Books
| Book | Kind | Edition | Version | Last update |
Airborn Assault Mission Pack |
Airborn Assault Mission Pack | Expansion | 3 | 1.0 | October 2024 |
This is a PvP mission pack for thematic and narrative gameplay. A key feature is the Airborne Assault mission rule, where by one player’s operatives are dropping into the killzone and their opponent must brace for the attack.
You may find some missions or terrain feature layouts in this mission pack favour one style of kill team over another. For example, your fleeing operatives being chased down by a fast melee kill team in 3a:
Hunt From Above, or your operatives besieging an organised shooting kill team in 3b:
Airborne Siege, would be a tougher challenge than if those teams were being used the other way around. As theme and narrative are the primary focuses of this mission pack, we encourage players to embrace this - it’s part of the experience, offers more varied gameplay and provides a unique challenge for players. Carefully select your kill team for the mission at hand, and after you’ve played it once you can try swapping roles (Offence and Defence explained below) for a second playthrough.
These missions use the terms ‘Offence’ and ‘Defence’. Offence is the player conducting the airborne assaults, whilst Defence is the player that occupies the killzone and awaits the airborne assaulters. Players are assigned to Offence or Defence in the
Set Up the Battle step of the game sequence, and the mission maps specify Offence and Defence
drop zones, territories and
killzone edges. Some victory conditions and mission rules differ for Offence and Defence.
These missions can be played as a one-off, or they can be linked together in what’s known as a tree campaign. If you are doing the latter, the players should select a kill team each and establish Offence and Defence (either by choosing who would be the most appropriate for the role, or by rolling-off and the winner decides). The players then stick with this for the duration of the tree campaign, which lasts for three games.
Begin with mission 1a:
Disable Air Defences, then all subsequent missions are determined by the outcome of the previous one, as shown below. If Offence wins, follow the green arrow. If Defence wins, follow the red arrow.
Airborne Assault
In missions that use the Airborne Assault mission rule (
2a,
2b,
3a and
3b), the following rules are in effect:
Do not select and reveal operatives as normal. Instead, Offence selects and reveals theirs after Defence has done so.
Defence sets up all their operatives first. When they set up an operative, it must be wholly within their
drop zone and must be given a
Conceal order. Offence operatives are set up above: place them to one side instead of in the killzone.
During the
Firefight phase, Offence operatives set up above are
activated as normal. When activated, Offence can either expend or land that operative (it must have landed by the end of the second turning point). If it lands, they set it up in the killzone in a location it can be placed as follows (it’s no longer set up above):
- Wholly within their drop zone, or wholly within 6" of their drop zone if it’s the second turning point.
- Not within control range of an enemy operative.
- With no part of its base underneath Vantage terrain.
- With an order of their choice.
The operative is treated as performing the
Reposition action (spend the AP accordingly), then continue its
activation as normal.
If one player is using a
TEMPESTUS AQUILON out kill team, we recommend they take the role of Offence. If so, in a battle that uses the
Airborne Assault mission rule, do not use their
Drop Insertion faction rule. However:
- When landing, Offence operatives are treated as performing the Dash action (taking precedence over Reposition opposite).
- The Adjust Coordinates firefight ploy and the TROOPER operative’s Swift Landing rule allow the operative to set up an additional 2" or 1" away respectively from the Offence drop zone.
If a
TEMPESTUS AQUILON kill team player has taken the role of Defence, their Drop Insertion faction rule shouldn’t be used in a mission that uses the Airborne Assault mission rule (but can be used in other missions, i.e.
1a and
3c).
Game Sequence
1. SET UP THE BATTLE
- Each player selects a kill team for the battle. In a tree campaign, this is predetermined.
- Assign the players to Offence or Defence as appropriate, or roll-off and the winner decides. In a tree campaign, this is predetermined.
- Determine a mission. In a tree campaign, this is predetermined.
- Set up Killzone: Volkus, placing terrain features and objective markers as specified by the mission map.
- Drop zones are assigned to Offence and Defence as specified by the mission map.
2. SELECT OPERATIVES
- Each player selects their operatives for the battle, adhering to the selection requirements in their kill team’s rules. In all missions except for 1a and 3c (where selection is specified in their mission rules), Offence selects and reveals theirs after Defence has done so.
- Each player secretly selects up to four equipment options. Each option cannot be selected more than once per player. They then reveal their selections simultaneously.
- Each player gains 2CP.
3. SET UP OPERATIVES
- Each player alternates setting up an item of equipment that’s set up before the battle (ladders, etc.), starting with Defence. Note it’s item by item, not option by option.
- In missions 2a, 2b, 3a and 3b, set up operatives as specified by the Airborne Assault mission rule (pg 55).
- In missions la and 3c, set up operatives as specified by their mission rules.
4. PLAY THE BATTLE
- In the first turning point, the players roll-off and the winner decides who has initiative. If it’s a tie, Offence decides.
5. END THE BATTLE
- The battle ends when the mission specifies. If one player has no operatives remaining in the killzone but the battle hasn’t ended, the other player continues to play out each remaining turning point until the battle ends.
- The mission’s victory condition will specify how to determine the winner.
Mission Map Key
The maps in this mission pack use the terrain features found in
Killzone: Volkus below. Killzone: Their rules can be found
here.
KILLZONE: VOLKUS MAP KEY
Be they Imperial Icarus weaponry, Ork flakkadakka guns, twisted Tyranid bio-cannons or whatever else, anti-air defences can make short work of skyborne assault forces. Those seeking to eliminate these defences must knock out not only the weapons themselves, but also the systems that facilitate their control.
MISSION RULES
Air Defence Site: If the players wish, they can substitute the
objective markers for appropriate terrain features of similar size, e.g. a control panel and surface-to-air missile launcher. These terrain features are then both objective markers and
Light terrain.
Select Operatives: Each player secretly selects their operatives for the battle. They then reveal their selections simultaneously.
Set Up Operatives: Operatives are set up like most other mission packs - players alternate setting up one-third of their kill team (rounding up), starting with Defence. When a player sets up an operative, it must be wholly within their
drop zone and must be given a
Conceal order.
OFFENCE MISSION ACTION
PLANT BOMB1AP
An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if any objective marker already has a Bomb token.
DEFENCE MISSION ACTION
DEFUSE BOMB1AP
If the
active operative controls an
objective marker that has a Bomb token, remove that Bomb token; if it was counting down (see below), the countdown is stopped.
An operative cannot perform this action during, the first turning point, while within control range of an enemy operative, or if that objective marker doesn’t have a Bomb token.
VICTORY
Destroy Air Defence Site: In the
Ready step of each
Strategy phase, if an objective marker has a Bomb token and doesn’t have a countdown, roll D6+3. The result is the countdown until that objective marker explodes.
- After a number of activations equal to the result have been completed, the bomb explodes and the battle ends - Offence is the winner.
- If an operative performs the Defuse Bomb action, the Bomb token and its countdown are removed - continue the battle.
Defend Site: If all Offence operatives are
incapacitated, the battle ends and Defence is the winner. Otherwise, at the end of any turning point from the fourth onwards, if no objective markers have a Bomb token, the battle ends and Defence is the winner.

Having secured air superiority, the invaders must now make full use of their advantage while it lasts. The defenders
dig in and look to the skies, knowing that all too soon their enemies will rain down upon them from on high.
MISSION RULES
Airborne AssaultStrongholds: At the start of the battle, both
strongholds are secured by Defence. At the end of each turning point, if the total APL stat of friendly operatives wholly within a stronghold is greater than that of enemy operatives, you have secured that stronghold.
Sudden Assault: Once per turning point, when rolling off to decide
initiative, Offence can re-roll their D6.
VICTORY
Secure Strongholds: At the end of any turning point from the fourth onwards, if you
control both strongholds, the battle ends and you are the winner.
Eliminate: If all enemy operatives are
incapacitated, the battle ends and you are the winner.
With their drop craft blown out of the skies by the enemy’s anti-air defences, the invading forces hit the ground off-target and in disarray. The defenders must exploit this opportunity to pick apart their foes before the attackers can redress their ranks and regain their momentum.
MISSION RULES
Airborne AssaultImprovised Drop Zone: The killzone is equally divided into four vertical sections (see mission map). Whenever an Offence operative would land (i.e. from the Airborne Assault mission rule), roll one D6:
- If the result is a 6, inflict D3 damage on that operative. This is cumulative with the following.
- If the result is greater than that operative’s APL stat, randomly determine which sector Offence must set up that operative wholly within (roll one D6. re-rolling results of 5 and 6). All other set up requirements still apply.
- If the result is equal to or less than that operative’s APL stat, Offence sets it up as normal.
Strongholds: At the start of the battle, both
stronghold are secured by Defence. At the end of each turning point, if the total APL stat of friendly operatives wholly within a stronghold is greater than that of enemy operatives, you have secured that stronghold.
VICTORY
Secure Strongholds: At the end of any turning point from the fourth onwards, if you
control both strongholds, the battle ends and you are the winner.
Eliminate: If all enemy operatives are
incapacitated, the battle ends and you are the winner.

The invaders have swept down from the skies and shattered their enemies’ lines. Scattered and in disarray, the surviving defenders seek to fall back before they are annihilated wholesale.
MISSION RULES
Airborne AssaultFighting Retreat: Offence operatives cannot be set up from the Airborne Assault mission rule within 2" of Defence operatives.
Escape: Defence operatives can move over their own
killzone edge; if any part of a Defence operative’s base does, it’s removed from the killzone and has ‘escaped’.
Faltering Morale: At the start of each turning point, if the total APL stat of Offence operatives wholly across the
centreline (i.e. the lower half of the mission map) is four or more, Offence decides who has
initiative for that turning point (instead of rolling off).
VICTORY
Escape or Eliminate: When all Defence operatives have been removed from the killzone, the battle ends. If half or more Defence operatives have escaped, Defence is the winner. Otherwise, Offence is the winner.
Despite the invaders’ best efforts, their foes have fallen back in good order to prepared defensive strongpoints. Digging them out without being blown to pieces will be no mean feat.
MISSION RULES
Airborne AssaultStrongholds: At the start of the battle, both
strongholds are secured by Defence. At the end of each turning point, if the total APL stat of friendly operatives wholly within a stronghold is greater than that of enemy operatives, you have secured that stronghold.
Bombardment: Once per battle
STRATEGIC GAMBIT for Offence. Until the end of the turning point, each time an operative is
activated within Defence territory, subtract 1 from its APL stat until the end of that activation. Then:
- If it’s wholly within a stronghold, roll one D6. On a 1-3, inflict that much damage on that operative.
- If it’s not wholly within a stronghold, inflict 2D6 damage on that operative.
VICTORY
Secure Strongholds: At the end of any turning point from the fourth onwards, if Offence
controls both strongholds, the battle ends and they are the winner.
Stand Ground: If all Offence operatives are
incapacitated, or at the end of any turning point from the fourth onwards there are no Offence operatives wholly within Defence territory, the battle ends and Defence is the winner.

Invasion has become disaster. The surviving assault elements must now defend their extraction site long enough for gunships to swoop down and extract them from on high before they can be overrun.
MISSION RULES
Select Operatives and Set Up Operatives:- Do not select and reveal operatives as normal. Instead, Defence selects and reveals theirs after Offence has done so.
- Offence sets up all their operatives first. When they set up an operative, it must be wholly within their drop zone and must be given a Conceal order.
- Defence operatives are set up encircling: place them to one side instead of in the killzone.
- If Offence is using a TEMPESTUS AQUILON kill team, do not use their Drop Insertion faction rule. If Defence is, drop markers should be set up wholly within Defence territory touching a killzone edge, their first third must be set up encircling, and the remainder can be set up above or encircling.
Encircled: During the first
firefight phase, Defence operatives set up encircling are
activated as normal. When activated, Defence must set it up in the killzone in a location it can be placed as follows (it’s no longer set up encircling):
- Wholly within their territory.
- Wholly within a distance equal to the operative’s Move stat from any killzone edge.
- Not within control range of an enemy operative.
- With an order of their choice.
The operative is treated as performing the
Reposition action (spend the AP accordingly), then continue its
activation as normal.
Airborne Extraction: From the fourth turning point onwards, whenever an Offence operative
drops off the highest
Vantage terrain of
Stronghold B, Offence can remove it from the killzone - it has ‘escaped’.
Faltering Morale: At the start of each turning point, if the total APL stat of Defence operatives wholly across the
centreline (i.e. the right side of the mission map) is four or more, Defence decides who has
initiative for that turning point (instead of rolling off).
VICTORY
Escape or Eliminate: When all Offence operatives have been removed from the killzone, the battle ends. If half or more Offence operatives have escaped, Offence is the winner. Otherwise, Defence is the winner.
