Nachmund

Shadow Operations: Nachmund Mission Pack

Below, you will find nine missions from the Shadow Operations: Nachmund mission pack. These are heavily themed, story-driven narrative missions set within Killzone: Nachmund that contain a mixture of symmetric and asymmetric mission rules and mission objectives. In the case of the latter, this means that the Attacker and Defender will have different goals to achieve and different strategies to achieve them. All of the missions use a specified arrangement of terrain using the Killzone: Nachmund terrain set, 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 at hand. They have been designed to immerse you in the story of your operatives as they fight across Killzone: Nachmund, with a particular mind to rewarding players who use them as part of a Spec Ops campaign. Therefore, they are especially suited to narrative play.

You will find that each mission is accompanied by a short description. These are deliberately vague and by no means exhaustive, and we encourage you to imagine what your kill team might be attempting to achieve. For example, the ‘intel’ your Tyranid kill team might have recovered might in fact be the biomatter of a dangerous predator that they wish to bring back to be consumed by the rest of the swarm to make new, even deadlier, organisms. It really is up to you - you can interpret what follows in whichever way you feel is most characterful for your kill teams.

To randomly determine a Shadow Operations: Nachmund 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

Steal the Ciphers

To steal the enemy’s cipher codes, we must infiltrate their base through a series of hatches. These can only be accessed once the defenders’ security grid has been overwhelmed.

MISSION RULES
  • The Defender’s operatives cannot perform the Explore Underground action.
  • The Attacker’s operatives cannot perform the Explore Underground action until both the Exhaust Vent terrain features have had their Exhaust Vent traits removed as a result of the Close Vent action.

MISSION OBJECTIVE
  • At the end of each Turning Point, if none of the Hatch terrain features have been explored in the battle, the Defender scores 2VPs.
  • At the end of the battle, for each of the Hatch terrain features that were explored, the Attacker scores 6VPs.

SPEC OPS CAMPAIGN

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

TAC OPS BONUS
  • If you are the Attacker and scored 3 or more VPs from Infiltration Tac Ops during this battle, you gain 1 additional Requisition point.
  • If you are the Defender and scored 3 or more VPs from Security Tac Ops during this battle, you gain 1 additional Requisition point.

SPEC OPS BONUS
Cipher Acquired: If you are the Attacker, 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.

Operations Security Maintained: If you are the Defender and are victorious, your LEADER operative gains 2XP.

Mission 1.2

Scavenging the Wreckage

Abandoned Adeptus Mechanicus facilities are potential treasure troves of valuable information from rare artefacts, technology and dataslates.

MISSION RULES
Worker Dataslates: The Pick Up action can be performed upon objective markers. Each operative can carry up to two objective markers.

MISSION OBJECTIVE
At the end of the battle, for each objective marker friendly operatives are carrying, you score 2VPs.

SPEC OPS CAMPAIGN

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

TAC OPS BONUS
If you scored 3 or more VPs from Recon Tac Ops during this battle, you gain 1 additional Requisition point.

SPEC OPS BONUS
Loot the Ruins: If you are victorious, and at the end of the battle friendly operatives are carrying 4 or more objective markers, you can use the Asset Acquired Requisition without spending any Requisition points.

Mission 1.3

Recover Wreckage

An allied aircraft has crashed with vital data stored on board. It must be recovered before the enemy can claim it.

MISSION RULES
  • The Defender’s operatives cannot perform the Explore Underground action.
  • The Attacker’s operatives can perform the following mission action:

    SEARCH WRECKAGE1AP

    An operative can perform this action while within of an objective marker it controls. Roll one D6 and consult the table below to see if that objective marker has the intel.

    Number of Objective Markers in the KillzoneObjective Marker Has the Intel on a Roll of
    66
    55+
    44+
    33+
    22+
    11+

    If the objective marker has the intel, remove all other objective markers from the killzone. If it does not have the intel, remove that objective marker from the killzone.

    The Pick Up action can be performed upon the objective marker that has the intel by operatives from both players’ kill teams.

MISSION OBJECTIVE
At the end of the battle:
  • If an operative from a player’s kill team is carrying the objective marker that has the intel, that player scores 12VPs.
  • If the objective marker that has the intel was not discovered, 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:

TAC OPS BONUS
If you scored 3 or more VPs from Security Tac Ops during this battle, you gain 1 additional Requisition point.

SPEC OPS BONUS
Data Recovered:
  • If you are the Attacker, are victorious and are currently undertaking the Extraction Spec Op, at the end of the battle, if a friendly operative is carrying the objective marker that has the intel, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.
  • If you are the Defender, are victorious and are currently undertaking the Infiltrate The Enemy Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Mission 2.1

Escape Drill Site

Operatives sent to establish a drill site seeking out rare ores and materials have been discovered by their enemy. Now they must escape with what they’ve found.

MISSION RULES
Operation Interrupted: In the Set Up Operatives step of the mission sequence, when the Defender sets up their operatives, they must set up one operative from their kill team within of the Crane or Thermic Plasma Regulator terrain feature.

Gather Acquisition: At the end of the Set Up Operatives step:
  • The Attacker rolls one D3; starting with the Attacker, the players alternate setting up objective markers within of the Crane terrain feature until that many have been set up.
  • The Attacker rolls another D3; starting with the Attacker, the players alternate setting up objective markers within of the Thermic Plasma Regulator terrain feature until that many have been set up.
The Pick Up action can be performed upon objective markers.

MISSION OBJECTIVE
At the end of each Turning Point, if friendly operatives are carrying more objective markers than enemy operatives, you score 2VPs.

At the end of the battle, for each objective marker friendly operatives are carrying, 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:

TAC OPS BONUS
If you scored 3 or more VPs from Security Tac Ops during this battle, you gain 1 additional Requisition point.

SPEC OPS BONUS
Rare Material Acquired: If you are victorious, you gain 1 additional Requisition point.

Mission 2.2

Blow the Reactor

By destroying an enormous power facility’s ventilation system, operatives can disable the entire plant.

MISSION RULES
  • The Toxic Smog Stack terrain features begin the battle belching out toxic smog.
  • At the start of the battle, the underground reactor starts with 0 Overheating tokens. At the end of each Turning Point, consult the table below to see how many overheating tokens it gains:

    Number of Exhaust Vents that are not Creating an Area of SmokeNumber of Toxic Smog Stacks that are not Belching out Toxic SmogOver­heating Tokens Gained
    00-10
    021
    101
    11D3
    122D3
    203
    212D3
    222D6
  • The Defender’s operatives can perform the following mission action:

    RESTART VENTS1AP

    An operative can perform this action while within of a Toxic Smog Stack terrain feature. If that terrain feature is not belching out toxic smog, roll one D6: on a 4+, that terrain feature starts belching out toxic smog and regains the Toxic Smog trait. An operative cannot perform this action while within Engagement Range of an enemy operative.

MISSION EQUIPMENT
Operatives in the Attacker’s kill team can be equipped with the following equipment for the battle:

REBREATHER [1EP]

Do not subtract 1 from this operative’s Defence characteristic as a result of the Toxic Smog trait.

MISSION OBJECTIVE
At the end of the battle:
  • For each Overheating token the underground reactor has, the Attacker scores 2VPs.
  • If the number of Overheating tokens is less than 4, the Defender scores 12VPs. Otherwise, if the number of overheating tokens is less than 8, the Defender scores 8VPs.

SPEC OPS CAMPAIGN

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

TAC OPS BONUS
  • If you are the Attacker and scored 3 or more VPs from Infiltration Tac Ops during this battle, you gain 1 additional Requisition point.
  • If you are the Defender and scored 3 or more VPs from Security Tac Ops during this battle, you gain 1 additional Requisition point.

SPEC OPS BONUS
System Destroyed:
  • If you are the Attacker, are victorious, are currently undertaking the Demolition Spec Op and the number of Overheating tokens the underground reactor has is 8 or more, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.
  • 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 2.3

Cripple Their Infrastructure

The enemy are utlising machinery to construct fortifications. Stop them.

MISSION RULES
The Attacker’s operatives can perform the following mission action:

PLANT CHARGES1AP

An operative can perform this action while within of one of the following terrain features:
If that terrain feature has not been destroyed, it is considered to have explosives planted on it. An operative cannot perform this action while within Engagement Range of an enemy operative.

At the end of each Turning Point, each terrain feature with explosives planted on it is destroyed:
  • Each of the Defender’s operatives within of that terrain feature suffers D3 mortal wounds.
  • That terrain feature no longer has explosives planted on it.
  • That terrain feature loses all traits apart from Light, Heavy and Traversable.

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

DEFUSE CHARGES1AP

An operative can perform this action while within of a terrain feature with explosives planted on it, if there are no enemy operatives within of that terrain feature. That terrain feature no longer has explosives planted on it. An operative cannot perform this action while within Engagement Range of an enemy operative.

MISSION OBJECTIVE
At the end of the battle, consult the table below to see how many VPs each player scores:

Terrain Features DestroyedAttacker’s VPsDefender’s VPs
0012
1111
239
357
484
5102
6120

SPEC OPS CAMPAIGN

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

TAC OPS BONUS
  • If you are the Attacker and scored 3 or more VPs from Seek and Destroy Tac Ops during this battle, you gain 1 additional Requisition point.
  • If you are the Defender and scored 3 or more VPs from Security Tac Ops during this battle, you gain 1 additional Requisition point.

SPEC OPS BONUS
Manufacturing Crippled: If you are the Attacker, are victorious, are currently undertaking the Demolition Spec Op and four or more terrain features are destroyed, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Production Unhindered: 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 3.1

Counter-attack

With territory lost to attackers, a kill team is moving in hard to reclaim its ground.

MISSION RULES
Boxed In: In the Scouting step, if the Defender selects the Recon option, they may not perform a Dash action, but may redeploy one friendly operative to anywhere wholly within their drop zone. Note that in this mission, neither player has a killzone edge.

Lockdown: The Pick Up action can be performed upon objective markers.

Defensive Position: While a Defender’s operative has a Conceal order and is within the Defender’s drop zone, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).

MISSION OBJECTIVE
At the end of the battle:
  • For each objective marker friendly operatives are carrying, you score 2VPs.
  • If there are no operatives from the Attacker’s kill team wholly within the Defender’s drop zone, the Defender scores 4VPs.
  • If there are any uninjured operatives from the Attacker’s kill team wholly within the Defender’s Drop Zone, the Attacker scores 6VPs.

SPEC OPS CAMPAIGN

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

TAC OPS BONUS
If you scored 3 or more VPs from Seek and Destroy Tac Ops during this battle, you gain 1 additional Requisition point.

SPEC OPS BONUS
Retribution Exacted: If you are the Attacker, 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.

The Ground is Secured: 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 3.2

Reactivate Defence Grid

A vital defence grid has failed, it must be restored.

MISSION RULES
Failing Defence Grid: At the start of the first Turning Point, the Defender rolls one D3 to randomly determine which objective marker is the failing node.

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

REPAIR NODE1AP

An operative can perform this action while within of the objective marker that is the failing node, if it controls that objective marker. That objective marker stops being the failing node. At the start of the next Turning Point, the Defender rolls one D3 to randomly determine which objective marker is the next failing node.

MISSION EQUIPMENT
One operative in the Defender’s kill team can be equipped with the following equipment for the battle:

REPAIR DIAGNOSTICATOR [3EP]

When rolling one D3 to determine which objective marker is the failing node, if an operative with this equipment is within of one or more objective markers, you can re-roll the D3.

MISSION OBJECTIVE
  • At the end of each Turning Point, if an operative from the Defender’s kill team performed the Repair Node action during that Turning Point, the Defender scores 3VPs. Otherwise, the Attacker scores 3VPs.
  • At the end of the battle, for each objective marker the Defender’s operatives control, the Defender scores 1VP.
  • At the end of the battle, for each objective marker the Defender’s operatives do not control, the Attacker scores 1VP.

SPEC OPS CAMPAIGN

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

TAC OPS BONUS
If you scored 3 or more VPs from Recon Tac Ops during this battle, you gain 1 additional Requisition point.

SPEC OPS BONUS
Punched A Hole: 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.

Defences Repaired: 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 3.3

Destroy the Substation

The enemy maintain power relay substations in the area, disable them.

MISSION RULES
Primary Objective: Operatives cannot perform the Explore Underground action.

Split Up: When the Attacker sets up their operatives, they must alternate which of their drop zones their operative is wholly within. Note that in this mission, neither player has a killzone edge.

Explosive Reaction: The Attacker’s operatives can perform the following mission action:

ENERGY OVERLOAD2AP

An operative can perform this action while within of the Power Relay Substation terrain feature’s Power Cores. The Power Relay Substation is overloaded and destroyed:
  • Each operative within of that terrain feature suffers D3 mortal wounds.
  • That terrain feature loses all traits apart from Light and Traversable.

MISSION EQUIPMENT
Operatives in the Attacker’s kill team can be equipped with the following equipment for the battle:

DEMOLITION CHARGES [4EP]

Subtract 1AP for this operative to perform the Energy Overload action, instead of 2AP.

MISSION OBJECTIVE
At the end of the battle, if the Power Relay Substation is destroyed, the Attacker scores 12VPs. Otherwise, the Defender scores 8VPs.

SPEC OPS CAMPAIGN

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

TAC OPS BONUS
If you scored 3 or more VPs from Seek and Destroy Tac Ops during this battle, you gain 1 additional Requisition point.

SPEC OPS BONUS
Supply Line Crippled: 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.

Supply Route Reinforced: 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.

Killzone: Nachmund

Killzone: Nachmund is a killzone made up of industrial terrain. It features a range of machinery and pipes that provide Heavy and Light cover respectively. Toxic smog stacks belch out fumes that are harmful to nearby operatives, while exhaust vents create areas of smoke that your operatives can use to stay out of Line of Sight. It also contains power relay substations and hatches that operatives can interact with for benefits. Killzone: Nachmund consists of the following terrain features, with their traits detailed below:

  • Two Hatches
  • Two Exhaust Vents
  • One Power Relay Substation
  • One Crane
  • One Ferratonic Furnace
  • Two Thermic Plasma Regulators
  • Six Pipes of various sizes
  • Two Fuel Reservoirs
  • Two Toxic Smog Stacks

Hatch

All parts of a Hatch terrain feature have the Small and Explorable traits.


Small: Operatives can move across and over this terrain feature as if it were not there, but cannot be set up or finish a move on top of it.

Explorable: An operative can explore a Hatch by performing the Explore Underground action.

EXPLORE UNDERGROUND1AP

An operative can perform this action in narrative play while within of a terrain feature that has the Explorable trait. The operative gains 1XP and that terrain feature has been explored. An operative cannot perform this action while within Engagement Range of an enemy operative, or if that terrain feature has already been explored.

Exhaust Vent

All parts of an Exhaust Vent terrain feature have the Light, Traversable and Exhaust Vent traits.


Exhaust Vent: This terrain feature creates an area of smoke horizontally from it and to an unlimited upward height. The effects of this area of smoke are as follows:
  • An operative is not Visible if a Cover line drawn to it crosses into and out of an area of smoke.
  • While an operative is within an area of smoke, it is treated as being in Cover.
Operatives can remove this area of smoke by performing the Close Vent action.

CLOSE VENT1AP

An operative can perform this action while within of a terrain feature that has the Exhaust Vent trait. That terrain feature stops creating an area of smoke and loses the Exhaust Vent trait. An operative cannot perform this action while within Engagement Range of an enemy operative.

Power Relay Substation

A Power Relay Substation includes a part with the Power Cores trait. All parts of it have the Light and Traversable traits.


Power Cores: Operatives can salvage resources from this terrain feature by performing the Salvage Power Core action.

SALVAGE POWER CORE1AP

An operative can perform this action while within of a part of a terrain feature that has the Power Cores trait. Roll one D6: on a 3+, a viable power core is salvaged, you gain 1CP and this terrain feature loses the Power Cores trait. An operative cannot perform this action while within Engagement Range of an enemy operative.

Crane

All parts of a Crane terrain feature have the Heavy trait.


Ferratonic Furnace

The platform on top of a Ferratonic Furnace has the Vantage Point trait. The ramparts around the platform have the Light and Traversable traits. The ladders have the Heavy and Scalable traits. All other parts of it have the Heavy trait.


Scalable: Each time an operative climbs this terrain feature, the final incremental distance of less than is ignored, instead of being rounded up to .

Designer’s Note: This means an operative looking to climb onto a Ferratonic Furnace’s Vantage Point via one of its ladders will travel vertically 2 instead of the usual 3.

Thermic Plasma Regulator

The platform attached to a Thermic Plasma Regulator has the Vantage Point trait. The rampart on the platform has the Light and Traversable traits. All other parts of it have the Heavy trait.


Pipe

All parts of a Pipe terrain feature have the Light and Traversable traits.


Fuel Reservoir

All parts of a Fuel Reservoir terrain feature have the Heavy trait.


Smog Stack

All parts of a Toxic Smog Stack terrain feature have the Heavy and Toxic Smog traits.

Toxic Smog: At the start of each Turning Point, if this terrain feature is not belching out toxic smog, roll one D6: on a 5+, this terrain feature starts belching out toxic smog.

While an operative is within of this terrain feature, if this terrain feature is belching out toxic smog, subtract 1 from the Defence characteristic of that operative.

Operatives can remove toxic smog by performing the Shut Off Stack action.

SHUT OFF STACK1AP

An operative can perform this action while within of a terrain feature that has the Toxic Smog trait. That terrain feature stops belching out toxic smog and loses the Toxic Smog trait. An operative cannot perform this action while within Engagement Range of an enemy operative.

Dataslates and Datacards

Legionary and Corsair Voidscarred Datacards:


Legionary Narrative Dataslate:


Corsair Voidscarred 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.

EXPLORE UNDERGROUND1AP

An operative can perform this action in narrative play while within of a terrain feature that has the Explorable trait. The operative gains 1XP and that terrain feature has been explored. An operative cannot perform this action while within Engagement Range of an enemy operative, or if that terrain feature has already been explored.

CLOSE VENT1AP

An operative can perform this action while within of a terrain feature that has the Exhaust Vent trait. That terrain feature stops creating an area of smoke and loses the Exhaust Vent trait. An operative cannot perform this action while within Engagement Range of an enemy operative.
ASSET ACQUIRED1RP

All kill teams seek to enhance their base of operations, whether that be with hideous pain-extractor stations, territorial prowler squigs, sophisticated drone surveillance technology or weaponsmith forges.

Purchase this Requisition before or after a game. Add one strategic asset to your base of operations.
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.
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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