Vv
JONINOIS NOISSIM ~ AVId O3HS1UA
Ee MATCHED PLAY
MISSION SEQUENCE
To play a matched play game, each player must have a
matched roster as described on page 90. A matched play
game is then completed by following the sequence below:
1. DETERMINE MISSION
‘The players determine which mission they will play, Fits, the
players must select a mission pack, such as the one presented
‘on pages 119-137. They must then select a mission from that
pack, either by agreeing which one to use, or by randomly
determining which one to use,
Each mission has a briefing that will detail the mission rules,
mission objectives and a map detailing drop zones and where
to set up objective markers. The players should familiarise
themselves with this information before proceeding, as it wll
detail key rules forthe mission and how victory can be achieved,
3. DETERMINE KILLZONE
The players determine which Killene i in use, either by
‘agreeing which one to use, of by rolling off and the winner
decides. The players then set up its gameboard.
4, SET UP OBJECTIVE MARKERS
‘The players set up objective markers inthe locations specified
by the mission map.
5. SET OP THE KILLZONE
‘The players setup terain features. This is done by following the
‘uidelines on pages 7680, or by following the configuration
specified by the mission if any), When setting up a terrain
feature, the players should agree on the terain traits ofeach
part oft. IF players are using terrain features in the configuration
Specified by the killzone, these train traits willbe specified
B. SELECT DROP ZONE
‘The players roll off and the winner decides who willbe the
‘Attacker and who will be the Defender. The Defender then
selects one of the drop zones for their operatives. The Attacker
has the other drop zone,
7. SELECT A KILL TEAM
Each player determines their operatives for deployment
by selecting one kill team from their army lst, They then
select any operatives from their matched roster ta be in that
Kill team, so long as their final configuration of operatives
‘match the requirements ofthat kill team. Once both players
hhave selected their ill team, they should reveal it to their
‘opponent. IF players kill tam includes a LEADER operative,
they add 2CP to their pool
8. SELECT TAC OPS
Each player secretly builds a sircard Tac Ops deck. Up to three
‘of their cards can be their faction’ Tac Ops as specified in
their faction’s army list. The remaining Tac Ops in their deck
must be from their kill tas archetype. Ifthe Kill Team has
more than one archetype, the player must select one of their
archetypes to se,
Each player shuffles their sbecard deck, then determines which
‘Tac Ops they have for the battle in secret. To da so, they draw
‘wo cards from their deck, select one and discard the other.
‘They repeat this process until thee Tac Ops cards have been
selected. They do not need to declare which Tac Ops they
have selected,
9, SELECT EQUIPMENT
Each player selects up to ten points worth of equipment
from their faction army list to equip operatives from their
kill team with for the battle, following all rules specified in
‘that equipment list. Once both players have selected thelr
‘equipment, they should reveal it to their opponent. After each
4game, all equipment is returned and an operative is no longer
‘equipped with it.
10. SET UP BARRICADES
‘The players alternate setting up barricades, one at atime,
starting with the Defender, until the players have set up two
barricades each. Each time a player sets up a baricade, it
‘must be within (9 of their drop zone and not on a terain,
feature (unless it has the Insignificant trait)
sla nnnE REE11. SET UP OPERATIVES
The Defender sets up al oftheir operatives first. Then the
‘Attacker sets up all of their operatives. When a player sets up
an operative, it must be wholly within their drop zone and
must be given an Engage or Conceal order.
12. SCOUTING
Each player secretly selects one of the pregame scouting
options. Each option will provide the player with an additional
benefit, however i will affect who has initiative in the st
turing point. A player selects a scouting option by secretly
putting a number of D6 into their hand that coresponds
ta the number ofthe option they would like to select. For
example, iF player would like to select the Recon option,
they would put three D6 into their hand, Once both players
have selected, they reveal the numberof D6 in their hand
simultaneously. They then resolve their selection starting with
‘the Defender. The scouting options are as follows:
Set up one additional
banicade within @ of
your drop zone
FORTIFY
RECON
‘DECIDES INITIATIVE
_m
IWEILTRATE A
‘DCIOES IITATIVE
IWFICTRATE
Once during the fst,
Turing Point, when you
select a ready friendly
operative to activate, you
can change its order,
FORTIFY
‘DECIDES INITIATIVE
Perform a free Dash action
With one friendly operative
‘that is wholly within your
drop zone,
If both players selected the same scouting option, the Attacker
decides who has the initiative
19. BEGIN THE BATTLE
‘The first Turning Point ofthe battle begins. In the first
Initiative phase, initiative forthe first Turning Point is
{determined based on the players’ choices in the Scouting step
‘+ Ifone player selected Forty and the other selected
Infiltrate, the former decides who has the initiative
* Fone player selected Iniltrate and the other selected
Recon, the former decides who has the initiative.
+ fone player selected Recon and the other selected Forty,
the former decides who has the initiative
If both players selected the same, the Attacker decides who
has the initiative
14, END THE BATTLE
The battle ends after four Turning Points have been
‘completed. Ifone player has no operatives remaining in the
killaone, the other player continues to play out each remaining
‘Tuming Point until the battle ends,
Ideally, a battle should always be played until the end.
Not only will this allow for heroic last stands, but it will,
dotermine previous victory points that could matter in a
league, tournament or campaign. lf one player concedes,
before the battle has reached its natural conclusion,
that player scores 0 victory points from that game. Their
‘opponent scores the maximum victory points for each of
their Tac Ops (see below), even if they achieved less, and
‘can play out each remaining turning point in order to score
‘any remaining victory points from the mission objective.
16. DETERMINE VICTOR
‘At the end ofthe battle, the player with the most victory
points isthe winner of the game. If players are tied, the game
isadraw,
‘+ Each player can score a maximum of 12 victory points from
the mission objective.
* Each player can score a maximum of 2 victory points from
each Tac Op, therefore a player's Tac Ops are worth 6
victory points in total.
+ If every operative on a player's matched roster was
painted to a Battle Ready standard, that player scores 2
victory points
* In total, each player can score a maximum of 20 victory
points from the game.
YININDIS NOISSIM - AVId GHSIVM | =
UseOn pages 1194137, you will find nine missions from
the Critical Operations mission pack. These are
symmetrical missions, meaning that both players
hhave matching mission rules and mission objectives.
‘The scoring parameters of the mission objectives vary
across the mission pack, therefore having an expansive
roster wll allow you to select the right operatives for
the mission at hand, They have been designed so that
Cee)
Escalating Hostilities
Seize Ground
3 Awaken the Dataspirits | 3 Domination.
tactical play is rewarded, Therefore they are suited to
matched play, but can be used with any of the three
ways to play
To randomly determine a Critical Operations mission,
‘one player rolls one D3 to determine one ofthe tables
below, then the other player rolls one D3 to determine
the mission from that table,
CE)
1 Secure Archeotech
2 Duel of wits
3 Master the Terminals
‘WOVd HOISSIM SNOILVHSdO TWOLLIHSmaar)
MISSION 1.4
LOOT AND SALVAGE
SCs eC)
SC aera UL SCTE Ey)
a LeU Scum e
erie s
Pane ee ae)
CORE Ors ae aces
CDC Cue)
eee ee
Ce Tec areca erect
PoC coetciee
ae rec Ret Carrere
Cc ec ce
Pa Cor ey
Cee ae ed
ce Scere
Pee crue remem teres
recat erat)
Poeaerecs
aE See neers
Cees eee ei ce
ets es
eC LeeLee
Pee Comer Lied
Cec STi)
area Sao
Smee Cr mcm sres
Ce CCD cee Coc
>> Every weapon and round is a gift
Ce Carrs
UCU CeCe rae
cee eriee
ST eee)
CSET Oe TTTMISSION RULES MISSION OBJECTIVE rH)
eratives can perform the fel Each time a friendly operative performs the Loot and
OT AND SALVAGE carole er usnifa Pei
can perform this action while within A.
oc
a ponrea
Pees
CreeISSION 1.2
CONSECRATION
msm
Pots emer arenes eC ery
eee aee
PoC meeT cee ese iene
Prec ROM Trtarert]
Pesan ed
corre reeset cre mares
Sees eos Sore]
ee eo
cas
Pee meet
PO nes
Pee Cay
carrey
ose
Orne
prrerers roma g
prereset
Per ritererrts
once Ta
a CUS
Pras Co
creme recente
oe eee ad
CeCe cai)
Pree ere
oe eae
CCS
creme tiiae
Sr eee Teer)
Secs emceeDrop Zones: When a player sets up an
‘must be wholly within one of their drop zones,
Operatives can perform the following mission action
‘An operative can perform this act
of a non-Consecrated objective m
rors
oer!
aes
psec!
At the end of each Tu
ot friendly 0
ora
fer!
ed
ceman)
MISSION 1.3
=e
as
AWAKEN THE DATA-SPIRITS —
PSC LeC ste Crac ren
PC saager Cae eo Steet T ey
>
es
Me Cesar
Poco aereeas
aCe oe Cras
ae aeer er mee con
Cee Ce ect
PCa Ss
Ce era eC Ty
ee Rae aS
Peeters
ee ee ec
a ec ee occ rg
corr ern
Pama eee Too Cee
Cea ates)
Ceasar eee Ter
Sata See
aCe Cree Ce eee aoe
commerce
ee Cee
Pee coerce
CeCe CTLs r tty
Pee os
CL Ce cers
rereMISSION RULES MISSION OBJECTIVE i
n perform the fll a i performs the
DISCONNECT FIREWALL AP.
A m ion while within
a Firewall obj
objective marker from the killzone
ates
eed
ere
ee
CO etd
fees cya)
MISSION 2.1
ese TES
Cots eC apes etter ta
params
pertains
poet Sar LCy
Se RUT]
Cee ae
Cee eee
San a
Ce eco
Se eee ee
CEs amen tE
Oe ut ec eae oe
ESCALATING HOSTILITIES ~
eee can
esa Gd
Pee Ui eee
eC ee ace ag
PRO CCT Ts
OR een mcd
EG ean See
coo aC
Pa an eee Le
a eee aU
et eee os
Cae eOM CRC Say
cS ete
Lae
nue CeeMISSION RULES
Critical Escalati
third Initia
Player A's
MISSION OBJECTIVE 7]
end ofthe fist and second Turing Point, for
Turing Point).
end ofthe thi and fourth Turning Point,
bjective marker friendly operat
ra
Drop Zone
Percean}
ISSION 2.2
SEIZE GROUND
MISSION BRIEFIN
PRIORITY TARGET
Cea yd
aad
Peo tee Re
Peer aaa cece
Cocoa ES sarc coer Tar Cogs
Peer cnr Teng
Ce ne
ae ead
Coban CC ete cIC)
Creer Cnerteyy
Se CC eles
mC CMra ey)
Teer
aCe ad
Peet oe oes
POR C etree tata]
Oba t antes
Secor eras
CeCe eri
ese Cera
Pree Tee CeO enr
Pea emer at
a Coe)
Coan
Pac oe ry
Ce Lue
Petes
Cou Cs
peo Coe eee
Preece arse
eee ees
Se ae
CRO ae eee oy
foaesrcuit
Es
ES
Es
Cate
Cocos
eee eae
Cea Ce
Ga eC
creas
CeCe eC
oer ear
PC LeeMISSION RULES MISSION OBJECTIVE 7)
Secure Ground: At the e “uring At the end of each Turin
each objective matke frien ves co as oll
+ IF fiendly operatives control two or mo
e re 1VP.
stobjective marker + If peratives control more obje
trolling objectiv my operatives do, yo i
our kil team,
ocean
il eee
4
eee odMISSION 2.3
DOMINATION
Cee sO ec rey SO Ceca
Ca ee ee SMELT SUT Saa eee
Cen nena rLTaed
>> The foe's Location is known. Prec URC eer
cree a
Pe CCE Cea Lr TY
Pores
Ras
OM CeCe Ca as
CC Cea LTT
eae Lea
Sanne
ea ery
eae)
eer Sor
aoe C Te eatery
eee Leer oT ett
PCE ee Go
>> This world will be rid of then.
>> The Emperor's work will be done.
Cee
care
a eC eee eT
SO urac react com
ST nee ey
iets acess
Peer raeMISSION RULES MISSION OBJECTIVE cy
Operatives can perform th J mission action; At the end of each Turning Point, you score VPs
CEC) a
ile within
Until an enemy
that objective
reach objective marker opponent
e that i claimed by your kill team, you
ee
foes a0
eiceensat
MISSION 3.1
rece as eee E ed]
CC ma Cae ea CEL d
Pa CC}
CR LOMe Lec
aCe mee a eet
Peace GCe eter Marty
Crerenreenrieg)
Pe eee ee Caer ent)
Cee ee
SECURE ARCHEOTEGH
Coes eats
oe ee cs
Dn ae
Ce ee oa ee
abandoned. The Rites of
ect ae and
Petter Steers
spirits soothed with sacred
CeCe CeCe
cee
eee me mre
errr meree caer
Semen eres
CCTs
Coenen sse eet
eon Cia eens
Breer tretearieg
eC ec)
ae ec
cP err
SE ee
eer Ceci
eccoMISSION OBJECTIVE Cs)
dl
while within A.
arker it controls. That : control,
objective marker. While an
bjective marker, it
ere eo
Ed
hornetsMISSION 3.2
DUEL OF WITS
rer M seis o rear
PC aaMar ae ea mE)
a eee ey
eee
SC LemaCorry
Pee
Coan ee arty
cee Cera eee eer ee
Ce ees Lr Ld
eee Lriact emery
ee crd eered
Postrace retirees!
rr
asec teee Lee
Deeaeeerrc
paca)
eee errr’
ere ee arses
>> PURPOSE: Show the enemy we know
oe ee eee
eC re
Peete ec)
ee Cee
PUP eCeac emer reuters
Pca
ree eee)
creer Cutt rime rer tied
Oe ee Cera)
CCT)
eC Coa
tee Sree
ao CLS Lr
Peer ee ree ed
ee Ca Lr Caen
CC Cee ear)
CeCe Sr
aCe Cee CaaS
Cee
a ee
cea
Paro nrc aici’
Parse
Seca o ec
Se eee
ee acre erry
Poe eed ee rele esaecrLs
CO ec era
Carteret ce er eer)
Ce cece
Se eC
cae eT)
POE U CannasMISSION RULES
Objective:
each Turning Point,
that is more than Il from their drop zone to be a
re marker until the start of the next
Operatives can perform the following mission action
GAMBIT AP
Loa
eoMISSION 3.3
MASTER THE TERMINALS
CS mcs Cerro
PSC eames
>
Es
Es
rea SUSE
Deere ees
Pear Creches
Preece
SLOT CoE
reece ote eerste
prereset
orc Seen
Ot SORTS
Sea Eee Cece Ce
UCC
Ce eer rere crrr acd
Pee ocee o eeeerel es
Cee er ace
Ce a
COC LcmS tee Cee ct
ee eC ee ae
Pees os
eee eae)
Cee ac ans)
cero ioa
PRU aCe CCS
Pere oe Caen?
creer uc ne
a
PAC URC
fon Cee
a ae ees
Cee Omer ene
Ue eae)
Poot
ST Ce
eeMISSION RULES w
alternate A ve wile within
ita number of a a that is not Offline
during this Turning Point.
Until the start ofthe next turing point, that objective
marker is
MISSION OBJECTIVE
ch time a friendly operat
pore eo
core