Kill Team:Stevenage Xmas Mission 2024 (part 1)

Intro

We are taking a trip to Warhammer World, Nottingham, to play on one of their themed boards: Mining Facility 42 (photos to follow in part two). Mashing together the Core Rules Book Multi Player missions and the new Sniper Rules, I worked up this one off mission.

Fluff

It rained ceaselessly, relentlessly, from the iron-gray sky. The planet’s heavy gravity turned even a mild drizzle into a punishing deluge. However, a full-on storm like this? Devastating.

Rain blasted down, saturating everything. Even under the shelter of a rock-crete overhang, water was seeking out every gap, sending icy streams down their backs. Ral could swear the weather had it in for his Yaegirs, accurately finding every chink in their armour. Though not lethal yet, the downpour was wreaking havoc on their equipment, rapidly pushing his team toward combat ineffectiveness.

Worse than the damp chill was the deafening roar of the rain. The rending crashing stunned and shocked even the most balanaced minds.

And then, suddenly, it stopped. For a moment, there was blessed silence.

The reprieve was short-lived. A deep, resonant roar filled the air, and Ral’s stomach sank as the unmistakable silhouette of a Thunderhawk gunship emerged from the clouds. It descended with surgical precision, landing amidst the rain-slicked streets. Moments later, its ramp lowered, and blue-armored warriors stormed out—Ultramarines. They moved with purpose, making a beeline for the landing pad, their path cutting straight through the debris-strewn underhive.

Ral barely had time to process before Deryn cursed softly and adjusted her binoculars. “Another group. Northeast quadrant.”

Ral tensed. Through the haze, hulking figures emerged—Plague Marines. Their corroded armor oozed filth, marked with Nurgle’s vile sigils. The very air seemed to decay around them as they trudged forward, heading for the same prize.

“More incoming, my Theyn,” another voice crackled over the comm. “Phobos pattern—unknown chapter—grey power armor.”

“Shazbat!” Ral muttered. “This just keeps getting better.” He glanced at his squad. “Stay sharp. Looks like we’re not the only ones fighting for the artifact.”

A sudden crack shattered the quiet. Kass crumpled to the ground, clutching his side where a round had pierced his armor. Blood mingled with rainwater as it pooled beneath him. “Sniper!” hissed voices up and down the line, and the squad instinctively dropped to cover. Ral’s heart pounded as he scanned for the shooter. A second shot echoed, this time to the north, followed by another to the south, and finally one from the east. Across the city, similar scenes played out. Ultramarines, Plague Marines, and the unknown Phobos warriors—all paused, their advance momentarily forgotten as one of their own fell.

Then, a guttural bellow ripped through the air, carrying over the landing pad. “Come an’ ‘ave a go if you fink youz ‘ard enough! WAAAGH! I’ll holdz you all off! Nones of youz iz gettin’ Boss Irontoof’s gubbinz!” Ral’s mind raced. An Ork. Only the greenskins would have the audacity to take on four factions at once! It had somehow beaten them all to the artifact, and from its vantage point, it could hold the high ground until reinforcements arrived. And where there was one Ork, more were bound to follow (if only to fight the first ork).

Ral turned to his squad.

“Deryn,” he barked, “find that cunning green git before he becomes a bigger problem.”

“Thorack, see to Kass—and don’t get shot while you’re at it.”

“Eva, move to the pad. Be ready to grab the artifact after we deal with our uninvited Orky guest, but before the pansies in power armour turn up.”

“The rest of you, with me. We need to slow those Imperial Big Jobs down.”

MISSION RULES

Setup:

  • Drop-zones are 6" deep x 12" wide areas in each corner of the board - we might need to adjust this when we see the board
  • Roll off for drop-zone selection
  • Markers
    • Place the Artefact marker in the middle of the board
    • Each player places their Wounded Trooper Marker 8" from their drop-zone
  • One SNIPER NPO is set up on the landing pad in all around cover add barricades if required

Rescue:

Friendly operatives can perform the Pick Up Marker action on their trooper down marker. Whenever a friendly operative is carrying the trooper down marker, worsen the Hit stat of its weapons by 1 and it cannot be removed and set up again (e.g. it cannot FLY).

Medi-Vac:

Operatives carrying Wounded Trooper Markers can move wholly over the kill-zone edges within their drop zone. Any that do so have Medi-Vac'd their Wounded Comrades – remove the operatives and the marker from the kill-zone (an operative removed in this way does not count for the Kill Op).

Finish Them:

If a Friendly operative perform the Pick Up Marker on an Enemy trooper down marker - remove that marker from the kill-zone.

Victory:

Crit Op:

  • At the end the fourth turning point if a friendly trooper controls the artefact marker score 3 VP
  • If a friendly trooper incapacitates the sniper NPO score 3 VP

Tac Op - Rescue:

  • At the end of each turning point after the first a friendly operative is controlling their trooper down marker score 1 VP
  • If a friendly trooper Medi-Vacs their trooper down marker score 3 VP

Kill Op

  • At the end of each turn after the first, calculate how many operatives each team has incapacitated (operatives with more than 12 wounds count double) and score VP as follows:
    • 1st - 2VP
    • 2nd - 1VP
    • 3rd/4th - 0VP

SNIPER NPO

Name ATK HIT DMG WR
Sniper Rifle 4 2+ 3/3 Devastating 3, Heavy, Silent
Gun butt 3 4+ 2/3

Rules:

Behaviour: This operative cannot move, have an Engage order, be readied or be activated. Whenever an NPO would activate, if this operative has reloaded (see below) and there’s a valid target for it, perform the Shoot action with this operative instead of activating an NPO, then it has no longer reloaded.

Reload: In the Ready step of each Strategy phase, this operative has reloaded. Each time after this operative performs the Shoot action, roll one D6: after a number of player operatives have been activated this turning point equal to the result, this operative has reloaded.

Sniper’s Nest: Whenever this operative is shooting, operatives cannot be obscured. Whenever determining visibility from this operative (but not to it), the line can also be drawn from any part of the Vantage terrain it’s on, or the rampart touching that Vantage terrain.

Shoot action

An NPO performs the Shoot action and multiple enemy operatives are valid targets. It shoots the enemy operative that is:

  1. Not obscured.

  2. Not in cover.

  3. Closest.

  4. Wounded.

  5. Ready.

Fight action

An NPO performs the Fight action and multiple enemy operatives are within its control range. It fights the enemy operative that:

  1. It’s more likely to incapacitate.

  2. Is ready.