Eventguidekillzone
Eventguidekillzone
THE BATTLEFIELD
When playing a competitive play mission, do not use any
environment tables when playing the missions from this
pack - environment tables are not meant for organized
play.
TERRAIN FEATURES
Terrain will be provided at all tables, but will have slight
variances. It is likely that terrain will shift before and
after matches, so players will be setting up terrain before
each match.
2
SECONDARY OBJECTIVES
Each kill team is assembled for a particular purpose, and each warrior is included because they make the
mission’s success more likely. This means that even on the same battlefield, rival kill teams may have very
different objectives, each playing to their strengths. A successful kill team must take these objectives and
prioritize, focus on and achieve them while not losing sight of their ultimate goal.
USING SECONDARY OBJECTIVES If the time limit for mustering is reached and not all
players have chosen three secondary objectives eligible
Secondary objectives provide a variety of challenging for the mission being played, each of those players must
mission parameters for you to complete. Players choose randomly determine all of their secondary objectives by
which secondary objectives they have - and therefore - numbering each of the secondary objectives available in
which feats they must accomplish - in each mission. that mission, rolling a D6 three times and taking the
Each secondary objective explains how it is scored, and corresponding secondary objectives. (re-rolling in the
in each mission, a player can only score a maximum of 3 event of a duplicate result or any result that does not have
victory points for each of their secondary objectives in a a corresponding objective marker).
single game - even if a player could score more than 3
victory points by fulfilling the requirements of the A player’s secondary objectives are kept secret from their
secondary objective, they cannot score more than this opponent (unless they are randomly determined as
maximum. described above). When a player first scores a secondary
objective, they must reveal that they have that secondary
Each mission in this pack lists the secondary objectives objective.
that can be used in that mission. When a player musters
their kill team they also choose three secondary
objectives from those listed in that mission. Some
missions include a bespoke secondary objective - a player
can always choose this as one of their three secondary
objectives when playing that mission. Once they have
chosen their secondary objectives, the players record
their choices on their score sheets.
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4
COMPETITIVE PLAY MISSION
VITAL SUPPLIES
Valuable caches of materiel have been located in no man’s land. Two kill teams, despatched by rival factions
scrabbling to secure these assets, engage each other in a vicious conflict as they move to take and hold their
objectives.
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6
COMPETITIVE PLAY MISSION
PIVOTAL POINT
Special operatives have been tasked with eliminating a group of hostiles located in a pivotal point of the contested
area. Should they emerge victorious, their forces will be able to use the site as a forward base from which they can
drive a wedge into the foe’s lines.
SCOUTING PHASE A player cannot score more than 9 victory points for this
victory condition this mission.
Do not resolve the Scouting phase in this mission.
SECONDARY OBJECTIVES
DEPLOYMENT The Secondary Objectives available in this mission are:
The players roll off, and the player that loses the roll-off
chooses which deployment zone will be their own. The Cut Off the Head, Attrition, Thin Their Ranks, Death
other deployment zone will be their opponent’s. The From Afar, Scout the Field
players then take it in turns to deploy one model from
their kill teams, starting with the player that lost the roll- Sector Cleared: At the end of the battle round, score 1
off. Models must be set up wholly within their own victory point if one or more models from your kill team
deployment zone. If a player runs out of models to set are wholly within each of two adjacent quarters of the
up, skip them. Once the players have set up their models, battlefield (i.e. not two quarters that only touch at the
deployment ends and the first battle round begins. center of the battlefield) and there are no enemy models
wholly within those table quarters.
BATTLE LENGTH Players can only score a maximum of 3 victory points for
The battle automatically ends at the end of battle round 4. each Secondary Objective they choose, for a total
maximum of 9 victory points for all Secondary
Objectives in a mission.
At the end of the battle, the player with the most victory
points is the winner. If there is a tie, whichever player
controls the most objective markers at the end of the
battle is the winner. If there is still a tie, the game is a
draw.
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8
COMPETITIVE PLAY MISSION
YARD BY YARD
With the main body of the army far from this front, it falls to small teams of fighters to sweep and clear the sector,
yard by yard if necessary. In doing so they must be swift and subtle, eliminating any enemy forces in such a way
as to avoid drawing attention - and more adversaries - down on themselves.
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10
COMPETITIVE PLAY MISSION
RAZED ARCHIVE
A great repository of intelligence has fallen, its defenders scattered and its walls brought down. However, the
destruction may not have been complete, so special operatives are despatched to find anything of worth to be
recovered and to destroy everything else.
SCOUTING PHASE A player cannot score more than 9 victory points for this
victory condition this mission.
Do not resolve the Scouting phase in this mission.
SECONDARY OBJECTIVES
DEPLOYMENT The Secondary Objectives available in this mission are:
The players roll off, and the player that loses the roll-off
chooses which deployment zone will be their own. The Cut Apart, Engage on All Fronts, High-Profile
other deployment zone will be their opponent’s. The Targets, Proximity Alert, Recon Sweep
players then take it in turns to deploy one model from
their kill teams, starting with the player that lost the roll- Evaluate Find: At the start of the Movement phase, if
off. Models must be set up wholly within their own you control one or more objective markers, you can
deployment zone. If a player runs out of models to set choose a model from your kill team (other than a shaken
up, skip them. Once the players have set up their models, model) that is within 1’’ of an objective marker you
deployment ends and the first battle round begins. control and not within 1’’ of an enemy model. If you do
so, you score 1 victory point. This model cannot be
chosen to move, React, manifest psychic powers or shoot
BATTLE LENGTH in this battle round, and can only be chosen to fight in the
The battle automatically ends at the end of battle round 4. Fight phase if it is charged in this battle round.
At the end of the battle, the player with the most victory
points is the winner. If there is a tie, whichever player
controls the most objective markers at the end of the
battle is the winner. If there is still a tie, the game is a
draw.
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12
COMPETITIVE PLAY MISSION
CAPTURE THE STRONGHOLD
Scouts have identified the most defensible position in this sector, describing it as a prime location from which to
strike out into the wasteland that surrounds it. The chances of one faction taking control of it without a fight are
non-existent, however - they must take this prize by strength of arms.
SCOUTING PHASE A player cannot score more than 9 victory points for this
victory condition this mission.
Do not resolve the Scouting phase in this mission.
SECONDARY OBJECTIVES
DEPLOYMENT The Secondary Objectives available in this mission are:
The players roll off, and the player that loses the roll-off
chooses which deployment zone will be their own. The Engage on All Fronts, Thin Their Ranks, Recon
other deployment zone will be their opponent’s. The Sweep, Scout the Field, Domination
players then take it in turns to deploy one model from
their kill teams, starting with the player that lost the roll- Location Secure: At the end of the battle round, score 3
off. Models must be set up wholly within their own victory points if you control all five objective markers.
deployment zone. If a player runs out of models to set
up, skip them. Once the players have set up their models, Players can only score a maximum of 3 victory points for
deployment ends and the first battle round begins. each Secondary Objective they choose, for a total
maximum of 9 victory points for all Secondary
Objectives in a mission.
BATTLE LENGTH
The battle automatically ends at the end of battle round 4. At the end of the battle, the player with the most victory
points is the winner. If there is a tie, whichever player
controls the most objective markers at the end of the
battle is the winner. If there is still a tie, the game is a
draw.
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COMPETITIVE PLAY MISSION
RUNNING BATTLE
Two teams of special operatives encounter each other while conducting reconnaissance. They cannot afford to
linger lest their enemies’ reinforcements arrive first, so the result is a running battle as both teams attempt to
conduct their mission, eliminate their hated rivals and escape in time.
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TOURNAMENT RULES
In this section you will find the rules governing the tournament. Players may find it useful to familiarize
themselves with the behaviors and practices expected of them when they participate in this competition.
TOURNAMENT STRUCTURE For subsequent rounds, pairings are allocated based upon
the determinations of the Best Coast Pairings app. If
there are an odd number of players, the lowest-ranked
REGISTRATION AND COMMAND player overall will play the spare player or receive a bye,
as described previously. No player can play against the
ROSTER CHECK spare player more than once in a tournament, and if they
Upon arrival at the event, all players must register with would, the next lowest-ranked player will play against
an official appointed by the tournament organizer. When the spare player instead. Players will also not be paired
they do so they give their name, the Faction keyword with an opponent they have already faced.
shared by all models on their command roster and a copy
of their roster, which must be clearly legible. The roster
will be checked by the tournament officials, but that Missions
doesn’t remove the responsibility of players to ensure Which of the missions found in this pack is played in
that it follows all the rules on page 62 of the Kill Team each round is decided by the tournament organizer, and
Core Manual. Once a command roster has been will be announced before the beginning of each round.
submitted, it may not be altered in any way, except to
correct any errors. The organizer may penalize players
who submit invalid command rosters.
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Ranking DATACARDS
Three points are scored for a match win, 1 for a match Players should have a completed datacard for each model
draw and 0 for a match loss. The higher a player’s score, on their command roster that clearly shows equipment,
the higher they are in the rankings. If there is a tie, abilities, and any specialism that model has. Players are
highest total victory points is used as a tiebreaker; if there permitted to write only the name of an ability on the
is still a tie, the number of secondary objectives for datacard, rather than the whole text, but must ensure they
which a team scored the full 3 victory points should be are familiar with the ability and how it works, as well as
used, and if there is still a tie, the number of enemy having a copy of the Kill Team product containing that
specialists taken out of action should be used. For the ability to hand should an opponent ask to read the ability.
purposes of final rankings, the top two to four players
will compete in a final match and the winner will be
considered the winner of the tournament. TACTICS
Players can use any of the Tactics available to their kill
BREAKS AND RESULTS team. To do so they must bring either the relevant Tactic
card or Kill Team publication to the tournament, or a
Players will have a short break between rounds while facsimile thereof that represents the tactic in question
scores and the next round of matches are calculated. The accurately from the source text. They must be able to
pairings for the next round are then announced, and allow their opponent to read the Tactic if they ask to. A
another round begins. Between the second match and player cannot use a Tactic that they have not brought or
third match there will be an hour designated for lunch. cannot show to an opponent.
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CONDUCT Playing Area
This tournament should be held in the spirit of friendly Each player is responsible for ensuring that the playing
competition. All participants, whatever their role, are area is clear of any clutter, and that the state of the game
expected to show good conduct throughout the is clear to their opponent and to a judge. Players
tournament. They are expected to treat each other with suspected of deliberately obscuring datacards, Tactics
respect and behave in a mature and considerate manner, cards, or tokens that should be visible to both players, or
including during disputes, and should behave in otherwise obfuscating the state of the game, may be
accordance with the following guidelines: penalized.
Advice Spectating
Players are not permitted to seek advice from any other Players can be spectators when they are not playing a
person during a round. They can, however, seek rules match. Spectators are not permitted to interfere in any
clarifications from an official. match that is being played, including by giving any
information to either of the players. They may, however,
inform a judge if they suspect a player of cheating.
Timelines
Players are expected to register promptly, and to find
their opponent in a timely fashion when each pairing is
Cheating
announced. Players who fail to do so may have to forfeit Players are expected to know the rules of the game, and
the game in question at the discretion of a judge, or be cannot, through either action or inaction, create a
expelled from the tournament at the discretion of the situation that is against the rules. If a player suspects that
organizer. their opponent is cheating, they must inform a judge. A
player found to be cheating may have to forfeit the game
Players must not stall or deliberately play slowly so as to at the discretion of the judge, or be expelled from the
lengthen a game. If a player suspects that their opponent tournament at the discretion of the organizer.
is deliberately slowing a game down, they can ask an
available judge to observe their game.
This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to real people or incidents is purely coincidental.
Certain Citadel products may be dangerous if used incorrectly and Games Workshop does not recommend them for use by children under the age of 16 without adult supervision. Whatever
your age, be careful when using glues, bladed equipment and sprays and make sure that you read and follow the instructions on the packaging.
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GAME 1 SCORES
SECONDARY SECONDARY SECONDARY PRIMARY OBJECTIVES SPECIALISTS
BATTLE OBJECTIVE OBJECTIVE OBJECTIVE OBJECTIVES HELD OUT OF
ROUND 1 2 3 ACTION
1
2
3
4
1
2
3
4
1
2
3
4
1
2
3
4
TOTAL SCORE*
*TOTAL SCORE is calculated by adding all 3 Secondary Objective
scores and Primary Objectives score from each round. Scores are
calculated per game and do not carry over to subsequent games.
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COMMAND ROSTER
PLAYER RESULTS CURRENT KILL
RESOURCES points
NAME TEAM’S FORCE
FACTION Intelligence
ROUND 1 CURRENT KILL
MISSION Materiel
ROUND 2 TEAM’S NAME
BACKGROUND ROUND 3
Morale
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