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DEADLY SKIRMISH COMBAT IN A WAR-TORN HIVE WORLD


LONE OPERATIVES
Some of the greatest stories to come out of the shadow war fought on Armageddon are those told of warriors who
somehow survive alone in the Promethium Sprawl. These operatives have transcended their mortal limits to become
legends, the heroes or villains of many a tale told to new recruits.

You can play a game of Shadow CHOOSING A KILL TEAM PLAYING LONE OPERATIVE GAMES AS PART
War: Armageddon with just such a One player chooses a kill team as OF A CAMPAIGN
warrior. These games are called Lone normal. The other player chooses a If all players agree, you can include
Operative games. single fighter – their Lone Operative. Lone Operative games in your
If you can’t decide which player campaign. If you do so, the player who
MISSIONS controls the Lone Operative, roll chooses a Lone Operative can secure
There are two special missions for use off and the winner decides. There the services of a special operative
in Lone Operative games: A Legend is are special operatives ideal for this as normal, forfeiting a promethium
Born and Phantom of the Promethium role, with the skills and equipment cache, or they can choose a single
Sprawl. These games are best played to succeed against the odds, but if fighter from their own kill team. Either
as stand-alone games when you feel you wish you can use any fighter as a way, they can only use a single fighter
like a change of pace. However, if you Lone Operative. The Lone Operative’s in the mission.
wish you can include these games in a kill team only ever consists of a
campaign, as long as all players in the single fighter – you cannot bring any Do not roll on the subplot table in the
campaign agree. additional special operatives. Hunt in the Promethium Sprawl table
for a Lone Operative game.

At the end of the battle, the opponent


of the Lone Operative completes the
Rewards of Battle sequence as normal.

If the Lone Operative was a special


operative, they (assuming they survive)
stride off into the sunset, never to be
seen again… The Lone Operative’s
player can Claim Promethium as
described in the Rewards of Battle
sequence, but cannot Advance,
Promote or Resupply.

If the Lone Operative was a fighter


from that player’s kill team, they
complete the Rewards of Battle
sequence as normal, with the following
change – if the Lone Operative won
the mission, that fighter gains D3
advances rather than 1. If a new recruit
wins a mission as a Lone Operative,
they instead immediately become
a trooper.

2
A LEGEND IS BORN
There are many stories told of this 3-4 Assassinate: The attacker tries reinforcements onto the battlefield.
warrior, but none are so well known as to eliminate the opposing kill Roll a D6 at the start of each turn
the tale of how they made their name team leader. Their mission is after the first: 1-2 = up to 1 fighter,
in the Promethium Sprawl. to take the opposing kill team 3-4 = up to 2 fighters, 5-6 = up to
leader out of action. 3 fighters. Add 1 to the number of
The Legend is Born mission fighters that the defender can bring
represents this warrior’s assignment 5-6 Cause Mayhem: The attacker onto the battlefield for Ork Boyz kill
to cripple an enemy kill team. The plans to disrupt the enemy’s teams. The fighters all arrive on the
aim isn’t necessarily to kill the team, activities in the area… fatally. same battlefield edge, measuring
but to strike a blow against them from Their mission is to escape once their movement from the edge of
which they won’t easily recover. they have caused sufficient the battlefield.
carnage. When the Lone
TERRAIN Operative leaves the battlefield To see what battlefield edge
In this mission the Lone Operative’s (see Ending the Game), the they appear on, first number the
player is always the attacker. attacker rolls a number of battlefield sides 1-4, then roll a D6.
dice equal to the number On a roll of 1-4 the reinforcements
Starting with the defender, each of enemies down or out of arrive on the battlefield edge that
player takes it in turns to place a action, and the defender rolls corresponds with the nominated
piece of terrain, either a structure a number of dice equal to the number. On a roll of 5-6 the defender
or a connecting walkway, until there number of enemy fighters on can choose which battlefield edge
is no more terrain to place or the the battlefield that are not they appear on. Defenders arriving
players agree that there is enough. down. If the attacker has more at the start of the turn may move and
The area of terrain represents the rolls of 4+ than the defender fight normally from that turn.
defender’s hideout. It is suggested has rolls of 6, the attacker
that the terrain is set up within an wins. Otherwise, the defender ENDING THE GAME
area roughly 4' by 4'. wins (re-roll all the dice in the The game ends once the mission
case of a draw). objective is met and the attacker has
Once the terrain is set up, the moved off a battlefield edge. The
defender places a Promethium KILL TEAM DEPLOYMENT attacker can leave the battlefield if
Tank counter, representing the The defender sets up first. They they begin their turn within 8" of any
kill team’s current cache – this deploy their leader and D6 other battlefield edge. They can do this
should be between 1 and 2 inches in models from their kill team to at any time, though if they have not
diameter. The defender can place the represent fighters in the immediate achieved their mission objective they
Promethium Tank counter on the area around the kill team’s camp. will lose the mission when they do so.
top surface level of any building. This Double the number rolled for Ork
is not necessarily going to play an Boyz kill teams. The defender chooses The game also ends if all the
important part in the game – it is only which fighters they wish to deploy defenders are down or taken out of
of significance in the Blitz mission. and may place them anywhere on the action, if the attacker is taken out of
battlefield, but they must be placed action or if the defender bottles out.
THE MISSION at least 12" away from all battlefield If the attacker was taken out of action,
After the terrain is placed the attacker edges. Special deployment rules such the defender wins. Otherwise, the
secretly rolls a D6 on the table below as Infiltration cannot be used by attacker wins.
and notes down what their mission the defenders.
objective is. The defender shouldn’t The attacker cannot bottle out. The
know the mission – it is up to them to The attacker then deploys their defender is protecting their kill
guess the attacker’s intentions. fighter anywhere on the battlefield team’s hideout, vital equipment and
not within 12" of an enemy fighter. supplies, and so doesn’t have to take
1-2 Blitz: The attacker tries bottle tests at all. However, once they
to destroy the tank. Their STARTING THE GAME have lost 50% of their fighters, they
mission is successful if any The players roll off. The winner takes may bottle out voluntarily. If they do,
damage is caused to the the first turn. they must lose 1 promethium cache,
promethium tank. The tank and the attacker gains 1 additional
has a Toughness of 6 and is REINFORCEMENTS promethium cache.
damaged if it sustains 1 or At the start of each of their turns
more ‘wounds’. after the first, the defender can bring

3
PHANTOM OF THE PROMETHIUM SPRAWL
After weeks on patrol, morale has KILL TEAM DEPLOYMENT in cover they will be spotted on a D6
been stretched to breaking point – The defender sets up first. They roll of 6.
despite constant vigil, the kill team deploy up to D6 of their kill team as
has been attacked again and again sentries, choosing which fighters they Sentries will spot the attacker if they
by the Phantom of the Promethium wish to put on sentry duty. Double are within their Initiative distance in
Sprawl. No one knows who this this number for Ork Boyz kill teams. inches regardless of cover or hiding.
mysterious assailant is, only that they Sentries can be placed anywhere on The attacker is also spotted if they
strike like lightning leaving only the battlefield at least 8" away from move within the Initiative distance of
bodies in their wake. In desperation, all battlefield edges. The remaining a sentry during the attacker’s turn.
the kill team sets a trap. fighters will arrive as reinforcements,
as described later. If a sentry spots the attacker or is hit
In this mission, the attacker must by a ranged attack and isn’t taken
navigate the trap set to catch the The attacker then deploys their down then they sound the alarm if
Phantom of the Promethium Sprawl. fighter within 8" of a randomly they survive the turn. Sentries taken
They must slip past or eliminate the selected battlefield edge. Special out of action cannot sound the alarm.
sentries, destroy the objective and deployment rules such as Infiltration Sentries who end the turn down sound
then get away as quickly as possible cannot be used by either kill team in the alarm on a roll of 4+.
before they are captured or killed by this mission.
enemy reinforcements. Shooting: If the attacker shoots a
STARTING THE GAME weapon roll 2D6 and add the weapon’s
TERRAIN The attacker takes the first turn of Strength to the score. If the result is
In this mission the Lone Operative’s the game. over 10 then the alarm is sounded.
player is always the attacker. However, this rule does not apply to
SENTRIES silent weapons like sniper rifles. Note
Starting with the defender, each Sentries move up to D6-3 inches per that shooting can sound the alarm
player takes it in turns to place a turn, rolling separately for each sentry. even if there are no sentries left.
piece of terrain, either a structure If the distance is negative then the
or a connecting walkway, until there attacking player can move the sentry Fighting: A sentry who is attacked
is no more terrain to place or the model instead, though they cannot in hand-to-hand combat will sound
players agree that there is enough. move them into an obviously harmful the alarm if they survive the turn. If
It is suggested that the terrain is position (such as walk them straight the attacker shoots a pistol or uses a
set up within an area of 4' by 4' or off a ledge). For example, a roll of weapon noted as being noisy in the
thereabouts. The battlefield represents 1 gives a move of -2, so the attacker Armoury in hand-to-hand combat
an area that the defender has chosen moves the sentry up to 2". then you must roll as described above
for their trap – complete with a to see whether the noise causes the
bunker containing the remains of SOUNDING THE ALARM alarm to be sounded.
their resources – to ensure that they Until the alarm is sounded, sentries
can eliminate this threat once and move as described above, their The noise of fighting may also cause
for all. Weapon Skill is halved and they the alarm to be sounded even if
cannot shoot or do anything else. the sentry doesn’t survive to do so
MISSION OBJECTIVE After the alarm is sounded sentries themselves. Roll a D6. If you roll a 1
After the terrain is set up, the can move and attack as normal. The the scuffle has been noticed and the
defender places the Entrance counter alarm can be sounded in a number of alarm is sounded.
anywhere on the ground level of different ways:
the battlefield. This represents the Entrance: The alarm is automatically
entranceway to the bunker. Spotting: Roll a D6 at the start of each sounded if the Entrance is destroyed.
player’s turn. Sentries can try to spot Note that although it’s possible to set
The Entrance is a structure with the attacker if the attacker is within off the alarm mid-turn, the special
a Toughness of 6 and can sustain their Initiative distance multiplied sentry rules still apply until the end of
the equivalent of 3 wounds. Once by the dice score, and is within the that turn.
the Entrance has been reduced 90° arc in front of the sentry and not
to 0 ‘wounds’ it counts as having hidden. The attacker will be spotted
been destroyed. automatically if they are in the open.
If they are in partial cover they will be
spotted on a D6 roll of 4+. If they are

4
REINFORCEMENTS ENDING THE GAME
At the start of the game the defender The game ends if the Entrance is SPECIAL
divides any fighters not deployed as destroyed and the attacker leaves If the Entrance was destroyed then
sentries into groups of one or more the battlefield by the edge where roll a D6. On a roll of 1 or 2, the
models as they see fit. These fighters they originally set up. The game also defender earns 1 fewer promethium
are not set up on the battlefield, but ends if all the defenders are down or cache then they normally would at
can enter as reinforcements. taken out of action, if the attacker is the end of the game (to a minimum
taken out of action or if the defenders of 0).
Once the alarm is sounded the bottle out.
defender can bring on one group of
reinforcements per turn. Roll a D6 The attacker cannot bottle out. The
at the start of the turn: 1-2 = up to 1 defenders are determined to defeat the
fighter, 3-4 = up to 2 fighters, 5-6 = up Phantom, and don’t have to take bottle
to 3 fighters. Add 1 to the number of tests. However, once they have lost 50%
fighters that the defender can bring of their fighters, they may bottle out
onto the battlefield for Ork Boyz voluntarily. If they do, they must lose
kill teams. 1 promethium cache, and the attacker
gains 1 additional promethium cache.
Reinforcements enter together on any
of the three battlefield edges other If the Entrance is destroyed and the
than the edge where the attacker attacker leaves the battlefield by the
deployed, measuring their movement edge where they originally set up, or
from the edge of the battlefield. Roll the defenders bottle out or are all
a D6 to determine which edge they down or taken out of action, then
enter from as shown on the diagram. the attacker wins, otherwise the
Reinforcements cannot be placed defender wins. Entrance
within 10" of the attacker but can move counter
and fire normally on the turn they
are placed.

3-6
1

Attacker’s table edge

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