Gallowfall

Welcome to Kill Team: Gallowfall. This is the fourth and final instalment of this season of Kill Team, in which elite warriors drawn from the galaxy’s myriad warring races have plunged into the depths of the enormous space hulk known as the Gallowdark. Whether opportunistic thief, adventurous treasure-hunter, brutal killer or noble warrior, all are willing to kill anything in their path for the sake of their objective.



Books

BookKindEditionVersionLast update
  Kill Team: Gallowfall
  Kill Team: GallowfallExpansion2May 2023

Shadow Operations: Gallowfall Mission Pack

Below, you will find nine missions from the Shadow Operations: Gallowfall mission pack. These are missions themed around escaping the Gallowdark or controlling key medical facilities aboard it.

The missions increase in detail, with the first three being the most simple and straightforward and the second three requiring more thought and consideration. The final three missions are the most unique in that they use a killzone twice as big as normal (you will need two Killzone: Gallowdark killzones to use these missions). They are themed around evacuating the Gallowdark using escape pods.

All of the missions use a specified arrangement of terrain, using the Killzone: Gallowdark and Killzone: Gallowfall terrain sets, each tailored to enhance the mission at hand. 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. The missions can be used with any of the three ways to play, but have bonuses for those using them as part of a Spec Ops campaign.

To randomly determine a Shadow Operations: Gallowfall mission, one player rolls one D6 to determine one from table 1. If you have two Killzone: Gallowdark killzones and would like to play the unique larger missions, one player can instead roll one D3 to randomly determine one from table 2.


Mission 1.1

Loot Medical Supplies

A stockpile of salvageable medical supplies has been discovered that is vital for continued operations. Kill teams descend to pick it clean.

MISSION RULES
Unaccessed: You can only place barricades within your drop zone.

Operatives can perform the following mission action:

LOOT MEDICAL SUPPLIES1AP

An operative can perform this action while it controls a Medical Equipment (F1-F4) or Stasis Pods (F6) terrain feature. This action can only be performed at each terrain feature once, other than at Stasis Pods, where it can be performed twice.

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

SPEC OPS CAMPAIGN

If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:

MISSION BONUS
If you are victorious, you can re-roll Casualty and Recovery tests after the battle.

SPEC OPS BONUS
Supplies Secured: If you are victorious and are currently undertaking the Secure District Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Mission 1.2

Cripple the Foe

One kill team has infiltrated a section of the ship that an enemy team are occupying, where they hold a great deal of prized medical equipment and escape pods. The attackers intend to destroy these vital supplies, and make it impossible for the foe to continue operating here.

MISSION RULES
Operatives can perform the following mission action:

SCUTTLE1AP

An operative can perform this action while it controls an Escape Pod (F5) or Medical Equipment (F1-F4) terrain feature that isn’t permanently scuttled.
  • If an operative the Attacker controls is performing this action, that terrain feature gains a Scuttle token.
  • If an operative the Defender controls is performing this action, that terrain feature loses a Scuttle token.
  • If an operative the Attacker controls is performing this action and that terrain feature already has a Scuttle token, it’s permanently scuttled.

MISSION OBJECTIVE
At the end of the battle, for each terrain feature that has a Scuttle token, the Attacker scores 1VP. For each that doesn’t, the Defender scores 1VP.

SPEC OPS CAMPAIGN

If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:

MISSION BONUS
If you are victorious and scored 9 or more victory points from the mission objective, you gain 1 Requisition point.

SPEC OPS BONUS
Deck Scuttled: If you are the Attacker, are victorious and are currently undertaking the Demolition Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Deck Defended: If you are the Defender, are victorious and are currently undertaking the Secure District Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Mission 1.3

Escape the Hulk

The hulk is disintegrating and kill teams fight to survive. There are too few escape pods for every operative, so a brave few must do all they can to cover their comrades’ escape.

MISSION RULES
Operatives can perform the following mission action:

INITIALISE ESCAPE POD1AP

An operative can perform this action while it controls an Escape Pod (F5) terrain feature. That Escape Pod is now initialised.

ENTER/EXIT ESCAPE POD1AP

An operative can perform this action while it controls an Escape Pod (F5) terrain feature that is initialised. If the Escape Pod is empty, remove that operative from the killzone; it’s now occupying it. If the Escape Pod is already occupied, place the occupying operative in the killzone as close as possible to this operative (unless the occupying operative is performing this action) and that Escape Pod.

While an operative is occupying an Escape Pod:
  • It can still be activated.
  • It can only perform Pass, Enter/Exit Escape Pod and Launch Escape Pod actions.
  • Treat it as being within of that Escape Pod for the purposes of controlling it.

LAUNCH ESCAPE POD1AP

An operative can perform this action while it controls an Escape Pod (F5) terrain feature that is occupied. Remove that Escape Pod from the killzone - the operative occupying it has escaped.

MISSION OBJECTIVE
Each time a friendly operative occupying an Escape Pod (F5) terrain feature escapes, you score 1VP, or 2VPs if that operative has an unmodified APL characteristic of 3 or more.

SPEC OPS CAMPAIGN

If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:

MISSION BONUS
If you are victorious, each friendly operative that escaped earns 1XP.

SPEC OPS BONUS
Successful Escape: If you are victorious and are currently undertaking the Breakout Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Mission 1.4

Ageing Remains

The launch bays of a ship contain the remains of those caught in an evacuation gone wrong. While time has turned much to ruin, there are items of value that can be salvaged.

MISSION RULES
Rapid Approach: In the Select Drop Zone step, the Attacker rolls one D6, re-rolling results of 5-6. They have the drop zone corresponding to the result. The Defender then selects one of the remaining drop zones. Each player’s killzone edge is the edge closest to their drop zone and furthest from their opponent’s. For example, if players are using drop zones 2 and 4, their killzone edge would be to the top and bottom respectively. Finally, remove the two Escape Pod (F5) terrain features that are within the players’ drop zones.

Operatives can perform the following mission action:

SEARCH POD1AP

An operative can perform this action while it controls an Escape Pod (F5) or Stasis Pods (F6) terrain feature. If there are less than two objective markers discovered, roll one D6, adding 1 to the result for each other time this action has been performed during the battle. On an 8+, an objective marker has been discovered and that operative is now carrying it. This action can only be performed at each terrain feature once. If the operative drops the objective marker, the Pick Up action can be performed upon it.

SCAN POD1AP

An operative can perform this action while it controls a Wall End terrain feature. If it does so, you gain a Scan point. You can spend a Scan point to re-roll the D6 when attempting to discover an objective marker (see Search Pod action). This action can only be performed at each terrain feature once per Turning Point.

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

At the end of the battle, for each objective marker friendly operatives control, you score 2VPs. Note that objective markers only appear as a result of the Search Pod action.

SPEC OPS CAMPAIGN

If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:

MISSION BONUS
If you are victorious and friendly operatives were carrying any objective markers at the end of the battle, you gain 1 Requisition point.

SPEC OPS BONUS
Salvaged Remains: If you are victorious and are currently undertaking the Recover Archeotech Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Mission 1.5

Critical Surgery

A key asset with vital information is in critical condition. They must be saved, or kept alive long enough to divulge what they know. The enemy descends to eliminate the patient and thus silence them entirely.

MISSION RULES
Sudden Approach: The players do not complete the Set Up Barricades step of the mission sequence.

Critical Patient: In the Set Up Operatives step, the Defender selects one of their operatives to be carrying the Critical Patient token. The Defender’s operatives can perform the Pick Up action on that token.

The Defender’s operatives can perform the following mission action:

SURGERY2AP

An operative can perform this action while it controls the Surgical Chair (F4) terrain feature and the Critical Patient token is touching the Surgical Chair terrain feature (note that the token must be dropped for this). An operative cannot perform this action in the first Turning Point, while an enemy operative is within of the Surgical Chair, or if another friendly operative has performed this action during this Turning Point. If the operative has the MEDIC keyword, it can perform this action for one less action point (to a minimum of 1AP).

The Attacker’s operatives can perform the following unique action:

The Attacker’s operatives can perform the following unique action:

ELIMINATE1AP

An operative can perform this action while it controls the Critical Patient token. Remove that token from the killzone. An operative cannot perform this action while within Engagement Range of an enemy operative.

MISSION OBJECTIVE
If the Eliminate action is performed, the Attacker scores 7VPs.

At the end of the battle, work out the number of Surgery actions performed and consult the table below to determine how many victory points each player scores.

Number of Surgery ActionsAttacker’s VPsDefender’s VPs
050
144
238
3012

SPEC OPS CAMPAIGN

If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:

MISSION BONUS
If you are victorious and scored 11 or more victory points from the mission objective, you can re-roll Casualty and Recovery tests after the battle.

SPEC OPS BONUS
Target Eliminated: If you are the Attacker, are victorious and are currently undertaking the Elimination Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Patient Saved: If you are the Defender, are victorious and are currently undertaking the Extraction Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Mission 1.6

Vital Communiqué

A kill team must find a location from which they can transmit an important communiqué to their commanders. However, another team race to intercept them, determined to claim the information for themselves.

MISSION RULES
Vital Message: In the Set Up Operatives step, the Attacker secretly selects one of their operatives to be carrying an objective marker. The Attacker’s operatives can perform the Pick Up action on that objective marker.

Lying In Wait: In the Set Up Operatives step, the Defender does not set up operatives in the killzone. Instead, they must secretly select up to half of their operatives to be hiding within an Escape Pod (F5) or Stasis Pods (F6) terrain feature (max one per terrain feature). Their remaining operatives are in reserve. We recommend numbering each terrain feature, then the Defender can make a note of which operative is set up in which terrain feature. For the purposes of any other rules that reference the Defender’s drop zone (e.g. Tac Ops), use the Defender’s killzone edge instead.

Spring Ambush: The Defender’s operatives that are hiding and in reserve are considered to be within the killzone for activation purposes and must be activated as normal. Each time such an operative is activated, they must either perform Pass actions (to stay hiding or in reserve), or be set up by the Defender.
  • Operatives in hiding must be set up as close as possible to the terrain feature they are hiding within. They then perform their actions as normal, but must subtract from the distance they can move in their first move action during that activation (Normal Move, Charge etc.).
  • Operatives in reserve must be set up as close as possible to the Defender’s killzone edge and wholly within a section specified by a D3 roll (roll for each operative when you set them up). They are then treated as having performed a Normal Move action (subtract action points accordingly).
If an operative the Attacker controls moves within of a terrain feature an operative is hiding within, the Defender must set them up (then continue the Attacker’s operative’s activation as normal).

Desperate Escape: The battle does not end after four Turning Points. Instead, the battle ends at the end of a Turning Point in which there are none of the Attacker’s operatives in the killzone or a player concedes. If an operative the Attacker controls performs an action in which they move, and ends that action within of the Defender’s killzone edge and not within Engagement Range of an enemy operative, the Attacker can remove that operative from the killzone. That operative has escaped, and if it’s carrying the objective marker, the objective marker is permanently removed from the killzone.

MISSION OBJECTIVE
If an operative carrying the objective marker escapes, the Attacker scores 4VPs.

At the end of the battle, determine the percentage of the Attacker’s kill team selected for deployment that escaped (rounding down to the nearest percentage grade) and consult the table below to determine how many victory points each player scores.

% GradeAttacker’s VPsDefender’s VPs
0% or Attacker Concedes08
20%26
40%44
60%62
80% or Defender Concedes80

At the end of the battle, if the Defender’s operatives control the objective marker, the Defender scores 4VPs.

SPEC OPS CAMPAIGN

If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:

MISSION BONUS
If you are victorious and scored 8 or more victory points from the mission objective, you can distribute up to 4XP across the friendly operatives selected for deployment.

SPEC OPS BONUS
Escaped: If you are the Attacker, are victorious and are currently undertaking the Breakout Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Ambushed: If you are the Defender, are victorious and are currently undertaking the Purge Order Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Mission 2.1

Race to the Tubes

A handful of escape pods have been primed for deployment in their launch tubes. Both teams must use every tactic and weapon in their arsenal to break through and claim one of the few spots available.

MISSION RULES
Rush to the Pods: In the Set Up Operatives step, operatives must be set up wholly within their drop zone (they cannot use any rules that allow them to be set up elsewhere).

Escape: The battle does not end after four Turning Points. Instead, the battle ends at the end of a Turning Point in which either of the following is true:
  • All of the Escape Pods (F5) have been removed from the killzone.
  • No more operatives can escape in following Turning Points.

Operatives can perform the following mission action:

ENTER/EXIT ESCAPE POD1AP

An operative can perform this action while it controls an Escape Pod (F5) terrain feature. If the Escape Pod is empty, remove that operative from the killzone; it’s now occupying it. If the Escape Pod is already occupied, place the occupying operative in the killzone as close as possible to this operative (unless the occupying operative is performing this action) and that Escape Pod.

While an operative is occupying an Escape Pod:
  • It can still be activated.
  • It can only perform Pass, Enter/Exit Escape Pod and Launch Escape Pod actions.
  • Treat it as being within of that Escape Pod for the purposes of controlling it.

LAUNCH ESCAPE POD1AP

An operative can perform this action while it controls an Escape Pod (F5) terrain feature that is occupied. Remove that Escape Pod from the killzone - the operative occupying it has escaped.

MISSION OBJECTIVE
Each time a friendly operative occupying an Escape Pod (F5) terrain feature escapes, you score 2VPs, or 3VPs if that operative has an unmodified APL characteristic of 3 or more.

SPEC OPS CAMPAIGN

If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:

MISSION BONUS
If you are victorious, each friendly operative that escaped earns 1XP.

SPEC OPS BONUS
Successful Escape: If you are victorious and are currently undertaking the Breakout Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Mission 2.2

Bio-authorisation Required

The evacuation procedures aboard the ship follow strict protocols, only launching when a bio-scan of the occupant matches one of the original crew. The teams must collect bio-samples to confuse the pod’s ageing machine spirit in order to launch successfully.

MISSION RULES
Rush to the Pods: In the Set Up Operatives step, operatives must be set up wholly within their drop zone (they cannot use any rules that allow them to be set up elsewhere).

Escape: The battle does not end after four Turning Points. Instead, the battle ends at the end of a Turning Point in which either of the following is true:
  • All of the Escape Pods (F5) have been removed from the killzone.
  • No more operatives can escape in following Turning Points.

Bio-sample: The Pick Up action can be performed upon objective markers.

Operatives can perform the following mission actions:

ENTER/EXIT ESCAPE POD1AP

An operative can perform this action while it controls an Escape Pod (F5) terrain feature. If the Escape Pod is empty, remove that operative from the killzone; it’s now occupying it. If the Escape Pod is already occupied, place the occupying operative in the killzone as close as possible to this operative (unless the occupying operative is performing this action) and that Escape Pod.

While an operative is occupying an Escape Pod:
  • It can still be activated.
  • It can only perform Pass, Enter/Exit Escape Pod and Launch Escape Pod actions.
  • Treat it as being within of that Escape Pod for the purposes of controlling it.

LAUNCH ESCAPE POD1AP

An operative can perform this action while it controls an Escape Pod (F5) terrain feature that is occupied by an operative carrying an objective marker. Remove that Escape Pod from the killzone - the operative occupying it has escaped and the objective marker it’s carrying is permanently removed from the killzone.

MISSION OBJECTIVE
Each time a friendly operative occupying an Escape Pod (F5) terrain feature escapes, you score 3VPs, or 4VPs if that operative has an unmodified APL characteristic of 3 or more. Note that an operative must be carrying an objective marker to escape.

SPEC OPS CAMPAIGN

If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:

MISSION BONUS
If you are victorious, each friendly operative that escaped earns 1XP.

SPEC OPS BONUS
Successful Escape: If you are victorious and are currently undertaking the Breakout Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Mission 2.3

Abandon Ship

The ship is falling apart. Operatives must rush to the escape pods and annihilate all obstacles, or they will be destroyed with the vessel.

MISSION RULES
Rush to the Pods: In the Set Up Operatives step, operatives must be set up wholly within their drop zone (they cannot use any rules that allow them to be set up elsewhere).

Escape: The battle does not end after four Turning Points. Instead, the battle ends at the end of a Turning Point in which either of the following is true:
  • All of the Escape Pods (F5) have been removed from the killzone.
  • No more operatives can escape in following Turning Points.

Ship In Ruin: The killzone is divided into a series of column sections (see the mission map) that become ruined during the battle, starting from Section 1. At the end of each Turning Point, roll one D6: on a 2-5, the next section is ruined; on a 6, the next two sections are ruined. If an operative is ever wholly within a ruined section, it’s immediately incapacitated and removed from the killzone, regardless of any other rules. If an Escape Pod (F5) is ever wholly within a ruined section, it’s removed from the killzone (if an operative is occupying it, it’s incapacitated as above).

Operatives can perform the following mission actions:

ENTER/EXIT ESCAPE POD1AP

An operative can perform this action while it controls an Escape Pod (F5) terrain feature. If the Escape Pod is empty, remove that operative from the killzone; it’s now occupying it. If the Escape Pod is already occupied, place the occupying operative in the killzone as close as possible to this operative (unless the occupying operative is performing this action) and that Escape Pod.

While an operative is occupying an Escape Pod:
  • It can still be activated.
  • It can only perform Pass, Enter/Exit Escape Pod and Launch Escape Pod actions.
  • Treat it as being within of that Escape Pod for the purposes of controlling it.

LAUNCH ESCAPE POD1AP

An operative can perform this action while it controls an Escape Pod (F5) terrain feature that is occupied. Remove that Escape Pod from the killzone - the operative occupying it has escaped.

MISSION OBJECTIVE
Each time a friendly operative occupying an Escape Pod (F5) terrain feature escapes, you score 1VP, or 2VPs if that operative has an unmodified APL characteristic of 3 or more.

SPEC OPS CAMPAIGN

If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:

MISSION BONUS
If you are victorious, each friendly operative that escaped earns 1XP.

SPEC OPS BONUS
Successful Escape: If you are victorious and are currently undertaking the Breakout Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Killzone: Gallowfall

Killzone: Gallowfall is a supplement to Killzone: Gallowdark. It includes medical equipment and escape pods that are vital for survival and provide unique mission rules in the Shadow Operations: Gallowfall mission pack.


Some missions require operatives to control certain terrain features, e.g. Escape Pods. In such missions, those terrain features are treated as objective markers, except that a friendly operative controls it while within of it and if the total APL characteristic of friendly operatives within of it is greater than that of enemy operatives within of it. If an operative must perform an action at a terrain feature it controls and it controls more than one, you must select one for that action.

Medical Equipment

Medical Equipment terrain features have the Light and Traversable traits.





Escape Pod

An Escape Pod terrain feature has two parts - a pod and a launch stand. All parts have the Heavy trait.

Some mission rules require you to remove Escape Pod terrain features when an operative escapes in them. If you remove the pod but leave its launch stand, the launch stand gains the Insignificant trait instead.

Stasis Pods

A Stasis Pods terrain feature has the Heavy trait.

Killzone Key Reference


Dataslates and Datacards

Hearthkyn Salvager and Fellgor Ravager Datacards:


Hearthkyn Salvager Narrative Dataslate:


Fellgor Ravager Narrative Dataslate:
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.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.

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