Shadow Operations: Octarius War Mission Pack

Below, you will find nine missions from the Shadow Operations: Octarius War mission pack. These are heavily themed, story-driven narrative missions set within War Zone Octarius, and 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 Octarius 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 the Octarius killzone, with a particular mind to rewarding players who use them as part of a Spec Ops Campaigns. 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. The ‘artefact’ in the Ork scrapheap might instead be a trove of long-lost spirit stones your Asuryani kill team is desperate to recover. 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: Octarius War 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

Reconnoitre

This killzone stands on a vital point of high ground, overlooking both yours and the enemy’s lines. Whoever can gain control of the area will have an unsurpassed vantage point from which to observe enemy movements.

MISSION RULES
Operatives can perform the following mission action:

RECON VANTAGE POINT1AP

An operative can perform this action while on the vantage points of one of the terrain features labelled Recon Points A-D (see map), provided no enemy operative is on the vantage point of the same terrain feature. If an operative performs this action, until the end of the Turning Point, they cannot perform any other actions. Each time an operative performs this action on a terrain feature, until the end of the Turning Point, that Recon Point is said to have been reconnoitred by your forces. Each Recon Point can only be reconnoitred by your forces once per Turning Point.

MISSION EQUIPMENT
Operatives can be equipped with the following equipment:

SERVO-AUGER [1EP]

An operative with this equipment can continue to perform actions in a Turning Point even after performing the Recon Vantage Point action.
MISSION OBJECTIVE
Each time a friendly operative performs the Recon Vantage Point action, you score a number of VPs depending on which Vantage Point was reconnoitred by your forces, as shown below (to a maximum of 6VPs per player per Turning Point).

Recon PointVPs Scored by AttackerVPs Scored by Defender
A03
B12
C21
D30

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
Enemy Lines Surveyed: If you are undertaking the Breakout or Infiltrate the Enemy Spec Op, then at the end of the battle, if all four Recon Points were reconnoitred by your forces during the same Turning Point, reduce by 1 the number of games required to complete that Spec Op’s Operation 1.


Mission 1.2

Search and Retrieve

One of our agents, carrying a rare and mysterious artefact, secreted it among the junk piles in this killzone before he was cut down in a greenskin ambush. Her actions ensured the artefact has not yet fallen into enemy hands. It is your task to locate and retrieve it, as well as any other valuable salvage.

MISSION RULES
Operatives can perform the following mission action:

SEARCH FOR RELIC1AP

An operative can perform this action while within of a Scrap Pile it controls that has not been searched by a friendly operative during this Turning Point (for the purposes of determining whether it controls a Scrap Pile, treat it is as though it were one large objective marker, but measure to any part of it, instead of to the centre of it). Until the start of the next Turning Point, that Scrap Pile has been Searched by your operatives. Each Scrap Pile can be Searched a maximum of four times during the battle (we recommend placing a dice on each objective marker to remind you how many times it can be Searched). Each time this action is performed, if the Relic has not yet been discovered, roll one D6: on a 6+, the Relic has been discovered and you must place an objective marker to represent the Relic within of the operative that discovered it.

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

MISSION EQUIPMENT
Operatives can be equipped with the following equipment:

ARCHEO-AUSPEX [1EP]

Each time an operative with this equipment performs the Search for Relic action, add 1 to the dice roll to see if the Relic is discovered.

MISSION OBJECTIVE
  • Each time a friendly operative performs the Search for Relic action, you score 1VP (to a maximum of 3VPs per player per Turning Point).
  • If a friendly operative discovers the Relic, you score an additional 1VP.
  • If a friendly operative controls the Relic objective marker at the end of the battle, you score an additional 2VPs (score 3VPs instead if a friendly operative is carrying the Relic objective marker).

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
Relic Recovered: If you are undertaking the Recover Archeotech or Extraction Spec Op, then at the end of the battle, if a friendly operative is carrying the Relic and is in your drop zone, reduce by 1 the number of games required to complete that Spec Op’s Operation 1.


Mission 1.3

Fuel Run

Our promethium reserves are desperately low. Infiltrate the promethium pumping station in this killzone and take what you can by any means necessary.

MISSION RULES
Operatives can perform the following mission action:

SIPHON THE GOOD STUFF1AP

An operative can perform this action while within of the Fuel Outlet Pipe on the side of the Fuel Pump, if it controls it and no other operative has siphoned fuel during this Turning Point (for the purposes of determining whether it controls the Fuel Outlet Pipe, treat it is as though it were an objective marker, but measure to any part of it, instead of to the centre of it). Until the start of the next Turning Point, the fuel has been siphoned. If an operative performs this action, until the end of the Turning Point, they cannot perform any other actions. Each time this action is performed, you must place a Refined Fuel objective marker within of the operative that performed this action.

Recover Fuel: The Pick Up action can be performed upon any objective marker. While an operative is carrying an objective marker, it cannot perform Dash actions.

Volatile Promethium: Each time a friendly operative makes a shooting attack, if the target is carrying an objective marker, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, the fuel canister might explode. After resolving al! of that operative's shooting attacks for that action, before removing incapacitated operatives, roll one D6 for each fuel canister that might explode: on a 6, all operatives within of the operative carrying that objective marker suffer 1 mortal wound. That objective marker the model was carrying is then removed from the battle.

MISSION EQUIPMENT
Operatives can be equipped with the following equipment:

AUTO-EXTRACTOR [1EP]

Each time an operative with this equipment performs the Siphon the Good Stuff action, provided it is not carrying any other objective marker, do not place a Refined Fuel objective marker within of that operative: instead, that operative is automatically carrying that objective marker.

MISSION OBJECTIVE
  • Each time a friendly operative performs the Siphon the Good Stuff action, you score 1VP.
  • At the end of the battle, for each objective marker friendly operatives control, you score 2VPs.
  • At the end of the battle, if you control one or more Refined Fuel objective markers, you score an additional 3VPs.

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
Refined Fuel: If you are undertaking the Secure District or Extraction Spec Op, then at the end of the battle, if a friendly operative is carrying a Refined Fuel Relic and is in your drop zone, reduce by 1 the number of games required to complete that Spec Op’s Operation 1.


Mission 2.1

Eliminate Target

An enemy commander is in the area to personally oversee the final stages of preparation for an as-yet unknown plan. If this can be disrupted, or the leader slain, it will strike a massive blow for the ongoing war effort. The commander will be protected. Expect to fight through them.

MISSION RULES
Commander: Before players set up their kill teams, the Defender must select one model to be the Commander. If any of their Operatives are a LEADER, they must choose one of them. The Commander must be set up wholly within the target zone, and must start the battle within this zone (it cannot use any abilities or scouting options to move out of this zone before the battle begins).

Operatives can perform the following mission action:

OVERSEE PLANS1AP

The Defender’s Commander can perform this action while it is wholly within the target zone. If a Commander performs this action, until the end of the Turning Point, it cannot perform any other actions.

Surprise Attack: The Attacker decides who has the initiative in the first Turning Point.

MISSION EQUIPMENT
The Defender's operatives can be equipped with the following equipment:

AUTO-MEDICAE [1EP]

Once per Turning Point, one operative equipped with an auto-medicae can perform the following action:

ADMINISTER MEDICAE1AP

An operative can perform this action if their Commander is Visible to and within of it. Each time this action is performed, that Commander regains 2 lost wounds.

MISSION OBJECTIVE
  • Each time the Defender’s Commander performs the Oversee Plans action, the Defender scores 2VPs.
  • At the end of the battle, whichever player controls the target zone scores 3VPs. A player controls the target zone if the combined APL of all friendly operatives within the target zone is greater than the combined APL of all enemy operatives within the target zone.
  • At the end of the battle, if the Defender’s Commander has all of its Wounds remaining, the Defender scores 1VP.
  • At the end of the battle, if the Defender’s Commander is Injured, the Attacker scores 6VP (if the Defender’s Commander is Incapacitated, the Attacker scores 9VPs instead.

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 the Attacker scores 3 or more VPs from Seek and Destroy Tac Ops during this battle, they gain 1 additional Requisition point.
  • If the Defender scores 3 or more VPs from Security Tac Ops during this battle, they gain 1 additional Requisition point.

SPEC OPS BONUS
Target Eliminated: If the Attacker is undertaking the Elimination or Purge Order Spec Op, then at the end of the battle, if the enemy commander was incapacitated by the end of the second Turning Point, reduce by I the number of games required to complete that Spec Op’s Operation 1.

Hardly a Scratch: If the Defender is undertaking the Perform Ritual or Secure District Spec Op, then at the end of the battle, if their commander is not incapacitated and did not suffer damage before the last Turning Point, reduce by 1 the number of games required to complete that Spec Op’s Operation 1.


Mission 2.2

Saboteurs

Your distraction effort was successful. Fully half the sentries around the communications installation vital to our foes are elsewhere. There has never been a greater opportunity to knock out this infrastructure. Go in, strike hard and destroy it, before they discover the ruse.

MISSION RULES
Ruse: After the Defender has selected their kill team, they must divide their kill team into two forces, with as equal a number of models in each as possible. The Attacker then selects one of these forces: that force has been lured away by a ruse and the operatives in it will not start the battle on the killzone, but will arrive later during the battle.

It’s a Decoy, Return to Base: At the start of the Strategy phase of the second Turning Point, the Defender rolls one D6 for each of their operatives that were in the force that were lured away by the Attacker’s ruse. On a 4+, that operative has returned to the killzone and the Defender can set that operative up anywhere that is wholly within their drop zone, wholly within of a killzone edge and more than from enemy operatives. At the start of the Strategy phase of the third Turning Point, all of the Defender’s remaining operatives who were lured away by the Attacker’s ruse return to the killzone, and are set up anywhere that is wholly within of a killzone edge and more than from enemy operatives.

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

PLANT EXPLOSIVES1AP

The Attacker’s operatives can perform this action while they are within of the vital installation. An operative cannot perform this action if it is within Engagement Range of an enemy operative. Each time this action is performed, that structure suffers 1 Damage point (if the operative is atop the vital installation’s Vantage Point when this action is performed, it suffers 2 Damage points instead). If an operative performs this action, until the end of the Turning Point, they cannot perform any Charge or Shoot actions.

MISSION EQUIPMENT
The Attacker’s operatives can be equipped with the following equipment:

MELTA CHARGES [1EP]

Each time an operative equipped with melta charges performs the Plant Explosives action, the vital installation suffers 1 additional Damage point.

The Defender’s operatives can be equipped with the following equipment:

EMERGENCY VOX [1EP]

Each time you roll to see if an operative returns to the killzone, if that operative is equipped with an Emergency Vox, add 1 to the dice roll.

MISSION OBJECTIVE
At the end of the battle, the players score a number of victory points depending on how many Damage points the vital installation suffered, as shown below:

Damage Points Suffered by Vital InstallationVPs Scored by AttackerVPs Scored by Defender
0012
1-348
4-684
7+120

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 the Attacker scores 3 or more VPs from Infiltration Tac Ops during this battle, they gain 1 additional Requisition point.
  • If the Defender scores 3 or more VPs from Security Tac Ops during this battle, they gain 1 additional Requisition point.

SPEC OPS BONUS
Inviolate Defence: If the Defender is currently undertaking the Honour Bound or Secure District Spec Op, then at the end of the battle, if the vital installation has suffered no Damage points, reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Razed to the Ground: If the Attacker is currently undertaking the Demolition or Infiltrate the Enemy Spec Op, then at the end of the battle, if the vital installation has suffered 7 or more Damage points, reduce by 1 the number of games required to complete that Spec Op’s Operation 1.


Mission 2.3

Supply Drop

Vital supplies are incoming, but the foe will try to intercept them. Clear all three potential Landing zones of the enemy. If you fail, we will be Lost.

MISSION RULES
Supplies Incoming: At the start of the Strategy phase of the third Turning Point, the players randomly determine one of the objective markers on the battlefield and remove it from the battlefield. At the start of the Strategy phase of the fourth Turning Point, the players randomly determine one of the two remaining objective markers on the battlefield and remove it from the battlefield. The remaining objective marker represents the Landed Supplies.

MISSION EQUIPMENT
Operatives can be equipped with the following equipment:

HOMING BEACON [1EP]

Once per Turning point, one operative equipped with an homing beacon can perform the following action:

ACTIVATE HOMING BEACON1AP

An operative can perform this action while within of an objective marker it controls. Each time this action is performed, that objective marker gains 1 Homing Beacon point (we suggest you denote this by placing a differently coloured dice next to that objective marker). If, when you are randomly determining which objective marker should be removed from the tabletop, the objective marker selected has 1 or more Homing Beacon points, reduce the number of Homing Beacon points on that objective marker by 1 and then randomly determine an objective marker again (if this objective marker is randomly selected again, and it still has 1 or more Homing Beacon points on it, repeat this process until you have selected an objective marker with no Homing Beacon points to remove).

MISSION OBJECTIVE
At the end of each Turning Point, the players score a number of victory points for each objective they control, depending on the Turning Point, as shown below:

Turning PointVPs Scored per Objective Marker Controlled
12
22
33
46

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
Personally Secured: If you are currently undertaking the Recover Archeotech or Honour-bound Spec Op, then at the end of the battle, if a LEADER from your kill team is controlling the Landed Supplies objective marker, reduce by 1 the number of games required to complete that Spec Op’s Operation 1.


Mission 3.1

Ambush

Your forces have prepared an ambush for an enemy patrol and lain in wait for the perfect moment to strike. Alas, mere moments before you strike, the prey has realised their danger, and unless you attack now all hope of a swift victory will be lost.

MISSION RULES
Concealed Positions: In this mission, the Attacker must set up all their operatives first, using concealed deployment. To do so, first assign a unique number to each friendly operative in your kill team. Then, instead of setting up the operative on the killzone, you instead set up a marker with that operative’s number on face down (you can alternatively place a number or dice next to the marker, just so long as it corresponds to one of your operatives and is kept secret from your opponent for now). The Attacker must set up their markers between their two drop zones as evenly as possible.

Once all the Attacker’s Concealed Deployment markers are set up, the Defender then sets up their entire kill team as normal. Once they have done so, the Attacker’s Concealed Deployment markers are all turned face up and replaced with the corresponding operative.

Element of Surprise: The Attacker decides who has the initiative in the first Turning Point.

Escape: The Defender’s operatives can move off the Attacker’s killzone edge. If they do, they are said to have escaped and take no further part in this mission, but do not count as having been incapacitated for any rules reasons.

MISSION EQUIPMENT
The Attacker’s operatives can be equipped with the following equipment:

DECOY [1EP]

For each operative in your kill team that is equipped with a decoy, you can set up one additional Concealed Deployment marker when you set up your forces. This marker is blank, and is removed after all other non-decoy markers have been replaced with operatives.

The Defender’s operatives can be equipped with the following equipment:

SCANNERS [2EP]

For each operative in your kill team that is equipped with scanners, you can, before setting up any of your operatives during deployment, select one Concealed Deployment marker on the killzone. The Attacker must turn the marker face up and, if it is an operative, replace that marker with the corresponding operative.

MISSION OBJECTIVE
  • Each time one of the Defender’s operatives escapes, the Defender scores 2VPs.
  • Each time one of the Defender’s operatives is incapacitated, the Attacker scores 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 the Attacker scores 3 or more VPs from Seek and Destroy Tac Ops during this battle, they gain 1 additional Requisition point.
  • If the Defender scores 3 or more VPs from Security Tac Ops during this battle, they gain 1 additional Requisition point.

SPEC OPS BONUS
Perfect Ambush: If the Attacker is currently undertaking the Purge Order or Elimination Spec Op, then at the end of the battle, if every enemy operative was injured or incapacitated, reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Evasion: If the Defender is currently undertaking the Extraction or Breakout Spec Op, then at the end of the battle, if at least half of their operatives escaped the ambush, reduce by 1 the number of games required to complete that Spec Op’s Operation 1.


Mission 3.2

Evac Inbound

Hold firm. Relief force and evacuation transport inbound. You will be rescued. Do not let the intelligence you’ve retrieved fall into enemy hands. Do whatever it takes.

MISSION RULES
Surrounded: In this mission the Defender does not have a killzone edge. In contrast, any and every killzone edge counts as the Attacker’s killzone edge.

Fort: The four Wall terrain features in this mission are combined to create a single Fort. Operatives cannot move into this Fort - they must instead climb onto its Vantage Point.

Relief Forces Inbound: After the Defender has selected their kill team, they must divide their kill team into two forces, with as equal a number of models in each as possible. The Attacker then selects one of these forces: that force is the Relief Force and will not start the battle on the killzone, but will arrive later during the battle. Operatives in the other group are known as the Spies.

Reinforcements Have Arrived: At the start of the Strategy phase of the second Turning Point, the Defender rolls one D6 for each of their Relief Force operatives: on a 4+, that operative has returned to the killzone and the Defender can set that operative up anywhere that is wholly within of any battlefield edge and not within Engagement Range of an enemy operative. At the start of the Strategy phase of the third Turning Point, all of the Defender’s remaining Relied Force operatives return to the killzone, and are set up anywhere that is wholly within of any battlefield edge and not within Engagement Range of an enemy operative.

Low Ammo: Each time a Spy operative performs a Shoot or Overwatch action, after that action has been resolved, roll one D6: on a 1-2, place a marker next to that operative to denote it is Out of Ammo. That operative cannot perform any Shoot or Overwatch actions with any weapons listed on their datacards while it has this marker.

Spy Operatives can perform the following mission action:

REDISTRIBUTE AMMO & RELOAD1AP

Each time this action is performed, you can remove the Out of Ammo marker from this operative.

MISSION EQUIPMENT
The Attacker’s operatives can be equipped with the following equipment:

JAMMERS [1EP]

Once per Turning Point, when the Defender rolls to see if a Relief Force operative arrives in the killzone, an operative equipped with jammers can use them. If they do, the Defender must subtract 1 from the dice roll.

The Defender’s operatives can be equipped with the following equipment:

SPARE AMMO [1EP]

Once per battle, the first time an ammo roll is failed for this operative, that ammo roll is considered to have been passed instead.

MISSION OBJECTIVE
  • At the end of each Turning Point, the Defender scores 1 Victory point for each of their Spy operatives that are on a Vantage Point of a terrain feature that is wholly within their drop zone (to a maximum of 3VPs per Turning Point).
  • Each time one of the Defender’s Spy operatives is incapacitated, the Attacker scores 3VPs.
  • At the end of the battle, for each of the Defender’s Spy operatives that are on the battlefield and injured, or that are on the battlefield but not on a Vantage Point of a terrain feature that is wholly within their drop zone, 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 the Attacker scores 3 or more VPs from Infiltration Tac Ops during this battle, they gain 1 additional Requisition point.
  • If the Defender scores 3 or more VPs from Recon Tac Ops during this battle, they gain 1 additional Requisition point.

SPEC OPS BONUS
No Prisoners: If the Attacker is currently undertaking the Purge Order or Honour Bound Spec Op, then at the end of the battle, if everyone of the Defender’s Spy operatives was injured or incapacitated, reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Exfiltration: If the Defender is currently undertaking the Extraction or Secure District Spec Op, then at the end of the battle, if none of their Spy operatives were incapacitated and all of them are within the Defender’s drop zone, reduce by 1 the number of games required to complete that Spec Op’s Operation 1.


Mission 3.3

Breach Defences

The army attacks the enemy Lines in force tomorrow. To pave the way, you must breach the enemy’s defences. Under cover of darkness, scale or circumvent them and plant sapping charges. Operational freedom granted - if opportunity presents itself, destroy anything else of value you can find.

MISSION RULES
Operatives can perform the following mission action:

SAPPING CHARGES1AP

An operative can perform this action while within of an objective marker they control that is within the enemy’s drop zone and has not already been sapped. If an operative performs this action, until the end of the Turning Point, they cannot perform any Charge or Shoot actions. Each time an operative performs this action, that objective marker is said to have been sapped.

MISSION EQUIPMENT
Operatives can be equipped with the following equipment:

GRAPNEL-HOOKS [1EP]

The operative gains the following ability:

Grapnel-hook:
  • Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3 it travels are counted as for that climb.
  • This operative does not need to be within of a physical and climbable part of a terrain feature in order to climb it.
  • Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
  • Each time this operative drops, it counts any vertical distance it travels as half for that drop.

MISSION OBJECTIVE
  • At the end of each Turning Point, you score 1VP if one of more friendly operatives are wholly within the enemy’s drop zone.
  • At the end of each Turning Point, you score 1VP if you control the Oil Pump Vantage Point objective marker.
  • At the end of the battle, you score 4VPs for each objective marker in the enemy’s drop zone that was sapped.
  • At the end of the battle, you score 2VPs for each objective marker in your drop zone that was not sapped.

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 1 or more VPs from Security Tac Ops and 1 or more VPs from Infiltration Tac Ops during this battle, you gain 1 additional Requisition point.

SPEC OPS BONUS
Defences Penetrated: If you are currently undertaking the Demolition or Infiltrate the Enemy Spec Op, then at the end of the battle, if you have sapped both enemy objective markers and have at least two operatives within your opponent’s drop zone, reduce by 1 the number of games required to complete that Spec Op’s Operation 1.


Killzone: Octarius

Killzone: Octarius is a killzone made up of the detritus and debris of battle. While it might appear ramshackle, it is in fact a defendable position that allows operatives to use cover and safely advance on their enemy. It also provides numerous vantage points to rain down fire on enemies seeking shelter behind barricades and scrap piles. Killzone: Octarius consists of the following terrain features, with their traits detailed below:

Ramshackle Wall

A Ramshackle Wall terrain feature includes parts with different traits (Traversable, Heavy, Vantage Point).


Oil Pump

An Oil Pump includes a part with the Vantage Point trait. All other parts of it have the Heavy trait.


Ramshackle Barricade

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


Scrap Pile

All parts of a Scrap Pile terrain feature have the Light and Scramble traits.


Scramble: An operative cannot climb over this part of the terrain feature. Instead, they must scramble over it. To do so, an operative must perform a Scramble Over or Charge Over action.

SCRAMBLE OVER1AP

An operative can perform this action while within of a part of a terrain feature that has the Scramble trait. This action is treated as a Normal Move action. Move the active operative following the same rules as a Normal Move action with the following exceptions:
  • Move the operative as though it can FLY and has an unlimited Movement characteristic.
  • It must finish the move within of a part of this terrain feature that has the Scramble trait.
  • It can move within Engagement Range of an enemy operative, but cannot finish its move within Engagement Range of an enemy operative.
An operative cannot perform this action if it is within Engagement Range of an enemy operative. In addition, an operative cannot perform this action in the same activation in which it performed the Fall Back or Charge action.

CHARGE OVER1AP

An operative can perform this action while within of a part of a terrain feature that has the Scramble trait. This action is treated as a Charge action. Move the active operative following the same rules as a Charge action with the following exceptions:
  • Move the operative as though it can FLY and has an unlimited Movement characteristic.
  • It must finish the move within of a part of this terrain feature that has the Scramble trait.
An operative cannot perform this action if it has a Conceal order or if it is within Engagement Range of an enemy operative. In addition, an operative cannot perform this action in the same activation in which it performed the Normal Move or Fall Back action.

Dataslates and Datacards

Orks and Veteran Guardsman Datacards:


Veteran Guardsman Narrative Dataslate:


Orks 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.
Fly
Each time an operative makes any kind of move, if it has the FLY keyword, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).
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 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 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.
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.
© Vyacheslav Maltsev 2013-2021