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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 REE 11. 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 | = Use On 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 TWOLLIHS maar) 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 TTT MISSION 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 Cree ISSION 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 emcee Drop 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 ce man) 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 rere MISSION 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 cy a) 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 Cee MISSION 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 Perce an} 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 Lee MISSION 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 od MISSION 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 rae MISSION 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 eiceens at 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 ecco MISSION OBJECTIVE Cs) dl while within A. arker it controls. That : control, objective marker. While an bjective marker, it ere eo Ed hornets MISSION 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 Cannas MISSION 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 eo MISSION 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 ee MISSION 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

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