Books
| Book | Kind | Edition | Version | Last update |
Deadly Sniper Mission Pack |
Deadly Sniper Mission Pack | Expansion | 3 | 1.0 | January 2024 |
This is a player vs environment (PvE) mission pack for cooperative or solo gameplay using Killzone: Volkus. It involves a player or players battling together against a collection of NPOs (non-player operatives) stubbornly defending a stronghold with a deadly sniper on the top level. If playing cooperatively, you are still one ‘player’. This means you don’t double your CP, equipment selections, etc.; you must manage them between you.
If you wish, one player can be the game master. They will manage the NPOs – move them, roll dice for them, etc. – whilst one or more other players control a kill team. The game master will still control the NPOs as the rules in this mission pack specify, they just take this pressure and decision-making away from the player(s) so they can focus on their own operatives and having fun!
Missions
Here you will find three missions. They are intended to be played in sequence – win or lose – to tell the narrative of an ongoing battle against an expert sniper. The missions include specific maps designed using
Killzone: Volkus, all showing the same area but with different angles of approach. You will have to think carefully about how to position your operatives, as many sections of the map are exposed to the sniper. What’s more, due to their positioning and the Silent weapon rule, the sniper will likely be untargetable during the first two missions, so you may have to win those missions without engaging them.
Kill Team Selection
The player(s) use one kill team. If you are playing solo, simply select your kill team as normal. If you are playing cooperatively, either select a kill team as normal and split the operatives between you, or take half of any kill team each. If it’s an odd number, round up (or down for more of a challenge). If you’ve taken separate teams, remember that some rules specify certain operatives through keywords, so one kill team’s rules won’t necessarily interact with another’s.
Your kill team will fight against procedurally generated non-player operatives (known as NPOs). Unlike your highly trained operatives, NPOs are mostly standard soldiers from their army – frontline troops, guards, etc. – but they are backed up by a deadly sniper. As such, you don’t select a kill team for them. Instead, you use the appropriate datacards from
NPO Datacards section. Alternatively, you can create your own datacards to accurately reflect their stats using existing kill teams as a guide – just ignore rules that wouldn’t be appropriate.
Each mission specifies how many NPOs you should include to accompany the sniper, determined by their combined Wounds stat. To increase or decrease the difficulty, simply increase or decrease this number as appropriate.
Equipment
Don’t select
equipment for NPOs in this mission pack.
Initiative
When rolling off to decide who has
initiative, roll one dice for the NPOs and one dice for the solo/co-op kill team. If the NPOs win the
roll-off, they will always choose to have initiative.
NPO Behaviours
Brawler
This operative will move towards the enemy to fight them, but will seek cover on the way.
When activated, if this NPO can perform either of its first two
actions during that activation, give it an
Engage order. If it cannot, give it a
Conceal order.
1.
Fight.
2.
Charge the closest enemy operative via the shortest possible route.
3.
Reposition towards the closest enemy operative, to cover if possible (a subsequent
Dash action can fulfil this, if able).
4.
Dash towards the closest enemy operative, to cover if possible.
Marksman
This operative will move to an ideal position to shoot the enemy.
When activated, if this NPO can perform the
Shoot action during that activation, give it an
Engage order. If it cannot, give it a
Conceal order.
1. Fall Back to cover. If possible, to a location where there’s a valid target that isn’t obscured, if not, to a location that’s appropriate to better win the mission.
2.
Shoot.
3. Reposition to cover. If possible, to a location where there’s a valid target that isn’t obscured, if not, to a location that’s appropriate to better win the mission (a subsequent Dash action can fulfil these, if able).
4. Dash to cover. If possible, to a location where there’s a valid target that isn’t obscured, if not, to a location that’s appropriate to better win the mission.
Threat Principle
When making decisions for NPOs, use the threat principle: go with the option that’s worst for you. This can determine which
ready NPO
activates, how an NPO moves,
shoots and
fights, how to resolve their dice, etc. There are a few examples below (containing decisions in order of priority) that you can use as a guide, but if one option feels worse for you – in particular to stop you winning the mission – go with that. If you still cannot decide, randomly choose one.
Activation Priority
Multiple NPOs are ready, so the player(s) activate the NPO that:
1. Can perform the
Fight or
Shoot action (as determined by its behaviour), and is the most threatening to do so (e.g. is more likely to
incapacitate an enemy operative, is more likely to prevent the player(s) winning, etc.).
2. Is not in
cover from a player operative.
3. Is closer to a player operative.
Shoot action
An NPO performs the
Shoot action and multiple enemy operatives are
valid targets. It shoots the enemy operative that is:
1. Not
obscured.
2. Not in cover.
3. Closest.
4. Wounded.
5. Ready.
Fight action
An NPO performs the
Fight action and multiple enemy operatives are within its
control range. It fights the enemy operative that:
1. It’s more likely to incapacitate.
2. Is ready.
NPO Datacards
| NAME | ATK | HIT | DMG | WR |
| Sniper rifle |
| | Sniper rifle | 4 | 2+ | 3/3 | Devastating 3, Heavy, Silent | Devastating 3, Heavy, Silent |
| Gun butt |
| | Gun butt | 3 | 4+ | 2/3 | - |
Behaviour: This operative cannot move, have an
Engage order, be readied or be
activated. Whenever an NPO would activate, if this operative has reloaded (see below) and there’s a
valid target for it, perform the
Shoot action with this operative instead of activating an NPO, then it has no longer reloaded.
Reload: In the
Ready step of each
Strategy phase, this operative has reloaded. Each time after this operative performs the
Shoot action, roll one D6: after a number of player operatives have been
activated this turning point equal to the result, this operative has reloaded.
Sniper’s Nest: Whenever this operative is
shooting, operatives cannot be
obscured. Whenever determining
visibility from this operative (but not to it), the line can also be drawn from any part of the
Vantage terrain it’s on, or the rampart touching that Vantage terrain.
|  | | Numerous and bloodthirsty, these enemies seek to overwhelm your elite operatives with their sheer numbers and ferocity. |
 |
 |
 |
 | | | | | | | | | | | | |  | Blades | 4 | 4+ | 3/4 | Ceaseless | |
|
|  | | Typical of expendable sentries, henchmen and garrison troops the galaxy over, these gun-wielding combatants can wear your operatives down with weight of fire. |
 |
 |
 |
 | | | | | | | | | | | | |  | Firearm | 4 | 4+ | 2/3 | - | | |  | Special weapon* | 4 | 4+ | 4/5 | Piercing 1 | | |  | Knife | 3 | 4+ | 2/3 | - | | | *Only 1 in 3 Trooper (Marksman) can have this weapon. | |
|
|  | | Brutish and resilient, these foes can soak up an alarming amount of punishment. The time required to neutralise them may risk your operatives being overwhelmed. |
 |
 |
 |
 | | | | | | | | | | | | |  | Blades | 4 | 4+ | 4/5 | Ceaseless | |
|
|  | | Skilful, dedicated and wielding potent firearms, enemies such as these pose a real threat to even the most experienced of your operatives. |
 |
 |
 |
 | | | | | | | | | | | | |  | Firearm | 4 | 4+ | 3/4 | - | | |  | Knife | 3 | 4+ | 2/3 | - | | | | |
|
|  | | To approach an enemy such as this is to risk a swift and violent death. They will show no mercy to any of your operatives foolish enough to meet them at close quarters. |
 |
 |
 |
 | | | | | | | | | | | | |  | Blades | 5 | 3+ | 4/5 | Ceaseless | | | This operativcean perform two Fight actions during its activation. | |
|
|  | | Even a single such adversary is capable of laying down a devastating hail of fire that can punch your operatives from their feet and tear the heart from your kill team. |
 |
 |
 |
 | | | | | | | | | | | | |  | Firearm | 4 | 3+ | 3/4 | - | | |  | Knife | 4 | 3+ | 3/4 | - | | | This operative can perform two Shoot actions during its activation. | |
|
An assault upon an enemy stronghold has faltered and one of your senior officers has been wounded and pinned down by sniper fire. You have been chosen to lead an extraction mission. Brave the sharpshooter’s fire, repel the enemy and ensure that the injured officer is returned to safetyMISSION RULES
NPOs: One
SNIPER NPO set up on the highest
Vantage terrain of Stronghold B. Then, any combination of NPOs with a combined Wounds stat of up to 90. They are set up with a
Conceal order wholly within Stronghold B, either not
visible from the player drop zone or in
cover.
Rescue: Friendly operatives can perform the
Pick Up Marker action on the
objective marker. Whenever a friendly operative is carrying the objective marker, worsen the Hit stat of its weapons by 1 and it cannot be removed and set up again (e.g. it cannot
FLY).
Escape: Player operatives can move wholly over their
killzone edge. Any that do so have escaped – remove them from the killzone.
Reinforcements: In each
Strategy phase, if half the NPOs are
incapacitated (ignore the
SNIPER when determining this), they call in reinforcements as a
STRATEGIC GAMBIT. Randomly select two incapacitated NPOs (excluding
Heavy NPOs) or one incapacitated Heavy NPO. Set them up with a Conceal order on the
killzone floor within Stronghold B and wholly within 6" of the NPO killzone edge.
VICTORY
In the
Ready step of each Strategy phase, if any NPOs are within 2" of the objective marker, the battle might end: at the end of that turning point, if any NPOs are within 2" of the objective marker and no friendly operatives are within 6" of it, the battle ends and the player(s) lose.
The battle also ends if the player(s) have no operatives left in the killzone. In this instance, if a player operative carrying the objective marker has escaped, the player(s) win. Otherwise, the player(s) lose.

The enemy sniper continues to inflict casualties upon your allies. If you are to deal with the threat, you will first have to flank their position. Enemy combatants are everywhere. By stealth or force, you must break through.MISSION RULES
NPOs: One
SNIPER NPO set up on the highest
Vantage terrain of
Stronghold B. Then, any combination of NPOs with a combined Wounds stat of up to 90. They are set up with a
Conceal order wholly within the NPO
drop zone; spread them out as evenly as possible between areas 1-4 on the mission map, either not
visible from the player drop zone or in
cover.
Reserve: When setting up each friendly operative before the battle, you can set it up in reserve instead: place it to one side instead of in the killzone. Each friendly operative that was
incapacitated during the previous mission must be set up in reserve. In the first
Firefight phase, each friendly operative set up in reserve is
activated as normal. When it is, set it up in the killzone in a location it can be placed wholly within a distance equal to its Move stat from the left half of your
killzone edge. The operative is treated as performing the
Reposition action (spend the AP accordingly), then continue its
activation as normal.
Escape: Player operatives can move wholly over the left half of the NPO or player killzone edge. Any that do so have escaped – remove them from the killzone. Note that the edge an operative escaped from determines its set up location in mission 3.
Reinforcements: In each
Strategy phase, if half the NPOs are incapacitated (ignore the
SNIPER when determining this), they call in reinforcements as a
STRATEGIC GAMBIT. Randomly select two incapacitated NPOs (excluding
Heavy NPOs) or one incapacitated Heavy NPO. Set them up with a Conceal order on the
killzone floor within Stronghold B and wholly within 6" of the NPO killzone edge.
VICTORY
The battle ends when the player(s) have none of their operatives left in the killzone. If more than 50% of their operatives have escaped over the NPO killzone edge, the player(s) win. Otherwise, they lose.

You have the sniper surrounded, but they remain a lethal threat. The enemy are trapped within their last remaining strongpoint. Your operatives must fight their way through the defenders and put an end to the target.MISSION RULES
NPOs: One
SNIPER NPO
set up on the highest
Vantage terrain of
Stronghold B. Then, any combination of NPOs with a combined Wounds stat of up to 90. They are set up with a
Conceal order wholly within Stronghold B, either not
visible from the player drop zone or in
cover.
Flanking Forces: When setting up player operatives before the battle, each that escaped over the NPO killzone edge in mission 2 must be set up in the player drop zone on the right side of the mission map. All other player operatives must be set up in the player drop zone on the left side of the mission map.
Defend the Stronghold: When setting up
equipment before the battle, add a barricade to the centre of Stronghold B. For the purposes of the
threat principle and making decisions for NPOs, they should do what best defends Stronghold B. For example, they should only leave the stronghold if it realistically threatens player operatives and reduces the player(s)’ chances of winning the mission.
No Escape: Whenever a player operative wholly within Stronghold B is
shooting an NPO that’s also wholly within Stronghold B, the player operative’s ranged weapons have the
Seek Light weapon rule. Note this means they can target the
SNIPER.
Reinforcements: In each
Strategy phase after the second, if half the NPOs are
incapacitated (ignore the
SNIPER when determining this), they call in reinforcements as a
STRATEGIC GAMBIT. Randomly select two incapacitated NPOs (excluding
Heavy NPOs) or one incapacitated Heavy NPO. Set them up wholly within 4" of the centre of an NPO killzone edge (randomise each edge for each operative).
VICTORY
At the end of any turning point after the third, the player(s) can choose to end the battle. The battle also ends if all player operatives are incapacitated. When the battle ends, if player operatives control the stronghold terrain feature, they win. Otherwise, they lose. Player operatives control the stronghold terrain feature if the total APL of player operatives wholly within it and on the killzone floor is greater than that of NPOs.
