Gallowfall
Gallowfall
Welcome to Kill Team: Gallowfall. This is the fourth and final instalment of this season of Kill Team, in which elite warriors drawn from the
galaxy’s myriad warring races have plunged into the depths of the enormous space hulk known as the Gallowdark. Whether opportunistic
thief, adventurous treasure-hunter, brutal killer or noble warrior, all are willing to kill anything in their path for the sake of their objective.
Contents
Books 2.1 Race to the Tubes
Shadow Operations: Gallowfall 2.2 Bio-authorisation Required
Mission Pack 2.3 Abandon Ship
1.1 Loot Medical Supplies Killzone: Gallowfall
1.2 Cripple the Foe • Medical Equipment
1.3 Escape the Hulk • Escape Pod
1.4 Ageing Remains • Stasis Pods
1.5 Critical Surgery Killzone Key Reference
1.6 Vital Communiqué Dataslates and Datacards
BOOKS
Book Kind Edition Version Last update
Kill Team: Gallowfall Expansion 2 May 2023
The missions increase in detail, with the first three being the most simple and straightforward and the second three requiring more thought
and consideration. The final three missions are the most unique in that they use a killzone twice as big as normal (you will need two Killzone:
Gallowdark killzones to use these missions). They are themed around evacuating the Gallowdark using escape pods.
All of the missions use a specified arrangement of terrain, using the Killzone: Gallowdark and Killzone: Gallowfall terrain sets, each tailored to
enhance the mission at hand. The scoring parameters of the mission objectives vary across the mission pack, therefore having an expansive
roster will allow you to select the right operatives for the mission. The missions can be used with any of the three ways to play, but have
bonuses for those using them as part of a Spec Ops campaign.
To randomly determine a Shadow Operations: Gallowfall mission, one player rolls one D6 to determine one from table 1. If you have two
Killzone: Gallowdark killzones and would like to play the unique larger missions, one player can instead roll one D3 to randomly determine one
from table 2.
TABLE 1
D6 Mission
1 Loot Medical Supplies
2 Cripple the Foe
3 Escape the Hulk
4 Ageing Remains
5 Critical Surgery
6 Vital Communiqué
TABLE 2
D3 Mission
1 Race to the Tubes
2 Bio-authorisation Required
3 Abandon Ship
Mission 1.1
MISSION RULES
Unaccessed: You can only place barricades within your drop zone.
MISSION OBJECTIVE
Each time a friendly operative performs the Loot Medical Supplies action, you score 1VP.
MISSION BONUS
If you are victorious, you can re-roll Casualty and Recovery tests after the battle.
MISSION RULES
Operatives can perform the following mission action:
SCUTTLE 1AP
An operative can perform this action while it controls an Escape Pod (F5) or Medical Equipment (F1-F4) terrain feature that isn’t
permanently scuttled.
If an operative the Attacker controls is performing this action, that terrain feature gains a Scuttle token.
If an operative the Defender controls is performing this action, that terrain feature loses a Scuttle token.
If an operative the Attacker controls is performing this action and that terrain feature already has a Scuttle token, it’s permanently
scuttled.
MISSION OBJECTIVE
At the end of the battle, for each terrain feature that has a Scuttle token, the Attacker scores 1VP. For each that doesn’t, the Defender
scores 1VP.
MISSION BONUS
If you are victorious and scored 9 or more victory points from the mission objective, you gain 1 Requisition point.
Deck Defended: If you are the Defender, are victorious and are currently undertaking the Secure District Spec Op, then reduce by 1 the
number of games required to complete that Spec Op’s Operation 1.
Mission 1.3
MISSION RULES
Operatives can perform the following mission action:
MISSION OBJECTIVE
Each time a friendly operative occupying an Escape Pod (F5) terrain feature escapes, you score 1VP, or 2VPs if that operative has an
unmodified APL characteristic of 3 or more.
MISSION BONUS
If you are victorious, each friendly operative that escaped earns 1XP.
AGEING REMAINS
The launch bays of a ship contain the remains of those caught in an evacuation gone wrong. While time
has turned much to ruin, there are items of value that can be salvaged.
MISSION RULES
Rapid Approach: In the Select Drop Zone step, the Attacker rolls one D6, re-rolling results of 5-6. They have the drop zone corresponding
to the result. The Defender then selects one of the remaining drop zones. Each player’s killzone edge is the edge closest to their drop
zone and furthest from their opponent’s. For example, if players are using drop zones 2 and 4, their killzone edge would be to the top and
bottom respectively. Finally, remove the two Escape Pod (F5) terrain features that are within the players’ drop zones.
MISSION OBJECTIVE
Each time a friendly operative performs the Search Pod action, you score 1VP.
At the end of the battle, for each objective marker friendly operatives control, you score 2VPs. Note that objective markers only appear as
a result of the Search Pod action.
MISSION BONUS
If you are victorious and friendly operatives were carrying any objective markers at the end of the battle, you gain 1 Requisition point.
CRITICAL SURGERY
A key asset with vital information is in critical condition. They must be saved, or kept alive long
enough to divulge what they know. The enemy descends to eliminate the patient and thus silence them
entirely.
MISSION RULES
Sudden Approach: The players do not complete the Set Up Barricades step of the mission sequence.
Critical Patient: In the Set Up Operatives step, the Defender selects one of their operatives to be carrying the Critical Patient token. The
Defender’s operatives can perform the Pick Up action on that token.
SURGERY 2AP
An operative can perform this action while it controls the Surgical Chair (F4) terrain feature and the Critical Patient token is touching
the Surgical Chair terrain feature (note that the token must be dropped for this). An operative cannot perform this action in the first
Turning Point, while an enemy operative is within of the Surgical Chair, or if another friendly operative has performed this action
during this Turning Point. If the operative has the MEDIC keyword, it can perform this action for one less action point (to a minimum
of 1AP).
ELIMINATE 1AP
An operative can perform this action while it controls the Critical Patient token. Remove that token from the killzone. An operative
cannot perform this action while within Engagement Range of an enemy operative.
MISSION OBJECTIVE
If the Eliminate action is performed, the Attacker scores 7VPs.
At the end of the battle, work out the number of Surgery actions performed and consult the table below to determine how many victory
points each player scores.
Number of
Attacker’s VPs Defender’s VPs
Surgery Actions
0 5 0
1 4 4
2 3 8
3 0 12
SPEC OPS CAMPAIGN
If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:
MISSION BONUS
If you are victorious and scored 11 or more victory points from the mission objective, you can re-roll Casualty and Recovery tests
after the battle.
Patient Saved: If you are the Defender, are victorious and are currently undertaking the Extraction Spec Op, then reduce by 1 the
number of games required to complete that Spec Op’s Operation 1.
Mission 1.6
VITAL COMMUNIQUÉ
A kill team must find a location from which they can transmit an important communiqué to their
commanders. However, another team race to intercept them, determined to claim the information for
themselves.
MISSION RULES
Vital Message: In the Set Up Operatives step, the Attacker secretly selects one of their operatives to be carrying an objective marker. The
Attacker’s operatives can perform the Pick Up action on that objective marker.
Lying In Wait: In the Set Up Operatives step, the Defender does not set up operatives in the killzone. Instead, they must secretly select up
to half of their operatives to be hiding within an Escape Pod (F5) or Stasis Pods (F6) terrain feature (max one per terrain feature). Their
remaining operatives are in reserve. We recommend numbering each terrain feature, then the Defender can make a note of which
operative is set up in which terrain feature. For the purposes of any other rules that reference the Defender’s drop zone (e.g. Tac Ops), use
the Defender’s killzone edge instead.
Spring Ambush: The Defender’s operatives that are hiding and in reserve are considered to be within the killzone for activation purposes
and must be activated as normal. Each time such an operative is activated, they must either perform Pass actions (to stay hiding or in
reserve), or be set up by the Defender.
Operatives in hiding must be set up as close as possible to the terrain feature they are hiding within. They then perform their actions
as normal, but must subtract from the distance they can move in their first move action during that activation (Normal Move,
Charge etc.).
Operatives in reserve must be set up as close as possible to the Defender’s killzone edge and wholly within a section specified by a D3
roll (roll for each operative when you set them up). They are then treated as having performed a Normal Move action (subtract action
points accordingly).
If an operative the Attacker controls moves within of a terrain feature an operative is hiding within, the Defender must set them up
(then continue the Attacker’s operative’s activation as normal).
Desperate Escape: The battle does not end after four Turning Points. Instead, the battle ends at the end of a Turning Point in which there
are none of the Attacker’s operatives in the killzone or a player concedes. If an operative the Attacker controls performs an action in
which they move, and ends that action within of the Defender’s killzone edge and not within Engagement Range of an enemy
operative, the Attacker can remove that operative from the killzone. That operative has escaped, and if it’s carrying the objective marker,
the objective marker is permanently removed from the killzone.
MISSION OBJECTIVE
If an operative carrying the objective marker escapes, the Attacker scores 4VPs.
At the end of the battle, determine the percentage of the Attacker’s kill team selected for deployment that escaped (rounding down to the
nearest percentage grade) and consult the table below to determine how many victory points each player scores.
At the end of the battle, if the Defender’s operatives control the objective marker, the Defender scores 4VPs.
SPEC OPS CAMPAIGN
If you are playing this mission as part of a Spec Ops campaign, the following mission rules also apply:
MISSION BONUS
If you are victorious and scored 8 or more victory points from the mission objective, you can distribute up to 4XP across the friendly
operatives selected for deployment.
Ambushed: If you are the Defender, are victorious and are currently undertaking the Purge Order Spec Op, then reduce by 1 the
number of games required to complete that Spec Op’s Operation 1.
Mission 2.1
MISSION RULES
Rush to the Pods: In the Set Up Operatives step, operatives must be set up wholly within their drop zone (they cannot use any rules that
allow them to be set up elsewhere).
Escape: The battle does not end after four Turning Points. Instead, the battle ends at the end of a Turning Point in which either of the
following is true:
All of the Escape Pods (F5) have been removed from the killzone.
No more operatives can escape in following Turning Points.
MISSION OBJECTIVE
Each time a friendly operative occupying an Escape Pod (F5) terrain feature escapes, you score 2VPs, or 3VPs if that operative has an
unmodified APL characteristic of 3 or more.
MISSION BONUS
If you are victorious, each friendly operative that escaped earns 1XP.
BIO-AUTHORISATION REQUIRED
The evacuation procedures aboard the ship follow strict protocols, only launching when a bio-scan of
the occupant matches one of the original crew. The teams must collect bio-samples to confuse the
pod’s ageing machine spirit in order to launch successfully.
MISSION RULES
Rush to the Pods: In the Set Up Operatives step, operatives must be set up wholly within their drop zone (they cannot use any rules that
allow them to be set up elsewhere).
Escape: The battle does not end after four Turning Points. Instead, the battle ends at the end of a Turning Point in which either of the
following is true:
All of the Escape Pods (F5) have been removed from the killzone.
No more operatives can escape in following Turning Points.
MISSION OBJECTIVE
Each time a friendly operative occupying an Escape Pod (F5) terrain feature escapes, you score 3VPs, or 4VPs if that operative has an
unmodified APL characteristic of 3 or more. Note that an operative must be carrying an objective marker to escape.
MISSION BONUS
If you are victorious, each friendly operative that escaped earns 1XP.
ABANDON SHIP
The ship is falling apart. Operatives must rush to the escape pods and annihilate all obstacles, or
they will be destroyed with the vessel.
MISSION RULES
Rush to the Pods: In the Set Up Operatives step, operatives must be set up wholly within their drop zone (they cannot use any rules that
allow them to be set up elsewhere).
Escape: The battle does not end after four Turning Points. Instead, the battle ends at the end of a Turning Point in which either of the
following is true:
All of the Escape Pods (F5) have been removed from the killzone.
No more operatives can escape in following Turning Points.
Ship In Ruin: The killzone is divided into a series of column sections (see the mission map) that become ruined during the battle, starting
from Section 1. At the end of each Turning Point, roll one D6: on a 2-5, the next section is ruined; on a 6, the next two sections are ruined.
If an operative is ever wholly within a ruined section, it’s immediately incapacitated and removed from the killzone, regardless of any
other rules. If an Escape Pod (F5) is ever wholly within a ruined section, it’s removed from the killzone (if an operative is occupying it, it’s
incapacitated as above).
MISSION OBJECTIVE
Each time a friendly operative occupying an Escape Pod (F5) terrain feature escapes, you score 1VP, or 2VPs if that operative has an
unmodified APL characteristic of 3 or more.
MISSION BONUS
If you are victorious, each friendly operative that escaped earns 1XP.
Some missions require operatives to control certain terrain features, e.g. Escape Pods. In such missions, those terrain features are treated
as objective markers, except that a friendly operative controls it while within of it and if the total APL characteristic of friendly
operatives within of it is greater than that of enemy operatives within of it. If an operative must perform an action at a terrain
feature it controls and it controls more than one, you must select one for that action.
MEDICAL EQUIPMENT
Medical Equipment terrain features have the Light and Traversable traits.
ESCAPE POD
An Escape Pod terrain feature has two parts - a pod and a launch stand. All parts have the Heavy trait.
Some mission rules require you to remove Escape Pod terrain features when an operative escapes in them. If you remove the pod but leave
its launch stand, the launch stand gains the Insignificant trait instead.
STASIS PODS
A Stasis Pods terrain feature has the Heavy trait.