Critical Operations

Critical Operations Mission Pack

Below you will find nine missions from the Critical Operations mission pack. These are symmetrical missions, meaning that both players have matching mission rules and mission objectives. The scoring parameters of the mission objectives vary across the mission pack, therefore having an expansive roster will allow you to select the right operatives for the mission at hand. They have been designed so that tactical play is rewarded. Therefore they are suited to matched play, but can be used with any of the three ways to play.

To randomly determine a Critical Operations mission, one player rolls one D3 to determine one of the tables below, then the other player rolls one D3 to determine the mission from that table.


Mission 1.1

Loot and Salvage

MISSION RULES
Operatives can perform the following mission action:

LOOT AND SALVAGE1AP

An operative can perform this action while within of an objective marker it controls that has not been looted during this Turning Point. Until the start of the next Turning Point, that objective marker is looted. Each objective marker can be looted a maximum of three times during the battle (we recommend placing a dice on each objective marker to remind you how many times it can be looted).

MISSION OBJECTIVE
Each time a friendly operative performs the Loot and Salvage action, you score 1 VP (to a maximum of 4VPs per player per Turning Point).

Mission 1.2

Consecration

MISSION RULES
Drop Zones: When a player sets up an operative, it must be wholly within one of their drop zones.

Operatives can perform the following mission action:

CONSECRATE GROUND1AP

An operative can perform this action while within of a non-Consecrated objective marker it controls. Until the start of the next Turning Point, that objective marker is Consecrated, and that operative’s APL and Defence characteristics, and the Attacks characteristic of its melee weapons, are increased by 1.

MISSION OBJECTIVE
At the end of each Turning Point, for each Consecrated objective marker friendly operatives control, you score 1VP (to a maximum of 4VPs per player per Turning Point).

Mission 1.3

Awaken the Data-spirits

MISSION RULES
Operatives can perform the following mission action:

DISCONNECT FIREWALL1AP

An operative can perform this action while within of a Firewall objective marker it controls. Remove that objective marker from the killzone.

MISSION OBJECTIVE
Each time a friendly operative performs the Disconnect Firewall action, you score 1VP.

At the end of each Turning Point, for each Uplink objective marker friendly operatives control, you score VPs as follows:
  • If both of the Uplink’s Firewall objective markers have been removed from the killzone, you score 2VPs.
  • If one of the Uplink’s Firewall objective markers has been removed from the killzone, you score 1VP.
  • If none of the Uplink’s Firewall objective markers have been removed from the killzone, you score 0VPs.

Mission 2.1

Escalating Hostilities

MISSION RULES
Critical Escalation: At the end of the second and third Initiative phases, starting with the player who has initiative, each player removes one objective marker that is closest to their drop zone.

MISSION OBJECTIVE
At the end of the first and second Turning Point, for each objective marker friendly operatives control, you score 1VP (to a maximum of 4VPs per player per Turning Point).

At the end of the third and fourth Turning Point, for each objective marker friendly operatives control, you score 2VPs.

Mission 2.2

Seize Ground

MISSION RULES
Secure Ground: At the end of each Turning Point, each objective marker friendly operatives control is secured by your kill team. While an objective marker is secured by your kill team, it stays under their control, even if no friendly operatives are within of it. any enemy operatives control that objective marker following the normal rules for controlling objective markers, it is no longer secured by your kill team.

MISSION OBJECTIVE
At the end of each Turning Point, you score VPs as follows:
  • If friendly operatives control two or more objective markers, you score 1 VP.
  • If friendly operatives control more objective markers than enemy operatives do, you score 1 VP.
  • If friendly operatives control any objective markers in your opponent’s killzone half, you score 1 VP.
  • If friendly operatives control two or more objective markers in your opponent’s killzone half, you score 1VP.

Mission 2.3

Domination

MISSION RULES
Operatives can perform the following mission action:

CLAIM GROUND1AP

An operative can perform this action while within of an objective marker it controls. Until an enemy operative performs this action on that objective marker, it is claimed by your kill team.

MISSION OBJECTIVE
At the end of each Turning Point, you score VPs as follows:
  • If two or more objective markers are claimed by your kill team, you score 1VP.
  • If more objective markers are claimed by your kill team than are claimed by your opponent's kill team, you score 1VP.
  • For each objective marker in your opponent's drop zone that is claimed by your kill team, you score 1VP.

Mission 3.1

Secure Archeotech

MISSION RULES
Operatives can perform the following mission action:

DISENGAGE TECH1AP

A operative can perform this action while within of a non-Disengaged objective marker it controls. That objective marker is now Disengaged.

Secure Tech: The Pick Up action can be performed upon a Disengaged objective marker. While an operative is carrying a Disengaged objective marker, it cannot perform Dash actions.

MISSION OBJECTIVE
Each time a friendly operative performs the Disengage Tech action, you score 1VP.

At the end of the battle, for each Disengaged objective marker friendly operatives control, you score 2VPs.

Mission 3.2

Duel of Wits

MISSION RULES
Priority Objective: In the Target Reveal step of each Turning Point, starting with the player who has initiative, each player selects one objective marker that is more than from their drop zone to be a Priority objective marker until the start of the next Turning Point.

Operatives can perform the following mission action:

GAMBIT1AP

An operative can perform this action while within of a non-Exhausted Priority objective marker it controls. Gain 1CP. Until the start of the next Turning Point, that objective marker is Exhausted.

MISSION OBJECTIVE
Each time a friendly operative performs the Gambit action, you score 1VP.

At the end of each Turning Point, if friendly operatives control more objective markers than enemy operatives do, you score 2VPs.

Mission 3.3

Master the Terminals

MISSION RULES
Fluctuating Power: After selecting drop zones, starting with the Attacker, each player alternates selecting an objective marker and assigns it a number from 1 to 4. Each objective marker can have no more than one number assigned to it, and each number must be unique. During each Turning Point, the objective marker that number corresponds to the current Turning Point is Offline.

Operatives can perform the following mission action:

DIVERT POWER1AP

An operative can perform this action while within of an objective marker it controls that is not Offline and has not been Secured during this Turning Point. Until the start of the next turning point, that objective marker is Secured.

MISSION OBJECTIVE
Each time a friendly operative performs the Divert Power action, you score 1VP.

Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.

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