Books
Book | Kind | Edition | Version | Last update |
Volkus Compound Mission Pack |
Volkus Compound Mission Pack | Expansion | 3 | 1.0 | April 2025 |
This is a PvP (player vs player) and PvE (player vs environment) mission pack for thematic and narrative gameplay. It’s defined by Killzone Upgrade: Compound Siege – one kill team is attacking the compound, while another defends it.
Theme and narrative are the primary focuses of this mission pack. Players should think about selecting appropriate kill teams for each of the roles (Offence and Defence explained below). For example, a shooting kill team that’s defensive is suitable for guarding the compound, whilst an aggressive kill team is suitable for attacking it. After your first battle, you can even try swapping roles for a different experience.
This mission pack use the terms ‘Offence’ and ‘Defence’. Offence is the player attacking the compound, whilst Defence is the player that occupies it and must repel the attackers. Players are assigned to Offence or Defence in the Set Up the Battle step of the
game sequence, and the mission maps specify Offence and Defence
drop zones, territories and
killzone edges (although Defence doesn’t have a killzone edge).
The aim of a compound siege is simple: hold the compound at the end of the battle, either by controlling its centre point, or by incapacitating all opposition. These victory conditions are specified in the game sequence.
This mission pack includes a section for PvE (cooperative and solo gameplay); if you are playing PvP, ignore that section. Finally, it includes a section for ruses to add further variety to the mission, as well as a helping hand for any teams that need it.
Game Sequence
1. SET UP THE BATTLE
- Decide if you are playing PvP or PvE.
- Each player selects a kill team for the battle. If playing PvE, see the Kill Team Selection section.
- Assign the players to Offence or Defence as appropriate, or roll-off and the winner decides.
- Defence selects a mission map.
- Set up the killzone using Killzone: Volkus and Killzone Upgrade: Compound Siege, placing terrain features and objective markers as specified by that mission map. Defence can also place up to six fire step terrain features if they wish.
- Drop zones are assigned to Offence and Defence as specified by the mission map.
2. SELECT OPERATIVES
- Each player secretly selects their operatives for the battle, adhering to the selection requirements in their kill team’s rules. They then reveal their selections simultaneously.
- Each player secretly selects up to four equipment options. Each option cannot be selected more than once per player. They then reveal their selections simultaneously.
- Each player gains 2CP.
3. SET UP OPERATIVES
- Each player alternates setting up an item of equipment that’s set up before the battle (ladders etc.), starting with Defence. Note it’s item by item, not option by option.
- Each player alternates setting up one third of their kill team (rounding up), starting with Defence. When a player sets up an operative, it must be wholly within their drop zone and must be given a Conceal order.
4. PLAY THE BATTLE
- In the first turning point, Offence decides who has initiative.
5. END THE BATTLE
- The battle ends after four turning points have been completed, or when all of one kill team is incapacitated (whichever comes first).
- If all of one kill team is incapacitated, their opponent is the winner. Otherwise, if a player’s operatives control the objective marker when the battle ends, they are the winner.
- If neither of these are true, work out your kill grade by adding up the number of enemy operatives that are incapacitated and consulting the table below (the row you use is determined by the starting number of enemy operatives). The player with the higher kill grade is the winner. If the players are tied, it’s a draw.
Mission Map Key
The maps in this mission pack use the terrain features found in
Killzone Upgrade: Compound Siege and
Killzone: Volkus below. Killzone: Volkus has 2x strongholds, 2x large ruins, 2x small ruins, 2x heavy rubble and 3x light rubble; their rules can be found
here.
KILLZONE: VOLKUS MAP KEY
PVE Cooperative/Solo Rules
Kill Team Selection
The players use one kill team. If you are playing solo, simply select your kill team as normal. If you are playing cooperatively, either select a kill team as normal and split the operatives between you, or take half of any kill team each. If it’s an odd number, round up (or down for more of a challenge). If you’ve taken separate teams, remember that some rules specify certain operatives through keywords, so one kill team’s rules won’t necessarily interact with another’s.
Your kill team will fight against procedurally generated nonplayer operatives (known as NPOs). Unlike your highly trained operatives, NPOs are standard soldiers from their army – sentries, frontline troops, guards, etc. As such, you don’t select a kill team for them. Instead, you select the appropriate datacards from this mission pack. Alternatively, you can create your own datacards to accurately reflect their stats using existing kill teams as a guide – just ignore rules that wouldn’t be appropriate for standard soldiers.
Select any combination of NPOs with a combined Wounds stat of up to 90. To increase or decrease the difficulty, simply increase or decrease this number as appropriate.
Equipment
When selecting equipment for NPOs, use options from the Kill Team Upgrade:
Equipment Pack (
light barricades,
ammo pile, etc.) and set them up as feels appropriate.
Set Up
Set up NPOs as normal, except spread them out in
cover relatively evenly so they can attack/defend from either side of the compound as appropriate. If they are
Defence, spread them out between the
bunker,
stockade and
stronghold terrain features and the middle of the compound.
Initiative
When rolling off to decide who has
initiative, roll one dice for the
NPOs and one dice for the solo/co-op kill team. If the NPOs win the
roll-off, they will always choose to have initiative.
Gambit Step
In the
Gambit step, NPOs will always pass.
Behaviour
NPOs have a behaviour in their name that determines what they do.
- Each behaviour will specify what order they have when activated.
- Whenever an NPO would perform an action (including when counteracting), perform the first action it can do from its behaviour. If it cannot do any, it’s expended (or pass, in the case of counteracting).
The behaviours in this mission pack will be familiar from those found in the
Joint Ops mission pack (Kill Team Core Book). This time, however, the following exceptions apply:
- If NPOs are Defence, they shouldn’t move out of their drop zone (the compound) unless it feels appropriate in the circumstances. They’ll also perform Guard actions (even though it’s not mentioned in their behaviour), but only one operative can be on guard at each bunker terrain feature. This should only be done when appropriate, particularly at the start of a turning point if they couldn’t otherwise Shoot or Fight.
- If NPOs are Offence, they’ll try to move into Defence’s drop zone (the compound) as safely as possible to control the objective marker. This means they’ll climb the stockade terrain features and attempt to open them, but will do so with caution (unless four turning points are nearly complete and they need to move fast to control the objective marker).
NPO Behaviours
Brawler
This operative will move towards the enemy to fight them, but will seek cover on the way.
When activated, if this NPO can perform either of its first two
actions during that activation, give it an
Engage order. If it cannot, give it a
Conceal order.
1.
Fight.
2.
Charge the closest enemy operative via the shortest possible route.
3.
Reposition towards the closest enemy operative, to cover if possible (a subsequent
Dash action can fulfil this, if able).
4.
Dash towards the closest enemy operative, to cover if possible.
Marksman
This operative will move to an ideal position to shoot the enemy.
When activated, if this NPO can perform the
Shoot action during that activation, give it an
Engage order. If it cannot, give it a
Conceal order.
1.
Fall Back to
cover. If possible, to a location where there’s a
valid target that isn’t
obscured. If not, where there’s an
objective marker visible to this NPO.
2.
Shoot.
3.
Reposition to cover. If possible, to a location where there’s a valid target that isn’t obscured, if not, where there’s an objective marker visible to this NPO (a subsequent
Dash action can fulfil these, if able).
4.
Dash to cover. If possible, to a location where there’s a valid target that isn’t obscured, if not, where there’s an objective marker visible to this NPO.
Threat Principle
When making decisions for NPOs, use the threat principle: go with the option that’s worst for you. This can determine which ready NPO activates, how an NPO moves, shoots and fights, how to resolve their dice, etc. There are a few examples below (containing decisions in order of priority) that you can use as a guide, but if one option feels worse for you, go with that. If you still cannot decide, randomly choose one.
Activation Priority
Multiple NPOs are ready, so the players activate the NPO that:
1. Can perform the
Fight or
Shoot action (as determined by its
behaviour), and is the most threatening to do so (e.g. it has a better weapon, is more likely to incapacitate an enemy operative, etc.).
2. Is not in
cover from a player’s operative.
3. Is closer to a player’s operative.
Reposition or Dash action
An NPO moves to cover where there’s a
valid target. If there are multiple locations for this, then the best valid target is determined as per a
Shoot action below.
Shoot action
An NPO performs a
Shoot action and multiple enemy operatives are valid targets. It shoots the enemy operative that is/has:
1. Not
obscured.
2. Not in
cover.
3. An
objective marker within its
control range.
4. Closest.
5. Wounded.
6. Ready.
Fight action
An NPO performs a
Fight action and multiple enemy operatives are within its control range. It fights the enemy operative that is/has:
1. Wounded.
2. An
objective marker within its
control range.
3. Ready.
NPO Datacards
|  | Numerous and bloodthirsty, these enemies seek to overwhelm your elite operatives with their sheer numbers and ferocity. |
 |
 |
 |
 | | | | | | | | | | | | |  | Blades | 4 | 4+ | 3/4 | Ceaseless | |
|
|  | Typical of expendable sentries, henchmen and garrison troops the galaxy over, these gun-wielding combatants can wear your operatives down with weight of fire. |
 |
 |
 |
 | | | | | | | | | | | | |  | Firearm | 4 | 4+ | 2/3 | - | | |  | Special weapon* | 4 | 4+ | 4/5 | Piercing 1 | | |  | Knife | 3 | 4+ | 2/3 | - | | | *Only 1 in 3 Trooper (Marksman) can have this weapon. | |
|
|  | Brutish and resilient, these foes can soak up an alarming amount of punishment. The time required to neutralise them may risk your operatives being overwhelmed. |
 |
 |
 |
 | | | | | | | | | | | | |  | Blades | 4 | 4+ | 4/5 | Ceaseless | |
|
|  | Skilful, dedicated and wielding potent firearms, enemies such as these pose a real threat to even the most experienced of your operatives. |
 |
 |
 |
 | | | | | | | | | | | | |  | Firearm | 4 | 4+ | 3/4 | - | | |  | Knife | 3 | 4+ | 2/3 | - | | | | |
|
|  | To approach an enemy such as this is to risk a swift and violent death. They will show no mercy to any of your operatives foolish enough to meet them at close quarters. |
 |
 |
 |
 | | | | | | | | | | | | |  | Blades | 5 | 3+ | 4/5 | Ceaseless | | | This operativcean perform two Fight actions during its activation. | |
|
|  | Even a single such adversary is capable of laying down a devastating hail of fire that can punch your operatives from their feet and tear the heart from your kill team. |
 |
 |
 |
 | | | | | | | | | | | | |  | Firearm | 4 | 3+ | 3/4 | - | | |  | Knife | 4 | 3+ | 3/4 | - | | | This operative can perform two Shoot actions during its activation. | |
|
RUSES
This section provides a selection of optional rules that can be used at players’ discretion. Both players could select one to add further variety, one player could select some to aid them in the battle ahead, or they could be used to adjust the experience as appropriate for a solo/cooperative game. If you are using ruses, select and reveal them at the same time as equipment.
Offence
Surprise Attack
He who strikes first strikes hardest. Even the most formidable fortifications can be overcome if the enemy is caught flatfooted.In each
Strategy phase, Offence rolls two D6 for the
initiative roll-off and selects which to use. However, the first time they don’t have initiative during the battle (e.g. they lose the roll-off, or choose not to have it), they can no longer use this ruse.
Night Assault
Sparsely lit by search-lumen, the darkened compound provides plenty of opportunities for combatants to conceal themselves in shadow.Whenever an operative is
shooting, the target is
obscured unless any of the following are true:
- The target is within 6" of it.
- The target is wholly within Defence’s drop zone.
- The target is a stockade terrain feature.
- It’s using a weapon with the Blast weapon rule, the target is a secondary target, and the primary target wasn’t obscured.
Breaching Charges
The use of explosives allows opposing forces to bring down walls and barricades, burying their enemies in rubble.Offence operatives have the following melee weapon, but it can only be selected when
fighting against a stockade terrain feature.
Breaching Charge
| NAME | ATK | HIT | DMG |
| Breaching Charge | 3 | 2+ | 5/8 |
Preliminary Bombardment
The compound is well fortified against bombardments, but a preparatory barrage still forces defenders to take cover.During the first turning point:
- Whenever a Defence operative is performing an action in which it moves (or is removed and set up again), it cannot move more than 3" (or be set up more than 3" away).
- Offence operatives cannot move in Defence’s drop zone unless their base is underneath Vantage terrain while they do so.
- Offence operatives cannot be removed and set up in Defence’s drop zone unless their base is underneath Vantage terrain when they are set up there.
Defence
Razor Wire Perimeter
Coils of razor wire have been carefully placed so as to slow advancing foes.Whenever an operative
climbs over a
stockade or
bunker terrain feature, or moves into/out of a
stronghold terrain feature, inflict D3 damage on that operative. This has no effect if an operative moves into/out of a stronghold and remains wholly within Defence’s
drop zone while it does so (i.e. it’s only when an operative is moving into or out of the compound).
Booby Traps
Tripwire bombs, pitfall traps, snares and mines have been placed throughout the compound.The first time an operative moves through each door and each breach point during the battle, roll one D6: on a 4+, inflict that much damage on that operative. Note you only roll for each door and each breach point once during the battle.
Stockpile
The defenders have stockpiled equipment and ammunition in order to repel the foe.Defence can select one additional equipment option.
Command Station
The compound is a command centre for the area that contains advanced vox and surveillance systems.At the end of the
Select Operatives step, Defence gains 1 additional CP.