
Kill Team `24: Tempest Orders
- Date
Table of Contents
These were originally introduced in White Dwarf #504.
Tempest Orders
These act as a replacement for TacOps. At the start of the first Turning Point, draw one card from the deck. Each card has specific conditions to be met in order to score, and a condition for drawing the next card.
Cards
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Tempest Orders
Consecrate
Operatives can perform the following mission action:
Consecrate1AP
- An operative can perform this mission action on an objective marker it controls that hasn't been consecrated. If it does, until the end of the battle, that marker has been consecrated. Whenever a friendly operative performs this action, you score 1VP; if all other objective markers in the killzone have been consecrated when a friendly operative performs this action, you score an additional 2VP (to a maximum of 4VP).
> When at least 4VP has been scored from this card, discard it and draw a new one.
Tempest Orders
Relocate
When this card is drawn, starting with the player without initiative, each player must move one objective marker 6" to a location it can be placed (in Killzone: Gallowdark, or any other killzone that uses the close quarters rules, objective markers cannot be moved through walls, but can be moved through open hatchways).
> No VPs are scored from this card. After completing this card, discard it and draw a new one.
Tempest Orders
Grind Them Down
When this card is drawn, each player begins a Lost Wound tally. Each player adds 1 to their Lost Wound tally whenever one of their operatives loses a wound. At the end of the turning point, the player with the lowest tally scores 3VP. Note that it's possible for neither player to score VPs from this card in the event of a tie.
> In the Ready step of the next turning point, discard this card and draw a new one.
Tempest Orders
Assassinate
Starting with the player with initiative, each player selects one enemy operative to be their target. The first player to incapacitate their target scores 3VP. The second player to incapacitate their target scores 1VP.
> In the Ready step of the next turning point, or when both players have scored from this card (whichever comes first), discard this card and draw a new one.
Tempest Orders
Loot
When this card is drawn, starting with the player without initiative, each player must move one objective marker 3" to a location it can be placed (in Killzone: Gallowdark, or any other killzone that uses the close quarters rules, objective markers cannot be moved through walls, but can be moved through open hatchways). Operatives can perform the following mission action:
Loot1AP
- An operative can perform this action on an objective marker it controls that hasn't been looted during this turning point. If it does, that objective marker is looted until the end of the turning point. Whenever a friendly operative performs this action, you score 1VP.
> When a total of 3VP has been scored from this card, discard it and draw a new one.
Tempest Orders
Dual Priorities
Draw two additional Order cards. Both are active. Discard whichever card is completed first and ignore its draw condition.
> Discard whichever card is completed second and follow its draw condition as normal. When you do so, also discard this card.
Tempest Orders
Control
Starting with the player with initiative, each player selects one objective marker. At the end of the turning point, each player scores 1VP for each objective marker friendly operatives control; if a player controls the objective marker that neither player selected, they score 2VP (to a maximum of 4VP).
> In the Ready step of the next turning point, discard this card and draw a new one.
Tempest Orders
Unstable Archeotech
At the end of the turning point, inflict D6 damage on each operative contesting objective markers (roll separately for each). Then, each player scores 1VP for each objective marker friendly operatives control.
> In the Ready step of the next turning point, discard this card and draw a new one.
Tempest Orders
Reconquer
When this card is drawn, starting with the player with initiative, each player must move one objective marker 3" to a location it can be placed (in illzone: Gallowdark, or any other killzone that uses the close quarters rules, objective markers cannot be moved through walls, but can be moved through open hatchways). At the end of the turning point, each player scores 1VP for each objective marker they control; if they control the objective marker their opponent moved, they score an additional 2VP (to a maximum of 4VP).
> In the Ready step of the next turning point, discard this card and draw a new one.
Tempest Orders
Exfiltrate
If this card is drawn during the fist turning point, shuffle it back into the Order card deck and draw a new card.
Operatives can perform the following mission action:
Exfiltrate from the Killzone1AP
- An operative can perform this mission action while wholly within their opponent's drop zone, and not within 3" of enemy operatives. If it does, remove that operative from the killzone. When a friendly operative performs this action, you score 3VP.
- The removed operative does not count towards the kill grade.
- An operative cannot perform this action during the same turning point in which it moved more than 6" or was removed and set back up more than 6" away.
> When either player scores from this card, discard it and draw a new one.
Tempest Orders
Hold the Line
If this card is drawn during the first turning point, shuffle it back into the Order card deck and draw a new card.
At the end of the turning point, if no enemy operatives are within a player's territory, that player scores 3VP.
> In the Ready step of the next turning point, discard this card and draw a new one.