Shadow Ops: Last Stand

These asymmetrical missions provide a spectacular cinematic gaming experience as a veteran band of warriors stand against wave after wave of foes. Defensive assets - such as mines or smoke bombs - can help to stave off the inevitable, but in the end these battles can only end one way. It’s just a case of how many of the foe you take with you to the grave!


Books

BookKindEditionVersionLast update
  Kill Team Annual 2022
  Kill Team Annual 2022Expansion2September 2022

Shadow Operations: Last Stand Mission Pack

The missions found in this section are thematic, asymmetrical missions (rules and objectives that vary for Attacker and Defender) that use a unique mission rule called ‘Last Stand’ where a defending kill team must hold off a numerically superior enemy for as long as possible. The Defender’s eventual defeat is inevitable, but how they make their last stand is still to be determined!

The Last Stand mission rule creates a different experience to your standard game of kill team, therefore it is especially suited to open play. However, it can work with any of the three ways to play: matched play if both players take turns being the Defender, or perhaps a one-off mission or the final mission of a campaign for narrative play.

To randomly determine a Shadow Operations: Last Stand mission, one player rolls one D3 to determine a mission from the table below.

Last Stand

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.

Last Stand Assets

Some of the assets presented here will specify making shooting attacks 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 Command Re-roll, 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
-
Mission 1

Make Your Stand

Sooner or later you have to pick the place to make your stand, then plant your banner there and fight to the last. This kill team is doing just that. All that remains is to die with honour.

MISSION RULES
Planted Banner: In the Generate Command Points step of each Strategy phase, if friendly operatives control the objective marker, you gain 1 additional Command point.

ATTACKER’S MISSION OBJECTIVE
If the Attacker’s operatives control the objective marker at the start and end of the same Turning Point, the Attacker wins.

Mission 2

Hold At All Costs

Perhaps it is a precious relic, or a fragment of knowledge valued higher than worlds. Maybe it is a vital installation, the loss of which would spell disaster. Whatever the case, it is worth more than mere lives.

MISSION RULES
At All Costs: While an operative the Defender controls is within of an objective marker:
  • Each time it would lose a wound, roll one D6: on a 6, that wound is not lost.
  • You can ignore any or all modifiers to its APL and to the BS and WS characteristics of its ranged and melee weapons respectively.

ATTACKER’S MISSION OBJECTIVE
If the Attacker’s operatives control every objective marker at the end of a Turning Point, the Attacker wins.

Mission 3

Final Transmission

The message is all that matters now. The vital intelligence must be transmitted. It is worth the sacrifice of every last warrior under your command — a butcher’s bill you will have to pay all too soon.

MISSION RULES
Final Transmission: At the end of the Set Up Operatives step, the Defender selects one friendly operative to be the operative transmitting. For the battle:
  • That operative’s APL characteristic is treated as being 1 lower (note that this is not a modifier).
  • While that operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).

ATTACKER’S MISSION OBJECTIVE
If the operative transmitting is incapacitated, the Attacker wins.

Equipment
You can only select each equipment with the Indirect special rule (e.g. dynamite, krak grenade, fusion grenade) once per battle. If a friendly operative already equipped with such equipment is selected for deployment (e.g. ASSAULT GRENADIER PATHFINDER operative), this counts as your selection.
COMMAND RE-ROLL1CP
Tactical Ploy
Use this Tactical Ploy after rolling one of your attack dice or defence dice. You can re-roll that dice.
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).
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.
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.

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. The operative cannot move over any other terrain features during this move.
  • 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.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).
Obscured
Regardless of whether a target operative has an Engage or Conceal order, if an Obscuring terrain feature is in the way, an active operative may be unable to have LoS to them. For an intended target to be Obscured, the following must be true:
  • The intended target is more than from a point at which a Cover line crosses a terrain feature that is Obscuring (see Terrain Traits). However, if the active operative is within of a point at which a Cover line crosses a terrain feature that is Obscuring, that part of the terrain feature is not treated as Obscuring.
Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.

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