Critical Ops: Gallowdark Multiplayer

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  Critical Operations: Gallowdark Multiplayer mission pack
  Critical Operations: Gallowdark Multiplayer mission packWhite Dwarf2March 2023

Critical Operations: Gallowdark Multiplayer Mission Pack

Below, you will find six missions from the Critical Operations: Gallowdark Multiplayer mission pack, allowing you to play games of Warhammer 40,000: Kill Team with three or four players in the close quarters of the Gallowdark. In these missions, players will share the same mission rules and mission objectives. The scoring parameters of the mission objectives vary across the mission pack, so 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, and therefore they are suited to matched play, but they can be used with any of the three ways to play.

To randomly determine a Critical Operations: Gallowdark Multiplayer mission, one player rolls one D3 and consults table 1 if you are playing with three players or table 2 if you are playing with four players.

Missions from this mission pack use the Gallowdark Multiplayer rule, described below.


Gallowdark Multiplayer

If a Kill Team battle uses the Gallowdark Multiplayer mission rule, the following additional rules take effect for the battle:

Player Order

Some rules specify player order, which will establish players as first, second, third, etc. To establish player order, all players roll one D6. The player with the highest result is first, the player with the second highest result is second, and so on. If two or more players have a tied result, those players keep rolling until an order is established between them.

Killzone

Gallowdark Multiplayer missions use two Killzone: Gallowdark gameboards combined along the long edge, creating a 704mm by 1214mm area. When determining the killzone, use two sets of Killzone: Gallowdark, ensuring the terrain is placed across both gameboards as specified by the mission map. The mission map only specifies the use of Killzone: Gallowdark, but players should feel free to add terrain features from killzones that supplement Killzone: Gallowdark (e.g. Killzone: Into the Dark, Killzone: Shadowvaults, etc.).

Drop Zones and Set Up

In the Select Drop Zone step, establish player order. The first player selects one of the drop zones first, followed by the second player, and so on. In the Set Up Operatives step, that same first player sets up first, followed by that second player, and so on.

Tac Ops and Victory Points

Tac Ops are designed for two players playing on a single gameboard, therefore we do not recommend their use in Gallowdark Multiplayer battles. Instead, each player can score a maximum of 18 victory points from the mission objective (instead of 12).

Designer’s Note: If all players agree, they can use Tac Ops with their own adjustments to the Gallowdark Multiplayer rule, perhaps by restricting certain Tac Ops (e.g. removing those that do not function in Gallowdark Multiplayer battles).

Scouting and Initiative

Players do not complete the Scouting step.

Initiative for the first Turning Point is the player order from the Select Drop Zones step; the first player has the initiative, and activations for the Turning Point are then completed in player order. For example, the first player would activate first, followed by the second player, and so on. In subsequent Turning Points, determine player order again. If a player has a rule that would allow them to re-roll or modify the dice when determining initiative, they can use this rule when rolling one D6 to determine player order in the Initiative phase.
Mission 1.1

Contested Junction

This key junction has been fought over so often that the deckplates are cratered and stained with blood. Its bulkheads are scorched and said to echo with the screams of old gheists. Patrols regularly battle over its control. Whether lying in ambush, on a raid or returning to their base of operations, each kill team must fight off their enemies and claim the area.

MISSION RULES
Capture: At the end of each Turning Point (before determining victory points), each objective marker friendly operatives control is captured by your kill team. While an objective marker is captured by your kill team, it stays under their control, even if no friendly operatives are within of it. If any enemy operatives control that objective marker following the normal rules for controlling objective markers, it is no longer captured by your kill team.

MISSION OBJECTIVE
At the end of each Turning Point, for each objective marker captured by your kill team (see Capture ability) you score 1VP or 2VPs if there are no enemy operatives within of that objective marker.

Mission 1.2

Distress Call

Stranded deep in the Gallowdark and running low on supplies, the kill teams are in desperate need of support or extraction. Communications are distorted by nightmare howls and disturbing silences, but a transmission node has been detected nearby that may be the best chance of contacting reinforcements or preventing the enemy from doing so.

MISSION RULES
Operatives can perform the following mission actions:

Comms Boost (1AP): An operative can perform this action while it controls an objective marker. Until the start of the next Turning Point, that objective marker is an Alpha objective marker. An operative cannot perform this action while within of an enemy operative or if there are already two Alpha objective markers in the killzone.

Transmit (1AP): An operative can perform this action while it controls an objective marker. Until the start of the next Turning Point or until that objective marker is transmitting for another kill team (whichever comes first), that objective marker is transmitting for your kill team.

MISSION OBJECTIVE
At the end of each Turning Point, for each objective marker transmitting for your kill team (see Transmit action), you score 1VP or 2VPs if that objective marker is an Alpha objective marker.

Mission 1.3

Uncharted Depths

An unexplored fragment of wreckage has been discovered within the Gallowdark, offering the potential for hidden wealth or access to other wrecks through its unexplored decks. Many kill teams have descended to investigate the area and scout its reaches for the next stages of their expeditions.

MISSION RULES
Operatives can perform the following mission action:

Scout Section (1AP): An operative can perform this action while it controls an objective marker that has not been scouted by your kill team. If it does so, that objective marker has been scouted by your kill team. An operative cannot perform this action while within of an enemy operative.

MISSION OBJECTIVE
Each time a friendly operative performs the Scout Section action, you score 3VPs (to a maximum of 9VPs per player per battle).

At the end of each Turning Point, for each objective marker friendly operatives control, you score 2VPs or 3VPs if that objective marker was controlled by enemy operatives at the start of that Turning Point.

Mission 2.1

Capture Holds

This region of the GalLowdark comprises the crushed together remnants of two ships’ holds. Some chambers are surprisingly intact, others dangerous and liable to collapse. Numerous kill teams desperately contest the ancient holds, claiming control over the most unblemished holds while pushing their rivals back into more dangerous areas.

MISSION RULES
Capture: At the end of each Turning Point (before determining victory points), each objective marker friendly operatives control is captured by your kill team. While an objective marker is captured by your kill team, it stays under their control, even if no friendly operatives are within of it. If any enemy operatives control that objective marker following the normal rules for controlling objective markers, it is no longer captured by your kill team.

MISSION OBJECTIVE
At the end of each Turning Point, for each objective marker captured by your kill team (see Capture ability), you score a number of victory points as follows:
  • Each Alpha: 3VPs
  • Each Beta: 2VPs
  • Each Gamma: 1VP

Mission 2.2

Command the Spirits

A chorus of command spirits have lured a number of aggressive kill teams to this relatively undamaged control centre with promises of still-functioning mechanisms. None know exactly what such machine spirits may control - ancient weapons systems, vault doors hiding treasures, engine arrays, atmospheric vents or Geller coils - but the race has begun to seize the terminals and bend their protocols to the kill teams’ will.

MISSION RULES
Alpha Objective: In the Set Up Operatives step, when it is your turn to set up your operatives, you must select one objective marker to be your Alpha objective marker. You cannot select an objective marker an opponent has already selected.

Operatives can perform the following mission action:

Programme System (1AP): An operative can perform this action while it controls an objective marker. Until the start of the next Turning Point or until an enemy kill team programmes that objective marker (whichever comes first) that objective marker is programmed by your kill team.

MISSION OBJECTIVE
At the end of each Turning Point, for each objective marker programmed by your kill team (see Programme System action) you score 1VP or 2VPs if that objective marker is an opponent’s Alpha objective marker.

Mission 2.3

Awaken Generator

Energistic echoes and trans-spectral reflections have revealed the presence of a dormant generatorium within this section of the Gallowdark. Specialist operatives have been dispatched to reignite its quiescent heart and empower its nodal systems and then divert its energy to the sections of the hulk they control. But other kill teams have the same idea...

MISSION RULES
Operatives can perform the following mission action:

Empower System (1AP): An operative can perform this action while it controls an objective marker that has not been empowered during this Turning Point. If it does so, that objective marker has been empowered during this Turning Point; add 1 to that objective marker’s empower points total (use a dice to keep track).

MISSION OBJECTIVE
Each time a friendly operative performs the Empower System action, you score 1VP (to a maximum of 3VPs per player per Turning Point).

At the end of the battle, for each objective marker friendly operatives control, you score a number of victory points equal to half of the empower points total of that objective marker (rounding up).

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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