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Kill Team Missions

There are two ways that you can choose which Kill Team mission to use. The first is to agree with your opponent which Kill Team mission to play. The second is to pick randomly by rolling a D6 and consulting the following chart:

1
KILL TEAM

Forward Push

Your Kill Team has been tasked with pushing back the forward elements of the enemy army from a strategically important location, so that vanguard units can follow up and secure the area.
THE ARMIES
Choose armies as described in the Choosing Your Kill Team section.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain.

Objective Markers
After terrain has been set up, but before determining table halves, the players must place 3 Objective Markers, using the rules for Placing Objective Markers.

DEPLOYMENT
Before any models are deployed, both players must roll to determine their Leader Traits. Both players then deploy forces.

FIRST TURN
The player that deployed first has the first turn unless their opponent can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player that has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the game is a draw.

Primary Objectives
At the end of the game, each Objective Marker is worth 1 Victory Point to the player that controls it.

Secondary Objectives
Break the Enemy, First Blood, Linebreaker, Slay the Leader.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting


2
KILL TEAM

Alone in the Dark

You are undertaking a dangerous mission under cover of darkness. Enemy patrols were spotted in this location before night fell, and you have been charged with driving them from the area and holding your ground until dawn.
THE ARMIES
Choose armies as described in the Choosing Your Kill Team section.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain.

Objective Markers
After terrain has been set up, but before determining table halves, the players must place 3 Objective Markers, using the rules for Placing Objective Markers.

DEPLOYMENT
Before any models are deployed, both players must roll to determine their Leader Traits.

Both players then deploy forces as described in the Search Pattern mission special rule (see below).

FIRST TURN
The player that deployed first has the first turn unless their opponent can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player that has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the game is a draw.

Primary Objectives
At the end of the game, each Objective Marker is worth 1 Victory Point to the player that controls it.

Secondary Objectives
Break the Enemy, First Blood, Linebreaker, Slay the Leader.

MISSION SPECIAL RULES
Mysterious Objectives.

Death by Moonlight: In this mission, the Night Fighting rules are in effect for the entire battle.

Search Pattern: Before deployment, both players make a dice roll for each model in their Kill Team that does not already have the Outflank special rule. On the roll of a 1 or 2, that model gains the Outflank special rule. On the roll of a 3+, that model is deployed anywhere within their side’s deployment zone, but cannot be placed anywhere within 3" of another model.


3
KILL TEAM

Head Hunt

Your army’s scouts have tracked a dangerous enemy leader to this location. In a bid to make a name for yourself, you are leading a handpicked team of warriors to take his head.
THE ARMIES
Choose armies as described in the Choosing Your Kill Team section.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain.

DEPLOYMENT
Before any models are deployed, both players must roll to determine their Leader Traits. Both players then deploy forces.

FIRST TURN
The player that deployed first has the first turn unless their opponent can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the game is a draw.

Primary Objectives
If, at the end of the game, the enemy’s Leader has been slain, you score 3 Victory Points. You also score 1 Victory Point at the end of the game for each enemy Specialist that has been slain. No Victory Points are earned for enemy models that fled the battlefield as a result of failed Break tests.

Secondary Objectives
Break the Enemy, First Blood, Linebreaker.

MISSION SPECIAL RULES
Night Fighting


4
KILL TEAM

Infiltrate the Camp

Your scouts have located a forward enemy command post, cunningly concealed – or so they think – in no man’s land. You have been tasked with fighting your way past the scouting parties prowling its perimeter and planting explosives within the compound.
THE ARMIES
Choose armies as described in the Choosing Your Kill Team section.

Either agree with your opponent which player will be the Attacker or Defender, or roll-off; the player who wins the roll-off can choose to be the Attacker or Defender.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain.

DEPLOYMENT
Before any models are deployed, both players must roll to determine their Leader Traits.

The Attacker deploys first, placing all of his models anywhere within the Attacker’s Deployment Zone (see map). The Defender then deploys all of his models anywhere within the Defender’s Deployment Zone (see map).

FIRST TURN
The Attacker has the first turn unless the Defender can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player that has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the game is a draw.

Primary Objectives
At the end of the game, the Attacker scores 1 Victory Point for each of their models that leaves the battlefield via the Defender’s table edge (see the Breakthrough mission special rule below). The Defender scores 1 Victory Point for every three enemy models that they kill or completely destroy. However, the Defender earns no Victory Points for enemy models that flee the battlefield as a result of failed Break tests.

Secondary Objectives
Break the Enemy, First Blood, Slay the Leader.

MISSION SPECIAL RULES
Night Fighting.

Breakthrough: The Attacker’s models can voluntarily leave play by moving off the table via the Defender’s table edge. Models that leave play cannot return.

Defensive Perimeter: The Attacker’s models cannot use the Outflank special rule in this mission. The Attacker can re-roll any results of a 1 on the Leader Traits Table until he generates any Leader Trait other than A Cunning Ruse.

Engines on Quiet: The Attacker’s models may not Turbo-boost in this game.


5
KILL TEAM

Secure the High Ground

Enemy forward units have been spotted near a crucial site that offers a strategically important view of the valley beyond. Take the hill and get rid of the enemy threat in the area.
THE ARMIES
Choose armies as described in the Choosing Your Kill Team section.

THE BATTLEFIELD
Place the tallest piece of terrain in your collection in the centre of the battlefield to represent the high ground, then set up terrain.

DEPLOYMENT
Before any models are deployed, both players must roll to determine their Leader Traits.

Both players then deploy forces.

FIRST TURN
The player that deployed first has the first turn unless their opponent can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the game is a draw.

Primary Objectives
At the end of the game, you score 1 Victory Point for each non-vehicle model whose entire base is within the boundaries of the central terrain piece.

Secondary Objectives
Break the Enemy, First Blood, Linebreaker, Slay the Leader.

MISSION SPECIAL RULES
Night Fighting


6
KILL TEAM

Supply Drop

Your Kill Team desperately needs supplies. An essential airdrop lies ahead, but enemy scouts are trying to intercept you. Most of the crates will contain rations, but your focus is getting to the munitions before the foe.
THE ARMIES
Choose armies as described in the Choosing Your Kill Team section.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain.

Objective Markers
After terrain has been set up, but before determining table halves, the players must place 6 Objective Markers, using the rules for Placing Objective Markers.

After all the Objective Markers have been placed, roll to scatter each marker and move it accordingly. If the Objective Marker would scatter off the table or into impassable terrain, move it as far as you can in the direction indicated by the scatter dice, but place it no closer than 1" to the table edge or terrain.

DEPLOYMENT
Before any models are deployed, both players must roll to determine their Leader Traits.

Both players then deploy forces.

FIRST TURN
The player that deployed first has the first turn unless their opponent can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player that has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the game is a draw.

Primary Objectives
At the end of the game, the Primary Drop (see Mission Special Rules, below) is worth 3 Victory Points to the player that controls it.

Secondary Objectives
Break the Enemy, First Blood, Linebreaker, Slay the Leader.

MISSION SPECIAL RULES
Night Fighting.

Primary Drop: Only one of the Objective Markers includes the essential munitions that your Kill Team so desperately needs, referred to as the Primary Drop. The following rules apply:
  • Each time a model (friend or foe) ends its Movement phase within 1" of an Objective Marker, roll a D6. On the roll of a 1-5, remove the Objective Marker from play – this crate is filled with non-essential material. On the roll of a 6, that model has found the Primary Drop.
  • As soon as the Primary Drop is found, all other Objective Markers are immediately removed from play.
  • If five Objective Markers have been searched unsuccessfully, the sixth Objective Marker automatically becomes the Primary Drop.
  • The Primary Drop cannot be moved by any means.