The defeated kill team have escaped from the flooded hold, coming upon a steeply inclined surface leading to some far lower deck. Foul liquid runoff from the swamp and thick fungal growths have turned the slope into a slick and boggy mire, on which both the Breachers and the Kinband struggle to find purchase. The defeated kill team must make a break for it and find an escape route quickly, lest they be routed entirely.
MISSION RULES
Evasion Priorities: Players do not have killzone edges for this battle, and they do not
select Tac Ops. The battle does not end after four
Turning Points. Instead, it ends at the end of a Turning Point in which the Defender has no operatives left in the killzone or one player concedes.
Steep Slope: An operative is on the slope if it’s within the area of the killzone between the two green arrows. Each time a friendly operative on the slope is activated, unless its base is touching a terrain feature, take a fall test for it after determining its order. Roll one D6 if that operative has a
Conceal order, or two D6 if it has an
Engage order. If any result is a 4+, that operative falls (see Fall below). Alternatively, you can choose for a friendly operative to fall (no dice roll is required).
Fall: Each time an operative falls, it must immediately perform a
Normal Move action with the following exceptions:
- It costs 2AP (unless the operative generated less, in which case it costs the normal 1AP).
- It must move D3+1 increments of (regardless of its M characteristic or any other rules) in a straight line indicated by the green arrows.
- Ignore Engagement Range to perform that action and during the move; it can therefore end the move within Engagement Range of an enemy operative.
- If its base comes into contact with a terrain feature, it stops.
- If its base comes into contact with another operative, roll one D6: on a 1-3, it stops; on a 4+, it moves across that operative. It must finish the move in a location it can be placed, so if it can’t, place it as close as possible to its correct final location.
Treacherous Footing: Each time an operative that hasn’t fallen performs an action in which it moves:
- If it would move up the slope in any way (i.e. further from the Escape killzone edge), it cannot move more than for that action.
- If it would move in any other direction on the slope, it cannot move more than 3 for that action.
Dead End: Some of the rooms on the mission map may be blocked. The first time an operative moves within each room, if fewer than two blocked rooms have been discovered, roll one D6: on a 4+, it’s a blocked room. The Defender’s operatives cannot move off the killzone edge in blocked rooms (see mission objective).
MISSION OBJECTIVE
The Defender’s operatives can move off the Escape killzone edge (the whole of their base needs to do this) to escape. At the end of the battle, determine the percentage of the Defender’s kill team selected for deployment that escaped (rounding down to the nearest percentage grade) and consult the table below to determine how many victory points each player scores.
% Grade | Attacker’s VPs | Defender’s VPs | 0 | 12 | 0 | 20 | 10 | 4 | 40 | 8 | 6 | 50 | 7 | 7 | 60 | 6 | 8 | 80 | 4 | 10 | 100 | 0 | 12 |
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