Soulshackle

Welcome to Kill Team: Soulshackle. This is the third instalment in the latest series of Kill Team, following the fortunes of elite squads of warriors amongst the nightmarish innards of the space hulk known as the Gallowdark. Predators, thieves, assassins, crusaders and myriad others fight and explore within this deadly vessel. Either hunger or duty drive them to brave its depths.



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  Kill Team: Soulshackle
  Kill Team: SoulshackleExpansion2February 2023

Shadow Operations: Soulshackle Mission Pack

Below, you will find nine missions from the Shadow Operations: Soulshackle mission pack. These are missions themed around breaching command stations aboard the Gallowdark.

The first four missions have more symmetric mission rules and objectives, meaning both players will be attempting to achieve the same thing. The final five missions are asymmetric, where the Attacker and Defender have different goals to achieve and different strategies to achieve them. In these missions the Attacker must utilise an aggressive strategy to breach the Defender’s prepared position.

All of the missions use a specified arrangement of terrain, using the Killzone: Gallowdark and Killzone: Soulshackle terrain sets, 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. They have been designed to focus on the Breach Point terrain features, offering you a new way to interact with a Close Quarters killzone. They can be used with any of the three ways to play, but have bonuses for those using them as part of a Spec Ops campaign.

To randomly determine a Shadow Operations: Soulshackle 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

Inload Data-gheist

The enemy are accessing a functioning data control system. Whether it be a corruptive machine spirit, a security override or the transmission of military secrets, their information must be stopped at all costs!

MISSION RULES
Operatives can perform the Plant Charge and Detonate Charge mission actions, as well as the following mission actions:

INLOAD DATA-GHEIST1AP

An operative can perform this action while it controls a Console terrain feature that is not uploading a player’s program. That terrain feature is now uploading your program.

EXORCISE INLOAD1AP

An operative can perform this action while it controls a Console terrain feature that is uploading a player’s program. That terrain feature is no longer uploading a player’s program.

MISSION OBJECTIVE
At the end of each Turning Point, for each Console terrain feature that is uploading your program, 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 are victorious and at the end of the battle four or more Console terrain features were uploading your program, you gain 1 Requisition point.

SPEC OPS BONUS
Program Uploaded: If you 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 1.2

Awaken Control Cores

They are already accessing active systems. Soon they will divert enough energy to awaken even those quiescent systems that have lain dormant for millennia. We must sever their access or the ancient data will be lost.

MISSION RULES
Operatives can perform the Plant Charge and Detonate Charge mission actions, as well as the following mission actions:

AWAKEN CONTROL CORES1AP

An operative can perform this action while it controls a Relay Station (E3) or Hololith Dais (E4) Console terrain feature that has not been accessed during this Turning Point. Until the start of the next Turning Point, that terrain feature has been accessed. Select one Augur Display (E1) or Control Lectern (E2) Console terrain feature to be online until the start of the next Turning Point.

ACCESS DORMANT CONSOLE1AP

An operative can perform this action while it controls an online Augur Display (E1) or Control Lectern (E2) Console terrain feature that has not been accessed during this Turning Point. Until the start of the next Turning Point, that terrain feature has been accessed.

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

At the end of each Turning Point:
  • If friendly operatives control more Augur Display (E1) Console terrain features than enemy operatives do, you score 1VP.
  • If friendly operatives control more Control Lectern (E2) Console terrain features than enemy operatives do, 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 were victorious and friendly operatives performed the Access Dormant Console mission action at three or more Console terrain features, you gain 1 Requisition point.

SPEC OPS BONUS
Information Gathered: 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

Cryptogrammic Raid

Coiled helices of data-heavy code are stored within the bowels of this ship fragment, accessible at a handful of controls. Some fear the code’s cryptic nature: is it xenos, is it corrupt, is it aware? There are also those who would pay for it, with information or far darker commodities.

MISSION RULES
Operatives can perform the Plant Charge and Detonate Charge mission actions, as well as the following mission action:

RAID DATA1AP

An operative can perform this action while it controls a Control Lectern (E2) or Hololith Dais (E4) Console terrain feature, or the Relay Station (E3) Console terrain feature that is closest to your opponent’s drop zone. In either case, those terrain features cannot have been accessed during this Turning Point. Until the start of the next Turning Point, that terrain feature has been accessed.

Data Limit: For the purposes of the Raid Data mission action, each Console terrain feature can be accessed a maximum of three times by each player’s kill team during the battle (we recommend placing a dice on each terrain feature to remind you how many times it can still be accessed).
MISSION OBJECTIVE
Each time a friendly operative performs the Raid Data mission action, you score 1VP. You can score additional victory points, determined by the terrain feature your friendly operative is performing that mission action at:
  • If an enemy operative was the last operative to perform the mission action at that terrain feature, you score an additional 1VP.
  • If it is the Relay Station (E3) Console terrain feature that is closest to your opponent’s drop zone, you score an additional 2VPs.

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, each friendly operative that performed the Raid Data mission action on the Relay Station (E3) Console terrain feature that was closest to your opponent’s drop zone gains 4XP (this is not affected by a passed Casualty Test).

SPEC OPS BONUS
Data Haul: 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

Reignite Comms

Deep in the bowels of the space hulk, a functioning transmission relay has been located. Kill teams race to re-establish broken communications in order to relay key information, arrange rendezvous or lure the unwary.

MISSION RULES
Operatives can perform the Plant Charge and Detonate Charge mission actions, as well as the following mission action:

TRANSMIT1AP

An operative can perform this action while it controls a Console terrain feature. Your kill team can only perform this action at each Console terrain feature once, other than the Hololith Dais (C4) Console terrain feature, at which it can perform it twice.

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

At the end of the battle, add up the number of times enemy operatives performed the Transmit mission action. Subtract the result from 8. You score victory points equal to the total.

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, in the Update Dataslates step of this game, for each different type of Console terrain feature (Augur Display, Control Lectern, Relay Station and Hololith Dais) friendly operatives performed the Transmit mission action at, you can re-roll one Casualty or Recovery test.

SPEC OPS BONUS
Comms Online: If you are victorious and are currently undertaking the Breakout Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.

Mission 2.2

Bridge Assault

We’ve got the drop on them, but they’re dug in. Whatever systems they’ve got up and running in that semi-operationaI bridge need to be shut down. It’ll take an all-out assault; breaching charges at the ready. If we can’t access those systems, then neither will they.

MISSION RULES
Breach Mission (Defender):
  • In the Set Up Barricades step, the Defender can additionally set up to four Hatchway Jammers up, but they cannot be against the Hatchway labelled + (see mission map).

Breach Mission (Attacker):
  • The Attacker cannot set up barricades.
  • The Attacker always has the initiative.
  • The Attacker’s operatives can perform the Plant Charge and Detonate Charge mission actions, as well as the following mission action:

SABOTAGE CONSOLE1AP

An operative the Attacker controls can perform this action while it controls a non-sabotaged Console terrain feature. That Console is now sabotaged.

MISSION OBJECTIVE
At the end of the battle:

  • For each Augur Display (E1) Console terrain feature that is sabotaged, the Attacker scores 1VP. For each that isn’t, the Defender scores 1VP.
  • For each Relay Station (E3) Console terrain feature that is sabotaged, the Attacker scores 2VPs. For each that isn’t, the Defender scores 2VPs.
  • If the Hololith Dais (E4) Console terrain feature is sabotaged, the Attacker scores 6VPs. If it isn’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 are victorious and scored 7 or more victory points from the mission objective, you gain 1 Requisition point.

SPEC OPS BONUS
Bridge Secure: 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 2.3

Command Centre Surrounded

A kill team has been pushed back to their command centre and will fight hard to defend the relic systems they can control from there. Their executioners have them surrounded, intent on routing them entirely and crippling what systems they have been able to rekindle.

MISSION RULES
Breach Mission (Defender):

Breach Mission (Attacker):
  • The Attacker does not have a killzone edge.
  • The Attacker cannot set up barricades.
  • The Attacker always has the initiative.
  • The Attacker’s operatives can perform the Plant Charge and Detonate Charge mission actions.
MISSION OBJECTIVE
At the end of the third and fourth Turning Points, and at the end of the battle:
  • If friendly operatives control more Augur Display (E1) Console terrain features than enemy operatives do, you score 1VP.
  • If friendly operatives control more Control Lectern (E2) Console terrain features than enemy operatives do, you score 1VP.
  • If friendly operatives control more Relay Station (E3) Console terrain features than enemy operatives do, you score 1VP.
  • If friendly operatives control the Hololith Dais (E4) Console terrain feature, 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 are the Defender and scored 8 or more victory points from the mission objective, in the Update Dataslates step of this game, friendly operatives pass all Casualty tests.

If you are the Attacker and scored 8 or more victory points from the mission objective, each friendly operative that incapacitated one or more enemy operatives during the battle gains 1XP (this is not affected by a passed Casualty test).

SPEC OPS BONUS
Command Centre 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.

Command Centre Routed: 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.

Mission 3.1

Service Tunnels

Within this wreck fragment’s lower decks, broad servo-ducts and bilge tunnels provide hidden access to maintenance control stations, and invaders have infiltrated them. The occupiers can hear them, they know they’re coming, but they won’t relinquish their lair without a fight.

MISSION RULES
Breach Mission (Defender):
  • In the Set Up Barricades step, the Defender can additionally set up to four Hatchway Jammers up, but they cannot be against the Hatchway labelled + (see mission map).

Breach Mission (Attacker):
  • The Attacker cannot set up barricades.
  • The Attacker always has the initiative.
  • The Attacker’s operatives can perform the Plant Charge and Detonate Charge mission actions.
MISSION OBJECTIVE
At the end of the battle:
  • For each Augur Display (E1) or Control Lectern (E2) Console terrain feature that friendly operatives control, you score 1VP.
  • If friendly operatives control the Hololith Dais (E4) Console terrain feature, you score 1VP.
  • If friendly operatives control the Relay Station (E3) Console terrain feature, you score 1VP. Note that the Relay Station Consoles are treated as one connected terrain feature in this mission.

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, determine each Console terrain feature friendly operatives control that has no enemy operatives within of it. For each one, select one friendly operative that controls it to gain 1XP (this is not affected by a passed Casualty test).

SPEC OPS BONUS
Attack Repelled: If you are the Defender, 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.

Infiltration 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.

Mission 3.2

Hasty Defence

They’re right on our tails! Secure that hatch. Watch that junction. We haven’t much time but we can’t abandon this control hub. Hold them back; don’t Let them overwhelm our positions!

MISSION RULES
Breach Mission (Defender):

Breach Mission (Attacker):
  • The Attacker cannot set up barricades.
  • The Attacker always has the initiative.
  • The Attacker’s operatives can perform the Plant Charge and Detonate Charge mission actions.
MISSION OBJECTIVE
At the end of each Turning Point after the second, add up the Wounds characteristics of friendly operatives wholly within the Defender’s drop zone. Score cumulative victory points as follows:
  • If your total is higher than your opponent’s, you score 2VPs.
  • If your total is twice as high as your opponent’s, you score 2VPs.
At the end of the battle, for each Console terrain feature wholly within the Defender’s drop zone that friendly operatives control, you score 2VPs.

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, one friendly operative that incapacitated the most enemy operatives gains 4XP (this is not affected by a passed Casualty Test).

SPEC OPS BONUS
Ground Held: 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.

Enemy Routed: 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.

Mission 3.3

Recover Archives

A tantalising spoor of archaic data-webs has led to a hub of indexing chambers above a vast bibliovault that extends far below the rusted decking. The chambers are watched, and though their sentinels do not know what the invaders seek, they have vowed to deny it all the same.

MISSION RULES
Archived Data: At the end of the Select Drop Zone step, the Attacker secretly selects one Augur Display (E1), one Control Lectern (E2) and one Relay Station (E3) Console terrain feature (i.e. A or B to be the location of archived data. Note that we recommend writing it down somewhere, but don’t show your opponent each selection until it is revealed by the Recover Archives mission action below.

Breach Mission (Defender):

Breach Mission (Attacker):
  • The Attacker cannot set up barricades.
  • The Attacker always has the initiative.
  • The Attacker’s operatives can perform the Plant Charge and Detonate Charge mission actions, as well as the following mission action:

RECOVER ARCHIVES1AP

An operative the Attacker controls can perform this action while it controls a Console terrain feature that is the location of archived data (reveal your secret selection of that terrain feature to do so). The Attacker’s operatives can only perform this action at each relevant terrain feature once.
MISSION OBJECTIVE
At the end of the battle, each player scores victory points as follows:

Recover Archives Mission Action PerformedAttacker’s VPsDefender’s VPs
0012
148
284
3120

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 are the Defender and were victorious, for every 4VPs you scored from the mission objective, in the Update Dataslates step of this game, you can re-roll one Casualty or Recovery test.

If you are the Attacker and were victorious, each friendly operative that performed the Recover Archives mission action gains 1XP (this is not affected by a passed Casualty test).

SPEC OPS BONUS
Raid Repelled: If you are the Defender, 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.

Archives Recovered: If you are the Attacker, 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.

Killzone: Soulshackle

Killzone: Soulshackle is a supplement to Killzone: Gallowdark. Focusing the battle on key strategic command stations aboard the Gallowdark, it includes Breach Points - allowing certain operatives to create access points in the walls of the space hulk.


Breach Point

A Breach Point terrain feature has two statuses: closed and open. It has two parts - an access point and a breach wall - and their traits depend upon the Breach Point’s status.

CLOSED BREACH POINT

Closed
Breach Points begin the battle closed. While a Breach Point is closed:
  • Its breach wall must be fully within its access point.
  • All parts of it have the Heavy and Wall traits.

OPEN BREACH POINT

Open
Once a Breach Point is open, it cannot be closed again during the battle. While a Breach Point is open:
  • Its breach wall must be removed from the killzone.
  • Its access point has the Accessible trait.

Designer’s Note: An open Breach Point’s access point does not provide Cover, nor is it Obscuring. The Walls either side of the access point must be used for this instead.

Opening the Breach Point
The mission will specify which operatives can perform the Plant Charge and Detonate Charge mission actions to change a Breach Point’s status from closed to open.

PLANT CHARGE1AP

An operative can perform this action while within of a Breach Point’s breach wall. That side of the breach wall now has a friendly charge planted on it. An operative cannot perform this action while within Engagement Range of an enemy operative, or if that side of the breach wall already has a friendly charge planted on it.

DETONATE CHARGE1AP

An operative can perform this action if the side of a breach wall that has a friendly charge on it is Visible to the operative. That Breach Point is now open; roll one D6 for each operative on the other side and within of its access point (note that the results are cumulative):
  • On a 3+, that operative suffers D3 mortal wounds.
  • On a 5+, subtract 1 from that operative’s APL.
  • On a 6, that operative suffers D3 mortal wounds.
An operative cannot perform this action while within Engagement Range of an enemy operative.

In addition, any operative can attempt to change a Breach Point’s status from closed to open by making a shooting attack against its breach wall using a weapon with the AP2 special rule. If it does so:
  • In the Select Valid Target step, a breach wall is a valid target for shooting attacks if its Visible to the active operative, and no friendly operatives are both within of that breach wall and on the same side of it as the active operative.
  • For any weapons that make an attack against each operative within range of a specified point (e.g. remote mine, melta mine, Blast X special rule, etc.), the breach wall is a valid target.
  • In the Roll Attack Dice step, if two or more successful hits are retained, the Breach Point is open.
  • At the end of the Roll Attack Dice step, the attack sequence ends.

Console

A Console terrain feature has the Light and Traversable traits.




Some missions require operatives to control Console terrain features, and some will even specify certain types, e.g. Augur Display. 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. If an operative must perform an action at a Console terrain feature it controls and it controls more than one, you must select one for that action.

Hatchway Jammer

A Hatchway Jammer terrain feature has the Traversable trait. It has no other traits, so it does not provide Cover. The mission will specify who sets up the Hatchway Jammers. They must be set up against a Hatchway, paying careful attention to which side as they apply the Jammed trait to it.

Jammed: While a Hatchway is jammed, it cannot be opened unless an operative performs the Operate Hatch action on the same side of the Hatchway as its Hatchway Jammer. If it does so, remove that Hatchway Jammer from the killzone.

Killzone Key Reference


Dataslates and Datacards

Exaction Squad and Hand of the Archon Datacards:


Exaction Squad Narrative Dataslate:


Hand of the Archon Narrative Dataslate:
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.

PLANT CHARGE1AP

An operative can perform this action while within of a Breach Point’s breach wall. That side of the breach wall now has a friendly charge planted on it. An operative cannot perform this action while within Engagement Range of an enemy operative, or if that side of the breach wall already has a friendly charge planted on it.
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.
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.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.

DETONATE CHARGE1AP

An operative can perform this action if the side of a breach wall that has a friendly charge on it is Visible to the operative. That Breach Point is now open; roll one D6 for each operative on the other side and within of its access point (note that the results are cumulative):
  • On a 3+, that operative suffers D3 mortal wounds.
  • On a 5+, subtract 1 from that operative’s APL.
  • On a 6, that operative suffers D3 mortal wounds.
An operative cannot perform this action while within Engagement Range of an enemy operative.

In addition, any operative can attempt to change a Breach Point’s status from closed to open by making a shooting attack against its breach wall using a weapon with the AP2 special rule. If it does so:
  • In the Select Valid Target step, a breach wall is a valid target for shooting attacks if its Visible to the active operative, and no friendly operatives are both within of that breach wall and on the same side of it as the active operative.
  • For any weapons that make an attack against each operative within range of a specified point (e.g. remote mine, melta mine, Blast X special rule, etc.), the breach wall is a valid target.
  • In the Roll Attack Dice step, if two or more successful hits are retained, the Breach Point is open.
  • At the end of the Roll Attack Dice step, the attack sequence ends.
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.

ACCESS DORMANT CONSOLE1AP

An operative can perform this action while it controls an online Augur Display (E1) or Control Lectern (E2) Console terrain feature that has not been accessed during this Turning Point. Until the start of the next Turning Point, that terrain feature has been accessed.

RAID DATA1AP

An operative can perform this action while it controls a Control Lectern (E2) or Hololith Dais (E4) Console terrain feature, or the Relay Station (E3) Console terrain feature that is closest to your opponent’s drop zone. In either case, those terrain features cannot have been accessed during this Turning Point. Until the start of the next Turning Point, that terrain feature has been accessed.

TRANSMIT1AP

An operative can perform this action while it controls a Console terrain feature. Your kill team can only perform this action at each Console terrain feature once, other than the Hololith Dais (C4) Console terrain feature, at which it can perform it twice.

RECOVER ARCHIVES1AP

An operative the Attacker controls can perform this action while it controls a Console terrain feature that is the location of archived data (reveal your secret selection of that terrain feature to do so). The Attacker’s operatives can only perform this action at each relevant terrain feature once.
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
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.
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.
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.

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