Missions from the Shadow Operations: Last Stand mission pack use the Last Stand mission rule, which creates a battle where one kill team is outnumbered and must hold off the other for as long as possible. If a mission uses the Last Stand mission rule, the following additional rules take effect for the battle:
Defensive Position
In the
Set Up the Killzone step, the players gather the terrain features and set them up as specified below, repeating this process until all terrain features have been set up.
- The Defender selects three terrain features that have not been set up yet and places them into a pool (if less than three remain, they select as many as possible).
- The Attacker selects one terrain feature from that pool and sets it up. They cannot set it up within of the Defender’s drop zone, and Heavy terrain cannot be set up within of each other.
- The Defender sets up the remaining terrain features from that pool. They cannot set them up within of the Attacker’s drop zone, and Heavy terrain cannot be set up within of each other.
In the
Set Up Operatives step, the Attacker must set up their operatives first, and they must do so wholly within their drop zone (they cannot use any rules that allow them to set up operatives elsewhere).
Superior Numbers
In the
Ready Operatives step of each
Turning Point, the Attacker can roll one D6 for each friendly operative that is
incapacitated and removed from the killzone, adding one to the result for each Preparing token that operative has (if any).
- On a 1-3, that operative gains a Preparing token for future rolls.
- On a 4+, remove all Preparing tokens that operative has, then the Attacker sets that operative up again within of their killzone edge with an Engage or Conceal order. Any equipment they had earlier in the battle is removed.
At the end of the Ready Operatives step of each Turning Point, the Attacker can select any friendly operatives that have fewer than half of their wounds remaining to be removed from the killzone as incapacitated.
Designer’s Note: In narrative play, the Attacker’s operatives are ‘standard’ warriors for this battle, rather than an elite kill team. As such, the Attacker should not use a narrative dataslate or narrative datacards for this battle (ignore Battle Honours, Battle Scars, experience etc.). Assume they are different operatives altogether (albeit of the same type). Note, however, that the Defender can use narrative dataslates and narrative datacards as normal, and their total Battle Honours do not provide any additional Command points or equipment points to the Attacker.
Mission Critical
Tac Ops are not in use. In addition, the battle does not end after four
Turning Points; instead, the battle ends when the Attacker achieves the mission objective. This means the Defender cannot win: it is only a matter of time until the Attacker manages to wear them down and achieve victory! This is the idea of Last Stand missions - to determine how long the Defender can survive.
We recommend keeping track of how many Turning Points the Defender can prevent the Attacker from achieving victory, as well as how many wounds the Attacker’s operatives lose. Then players can repeat the battle, swapping the role of Attacker and Defender, and compare their results.
Last Stand Assets
At the start of the
Set Up Barricades step, before setting up barricades, the Defender selects four
Last Stand assets from those presented below. Each Last Stand asset can be selected a maximum of once per game. Tokens for Last Stand assets should be placed before players set up barricades.
against operatives. In such instances, for the purposes of the shooting sequence, the player controlling the target operative is the Defender and their opponent is the Attacker. Tactical Ploys (including
, see the Kill Team Core Book) cannot be used for attack dice rolled for these shooting attacks.
Ammo Cache
Place one of your Ammo Cache tokens anywhere in the killzone that is more than
from the Attacker’s drop zone and not on a terrain feature (unless it has the
Insignificant trait or is on a
Vantage Point).
Each time a friendly operative makes a
shooting attack within
of your Ammo Cache token, in the
Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.
Barbed Wire
Place two of your Barbed Wire tokens anywhere in the killzone that is within 2
of each other, more than
from the Attacker’s drop zone and not on a terrain feature (unless it has the
Insignificant trait). Draw an imaginary line 1mm wide between the centre of those tokens (known as a barbed wire line). If the barbed wire line crosses a terrain feature, set up those tokens again elsewhere.
Each time an operative that cannot
FLY performs a
Charge or
Dash action, it cannot move across a barbed wire line. Each time an operative that cannot
FLY performs any other action in which it moves, if it would move across a barbed wire line, subtract
from the distance it can move during that action.
Electrified Terrain
Select one
Light terrain feature in the killzone that is more than
from the Attacker’s drop zone.
Defence dice cannot be automatically retained as a result of
Cover from that terrain feature (they must be rolled instead). In addition, unless they can
FLY, operatives cannot
climb or
traverse that terrain feature, finish a move with their base touching it, or perform any
actions unique to that terrain feature that would allow an operative to move over it (e.g.
Scramble Over in
Killzone: Octarius).
Gas Bomb
Place one of your Gas Bomb tokens anywhere in the killzone that is more than
from the Attacker’s drop zone and not on a terrain feature (unless it has the
Insignificant trait).
Once during the battle, at the start of the
Play Strategic Ploys step of the
Strategy phase, you can detonate your gas bomb. If you do so:
- Your Gas Bomb token creates an area of gas with a radius and unlimited upward height (but not below).
- If an operative is within or moves within an area of gas, until the end of the Turning Point, worsen the Ballistic Skill and Weapon Skill characteristics of the ranged and melee weapons it is equipped with by 1 respectively.
- If an operative is within or moves within an area of gas, subtract 1 from its APL (note that if an operative moves within , but was not activated within , you would modify its APL characteristic until the end of its activation but it would not lose any action points).
- At the end of each Turning Point, if your Gas Bomb token is in the killzone and creating an area of gas, roll one D6, adding one to the result for each previous Turning Point in which that token created an area of gas. On a 5+, remove that token.
Minefield
Place one of your Minefield tokens anywhere in the killzone that is more than
from the Attacker’s drop zone and not on a terrain feature (unless it has the
Insignificant trait).
Once per activation, if an enemy operative moves within
of your Minefield token, make a
shooting attack against that operative using the profile below. When making that shooting attack, that enemy operative is always a valid target and cannot be in
Cover.
| Name | A | BS/WS | D |
| Minefield | 5 | 3+ | 4/5 |
At the end of that shooting attack, roll one D6, adding one to the result for each other shooting attack made with this asset during the battle. On a 5+, remove that Minefield token.
Reinforced Cover
While an operative has a
Conceal order and is in
Cover provided by your
barricades, other operatives cannot treat it as having an
Engage order as a result of a
Vantage Point.
Remote Charge
Place one of your Remote Charge tokens anywhere in the killzone that is more than
from the Attacker’s drop zone and not on a terrain feature (unless it has the
Insignificant trait).
The Defender’s kill team can perform the following mission action once per battle:
REMOTE CHARGE1AP
Perform a free
Shoot action using the following ranged weapon, then remove your Remote Charge token.
| Name | A | BS/WS | D |
| Remote Charge Detonator | 4 | 2+ | 4/6 |
Special Rules | ! |
AP1, Silent, Explosive* | - |
*Explosive: If this operative performs a
Shoot action with this weapon, make a shooting attack against each operative within
of your Remote Charge token. When making those
shooting attacks, those operatives are always valid targets and cannot be in
Cover. An operative cannot make a shooting attack with this weapon by any other means (i.e. it can only do so by performing the
Remote Charge action).
Smoke Bomb
Place one of your Smoke Bomb tokens anywhere in the killzone that is more than
from the Attacker’s drop zone and not on a terrain feature (unless it has the
Insignificant trait).
Once during the battle, at the start of the
Play Strategic Ploys step of the
Strategy phase, you can detonate your smoke bomb. If you do so:
- Your Smoke Bomb token creates an area of smoke with a radius and unlimited upward height (but not below).
- An operative is Obscured if every Cover Line drawn to it crosses an area of smoke.
- At the end of each Turning Point, if your Smoke Bomb token is in the killzone and creating an area of smoke, roll one D6, adding one to the result for each previous Turning Point in which that token created an area of smoke. On a 5+, remove that token.
Surveillance Device
Place one of your Surveillance Device tokens anywhere in the killzone that is more than
from the Attacker’s drop zone and not on a terrain feature (unless it has the
Insignificant trait).
For the purposes of
Line of Sight, while an operative the Attacker controls has a
Conceal order and is within 2
of that token, and
Cover lines can be drawn from the centre of that token to it without crossing
Heavy terrain, the Defender’s operatives treat that operative as having an
Engage order.
Tripwire Grenades
Place two of your Tripwire tokens anywhere in the killzone that is within 2
of each other, more than
from the Attacker’s drop zone and not on a terrain feature (unless it has the
Insignificant trait). Draw an imaginary line 1mm wide between the centre of those tokens (known as a tripwire line). If the tripwire line crosses a terrain feature, set up those tokens again.
The first time an enemy operative that cannot
FLY moves across a tripwire line, you must make a
shooting attack against that operative using the profile below. When making that shooting attack, that enemy operative is always a valid target and cannot be in
Cover. At the end of that shooting attack, remove those Tripwire tokens.
| Name | A | BS/WS | D |
| Tripwire Grenades | 4 | 3+ | 4/5 |
Special Rules | ! |
AP1, Relentless | - |