Shadowvaults

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  Kill Team: Shadowvaults
  Kill Team: ShadowvaultsExpansion2December 2022

Shadow Operations: Shadowvaults Mission Pack

Below, you will find nine missions from the Shadow Operations: Shadowvaults mission pack. These are missions themed around the assault and looting of vaults aboard the Gallowdark. They 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. The missions increase in detail, with the first three missions being the most straightforward, the second three missions requiring more thought and consideration, and the final three missions being the most detailed with an entirely new mission rule called ‘Infiltration’, described below.

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. They have been designed to immerse you in the story of your operatives as they fight for key troves in the Gallowdark, with a particular mind to rewarding players who use these missions as part of a Spec Ops campaign. Therefore, they are especially suited to narrative play.

The missions use Killzone: Gallowdark, and Killzone: Shadowvaults to supplement it. The location of terrain features are specified using a key system.

To randomly determine a Shadow Operations: Shadowvaults 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.


Infiltration

The Infiltration mission rule creates a prologue to the battle in which the Attacker’s kill team will attempt to infiltrate the killzone and the Defender will attempt to detect them. In a battle with the Infiltration mission rule, the following changes take effect for the mission sequence:
  • In the Set Up Operatives step, only the Attacker sets up their operatives, and they must do so wholly within their drop zone (they cannot use any rules that allow them to set up operatives elsewhere).
  • Players do not complete the Scouting step. Instead, the Defender places Detection token(s) as specified by the mission, and players resolve Infiltration, as described below.
  • Victory points cannot be scored during Infiltration.
  • Once the alarm is raised, continue the battle as described below.

Infiltration

Infiltration is conducted in rounds, each consisting of an Infiltrator phase and a Detection phase. In the Infiltrator phase, the Attacker activates their operatives with a Conceal order one at a time as if it were the Firefight phase (one in which their opponent does not activate their operatives). The Attacker cannot activate operatives with an Engage order or change their operatives’ orders during Infiltration. Once they have activated all their operatives with a Conceal order, the Infiltration phase ends.

In the Detection phase, the Defender moves their Detection token(s) up to a distance as specified by the mission; they cannot be moved outside of the detection zone marked on the mission’s map in light grey. Once they have done so, the Attacker readies their operatives with a Conceal order and a new Infiltration round begins.

Raising the Alarm

The alarm is raised if any of the following conditions are met:
  • An operative the Attacker controls is within the detection zone and within 2 of a Detection token.
  • An operative the Attacker controls is within of the Defender’s drop zone.
  • The Attacker chooses to begin the assault, which automatically raises the alarm.
  • Any other conditions specified by the mission.
When the alarm is raised, Infiltration ends (after any action that was being performed) and the Defender sets up their operatives as specified by the Set Up Operatives step (they cannot use any rules that allow them to set up operatives elsewhere). The players then begin the battle, and in the first Initiative phase, the Defender chooses who has the initiative. Remember, in the first Turning Point, operatives must have the order given to them when they were set up (unless otherwise specified).
Mission 1.1

Deadly Juncture

A deadly juncture between the halls roamed by rival kill teams is guarded by a sentry turret programmed to engage anything that comes close on sight. A clash over territory begins amidst the hail of turret fire.

MISSION RULES
Programme Turret (1AP): An operative can perform this action while it controls a Security Panel terrain feature and another friendly operative controls the other Security Panel terrain feature. Until one of your opponent’s operatives performs this action, your operatives are not valid targets for shooting attacks made by the Sentry Turret terrain feature.

MISSION OBJECTIVE
At the end of each Turning Point and at the end of the battle:
  • For each objective marker friendly operatives control, you score 1 VP.
  • If any friendly operatives are within the enemy drop zone, you score 1 VP.

SPEC OPS CAMPAIGN

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

MISSION BONUS
If you were victorious and there were no enemy operatives within your drop zone at the end of the battle, in the Update Dataslates step of that mission, operatives on your dataslate that did not take part in that battle are treated as being rested for one additional battle.

SPEC OPS BONUS
Juncture Held: If you 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 1.2

Passageway of Death

Two rooms hold a plethora of vital equipment waiting to be seized, but the passageway between them is as deadly as it is vital, for a sentry turret guards the route.

Defensive Juncture: The Security Panel and Sentry Turret terrain features are not set up as normal. Instead, in the Select Drop Zone step, after the Defender selects their drop zone, they set both of those terrain features up in either location 1 or location 2, as specified by the mission map. In the Set Up Operatives step, operatives must be set up wholly within their drop zone (players cannot use any rules that allow their operatives to set up elsewhere).

Operatives can perform the following mission actions:

LOOT1AP

An operative can perform this action while within range of a Beta objective marker it controls that has not been looted during this Turning Point. Until the start of the next Turning Point, that objective marker has been looted.

PROGRAM TURRET1AP

An operative can perform this action while it controls the Security Panel terrain feature. Until one of your opponent’s operatives performs this action, your operatives are not valid targets for shooting attacks made by the Sentry Turret terrain feature.

MISSION OBJECTIVE
Each time a friendly operative performs the Loot mission action, you score 1VP.

At the end of each Turning Point, if friendly operatives control the Alpha objective marker, you score 1VP and can move that objective marker up to directly towards or away from the Sentry Turret terrain feature.

SPEC OPS CAMPAIGN

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

MISSION BONUS
If you were victorious and looted both Beta objective markers during the battle, you gain 1 Requisition point.

SPEC OPS BONUS
Loot Secured: If you 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.

Mission 1.3

Uncover Riches

Two kill teams descend on an ancient vault intent on picking it clean and making off with as much equipment and as many artefacts as they can carry.

MISSION RULES
Operatives can perform the following mission actions:

LOOT1AP

An operative can perform this action while within range of an objective marker it controls (excluding the Robot terrain feature) that has not been looted during this Turning Point. Until the start of the next Turning Point, that objective marker has been looted.

PROGRAM ROBOT1AP

An operative can perform this action while it controls the Robot terrain feature. That Robot terrain feature is now operational. Until an enemy operative performs this action, you command the Robot terrain feature. Remember, it can only be activated once per phase, even if your opponent subsequently commands it.

MISSION OBJECTIVE
Each time a friendly operative performs the Loot mission action, you score 1 VP (to a maximum of 3VPs per player per Turning Point).

At the end of the battle, if friendly operatives control the Robot terrain feature, you score 3VPs. If no operatives control it but you command it, you score 3VPs.

SPEC OPS CAMPAIGN

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

MISSION BONUS
At the end of the battle, if you are victorious and control more than half of the objective markers (exclude the Robot terrain feature for the purposes of determining this), you gain 1 Requisition point.

SPEC OPS BONUS
Vault Ransacked: If you 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.

Mission 2.1

Demolition Run

The attacker plans to destroy a rival’s supply store. They have tripped a proximity alarm, however, and the defender rushes to protect their equipment and rations, aiming to repel the attackers before it’s too late.

MISSION RULES
Demolition Run: Players do not set up barricades. In the Set Up Operatives step, operatives must be set up wholly within their drop zone (players cannot use any rules that allow their operatives to set up elsewhere). The battle does not end after four Turning Points; instead, the battle ends if the Bomb terrain feature explodes, at the end of a Turning Point in which the Attacker has no operatives in the killzone or one player concedes.

Bomb Robot: The Attacker has an operational Robot terrain feature it commands that has a Bomb terrain feature placed upon it. In the Set Up Operatives step, when the Attacker sets up their operatives, they must also set up the Robot terrain feature wholly within their drop zone with an Engage order. If the Robot terrain feature becomes dormant (i.e. if it is incapacitated), operatives can perform the Pick Up action while they control the Bomb terrain feature; it is treated as a token for such rules purposes (e.g. the operative can drop it at any point during its activation without subtracting any additional action points). While an operative with a Wounds characteristic of 10 or less is carrying a Bomb terrain feature, it cannot perform Dash actions.

At the end of a Turning Point, if a Bomb terrain feature is armed (see Operate Bomb action below), it will explode: all operatives within of the Bomb terrain feature are incapacitated; if the Bomb terrain feature is within of an objective marker, that objective marker is sabotaged.

Operatives can perform the following mission actions:

OPERATE BOMB1AP

An operative can perform this action while it controls the Bomb terrain feature. If an operative the Attacker controls is performing this action, the Bomb terrain feature is armed. If an operative the Defender controls is performing this action, the Bomb terrain feature is disarmed.

SABOTAGE SUPPLIES1AP

An operative the Attacker controls can perform this action while within of a non-sabotaged objective marker it controls. That objective marker is sabotaged.

MISSION OBJECTIVE
At the end of the battle:
  • For each objective marker that is sabotaged, the Attacker scores 2VPs. For each that isn’t, the Defender scores 2VPs.
  • If the Bomb terrain feature has exploded within of an objective marker, the Attacker scores 6VPs. If it hasn’t, the Defender scores 6VPs.

SPEC OPS CAMPAIGN

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

MISSION BONUS
If you were victorious and scored 8 or more victory points from the mission objective, you can distribute up to 3XP amongst the operatives selected for deployment (this is not affected by a passed Casualty test).

SPEC OPS BONUS
Demolition Successful: 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.

Resources Held: If you are the Defender, are victorious and are currently undertaking the Perform Ritual Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Mission 2.2

Storm the Vault

The defender has taken refuge in a well-supplied vault and has hastily fortified their position. The attacker intends on rooting them out and taking the spoils left behind for themselves.

MISSION RULES
Vault Assault: Neither player has a killzone edge, nor can they set up barricades. In the Set Up Operatives step, operatives must be set up wholly within their drop zone (players cannot use any rules that allow their operatives to set up elsewhere).

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

HATCHWAY BATTENS [1EP]

In the Set Up Operatives step, when this operative is set up, you can select one Hatchway within of this operative (each Hatchway can only be selected for this once). Until it is opened, that Hatchway is battened down. While a Hatchway is battened down, the first time the Operate Hatch action is performed on that Hatchway, it is not opened (it must be performed a second time in the battle to open that Hatchway).
The Attacker’s operatives can be equipped with the following equipment:

BREACHER ROBOT [4EP]

The operative’s controlling player gains an operational Robot terrain feature it commands. In the Set Up Operatives step, when the Attacker sets up their operatives, they must also set up the Robot terrain feature wholly within their drop zone with an Engage order. Each time the Robot terrain feature is activated, instead of performing the actions specified here, it can perform the following action for free:

Engage Breaching Saw: This terrain feature can perform this action while within of a closed Hatchway. Open that Hatchway and that Hatchway cannot be closed again during the battle. Note that Hatchway Battens have no effect on this action.

MISSION OBJECTIVE
At the end of each Turning Point after the first, and at the end of the battle, for each objective marker friendly operatives control, 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:

MISSION BONUS
At the end of the battle, if you are victorious and control all of the objective markers, in the Update Dataslates step of that mission, you can re-roll one Casualty test.

SPEC OPS BONUS
Enemy Defeated: 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.

Vault Held: If you are the Defender, are victorious and are currently undertaking the Extraction Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Mission 2.3

Hold Out

The attacker gears up for an assault on the defender’s position, bringing heavy equipment with them for the task. The defender must stand firm and repel the aggressors.

MISSION RULES
Defensive Position: In the Set Up Operatives step, when the Defender sets up their operatives, they can open any Hatchways wholly within their drop zone. This battle lasts for five Turning Points, instead of four.

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

HATCHWAY BATTENS [1EP]

In the Set Up Operatives step, when this operative is set up, you can select one Hatchway in the killzone (each Hatchway can only be selected for this once). Until it is opened, that Hatchway is battened down. While a Hatchway is battened down, the first time the Operate Hatch action is performed on that Hatchway, it is not opened (it must be performed a second time in the battle to open that Hatchway).

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

BOMB [4EP]

The operative is carrying a Bomb terrain feature for the battle. Operatives can perform the Pick Up action upon the Bomb terrain feature; it is treated as a token for such rules purposes (e.g. the operative can drop it at any point during its activation without subtracting any additional action points). While an operative with a Wounds characteristic of 10 or less is carrying a Bomb terrain feature, it cannot perform Dash actions.

At the end of a Turning Point, if a Bomb terrain feature is armed (see Operate Bomb action below), it will explode: all operatives within of the Bomb terrain feature are incapacitated and all Hatchways within of it are opened. If this equipment is being used in the battle, operatives can perform the following mission action:

OPERATE BOMB1/2AP

An operative can perform this action while it controls the Bomb terrain feature. If an operative the Attacker controls performs this action, the Bomb terrain feature is armed. If an operative the Defender controls performs this action, the Bomb terrain feature is disarmed. If an operative the Attacker controls would perform this action, it costs 1AP; if an operative the Defender controls would perform this action, it costs 2AP.

BREACHER ROBOT [4EP]

The operative’s controlling player gains an operational Robot terrain feature it commands. In the Set Up Operatives step, when the Attacker sets up their operatives, they must also set up the Robot terrain feature wholly within their drop zone with an Engage order. Each time the Robot terrain feature is activated, instead of performing the actions specified here, it can perform the following action for free:

Engage Breaching Saw: This terrain feature can perform this action while within of a closed Hatchway. Open that Hatchway and that Hatchway cannot be closed again during the battle. Note that Hatchway Battens have no effect on this action.

MISSION OBJECTIVE
At the end of the battle:
  • If the total APL characteristic of the Attacker’s operatives within the Defender’s drop zone is three or more, the Attacker scores 4VPs. Otherwise, the Defender scores 4VPs.
  • If more than half of enemy operatives have been incapacitated, you score 4VPs.
  • If more than three quarters of enemy operatives have been incapacitated, you score 4VPs.

SPEC OPS CAMPAIGN

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

MISSION BONUS
At the end of the battle, if the total APL characteristic of friendly operatives within the Defender’s drop zone is greater than that of enemy operatives within the Defender’s drop zone, in the Update Dataslates step of that mission, you can re-roll one Casualty test.

SPEC OPS BONUS
Enemy Defeated: 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.

Vault Held: If you are the Defender, are victorious and are currently undertaking the Extraction Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Mission 3.1

Secure Base

The kill teams have discovered a hidden chamber with reinforced walls that is easily defendable. If they can get the power on and secure the area, it can provide a safe haven within the Gallowdark.

MISSION RULES
Infiltration. See Infiltration. In the Scouting step, the Defender places two Detection tokens anywhere within the detection zone. In each Detection phase, the Defender can move each Detection token up to . During Infiltration, the alarm is also raised if an operative the Attacker controls is within an objective marker.

MISSION OBJECTIVE
At the end of the battle:
  • For each objective marker friendly operatives control, you score 3VPs.
  • For each objective marker friendly operatives control that has no enemy operatives within of it, 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:

MISSION BONUS
If you scored 12VPs from the mission objective, you gain up to 3XP to distribute across the operatives in your kill team (this is not affected by a passed Casualty test).

SPEC OPS BONUS
Attack Successful: If you are the Attacker, 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.

Attack Repelled: If you are the Defender, are victorious and are currently undertaking the Honour-bound Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Mission 3.2

Covert Attack

The attacker has acquired the means to secretly access an enemy’s vault. They sneak forward to temporarily secure the area and escape with the spoils. The defender must react quickly to prevent the enemy from doing so and cut off their withdrawal.

MISSION RULES
Infiltration: See Infiltration. In the Set Up Barricades step, only the Defender sets up barricades. In the Scouting step, the Defender places one Detection token anywhere within the detection zone. In each Detection phase, the Defender can move the Detection token up to 2. During Infiltration, the alarm is also raised if an operative the Attacker controls is within of the Alpha objective marker.

Locked Vault: Vault Hatchways have two statuses: Locked and Unlocked. They begin the battle locked, and cannot be opened while they are locked. Operatives can perform the following mission action:

ACCESS VAULT1AP

An operative can perform this action while it controls the Security Panel terrain feature. Each time a friendly operative performs this action, select for the status of the Vault Hatchways to be Locked or Unlocked.

MISSION OBJECTIVE
At the end of the battle, each player scores victory points as follows:
  • If the Attacker’s operatives control the Alpha objective marker, the Attacker scores 6VPs. Otherwise, the Defender scores 2VPs.
  • If the Attacker’s operatives control the Beta objective marker, the Attacker scores 4VPs. Otherwise, the Defender scores 4VPs.
  • If the Attacker’s operatives control the Gamma objective marker, the Attacker scores 2VPs. Otherwise, the Defender scores 6VPs.

SPEC OPS CAMPAIGN

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

MISSION BONUS
If you scored 12VPs from the mission objective, you gain 1 Requisition point.

SPEC OPS BONUS
Attack Successful: If you are the Attacker, 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.

Attack Repelled: If you are the Defender, are victorious and are currently undertaking the Honour-bound Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Mission 3.3

Lightning Raid

The attacker has discovered where the defender is hiding their stash of supplies. A sentry drone patrols the passageways so the attackers must be quick — taking what they can and retreating before the defender can react.

MISSION RULES
Infiltration: See Infiltration. In the Set Up Barricades step, players do not set up barricades. In the Scouting step, the Defender places one Detection token anywhere within the detection zone and as close as possible to their drop zone. In each Detection phase, the Defender can move the Detection token up to . During Infiltration, the alarm is also raised if an operative the Attacker controls performs the Program Robot or Loot mission action, or if the Detection token moves through a Hatchway it did not open (see Detection Drone below).

Detection Drone: In each Detection phase, instead of moving their Detection token, the Defender can open or close one Hatchway within of the Detection token.

Operatives can perform the following mission actions:

LOOT1AP

An operative the Attacker controls can perform this action while within range of a Small Equipment Pile or Weapons Locker terrain feature it controls that has not been looted during the battle (if an operative controls both Small Equipment Pile terrain features, you must select one for this action). That terrain feature has been looted and that operative is now carrying an objective marker.

PROGRAM ROBOT1AP

An operative can perform this action while it controls the Robot terrain feature. That Robot terrain feature is now operational. Until an enemy operative performs this action, you command the Robot terrain feature. Remember, it can only be activated once per phase, even if your opponent subsequently commands it.

MISSION OBJECTIVE
At the end of the battle:

The Attacker scores victory points as follows:
  • For each objective marker friendly operatives control, you score 2VPs.
  • If you command the Robot terrain feature and it is not controlled by enemy operatives, you score 3VPs.
  • If you achieved the second condition and the Robot terrain feature is wholly within your drop zone, you score 3VPs.

The Defender scores victory points as follows:
  • For each objective marker enemy operatives do not control, you score 3VPs. Note that if an objective marker has not been added to the battle, enemy operatives do not control it (see Loot action above; there are three possible objective markers in total).
  • If the Robot terrain feature is neither commanded by your opponent nor controlled by enemy operatives, you score 3VPs.

SPEC OPS CAMPAIGN

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

MISSION BONUS
If you scored 12VPs from the mission objective, you gain 1 Requisition point.

SPEC OPS BONUS
Attack Repelled: If you are the Defender, are victorious and are currently undertaking the Honour-bound Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Attack Successful: If you are the Attacker, 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.

Killzone: Shadowvaults

Killzone: Shadowvaults is a supplement to Killzone: Gallowdark. It includes various supplies and equipment associated with the vaults that exist aboard the Gallowdark, as well as threatening terrain critical to certain missions.

Some missions require operatives to control Shadowvault terrain features, and some will even specify certain types, e.g. Security Panel. In such missions, those terrain features are treated as objective markers, except that a friendly operative controls it while within of it and if the total APL characteristic of friendly operatives within . of it is greater than that of enemy operatives within of it.

Weapons Locker, Security Panel and Camera

Weapons Locker, Security Panel and Camera terrain features have the Heavy and Traversable traits.


Small Equipment Pile


A Small Equipment Pile terrain feature has the Light and Traversable traits.

Bomb


A Bomb terrain feature does not provide Cover, nor do operatives need to climb over it; they simply move over it as if it were not there, but cannot finish a move upon it. Bomb terrain features can provide additional rules that will be specified by the mission rules.

Sentry Turret


Automated Fire: In the Firefight phase, at the end of each activation, if this terrain feature has cooled down and there is a valid target for it to make a shooting attack against, it will do so against the closest valid target using its twin heavy bolter. A valid target is the closest operative within this terrain feature’s Line of Sight.

When determining Line of Sight from this terrain feature, treat it as the active operative and draw Cover and Visibility lines from any part of it. When selecting the closest valid target, if two operatives are equally close, the player who does not have the initiative selects which of those operatives is the target. When making a shooting attack with this terrain feature, the Defender’s opponent is the Attacker.

This terrain feature begins the battle cooled down. Each time after this terrain feature makes a shooting attack, it must cool down: roll two D6 and add the results together. The total result is the number of activations that must be completed until this terrain feature has cooled down.

 
Name
A
BS/WS
D
Sentry Turret Wargear
5
5+
4/5
Special Rules
!
Relentless
P1

Robot

A Robot terrain feature has the Light and Traversable traits. It has two statuses: Operational and Dormant. While it is Dormant, it has no additional traits. While it is Operational, it has the Programming trait. Unless otherwise specified, it begins the battle Dormant.


Programming: This terrain feature is commanded by a player (the mission will specify which player commands it). Once during each Firefight phase, if it has not been activated this Turning Point, it can be activated by the commanding player instead of activating a ready friendly operative. It cannot have a Conceal order, and during its activation it can perform a free Fall Back or Normal Move action, but cannot climb, jump or traverse. Note that this means it does not generate action points as normal and does not have an APL characteristic.

The commanding player’s opponent can treat this terrain feature as an enemy operative at any time. For example, they can charge it, fight it, shoot it, etc. Similarly they could decide not to treat it as an enemy operative. For example, they can perform a Normal Move action while within Engagement Range of it.

When making shooting attacks against this terrain feature, draw Cover lines to every part of the miniature, it has a Defence characteristic of 3 and a Save characteristic of 3+. If this terrain feature is selected as the target for combat, do not select a weapon or roll any attack dice for it.

This terrain feature has a Wounds characteristic of 15. If its wounds are reduced to 0 or less, its status is changed to Dormant.

This terrain feature has a Movement characteristic of 3 that cannot be modified.

Haulage Robot: In some missions, the robot will have a haulage role, carrying cargo such as loot or a bomb. The mission will specify the rules impact of this, but players should place suitable cargo on the robot to show its role.

Breacher Robot: In some missions, the robot will have a breaching role, using its breaching saw to cut through other terrain features. The mission will specify the rules impact of this (e.g. Storm the Vault), but players should place the breaching saw on the robot to show its role.

Killzone Key Reference


Dataslates and Datacards

Kasrkin and Hierotek Circle Datacards:


Kasrkin Narrative Dataslate:


Hierotek Circle 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.
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).

OPERATE HATCH1AP

An operative can perform this action while within of a Hatchway’s access point. Open or close that Hatchway. An operative cannot perform this action while within Engagement Range of an enemy operative, or if that Hatchway is open and an enemy operative is within of its access point.

An operative can perform this action during a Dash or Normal Move action, and any remaining increments of movement can be used after it does so. Note, however, that opening a Hatchway can cause the operative to be within Engagement Range of an enemy operative, in which case that Dash or Normal Move action would immediately end (unless the operative has any rules that allow it to move within Engagement Range of an enemy operative, e.g. FLY).

Designer’s Note: If a Hatchway’s status is changed and operative placement would prevent the hatch from fully opening or closing, temporarily remove the necessary operatives from the killzone, fully open or close the hatch as appropriate, then return the operatives to the killzone as close as possible to their original location. If an operative is within an enemy operative’s Engagement Range before a hatch is opened, it must be returned within Engagement Range of that enemy operative after the hatch is opened.
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.
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.
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.
Px
Piercing. Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, the weapon gains the APx special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.

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