonally opposite the Defenders table quarter. The
Defender deploys second.
Deploy your Vanguard section no closer than 6 inches
from the center of the table but no further than 9 inchesfrom the center of the table.
No model in the Rearguard section may deploy closer
than 6 inches to a model in the Vanguard section.
Mission Objectives:
Kill or be killed.
This Mission uses standard Mission Points to establish
the Victor. Each Player gains 1 additional Mission Points
for each of his models in the Enemy Deployment Zone at
the end of the game.
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. In order for the game to end in this
manner, both Teams in the SOG must fail their leadership
test.
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I.3: WITHDRAWALTwo Special Operations Groups have found themselves on the wrong end of No Mans 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 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.
Mission Special Rules:
All models on both sides are considered to have moved
in the rst 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 rst
turn.
Deployment:
Players roll off using a D6. The winner chooses togo either rst (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 rst.
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 consideredrouted; 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.
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I.4: EXTREMEPREJUDICE
Orders just in: Your Team is charged with the Termination of an extremely valuable Enemy target.Good Hunting.
The Table:
This Mission is played on a 4ft by 4 ft 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.
Mission Special Rules:
In this Mission, Team Leaders have been marked for
termination by the Enemy.
Deployment:
Players roll off using a D6. The winner chooses to go
either rst (Attacker) or second (Defender). The Defender
then chooses one of the table quarters as his deployment
area. The Attacker will deploy anywhere up to 6 inchesfrom the middle of the table in the quarter that is
diagonally opposite the Defender. The Defender deploys
second anywhere up to 6 inches from the middle of the
table. The Attacker goes rst.
Mission Objectives:
Team Leaders are 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 Mission Points if heactually kills the enemy Team Leader in gameplay.
This Mission uses standard Mission Points to establish
the Victor. Likewise, a Player gains 1 additional Mission
Point for each of his models in the Enemy Deployment
Zone at the end of the game.
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.
Once a Team is reduced to 25% (rounding up) of itsstarting 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. In order for the game to end in this
manner, both Teams in the SOG must fail their
leadership test.
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I.5: EXTRACTIONListen up. A high value target has been identied 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 dont like it either. Now get to work.
The Table:
This Mission is played on a 4ft by4 ft 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.
Mission Special Rules:
The Defender must identify one of his models as the
High Value Target. This may be any model in the
Defenders SOG, but the High Value Target must be
clearly identied as such before the start of the game.
Reserves:
Up to half of the Defenders SOG starts the game in
reserve. The reserve force may not include the HighValue Target. Reserved models do not act as in normal
40K, but follow direction described in Deployment below.
Deployment:
Players roll off using a D6. The winner chooses to
go either rst (Attacker) or second (Defender). The
Defender chooses his table edge. The Attacker deploys
his SOG anywhere in his Deployment Zone up to 6
inches from the middle of the table.
The Defender then deploys the High Value Target and
half of his SOG. The Defenders remaining forces will
come into play the turn immediately following the capture
of the High Value Target and may enter from any board
edge.
Mission Objectives:
The Attacker must reduce the High Value Target to 0
Wounds, get in base contact, and escort him off the table.
Any model may escort the HVT, who will be 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 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.
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 may not be targeted in
Assault and Shooting phases, and/or otherwise re-killed.
Ending the Game:
The game ends immediately if the High Value Target is
escorted from the table by either player.
The Player who escorts the High Value Target off the
table wins (this applies to either the Attacker or the
Defender -note: The Defender may not kill his own HVT
and then escort him off the table, though the HVT can be
recollected and removed from play by an attentive and
opportunistic Defender).
If the game ends (as outlined below) and the High Value
Target remains on the table, the game is decided by
Mission Points as normal; however, the Player escorting
the HVT gains an extra 5 Mission Points. If neither player
has clear control of the HVT no bonus Mission Points are
awarded. If the game ends and the HVT has not been
reduced to o Wounds, the Defender gains an extra 5
Mission Points.
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. In order for the game to end in this
manner, both Teams in the SOG must fail their leadership
test.
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I.6: DOUBLE CROSSTwo 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 rst priority.
The Table:
This Mission is played on a 4ft by 4 ft 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.
Mission Special Rules:
All models on both sides are considered to have moved
in the rst 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 rst
turn.
Models belonging to the Vanguard section (see
deployment) forfeit their movement phase in the rst turn.
Models in the Rearguard section may choose to move or
run in the turn they arrive, but may not shoot.
Reserves:
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 ve, automatically on turn six. On the turn it arrives,
the Rearguard may deploy along any table edge in the
controlling players 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 rst (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 Defenders table quarter.
Deploy your Vanguard section no closer than 6 inches
from the center of the table but no further than 12 inchesfrom the center of the table.
On the turn it arrives, the Rearguard may deploy along
any table edge in the controlling players Deployment
Zone (see: Reserves).
Mission Objectives:
An Objective 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 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 gains15Mission Points in addition to the standard Mission Points.
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 leadershipindependently. In order for the game to end in this
manner, both Teams in the SOG must fail their leadership
test.
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II.1: AMBUSHYouve 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%
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.
Mission Special Rules:
The Defenders Special Operations Group may only
include one Team of up to 250pts. The Attackers Special
Operations Group may include two Teams of up to 250pts
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 roll off, the
Defender simply sets aside one Team.
Deployment:
Players roll off using a D6. The winner chooses to go
either rst (Attacker) or second (Defender).
The Attacker must place his two Teams within 6 inches of
the table edge in any two quarters (which means that the
Attackers 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:
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.
The Attacker must destroy the Defender and thus earns
Mission Points as normal.
Ending the Game:
The Defender does not take leadership tests as normal
when reduced to 25%. The Team is already in the
processes of withdrawing from the engagement. The
Attackers Teams, however, remain subject to the
following standard rule.
Once a Team is reduced to 25% (rounding up) of its
starting model count, it must take a leadership test at thebeginning 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. In order for the game to end in this
manner, both Teams in the SOG must fail their leadership
test.
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II.2: CRASH LANDINGYour 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%
of the tabletop should be covered in terrain. We suggest
that half of the terrain be of the area or LOS blocking
variety.
Deployment:
Players roll off using a D6. The winner chooses to go
either rst (Attacker) or second (Defender).
The Defender marks a point along the centerline of the
table that is also 12 inches from the tables edge (that
is, 24 inches from two board edges on each side and 12inches from the third edge: see diagram). The Defender
deploys his SOG within 6 inches from the marked point.
The furthest table edge will be the Defenders Safe Zone.
Players roll of again with a D6. The Defender takes the
rst turn on a roll of 3+. The Attacker takes the rst turn
on a roll of 1 or 2.
Mission Special Rules:
All Attacker models start the game in Reserve. The
Attackers team-members will arrive on a D6 roll of:
3+ on turn one, 2+ on turn two, automatically on turnthree. 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.
3-4: Either table edge that is perpendicular to the Safe
Zone.
5-6: The Defender Decides
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 Points
for killing enemy models.
The Attacker must kill the enemy Special Operations
Group, and will earn Mission Points as usual for killed
enemy models.
Ending the Game:
The Defender does not take leadership tests as normal
when reduced to 25%. The Team is already in the
processes of eeing the engagement. The Attacker,
however, remains subject to the following standard rule.
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. In order for the game to end in this
manner, both Teams in the SOG must fail their leadership
test.
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II.3: LAST STANDThe 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 wasps
nest theyve stirred. The odds are overwhelming -the outcome, bleak.
The Table:
This Mission is played on a 4ft by 4 ft 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.
Mission Special Rules:
The Defenders Special Operations Group may only
include one Team of up to 250pts. The Attackers Special
Operations Group may include two Teams of up to 250pts
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 roll off, the
Defender simply sets aside one Team.
Deployment:
Players roll off using a D6. The winner chooses to go
either rst (Attacker) or second (Defender).
The Attacker must place his two Teams within 6 inches of
the table edge in any two quarters (which means that the
Attackers 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 establishthe 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
nal 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 (107 = 3);
however, if the game lasts 13 turns, the Defender would
earn an additional 3 MPs (10-13 = -3).
Sell Yourself Dearly: the Defenders forlorn Team has a
steely resolve and ruthless demeanor. They are resolved
to their fate and intent upon taking any/all remaining
targets of value with them. The Defender earns double
Mission Points for each Enemy Leader killed in the game.
Ending the Game:Last Stand: the Defender does not take leadership tests
as normal when reduced to 25%. The Team will ght to
the last man. The Attacker, however, remains subject to
the following standard rule.
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. In order for the game to end in this
manner, both Teams in the SOG must fail their leadership
test.
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II.4: DOWNLOADStealth is the key here. Your Team must locate an access point, download valuable information,
delete those les 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%
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.
Mission Special Rules:
Download: The Access Point must be clearly marked by
an appropriate, agreed-upon objective or piece of terrain.
This is placed directly in the middle of the table.
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 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 then
exit any table edge in the Defenders 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 this manner.
All Attacker models start the game in Reserve. The
Attackers Team will arrive on a D6 roll of: 5+ on turn two,
4+ on turn three, 3+ on turn four, and automatically on
turn ve. The Attacker rolls for each Team in his SOG
independently.
Deployment:Players roll off using a D6. The winner chooses to go
either rst (Attacker) or second (Defender). The Defender
then chooses one of the table quarters as his Deployment
Zone, and deploys his entire force anywhere up to 8
inches from his table edge.
The Attacker will not appear on the rst turn, but Players
will roll for priority as usual on the second turn.
In order to determine from which table edge the Reserves
will arrive, the Attacker rolls a D6 and consults the
following table (from the Defenders Point of View on the
table):
1-2: The table quarter diagonally across form the
Defenders Deployment Zone.
3-4: The table quarter to the right of the Defenders
Deployment Zone.
5-6: The table quarter to the left of the Defenders
Deployment Zone.
Mission Objectives:
As stated, the Defending model with the Download must
exit the table from an edge in one of the Defenders
Deployment Zone. If that model is killed, place him
sideways on the table. Another Defending model may
collect the data chip from his corpse by moving intocontact with the model but sacrices the rest of his
movement that turn.
Standard Mission Points do not apply to this Mission.
The Defender wins if the data is removed from the table
as described above.
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 ght to the
last man.
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II.5: DEAD OR ALIVEA high-ranking enemy gure 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 4 ft 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.
Mission Special Rules:
The High Value Target begins the game at center point of
the table.
The High Value Target has the following prole: WS4 BS-
S4 T4 I4 A2 Sv2+. He will not willingly assault, though he
may be assaulted as any other model. He may not shoot,
although he may be shot at (including by the model who
is escorting him. See below).
On the rst turn, the High Value Target will not move.
In each subsequent turn the HVT enjoys a special
movement phase after priority has been established but
before the rst Player Turn. In this special Movement
Phase, the player who goes second in that Game Turnwill control the HVT (regardless of priority). He may move
up to 6 inches in any direction and will ignore Difcult
Terrain (but may not ignore Impassable Terrain). He will
only run if controlled by the Defender.
Deployment:
Players roll off using a D6. The winner chooses to go
either rst (Attacker) or second (Defender). The Defender
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 rst.
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
models 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 escortingmodel 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. 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 model if possible.
If either Special Operations Group escorts the HVT from
the appropriate table edge, that Team earns an additional
20 Mission Points.
In a gesture of pure desperation, the Defender can kill the
HVT at the cost of -25 Mission Points. The Attacker can
kill the HVT at the cost of -15 Mission Points.
Enemy Kills are scored as standard Mission Points for
both SOGs.
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. In order for the game to end in this
manner, both Teams in the SOG must fail their leadership
test.
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II.6: PERSONS OFINTEREST
Several individuals marked as Persons of Interest have been located within reach of your SpecialOperations Group. You have been tasked with the safe recovery of these PoI so that the Higher-
Ups can question, interrogate, examine, dissect them. Thats their concern. Your concern is getting
these PoI back to base before anyone else gets hold of those randoms.
The Table:
This Mission is played on a 4ft by 4 ft 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.
Mission Special Rules:
The Persons of Interest are D3+2 models that begin the
game within 4 inches from the center of the table.
On the rst turn, they will not move. In each subsequent
turn the PoI enjoy a special movement phase after priority
has been established but before the rst Player Turn.
In this special Movement Phase, the player who goes
second in that Game Turn will control the PoI. They moveas individuals up to 6 inches in any direction and will
ignore Difcult Terrain (they are panicked and ighty, but
may not ignore Impassable Terrain). They may run. They
may not shoot, although they may be shot at (killing a PoI
costs -10 Mission Points). The PoI are Toughness 4.
We envision these PoI as infected civilians, top scientists,
valuable military minds, genetic spore material, Necron
automaton, top breeding squigs, and so on. You
recommend that you use whatever models you can to
represent these particular individuals.
Deployment:
Players roll off using a D6. The winner chooses to go
either rst (Attacker) or second (Defender). The Defender
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 rst.
Mission Objectives:
Each Player must collect and escort as many Persons
of Interest back to a table edge in his respectiveDeployment 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
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.
A model that has escorted a PoI count off the table does
not need to leave the table as well, although you may
choose to do so. The model must only touch the table
edge to remove the PoI from play. The PoI is considered
off the table and counts toward Mission Points. In this
manner, the escorting model does not need to count
toward routing (again, unless you choose to do so).
Each Person of Interest escorted from the table is worth10 Mission Points. As mentioned, killing a PoI is worth -10
Mission Points.
Enemy Kills are scored as standard Mission Points.
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. In order for the game to end in this
manner, both Teams in the SOG must fail their leadership
test.
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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 difcult, 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 youll get it your way but well certainly listen.
Contributors CreditsThe 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://galaxyinames.blogspot.com/
AJ/Bestia from the Imperial Truth podcast http://theimperialtruth.blogspot.com/
B.smoove from A Gentlemans 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