Critical Ops: Sentries

Kill teams will often operate deep behind enemy lines, infiltrating hostile positions and working their way past sentries to complete their missions as covertly as possible. Here we present new rules for using sentries in your games of Warhammer 40,000: Kill Team.

Kill teams are often sent on critical missions that would prove difficult for a battle group to achieve with brute force alone. Often they must disable enemy communications, assassinate key targets, intercept or destroy supply drops, or gather intelligence so that a full assault can be instigated with minimum risk and maximum impact at a later date. These kill teams often range ahead of the main army, or they are sent farther afield to deal with critical targets outside the main engagement area. They use stealth and guile, relying on the element of surprise to get the job done before the enemy realise what’s happening. Yet even a small kill team may alert vigilant sentries with their presence. Where such a situation could occur, a lone operative is often picked to scout out the enemy lines and breach their defences. It’s a high risk job, but someone’s got to do it!

SENTRIES ON PATROL
In this article, you will find the Critical Operations: Sentries rules set, which includes rules for using sentries in your games of Kill Team, plus six new missions in which to field them. These rules expand upon those found in Kill Team: Moroch and can be used with any killzone, giving you even more ways to field your operatives. The sentries rules add a new element of risk and tension to a game, with a lone intruder sneaking past enemy sentries to perform dangerous covert activities before calling in the rest of their team. Completing covert missions like this single-handedly is virtually impossible, but with a degree of skill and a bit of luck, a lone operative can significantly improve a team’s chances of completing its mission. Of course, if all else fails, it’s best to make sure they’ve got a combat knife handy.

Books

BookKindEditionVersionLast update
  Critical Operations: Sentries Mission Pack
  Critical Operations: Sentries Mission PackWhite Dwarf2May 2022

Critical Operations Mission Pack

Below, you will find six missions from the Critical Operations: Sentries mission pack. These missions use a mission rule called ‘Sentries’, which offers a new challenge for both players. 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, 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: Sentries mission, one player rolls one D6 to determine a mission from the table below.

Sentries

Missions from the Critical Operations: Sentries mission pack use the Sentries mission rule, which is a prologue to the battle in which you will play through a series of sentry patrols (see below). The Attacker’s intruders can attempt to infiltrate the killzone, take up key positions and complete objectives ahead of the main assault. The Defender’s sentries must attempt to stop the intruders by patrolling the killzone and discovering them, if a mission uses the Sentries mission rule, the following changes take effect for the mission sequence:
  • In the Set Up Operatives step, operatives are not set up as normal. Instead, the Defender sets up two sentries with an Engage order and the Attacker sets up one intruder with a Conceal order (if they cannot be set up with these orders, they cannot be selected as sentries or intruders). These are operatives from their kill team, and they must be set up wholly within the player’s drop zone (they cannot use any rules that allow them to set up elsewhere).
  • In the Scouting step, the players do not select and resolve pre-game scouting options. Instead, they resolve sentry patrols, as described below.
  • Victory points cannot be scored during a sentry patrol.
  • Once the alarm is raised, continue the battle as described below.

Sentry Patrol

Sentry patrols are conducted in rounds, each of which consists of a Sentry phase and an Intruder phase.

Sentry Phase

The Defender selects one of their sentries and both players roll off. If their results are the same, that sentry performs a Pass action. If the Defender’s result is higher than the Attacker’s, the Defender performs a Normal Move action with that sentry. If the Attacker’s result is higher than the Defender’s, the Attacker performs a Normal Move action with that sentry. Each time a sentry performs a Normal Move action in the Sentry phase, the player moving it rolls one D6 and moves that operative up to a number of increments equal to the result of the D6. The players repeat this process until all of the Defender’s sentries have been moved or passed, or until the alarm is raised (see below), whichever comes first.

Example: The Defender selects one of their sentries, and both players roll one D6. The Attacker’s result is a ‘4’ and the Defender’s result is a ‘2’ therefore the Attacker performs a Normal Move action with that sentry. The Attacker rolls one D6, and the result is a ‘3’; therefore they can move that sentry up to 3.

Once all of the Defender’s sentries have been moved or passed, and if the alarm has not been raised, the Sentry phase ends.

Intruder Phase

The Attacker activates their intruder as if it were the Firefight phase with the following additional rules:
  • They must have a Conceal order.
  • They can only perform Dash, Normal Move, Pass or mission actions (excluding Tac Op mission actions).
Once the intruder has been activated, and if the alarm has not been raised (see below), the Intruder phase ends and a new sentry patrol round begins.

Raising the Alarm

The alarm is raised if any of the following conditions are met:
  • The intruder is in a sentry’s Line of Sight (note that, as the intruder always has a Conceal order, it must be Visible, not Obscured and not in Cover to be in a sentry’s Line of Sight).
  • The intruder is Visible to and within of a sentry.
  • The intruder is within of the Defender’s drop zone (unless otherwise specified).
  • The Attacker chooses to begin the assault, which automatically raises the alarm.
  • Any other conditions specified by the mission.
When the alarm is raised, the sentry patrol immediately ends after that action and the players set up their remaining operatives as specified by the Set Up Operatives step of the mission sequence (they cannot use any rules that allow them to set up operatives elsewhere). The players then begin the battle as normal with the following rules:
  • In the first Initiative phase, the players roll off and the winner decides who has the initiative.
  • During the first Turning Point, each time an operative that was selected as an intruder or sentry is activated, the controlling player can change its order (rather than needing to have the order given to it when it was set up before the battle).
Designer’s Note: The Sentries mission rule presented in this publication differs slightly from that presented in Kill Team: Moroch. It has simply been modified as appropriate for the missions presented in this publication; it does not supersede the mission rule for that publication.

Mission 1

Secure the Approach

Enemy forces have been spied massing in a shrouded location, watchful sentinels guarding the approach to their only weak point. The enemies’ eyes must be blinded and that approach secured so that a full assault can be made.

MISSION RULES
Sentries: The alarm is also raised if there are three active objective markers (see the Secure Approach action, below).

Operatives can perform the following mission action:

SECURE APPROACH1AP

An operative can perform this action while it controls a non-active objective marker. Until the end of the battle, that objective marker is active.

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

Mission 2

Advance Capture

Under the very noses of the enemy, one brave - or reckless - operative slips into dangerous territory alone. Vital assets must be wrested from the enemy early, before they respond in force and the main attack begins.

MISSION RULES
Sentries: The alarm is also raised if an intruder performs the Secure Asset action three times.

Alpha: At the end of the Select Drop Zone step, the Defender selects one objective marker to be their Alpha objective marker and moves it directly towards their killzone edge. The Attacker then selects one objective marker to be their Alpha objective marker (they cannot select the Defender’s Alpha objective marker) and moves it directly towards their killzone edge.

Operatives can perform the following mission actions:

SECURE ASSET1AP

An operative can perform this action while it controls an objective marker. Move that objective marker up to directly towards your killzone edge. Each objective marker can only be moved once per Intruder phase and once per Turning Point.

CLAIM ASSET1AP

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 claims that objective marker (whichever comes first), that objective marker is claimed by your kill team. This action cannot be performed during a sentry patrol.

MISSION OBJECTIVE
At the end of each Turning Point and at the end of the battle:
  • If one or more objective markers are claimed by your kill team (see the Claim Asset action, above) you score 1VP.
  • If more objective markers are claimed by your kill team than are claimed by your opponent’s kill team, you score 1 VP.
  • If your opponent’s Alpha objective marker is claimed by your kill team, you score 1 VP.

Mission 3

Spike Data-core

A fringe cogitator bank, xenos-node or scry terminal provides a vulnerable access point to a facility vital to the war effort. Reinforcement of the system is crucial before enemy agents sabotage it by spiking its esoteric data-core and penetrating its layered defences.

MISSION RULES
Sentries: The alarm is also raised if an intruder performs the Breach Defence Layer action, below.

Operatives can perform the following mission actions:

ACCESS TERMINAL1AP

An operative can perform this action while it controls an objective marker that has not been accessed during this Turning Point. If it does so, that objective marker has been accessed this Turning Point.

BREACH DEFENCE LAYER1AP

An operative the Attacker controls can perform this action while it controls an objective marker and no objective markers are the alpha terminal. Until the end of the battle, that objective marker is the alpha terminal.

MISSION OBJECTIVE
Each time a friendly operative performs the Access Terminal action, you score 1VP. If that objective marker is the alpha terminal, you score 2VPs instead.

Mission 4

Designated Priorities

The enemy presides over a site of exponential strategic value, but the true targets must be identified as a matter of priority. They cannot be allowed to employ such vital materiel in the war to come.

MISSION RULES
Sentries: The alarm is also raised if there are three designated objective markers (see the Designate Key Asset action, below), or an intruder is within 2 of the Defender's drop zone (instead of ).

Defender Designation: At the end of the first Initiative phase:
  • If there are fewer than three designated objective markers, the Defender selects a number of non-designated objective markers to become designated until there are three.
  • Once there are three designated objective markers, all non-designated objective markers are removed from the killzone.

Operatives can perform the following mission action:

DESIGNATE KEY ASSET1AP

An intruder can perform this action in the Intruder phase while it controls a non-designated objective marker. Until the end of the battle, that objective marker is designated.

MISSION OBJECTIVE
At the end of each Turning Point and at the end of the battle, for each objective marker friendly operatives control, you score 1VP.

Mission 5

Secure Supplies

The latest night-time resupply drop has drifted off course. Several vital missions, planned months in advance, depend upon them; those supplies must be secured before the enemy's scout can loot or sabotage them.

MISSION RULES
Sentries.

Operatives can perform the following mission actions:

SABOTAGE SUPPLIES1AP

An operative the Attacker controls can perform this action while it controls a non-sabotaged objective marker. Until the end of the battle, that objective marker is sabotaged.

SECURE SUPPLIES1/2AP

An operative can perform this action while it controls an objective marker that has not been secured during this Turning Point. If it does so, that objective marker has been secured this Turning Point. If that objective marker has been sabotaged (see the Sabotage Supplies action, above), this action costs 2AP; if it hasn’t, it costs 1AP.

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

Mission 6

Initiate Transmission

A multi-hub communications site is patrolled by the enemy, who attempt to use it to intercept our transmissions or transmit misinformation. Our specialist must infiltrate the site to issue a priority coded warning to high command before any data is harvested.

MISSION RULES
Sentries: The alarm is also raised if an intruder performs the Amplify Transmission action once or the Initiate Transmission action twice.

Operatives can perform the following mission actions:

INITIATE TRANSMISSION1AP

An operative can perform this action while it controls an objective marker that is not transmitting for your kill team. Until the end of the battle, that objective marker is transmitting for your kill team. Note that each objective marker can be transmitting for both kill teams at once.

AMPLIFY TRANSMISSION1AP

An operative can perform this action while it controls a non-amplified objective marker, if there are fewer than two amplified objective markers in the killzone. Until the end of the battle, that objective marker is amplified.

MISSION OBJECTIVE
At the end of each Turning Point, for each objective marker friendly operatives control that is transmitting for your kill team, you score 1VP. If that objective marker is also amplified, you score 2VPs instead. In either case, you can score a maximum of 4VPs per player per Turning Point.

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.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Obscured
Regardless of whether a target operative has an Engage or Conceal order, if an Obscuring terrain feature is in the way, an active operative may be unable to have LoS to them. For an intended target to be Obscured, the following must be true:
  • The intended target is more than from a point at which a Cover line crosses a terrain feature that is Obscuring (see Terrain Traits). However, if the active operative is within of a point at which a Cover line crosses a terrain feature that is Obscuring, that part of the terrain feature is not treated as Obscuring.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.

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