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KILL TEAM

CRITICAL
OPERATIONS
MAP PACK
TERRAIN TRAITS VANTAGE POINT
HEAVY A Vantage Point is a terrain feature with a vertical element (i.e. a level higher
Heavy terrain provides Cover and than the floor of the killzone) that operatives can be placed upon. If a part of a
is Obscuring. terrain feature is not defined as a Vantage Point, operatives can climb over or
traverse it, but they cannot finish a move or be set up upon it.
LIGHT Each time an operative on a Vantage Point makes a shooting attack, each
Light terrain provides Cover unless otherwise specified enemy operative that has a Conceal order that is in Cover provided by Light
(e.g. Vantage Point). terrain or another operative, and is at least lower than them, is treated as
having an Engage order for that attack instead.
TRAVERSABLE Each time a shooting attack is made against an operative on a Vantage Point,
Traversable terrain can be for that shooting attack:
traversed. The operative cannot use the floor of the Vantage Point as Cover or to be
Obscured.
The operative cannot use parts of the Vantage Point’s terrain feature that is
INSIGNIFICANT lower than the operative as Cover or to be Obscured.
Insignificant terrain is terrain too Instead, the operative must use parts that are the same height as or higher
small to have an impact on your than the operative, such as a rampart or battlement on the Vantage Point.
operatives and provides no rules.
BARRICADES
SCALABLE Barricades are terrain that players set up before a battle.
This trait can be applied to terrain features more They are 2 wide and 1 tall. They are Light and Traversable.
than 4’ tall. Each time an operative climbs this
terrain feature, the final incremental distance of less
than 2’ is ignored, instead of being rounded up to
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OCTARIUS
DOOR RAMSHACKLE WALL OIL PUMP SCRAP PILE

Door: An operative can move


through this part of the terrain All parts of the Oil Pump All parts of the scrap pile are LIGHT.
feature as if it were not there, are HEAVY except the
and can do so even if its base is Scramble: An operative cannot climb over this part
tap which is of the terrain feature. Instead, they must scramble
too large to fit through this part INSIGNIFICANT
of the terrain feature. Remember over it. To do so, an operative must perform a
that an operative must finish a SCRAMBLE OVER or CHARGE OVER action.
move in a location it can be
RAMSHACKLE BARRICADE
placed, therefore it must finish
the move wholly on one side of
the door or the other.
HATCH

All parts of the Ramshackle Barricade are


LIGHT and TRAVERSABLE
Hatch: An operative can move
vertically through this part of the
terrain feature as if it were not
there. Note that this will be done
with a climb (unless they can FLY) or
with a drop.
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CHALNATH
CHALNATH RUINED BUILDING RUINED WALL DOOR HATCH

Hatch: An operative can


move vertically through
this part of the terrain
Door: An operative can move feature as if it were not
through this part of the terrain there. Note that this will
feature as if it were not there, be done with a Climb
and can do so even if its base is (unless they can FLY) or
too large to fit through this part with a Drop.
of the terrain feature. Remember
All parts of the Chalnath Ruined building All parts of the Ruined Walls are HEAVY that an operative must finish a
are HEAVY and SCALABLE except the move in a location it can be
roof which is a VANTAGE POINT placed, therefore it must finish
the move wholly on one side of
SCALABLE: Each time an operative climbs this
the door or the other.
terrain feature, the final incremental distance of
less than 2’ is ignored, instead of being rounded
up to 2’.

Designer’s Note: This means an operative looking


to climb onto a Chalnath Ruined Building’s
Vantage Point via the shortest possible route will
travel vertically 4’ instead of the usual 6’.
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NACHMUND
FERRATONIC FURNACE THERMIC CRANE SMOG FUEL EXHAUST VENT
PLASMA STACK RESERVOIR
REGULATOR

All parts of the Exhaust


Vent are LIGHT and
All parts of the Crane TRAVERSABLE
are HEAVY
Exhaust Vent: This terrain feature creates
an area of smoke horizontally 2’ from the
PIPE centre of it and to an unlimited upward
All parts of the Ferratonic All parts of the height. The effects of this area of smoke
Furnance are HEAVY and Thermic Plasma All parts of the are as follows:
SCALABLE except the roof Regulator are HEAVY Fuel Reservoir
which is a VANTAGE POINT. except the platform are HEAVY An operative is not Visible if a Cover line
The ladders are which is a VANTAGE drawn to it crosses into and out of an area
INSIGNIFICANT. POINT and the of smoke.
SCALABLE: Each time an railings on the
operative climbs this terrain platform side which While an operative is within an area of
feature, the final is LIGHT. smoke, it is treated as being in Cover and
incremental distance of visible.
less than 2’ is ignored, All parts of
instead of being rounded up the Smog Operatives can remove this area of smoke
to 2’. Stack are by performing the Close Vent action.
HEAVY
Designer’s Note: This means
an operative looking to
All parts of the Pipe are
climb onto a Ferratonic
LIGHT and TRAVERSABLE
Furnace’s Vantage Point via
the shortest possible route
will travel vertically 4’
instead of the usual 6’.
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MOROCH
FRONTERIS LANDING PAD AUSPEX SHRINE VOX- STC HAB-BUNKER
ANTENNA

All parts of the landing pad including the steps All parts of the All parts of the STC HAB-Bunker are
have the HEAVY keyword. The handrails of the Auspex Shrine have HEAVY except the roof which is a
steps have the INSIGNIFICANT keyword. the HEAVY keyword. VANTAGE POINT

Low: An operative climbing onto or dropping


from this terrain feature treats its height as 2’
, even if the vertical distance it would need to FRONTERIS STOCKADE STC HAB-BUNKER DOORS
travel would be slightly more than 2’. Note
that this means when dropping, the vertical
distance travelled is ignored.

All parts of the


Vox-Antenna are
HEAVY except the Door: An operative can move through this part
platform which is of the terrain feature as if it were not there,
a VANTAGE POINT, and can do so even if its base is too large to
the platform fit through this part of the terrain feature.
All parts of Fronteris console and Remember that an operative must finish a
Stockade have the HEAVY ladder handrails move in a location it can be placed, therefore
keyword. which are it must finish the move wholly on one side of
INSIGNIFICANT the door or the other.
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GALLOWDARK
WALL HATCHWAY
A Hatchway terrain feature has two statuses: closed and open. It has two parts - an access point and a hatch -
and their traits depend upon the Hatchway’s status. Operatives can perform the Operate Hatch mission action to
change its status.

All parts of a Wall terrain feature have the HEAVY


and WALL traits. Some Walls include a HATCHWAY,
which is a separate terrain feature explained below.

WALL:
Operatives cannot move over or through Wall Closed Open
terrain regardless of any other rules, other than as Hatchways begin the battle closed. While a While a Hatchway is open:
a result of the Accessible trait. Hatchway is closed: Its hatch must be fully open (it cannot be ajar).
Its hatch must be fully within its access point. Its access point has the Accessible trait.
Visibility lines cannot be drawn over or through Wall All parts of it have the HEAVY and WALL traits. Its hatch has the Wall trait.
terrain.
An operative is never a valid target if every Cover Accessible: An operative can move through the Walls up to
line drawn to it crosses Wall terrain. adjacent to this access point as if they were not there, so long as
at least part of its base would move through this access point
Distance cannot be measured over or through Wall when it does so (as shown in the diagrams below). An operative
terrain; you must measure around it using the cannot finish a move in or on an access point. As an operative
shortest possible route (as shown in the diagram must finish a move in a location it can be placed, it must finish
below). However, measure distances to areas of the the move wholly on one side or the other of this terrain feature.
killzone through walls (e.g. the centre of the killzone
or drop zones, but not objective markers or tokens). Designer’s Note: An open Hatchway’s access point does not
provide Cover, nor is it Obscuring. The Walls either side of the
access point, or its hatch, must be used for this instead.
WALL HATCHWAY
A Hatchway terrain feature has two statuses: closed and open. It has two parts - an access point and a hatch -
and their traits depend upon the Hatchway’s status. Operatives can perform the Operate Hatch mission action to
change its status.

All parts of a Wall terrain feature have the HEAVY


and WALL traits. Some Walls include a HATCHWAY,
which is a separate terrain feature explained below.

WALL:
Operatives cannot move over or through Wall Closed Open
terrain regardless of any other rules, other than as Hatchways begin the battle closed. While a While a Hatchway is open:
a result of the Accessible trait. Hatchway is closed: Its hatch must be fully open (it cannot be ajar).
Its hatch must be fully within its access point. Its access point has the Accessible trait.
Visibility lines cannot be drawn over or through Wall All parts of it have the HEAVY and WALL traits. Its hatch has the Wall trait.
terrain.
An operative is never a valid target if every Cover Accessible: An operative can move through the Walls up to
line drawn to it crosses Wall terrain. adjacent to this access point as if they were not there, so long as
at least part of its base would move through this access point
Distance cannot be measured over or through Wall when it does so (as shown in the diagrams below). An operative
terrain; you must measure around it using the cannot finish a move in or on an access point. As an operative
shortest possible route (as shown in the diagram must finish a move in a location it can be placed, it must finish
below). However, measure distances to areas of the the move wholly on one side or the other of this terrain feature.
killzone through walls (e.g. the centre of the killzone
or drop zones, but not objective markers or tokens). Designer’s Note: An open Hatchway’s access point does not
provide Cover, nor is it Obscuring. The Walls either side of the
access point, or its hatch, must be used for this instead.
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