Welcome to Kill Team: Into the Dark. This volume is the first of a new season of Kill Team in which squads of elite troops from across many of the galaxy’s factions delve into the dangerous interior of the space hulk known as the Gallowdark. Whether they have come in search of battle, wealth, ancient lore or for some other nefarious reason, all are willing to kill any in their path - if the predacious denizens of the Gallowdark or the space hulk itself don’t get them first...
This volume explores what space hulks are, the threat they pose to the worlds of the galaxy and the malevolent terrors that haunt their dripping corridors. More specifically, it tells of the
Gallowdark, and the events that followed its emergence in the Nemesys Sector. The space hulk drew the attention of many factions and races, two of which are the focus of this book: the fleets of the Imperial Navy - more specifically their specialist boarding troops known as
IMPERIAL NAVY BREACHER - and the mercenary
FARSTALKER KINBAND of the carnivorous Kroot.
When a space hulk emerges from the warp, forces near and far respond. To some, space hulks are dire threats to be tracked, purged and destroyed. To others, their structures - conglomerations of potentially thousands of ships melded in the warp over millennia - represent sources of vast wealth and power, packed full of arcane technological treasures. Space hulks are rarely found devoid of life, however - fell monsters and warp spirits often make them their home, and any number of dangerous enemies may already be aboard.
This book gives you a glimpse of the madness, confusion and horror to be found by kill teams when fighting aboard a portion of a gargantuan, labyrinthine space hulk. It includes faction army lists for two brand new kill teams - the boarding troops of the Imperial Navy Breachers and opportunistic mercenaries of the Kroot Farstalker Kinbands. There is plenty more rules content besides this, including nine matched play missions, nine narrative play missions, mission rules for fighting in close quarters, killzone rules and a narrative campaign for exploring a section of the
Gallowdark.
Books
Book | Kind | Edition | Version | Last update |
Kill Team: Into The Dark |
Kill Team: Into The Dark | Expansion | 2 | | September 2022 |
Below, you will find nine missions from the Shadow Operations: Into the Dark mission pack. These are missions themed around early expeditions into the Gallowdark. They contain a mixture of symmetric and asymmetric mission rules and mission objectives. In the case of the latter, this means that the Attacker and Defender will have different goals to achieve and different strategies to achieve them. The missions increase in detail, with the first three missions being the most simple and straightforward, the second three missions requiring more thought and consideration, and the final three missions being the most detailed with the most unusual mission rules.
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. They have been designed to immerse you in the story of your operatives as they explore and understand the Gallowdark, with a particular mind to rewarding players who use these missions as part of a
Spec Ops campaign. Therefore, they are especially suited to
narrative play.
The missions use
Killzone: Gallowdark, and
Killzone: Into the Dark to supplement it. The location of terrain features are specified using a key system, as described
here.
To randomly determine a Shadow Operations: Into the Dark mission, one player rolls one D3 to determine one of the tables below, then the other player rolls one D3 to determine the mission from that table.
As the missions are set within the early stages of Gallowdark exploration, kill teams are operating with very little intelligence of their environment, so are route finding on the move and adapting as necessary. All missions from this mission pack have the following mission rule:
Expeditionary Teams: Players do not complete the
Set Up Barricades step. Note that they can, however, set up barricades by other means, e.g. the Fortify option in the
Scouting step.
The kill teams have discovered a hidden chamber with reinforced walls that is easily defendable. If they can get the power on and secure the area, it can provide a safe haven within the Gallowdark.
MISSION RULES
Secure the Area: Friendly operatives control a sector if the total APL characteristic of friendly operatives wholly within that sector is greater than that of enemy operatives wholly within that sector.
Restart: Each of the following
Ancient Apparatus terrain features begin the battle dormant:
- Control panel
- Power panel
- Tanks
Operatives can perform the following
mission action:
POWER UP1AP
An operative can perform this action if it controls a dormant terrain feature. That terrain feature is no longer dormant.
MISSION OBJECTIVE
Each time a friendly operative performs the
Power Up mission action, you score 1VP.
At the end of the battle, for each sector friendly operatives control, you score 2VPs.
If you are playing this mission as part of a
Spec Ops campaign, the following mission rules also apply:
MISSION BONUS
After the battle, in the
Update Dataslates step, for each sector you controlled at the end of the battle, you can re-roll one
Casualty or
Recovery test.
SPEC OPS BONUS
Chamber Secured: If you 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.
Some areas of the Gallowdark have little to no breathable atmosphere, and kill teams must be able to function in and navigate through these environments to survive. When an opportunity to refill their portable tanks with breathable air becomes available, kill teams will fight to the death for this most precious of resources.
MISSION RULES
Automated Airlock: Each player can only set up a maximum of one third of their kill team (rounding to the nearest whole number, to a maximum of four operatives) within their drop zone in the airlock. All of their other operatives must be set up wholly within their drop zone and not within the airlock. Players cannot use any rules that allow their operatives to be set up elsewhere. In addition, the Hatchways labelled ‘locked’ cannot be opened.
Operatives can perform the following
mission action:
SIPHON OXYGEN1/2APAP
An operative can perform this action while it controls a Tanks or Pipes
Ancient Apparatus terrain feature that has not been siphoned during this
Turning Point. If it does so, that terrain feature has been siphoned this Turning Point. If the terrain feature is Tanks, this action costs 1AP; if the terrain feature is Pipes, this action costs 2AP.
MISSION OBJECTIVE
Each time a friendly operative performs the
Siphon Oxygen mission action, you score 1VP.
If you are playing this mission as part of a
Spec Ops campaign, the following mission rules also apply:
MISSION BONUS
At the end of the battle, if you scored 9 or more victory points from the mission objective, you gain 1
Requisition point.
SPEC OPS BONUS
Copious Supply: If you 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.
The subsidence of a ship within the Gallowdark has opened up a new passage within the hulk. A section closed off for centuries is now ripe for raiding. Two kill teams rush for the new territory, intent on securing the passage.
MISSION RULES
Subsidence: Each time an operative performs a
Dash action, so long as it finishes the move closer to the killzone edge labelled ‘subsidence’, it can move an additional
for that action.
Unstable Position: Each time an operative performs an action in which it moves
during its activation, if it does not finish that move within
of a terrain feature, roll one D6: on a 1-3, that operative is treated as being
injured until the end of its activation, regardless of any rules that say it cannot be injured.
MISSION OBJECTIVE
At the end of the battle:
- For each Alpha objective marker friendly operatives control, you score 4VPs.
- For each non-Alpha objective marker friendly operatives control, you score 2VPs.
If you are playing this mission as part of a
Spec Ops campaign, the following mission rules also apply:
MISSION BONUS
At the end of the battle, if you scored 10 or more victory points from the mission objective, you gain 1
Requisition point.
SPEC OPS BONUS
Access Secured: If you are victorious and are currently undertaking the
Recover Archeotech Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.
One kill team is running low on a valuable resource. They must conduct a dangerous raid into enemy territory to steal as much from the foe as they can.
MISSION RULES
Pipeline: Ancient Apparatus terrain features below are Pipeline terrain features. They have two statuses: on and off. They begin the battle with the status specified below.
- Dynamo: on
- Pipes: on
- Control Panel: off
Operatives can perform the following
mission action:
OPERATE PIPELINE1AP
An operative can perform this action while it controls a Pipeline terrain feature. Each time a friendly operative performs this action, select for the status of that terrain feature to be on or off.
SIPHON RESOURCE1AP
An operative can perform this action while it controls a Tanks
Ancient Apparatus terrain feature that has not been siphoned during this
Turning Point. If it does so, that terrain feature has been siphoned this Turning Point. An operative cannot perform this action if any of the Pipeline terrain features are off.
MISSION OBJECTIVE
Keep a tally of how many times the
Siphon Resource action is performed during the battle. At the end of the battle, each player scores victory points as follows:
Siphon Resource tally | Attacker’s VPs | Defender’s VPs | 0 | 0 | 12 | 1 | 2 | 10 | 2 | 4 | 8 | 3 | 6 | 7 | 4 | 8 | 6 | 5 | 9 | 5 | 6 | 10 | 3 | 7 | 11 | 1 | 8 | 12 | 0 |
|
If you are playing this mission as part of a
Spec Ops campaign, the following mission rules also apply:
MISSION BONUS
At the end of the battle, if you are the Attacker and scored 9 or more victory points from the mission objective, you gain 1
Requisition point.
At the end of the battle, if you are the Defender and scored 8 or more victory points from the mission objective, you can distribute up to 4XP across the friendly operatives selected for deployment.
SPEC OPS BONUS
Bountiful Raid: If you are the Attacker, are victorious and are currently undertaking the
Infiltrate the Enemy Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.
Supply Protected: 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.
A hangar has been discovered that may contain salvageable energy cells. There is much risk in attempting to recover them, however, for they are housed within the floor, and operatives will be exposed in the open when attempting to inspect and extract them. Cut the power and the hangar will be in darkness, granting operatives cover.
MISSION RULES
Operatives can perform the following
mission actions:
INSPECT ENERGY CELL1AP
An operative can perform this action while within
of an
objective marker it controls that is not active. Roll one D6, rolling one additional D6 for each objective marker that has been removed as defective: if no results are a 6, remove that objective marker as defective; if any results are a 6, that objective marker becomes active. The
Pick Up action can be performed upon active objective markers.
OPERATE LIGHTS1AP
An operative can perform this action while it controls a Control Panel
Ancient Apparatus terrain feature. Each time a friendly operative performs this action, select for the status of the lights to be on or off. While the lights are off, operatives wholly within the hanger (the inner area of the killzone enclosed by
Wall terrain features) that are more than
from the
active operative are in
Cover.
MISSION OBJECTIVE
Each time a friendly operative performs the
Inspect Energy Cell mission action, if that objective marker becomes active during that action, you score 1VP.
At the end of the battle, for each active objective marker friendly operatives control, you score 3VPs.
If you are playing this mission as part of a
Spec Ops campaign, the following mission rules also apply:
MISSION BONUS
At the end of the battle, if friendly operatives are carrying two or more active
objective markers, you gain 1
Requisition point.
SPEC OPS BONUS
Salvaged Energy Cells: If you are victorious and are currently undertaking the
Recover Archeotech Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.
An excursion into the Gallowdark has gone bad. Now cut off, the kill team must find a new way back to base. A route has been proposed, but requires navigation through tight corridors, piled debris and nests of industrial equipment. They must fight their way through.
MISSION RULES
Desperation: 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.
Breakout: 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.
MISSION OBJECTIVE
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.
% Grade | Attacker’s VPs | Defender’s VPs | 0% or Attacker concedes | 0 | 12 | 20% | 3 | 9 | 40% | 6 | 6 | 60% | 9 | 3 | 80% or Defender concedes | 12 | 0 |
|
If you are playing this mission as part of a
Spec Ops campaign, the following mission rules also apply:
MISSION BONUS
At the end of the battle, if you scored 9 or more victory points from the mission objective, friendly operatives pass all
Casualty tests from this battle.
SPEC OPS BONUS
Broken Through: If you are the Attacker, are victorious and are currently undertaking the
Breakout Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.
Hunted Down: 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.
A kill team has restarted the power in this area and is using the energy sparingly for their operations. The machinery is old, however; overloading it will cause irreparable damage and stall the enemy’s activities.
MISSION RULES
Guards: In the
Set Up Operatives step, the Defender can set up one quarter of their kill team (rounding down, to a maximum of three operatives) as guards. All of their other operatives must be set up wholly within their drop zone (they cannot use any rules that allow them to be set up elsewhere).
When setting up a guard, the Defender must set it up with an
Engage or
Conceal order within
of an Alpha terrain feature another guard is not within
of. During the battle, until an enemy operative is
Visible to a guard, a guard cannot move through a
Hatchway.
Overloaded Apparatus: Ancient Apparatus terrain features begin the battle with the stable status.
Operatives can perform the following
mission action:
OPERATE APPARATUS1AP
An operative can perform this action if it controls an
Ancient Apparatus terrain feature. Each time a friendly operative performs this action, select for the status of that terrain feature to be overloaded or stable.
MISSION RULES
At the end of the battle:
- For each Ancient Apparatus Alpha terrain feature that is overloaded, the Attacker scores 3VP.
- For each Ancient Apparatus non-Alpha terrain feature that is overloaded, the Attacker scores 1VP.
- For each Ancient Apparatus Alpha terrain feature that is stable, the Defender scores 3VP.
- For each Ancient Apparatus non-Alpha terrain feature that is stable, the Defender scores 1VP.
If you are playing this mission as part of a
Spec Ops campaign, the following mission rules also apply:
MISSION BONUS
At the end of the battle, if you are the Attacker and every Alpha terrain feature is overloaded, you can distribute up to 3XP across the friendly operatives selected for deployment.
At the end of the battle, if you are the Defender and every Alpha terrain feature is stable, you can distribute up to 3XP across the friendly operatives selected for deployment.
SPEC OPS BONUS
Apparatus Destroyed: If you are the Attacker, are victorious and are currently undertaking the
Demolition Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.
Plans Protected: If you are the Defender, are victorious and are currently undertaking the
Perform Ritual Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.
A kill team is in pursuit of an enemy courier carrying a valuable item. Unable to outrun the pursuers, the courier only has enough time to stash the item in a hidden location and call for help. The kill team must find and secure the item, while the courier must prevent it from falling into enemy hands.
MISSION RULES
Courier: The players do not complete the
Set Up Operatives and
Scouting steps. Instead, the Defender completes the Courier step - a prologue to the battle in which their courier must hide the item.
In the Courier step, the Defender sets up one operative anywhere in the killzone with a
Conceal order. They then roll three D6 (keep re-rolling dice results of 1 until a different result is generated) and add the results together; the total is the number of
action points their courier has for that step. They can perform the following actions, and can perform them more than once:
The Defender performs actions with their courier until they have used all their action points. At any point during the Courier step, if the courier performs a
Pass action while it controls an
Ancient Apparatus terrain feature, they can secretly hide the item in that terrain feature (if it could be more than one terrain feature, you must select one for the item to hide in). If they do so, the Defender must secretly make a note of that terrain feature. Note that this means the Defender does not have to reveal which terrain feature the item is hidden in, and it’s best if their courier performs the
Pass action at other terrain features so the Attacker can’t be sure where the item is hidden. If the Defender does not hide the item, the Attacker selects one Ancient Apparatus terrain feature for the item to be hidden in. After the courier has used all of their action points, the Courier step ends.
Pursuit: The Attacker has the initiative for the first
Turning Point. During the first Turning Point, operatives can be activated as normal, even if they are not within the killzone (unless they are
incapacitated). When an
operative is activated, it must be given an
Engage or
Conceal order and must perform an action to move into the killzone measured from their killzone edge. The courier must have a Conceal order, however, and is activated as normal. Any operatives who are not in the killzone by the end of the first Turning Point are incapacitated.
Secure Item: The Attacker’s operatives can perform the
Pick Up action while they control an Ancient Apparatus terrain feature. If they do so, the Defender must reveal if that terrain feature is the location of the hidden item. If it is, the item becomes an
objective marker and the operative who performed the
Pick Up action is now carrying it.
MISSION RULES
At the end of the battle, if the item has not become an objective marker during the battle, the Defender scores 12VPs. Otherwise, at the end of the battle:
The Attacker scores victory points as follows:
- If the courier is incapacitated, you score 2VPs.
- If friendly operatives control the objective marker, you score 6VPs.
- If a friendly operative is carrying the objective marker, you score 2VPs.
- If a friendly operative is carrying the objective marker and is not within of an enemy operative, you score 2VPs.
The Defender scores victory points as follows:
- If the courier is not incapacitated, you score 2VPs.
- If no one controls the objective marker, you score 2VPs.
- If friendly operatives control the objective marker, you score 6VPs.
- If the courier controls the objective marker, you score 2VPs.
If you are playing this mission as part of a
Spec Ops campaign, the following mission rules also apply:
MISSION BONUS
At the end of the battle, if you are the Attacker and a friendly operative is carrying the
objective marker, that operative earns up to 4XP.
At the end of the battle, if you are the Defender and the courier controls the objective marker, that operative earns up to 4XP.
SPEC OPS BONUS
Item Recovered: If you are the Attacker, are victorious and are currently undertaking the
Honour-Bound Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.
Item Held: 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.
All contact has been lost with an ally bearing valuable intelligence back to base. Investigate their last known whereabouts and recover the information as first priority.
MISSION RULES
Lurking Enemies: In the
Set Up Operatives step, the Attacker sets up their operatives first. Players cannot use any rules that allow their operatives to be set up in a location outside of their drop zone.
The Attacker’s operatives can perform the following
mission action:
INVESTIGATE1AP
An operative can perform this action while it controls an
objective marker that is not intel. Roll one D6, adding 2 to the result for each objective marker that has been removed from the killzone. On a 1-4, remove that objective marker from the killzone. On a 5+, that objective marker becomes intel; remove all other objective markers from the killzone. The
Pick Up action can now be performed by the Attacker’s operatives upon the intel objective marker.
MISSION RULES
At the end of the battle, each player scores victory points as follows:
Attacker:
- If the intel objective marker has been determined, you score 3VPs.
- If friendly operatives control the intel objective marker, you score 3VPs.
- If a friendly operative is carrying the intel objective marker, you score 3VPs.
- If a friendly operative is carrying the intel objective marker and is not Visible to enemy operatives, you score 3VPs.
Defender:
- If the intel objective marker has not been determined, you score 12VPs.
- If the intel objective marker is not being carried by an operative the Attacker controls, you score 3VPs.
- If a friendly operative is within 2 of the intel objective marker, or within 2 of an enemy operative carrying the intel objective marker, you score 3VPs.
- if you control the intel objective marker, you score 3VPs.
If you are playing this mission as part of a
Spec Ops campaign, the following mission rules also apply:
MISSION BONUS
At the end of the battle, if you are the Attacker and a friendly operative is carrying the intel
objective marker, you gain 1
Requisition point.
At the end of the battle, if the intel objective marker has not been determined, or if you win the battle and half or less of your operatives have been
incapacitated, you can distribute up to 4XP across the friendly operatives selected for deployment.
SPEC OPS BONUS
Intel Received: If you are the Attacker, are victorious and are currently undertaking the
Perform Ritual Spec Op, then reduce by 1 the number of games required to complete that Spec Op’s Operation 1.
Enemy Neutralized: 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.
To claim the potential treasures and relics within a space hulk, a kill team must be prepared to fight unknown horrors. It must endure inhospitable environments where decks can collapse underfoot, passageways can be crushed in hulk-quakes and cave-ins are common. To keep going, a kill team must be resourceful enough to make best use of the tools it can salvage, the resources it can gather and the knowledge it can acquire. It is impossible to fully prepare for the hardships one endures on an expedition into a space hulk, but for those who survive, the rewards can be huge.
A Gallowdark expedition is an expansion to a
Spec Ops campaign. It involves a group of players getting together with a kill team each and playing a series of linked games. Their kill teams will be exploring a section of the
Gallowdark space hulk, earning points in three different categories that determine the victor and the spoils at the end of the expedition.
Players can participate in a Gallowdark expedition with their kill team instead of conducting a Spec Op (they should make a note of ‘Gallowdark expedition’ in the Spec Ops log of their
dataslate). If their kill team is currently assigned to a Spec Op, they must abort it to participate in the expedition. A Gallowdark expedition is considered a Spec Op for the purposes of faction Spec Ops rules (i.e.
Imperial Navy Breacher Spec Ops Rules and
Farstalker Kinband Spec Ops Rules).
Campaign Master
A Gallowdark expedition is best run with a Campaign Master. This is a heroic individual who takes on the mobilisation and organisation of the expedition so that the other players can focus on playing games. A Campaign Master is a privileged position that offers a degree of leadership to the individual who takes on the role. Its primary purpose is to facilitate a smooth and enjoyable experience for all players involved. A Campaign Master can indeed play in the expedition, but in larger expeditions that include a multitude of players, it may be best if they solely oversee the expedition rather than play in it.
Over the following sections we will refer to the Campaign Master and how they can go about organising a Gallowdark expedition. Below, you will also find
Campaign Master’s Edicts, which are useful tools and rules ideas that the Campaign Master can use to add further excitement to an expedition. These are by no means essential, however. If this is the first expedition for many of the players, or they would otherwise prefer to keep things as simple as possible, then Campaign Master’s Edicts are not necessary for a Gallowdark expedition.
Expedition Length
Before the expedition begins, the Campaign Master should determine its length. It is split into three stages, and they should decide the length of time allocated to each stage and the total number of games that can be played in that stage. Once either of those conditions have been met, that stage ends. Once the third stage ends, the expedition ends.
An expedition can be a long and expansive experience where each stage takes place over a month, with many battles fought, objectives secured and heroes (or villains) forged. Equally, it can be a short and focused expedition played over a weekend, with each stage consisting of just one game representing the key moments of the expedition. Ultimately, the Campaign Master should determine an expedition length that best suits the gaming group taking part, thinking about how regularly they can meet and how many games they are likely to play. As a guide, if each member of your group will usually play a couple of games in one evening each week, we recommended each stage of the expedition lasts as follows:
- Length of time: 2 weeks
- Total number of games: equal to twice the number of players
A Gallowdark expedition works best if each player plays an equal number of games, giving everyone an equal chance to achieve victory. Therefore, the Campaign Master has a few options concerning how players are matched up for games. They can leave the players to arrange games themselves, with challenges thrown down and honour at stake. This is perhaps the simplest way of arranging the games, and lets the expedition progress naturally with plenty of friendly rivalries to go with it! Alternatively, they can introduce more structure to ensure everyone gets an equal amount of games. This can be done by scheduling match-ups in each stage, and works particularly well if the group meets at a regular time, e.g. at a games night or gaming club.
Generating the Hulk
A
Gallowdark expedition would be incomplete without a section of the
Gallowdark to explore, for within its time-worn halls lay all manner of spoils ready to be secured. The
Campaign Master constructs a section of the
Gallowdark by using a deck of standard 52 playing cards. These cards are location cards, and represent different locations of the
Gallowdark waiting to be explored. The Campaign Master shuffles the cards and draws a number of them at random - without looking at the results - to create a Gallowdark deck. The number of cards in the deck should be equal to the total number of games to be played in the whole expedition (as determined by
expedition length above, usually the number of games in a stage multiplied by 3). For example, if they decided the number of games in each stage would be 8, they would deal 24 cards into the deck.
The Gallowdark deck then stays with the Campaign Master - they will be using it to generate different locations for the kill teams to explore. Each time a Gallowdark expedition game is arranged, the Campaign Master draws a location card from the Gallowdark deck, assigns it to a free location of their choice on a
Gallowdark expedition map and informs the players of the result for their game (drawn location cards remain for the duration of the expedition).
Material Points
In a Gallowdark expedition, the kill teams will be attempting to secure three different materials: Salvage, Knowledge and Resources. This is expressed as points, the total of which will determine
commendations and the overall victor(s) at the end of the expedition.
The location cards and their material are as follows:
SalvageAmmunition, weapons, medical equipment, machinery etc.
KnowledgeInvestigation, study, survey, examination etc.
ResourcesFuel, promethium, plasma, food, water etc.
WildThis is not a material. Each time a player would gain material from this location, they assign the points in full to a material of their choice instead (i.e. Salvage, Knowledge or Resources).
It is the player’s responsibility to inform the Campaign Master of any material points they gain, and the Campaign Master’s responsibility to record it. So that one player isn’t unfairly penalised for circumstances beyond their control (e.g. if their opponent does not show), the Campaign Master can award material points at their discretion. In the aforementioned example, they would draw the location card and follow the relevant steps as if that player had played and won that game.
Caches
Jack, Queen, King and Ace location cards are cache cards. Each time a cache card is drawn, the players in that game compare their points of each material. If one player has less than the other in two or more materials, they gain one additional
Requisition point for completing that game. While the opposing kill team was securing material in a previous game, they secured easy pickings from the cache!
Commendations
At the end of each expedition stage (including the final stage), each player that gained one or more
material points in that stage selects one commendation from the list below:
At the end of the expedition, compare each player’s total points for each material to determine the winner of each victor category below:
- Scavenger: The player with the most Salvage points.
- Researcher: The player with the most Knowledge points.
- Prospector: the player with the most Resources points.
The winner of each victor category can select one commendation from above (they cannot select the same commendation more than once per stage). If players are tied in a victor category, the winner of that category is the tied player with the highest number of material points overall. If that is still a tie, the subsequently tied players are the winners of that category.
Campaign Master’s Edicts are tools the
Campaign Master has at their disposal to add further depth to a
Gallowdark expedition. They can use these at their discretion if it is appropriate for their gaming group.
Twists
Twists are additional rules effects that can be used in expedition games. They add another tactical layer to games and can capture certain narrative circumstances. A
Campaign Master can introduce twists to games in a variety of ways. For example, they could specify their use in certain games, perhaps specifying the mission too, for a curated narrative experience. Alternatively, they could introduce a twist to each expedition stage, with players using that twist for all of their games during that stage. A Campaign Master can use the twists below, either as written, or to inspire twists of their own creation.
Low Light
- During each Turning Point, the first time each operative makes a shooting attack, it gains a Light token until the end of the Turning Point.
- For an operative to be Visible, it must have a Light token or be within of the active operative.
Corroded Hatchway
Until it is opened for the first time, each
Hatchway is corroded. While a Hatchway is corroded, each time an operative performs the
Operate Hatch action, roll one D6:
- On a 1-3, an additional action point must be subtracted to open that Hatchway. If you do not open that Hatchway, the action point(s) subtracted for that action so far is not refunded.
- On a 4+, open that Hatchway as normal.
Thin Atmosphere
- Operatives cannot perform Dash actions.
- Operatives cannot move more than their Movement characteristic for Charge actions.
- Subtract from the Rng of ranged weapons that have both the Rng X and Torrent X special rules e.g. Rng becomes Rng 2.
Distorted Machine Spirits
In the
Ready Operatives step of each
Turning Point, roll one D6 for each
open Hatchway, rolling one additional D6 if there are no operatives within
of that Hatchway:
- If any result is a 4+, close that Hatchway.
- If any result is a 6, until the end of the battle, that Hatchway is locked. Each time an operative would perform the Operate Hatch action to open a locked Hatchway, one additional action point must be subtracted.
Unstable Structure
- Subtract from the Movement characteristic of operatives.
- In the Ready Operatives step of the second Turning Point, roll one D6: on a 1-4, repeat this process in the subsequent Turning Point; on a 5+, the structure subsides (note that the structure can only subside once).
- If the structure subsides, roll one D6 for each operative: if the result is greater than their unmodified APL, subtract 1 from their APL.
Strategic Exploration
Strategic Exploration adds an additional layer to a
Gallowdark expedition, as the location and numerical value of each location card has an impact. Each time a game is arranged, the players must first
roll off to determine the Attacker and Defender for that mission. The
Campaign Master then determines the location card for that game, and the Defender assigns it to a free location of their choice on the Gallowdark map that is adjacent (above, below, left or right, but not diagonal) to an existing location card. If it is the first game of the expedition, place the card in the centre of the map.
Each location card can provide no more of its specified
material points than its numerical value during an expedition. For example, an 8

location card has no more than 8 points of Salvage material available during an expedition. When a cache card is drawn (Jack, Queen, King and Ace cards), the Campaign Master rolls one D6 and adds 5 to the result: the total is the numerical value of that location. Each time a player would gain a point of material from a location, deduct it from that location’s total; once the total reaches zero, that location becomes exhausted and no more material can be gained from it. Note that, although Wild cards provide points to a material of the player’s choice, the numerical value is still a limit for that location.
At the end of each game, players alternate choosing where to gain all their points from, starting with the winner. This follows the same rules as specified in
Material Points section, except that ‘1 point of the material from any existing

,

or

location card on the map’ must be an adjacent location card (above, below, left or right, but not diagonal). Players then alternate gaining points, one point at a time, starting with the winner (if the winner chooses two different locations, they choose which they gain points from first). Note this means locations with low material points can become exhausted before a player, or both players, would get their due amount of material points from that location; in such circumstances, those points are lost.
For example, both players complete a game in a 3

location. The winner chooses to gain 2 points from that

location and 1 point from an adjacent

location with material points remaining, and chooses to gain points from the

location first. The loser chooses to gain 2 points from that

location. The winner gains 2 Resource points and 1 Salvage point; the loser only gains 1 Resource point; that

location is exhausted.
If a Campaign Master decides to use Strategic Exploration, the location and numerical value of location cards are critical, therefore they must keep an up-to-date record and regularly communicate with the players.
Extra Commendation
In an expedition that includes a large number of players, the
Campaign Master can award additional
commendations at their discretion. For example, they could allow the winner of each victor category (i.e. the Scavenger, the Researcher and the Prospector) to select one additional commendation.
The Campaign Master can then determine the runner-up categories, which can be won by any player that did not win a victor category. The runner-up categories are as follows:
- Warlord: The player who won the most games during the expedition.
- Architect: The player who scored the most victory points from Security Tac Ops during the expedition.
- Spy: The player who scored the most victory points from Infiltration Tac Ops during the expedition.
- Scout: The player who scored the most victory points from Recon Tac Ops during the expedition.
- Headhunter: The player who scored the most victory points from Seek and Destroy Tac Ops during the expedition.
- Paragon: The player who scored the most victory points from their faction’s Tac Ops during the expedition.
The winner of each runner-up category can select one commendation as before (remember, they cannot select the same commendation more than once per stage). If players are tied in a runner-up category, the winner of that category is the tied player with the highest number of
material points overall. If that is still a tie, the subsequently tied players are the winners of that category.
Note that if a Campaign Master decides to use runner-up categories, it is the players’ responsibility to inform the Campaign Master after each game of their result and the victory points scored from each Tac Op category, and the Campaign Master’s responsibility to record it.
Below, you will find nine missions from the Critical Operations: Gallowdark mission pack. These are symmetrical missions, meaning that both players have matching mission rules and mission objectives. 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 at hand. They have been designed so that tactical play is rewarded. As such, they are suited to
matched play, but can be used with any of the three
ways to play.
The missions use
Killzone: Gallowdark only (do not use any supplement killzones such as
Killzone: Into the Dark). The location of terrain features are specified using a
key system.
To randomly determine a Critical Operations: Gallowdark mission, one player rolls one D3 to determine one of the tables below, then the other player rolls one D3 to determine the mission from that table.
A key command station has been discovered. Capturing it will allow a kill team to engage various systems across the region, putting them in a commanding position and giving them a significant strategic advantage to dominate this part of the space hulk.
Power is returning to this part of the space hulk. Two kill teams rush to a relay station to divert energy for their own use and siphon as much as they can from the surge.
MISSION RULES
Power Surge: At the start of the first
Turning Point, the Defender selects one of the specified
objective markers shown on the deployment map to be the start of the power surge; label that objective marker as 1. Each objective marker along the centre line thereafter is then numbered in sequential order, resulting in the objective markers being numbered 1-4. During each Turning Point, the objective marker with the number that corresponds to the current Turning Point is the power surge.
Operatives can perform the following mission action:
SIPHON POWER1AP
An operative can perform this action while within
of an
objective marker it controls that is the power surge and has not been siphoned during this
Turning Point. If it does so, that objective marker has been siphoned this Turning Point.
MISSION OBJECTIVE
Each time a friendly operative performs the
Siphon Power mission action, you score 1VP.
At the end of each Turning Point:
- If friendly operatives control one or more objective markers, you score 1VP.
- If friendly operatives control more objective markers than enemy operatives control, you score 1VP.

A kill team is raiding an enemy’s supply store. Both players fight to secure the goods within.
MISSION RULES
Secure Supplies: The
Pick Up action can be performed upon
objective markers. While an operative is carrying an objective marker, it cannot perform
Dash actions.
MISSION OBJECTIVE
The first time a
Pick Up action is performed upon each objective marker, that operative’s player scores 1VP.
At the end of the battle:
- For each objective marker friendly operatives control, you score 1VP.
- For each objective marker friendly operatives are carrying, you score 1VP.
This junction is vital for quick and relatively safe access to a number of areas of the space hulk. Controlling it will help the kill team assert dominance across a wider area and carry out their operations much more efficiently.
MISSION RULES
Sector Control: For the purposes of determining victory points for the mission objective, for each friendly operative that would be within two different sectors, you must select one of those sectors for that operative to be treated as being within.
MISSION OBJECTIVE
At the end of each
Turning Point after the first, you score victory points as follows (to a maximum of 4VPs per player per Turning Point):
- For each sector in which no enemy operatives are on your drop zone’s side of the centre line, you score 1VP.
- For each sector in which you have friendly operatives within of your opponent’s drop zone, you score 1VP.
The time has come to completely destroy the enemy presence in this part of the space hulk. For too long have they attempted to thwart your plans, steal your kill team’s supplies and recover precious archeotech that your kill team has sought for itself.
MISSION OBJECTIVE
At the end of each
Turning Point:
- For each Beta objective marker friendly operatives control, you score 1VP.
- For each Alpha objective marker within your opponent’s drop zone that friendly operatives control, you score 2VPs.
We have identified a strange and sizeable signature on our scanners. Whatever it is, we must pinpoint its exact Location and investigate. Undoubtedly it will have attracted the attention of our enemies.
MISSION RULES
Operatives can perform the following
mission action:
SCAN1AP
An operative can perform this action while within
of an
objective marker it controls. Roll one D6, adding 1 to the result for each objective marker that has been removed from the killzone. On a 1-5, remove that objective marker from the killzone. On a 6, that objective marker is the source; remove all other objective markers from the killzone. An operative cannot perform this action if the source objective marker has been determined. Each kill team can only perform this action once per
Turning Point.
Secure Mysterious Item: The
Pick Up action can be performed upon the
objective marker that is the source. The first time the
Pick Up action would be performed upon that objective marker, one additional action point must be subtracted. Each time thereafter, subtract action points as normal. While an operative is carrying that objective marker, it cannot perform
Dash actions.
MISSION OBJECTIVE
Each time a friendly operative performs the
Scan mission action, you score 1VP.
At the end of the battle:
- If friendly operatives control the source objective marker, you score 3VPs.
- If a friendly operative is carrying the source objective marker, you score 3VPs.

We have discovered a small region of the hulk in a strategically viable location that has been left undisturbed for some time. There is a plethora of salvageable equipment there, perfect for us to establish a new base of operations.
MISSION RULES
Secure: At the end of each
Turning Point, each
objective marker friendly operatives control is secured by your kill team. While an objective marker is secured by your kill team, it stays under their control, even if no friendly operatives are within
of it. If any enemy operatives control that objective marker following the normal rules for controlling objective markers, it is no longer secured by your kill team.
MISSION OBJECTIVE
At the end of each Turning Point after the first, for each objective marker friendly operatives control, you score 1VP (to a maximum of 4VPs per player per Turning Point).
Two small stasis vaults have been discovered, both of which contain and preserve powerful items. Operatives must power down the vaults by disconnecting their conduits to claim the valuable contents.
MISSION RULES
Operatives can perform the following
mission action:
POWER DOWN1AP
An operative can perform this action while within
of a Conduit
objective marker it controls. Remove that objective marker from the killzone.
MISSION OBJECTIVE
Each time a friendly operative performs the
Power Down mission action, you score 1VP.
At the end of the battle, for each Vault
objective marker friendly operatives control, you score 2VPs for each of its Conduit objective markers that have been removed from the killzone. Note that if none of its Conduit objective markers have been removed from the killzone, you score 0VPs for that Vault objective marker.
A hulk-quake has made a previously closed off area of the space hulk accessible. Whenever such an event occurs, there is much opportunity for the claiming of wealth, technology and weapons. The fighting for such potential gains is fierce indeed.
MISSION RULES
Operatives can perform the following
mission action:
CLAIM LOOT1AP
An operative can perform this action while within
of an
objective marker it controls that has not been looted during this
Turning Point. If it does so, that objective marker has been looted this Turning Point.
MISSION OBJECTIVE
Each time a friendly operative performs the
Claim Loot mission action, you score 1VP (to a maximum of 3VPs per player per
Turning Point).
At the end of the battle, for each Alpha
objective marker friendly operatives control, you score 2VPs.
Killzone: Gallowdark is a killzone played on a 607mm by 704mm area that uses the
Close Quarters rules. It is an indoor killzone with
Walls and
Hatchways, creating tightly packed rooms and corridors. There are no
Vantage Points in the killzone; rather, operatives must move carefully, battle over key fire lanes and time their forward pushes appropriately.
Wall
All parts of a Wall terrain feature have the
Heavy and Wall traits. Some Walls include a
Hatchway, which is a separate terrain feature explained below.
Wall:- Operatives cannot move over or through Wall terrain regardless of any other rules, other than as a result of the Accessible trait.
- Visibility lines cannot be drawn over or through Wall terrain.
- An operative is never a valid target if every Cover line drawn to it crosses Wall terrain.
- Distance cannot be measured over or through Wall terrain; you must measure around it using the shortest possible route (as shown in the diagram below). However, measure distances to areas of the killzone through walls (e.g. the centre of the killzone or drop zones, but not objective markers or tokens).
- In order for Wall terrain to provide Cover or be Obscuring, a Cover line must cross a corner or end of that terrain feature (as shown in the diagrams below).
Wall: Range Example
The
Navis Armsman would usually be within
of the
Navis Gunner, but as range cannot be measured over or through the
Wall, it must be measured around the Wall. This would make The Navis Armsman more than
from the Navis Gunner.
Wall: Cover Example
A
Cover line does not cross a corner or end of the
Wall, therefore the
Kroot Warrior is not in Cover. Note that minor parts of the Wall that protrude do not make a corner or end alone; it must be the main structure of the Wall that turns a corner or ends, as shown in the diagrams below.
A Cover line crosses a corner of the Wall, therefore the Kroot Warrior is in Cover.
A Cover line does not cross a corner of the Wall, as the
Navis Gunner has passed the corner of the Wall, therefore the Kroot Warrior is not in Cover. Note that if the Navis Gunner was wholly on the left side of the orange line, the Kroot Warrior would be in Cover.
A Cover line crosses an end of the Wall, therefore the Kroot Warrior is in Cover.
A Cover line crosses an end of the Wall (note that the
open Hatchway does not have the
Wall trait). The Kroot Warrior is more than
from the point at which the Cover line crosses the Wall, therefore the Kroot Warrior is
Obscured.
Hatchway
A Hatchway terrain feature has two statuses:
closed and
open. It has two parts - an access point and a hatch - and their traits depend upon the Hatchway’s status. Operatives can perform the
Operate Hatch mission action to change its status.
Closed Hatchway
Closed
Hatchways begin the battle closed. While a Hatchway is closed:
- Its hatch must be fully within its access point.
- All parts of it have the Heavy and Wall traits.
OPERATE HATCH1AP
An operative can perform this action while within
of a
Hatchway’s access point. Open or close that Hatchway. An operative cannot perform this action while within
Engagement Range of an enemy operative, or if that Hatchway is open and an enemy operative is within
of its access point.
An operative can perform this action during a
Dash or
Normal Move action, and any remaining increments of movement can be used after it does so. Note, however, that opening a Hatchway can cause the operative to be within Engagement Range of an enemy operative, in which case that
Dash or
Normal Move action would immediately end (unless the operative has any rules that allow it to move within Engagement Range of an enemy operative, e.g.
FLY).
Designer’s Note: If a Hatchway’s status is changed and operative placement would prevent the hatch from fully opening or closing, temporarily remove the necessary operatives from the killzone, fully open or close the hatch as appropriate, then return the operatives to the killzone as close as possible to their original location. If an operative is within an enemy operative’s Engagement Range before a hatch is opened, it must be returned within Engagement Range of that enemy operative after the hatch is opened.
Open Hatchway
Open
While a
Hatchway is open:
- Its hatch must be fully open (it cannot be ajar).
- Its access point has the Accessible trait.
- Its hatch has the Wall trait.
Accessible: An operative can move through the Walls up to
adjacent to this access point as if they were not there, so long as at least part of its base would move through this access point when it does so (as shown in the
diagrams below). An operative cannot finish a move in or on an access point. As an operative must finish a move in a location it can be placed, it must finish the move wholly on one side or the other of this terrain feature.
Designer’s Note: An open Hatchway’s access point does not provide Cover, nor is it Obscuring. The Walls either side of the access point, or its hatch, must be used for this instead.
Hatchway: Accessible Example
The
Navis Gunner’s base is wider than the
open Hatchway’s access point. It can move through the
Wall terrain up to
either side of the open access point so long as a part of its base moves through the open Hatchway’s access point.
Another friendly operative is potentially impeding the Navis Gunner. It can move through the Wall terrain up to to the right of the open Hatchway’s access point so long as a part of its base moves through that access point and does not move through the impeding operative.
Two other friendly operatives are potentially impeding the Navis Gunner. As it cannot move through the open Hatchway’s access point without moving through friendly operatives, it cannot make the move.
The Navis Gunner wants to charge, but the
Kroot Warrior is impeding its move through the middle of the open Hatchway. It can move through the Wall terrain up to
to the left of the open Hatchway’s access point so long as a part of its base moves through that access point and does not move through the Kroot Warrior.
Killzone: Into the Dark is a supplement to
Killzone: Gallowdark. It is a condensed, cramped environment that kill teams must navigate, and represents the operatives’ first steps aboard the
Gallowdark.
Ancient Apparatus
Ancient Apparatus terrain features are further categorised below. They have the
Heavy and
Traversable traits.
Some missions require operatives to control Ancient Apparatus terrain features, and some will even specify certain types e.g.
Pipes. 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 an Ancient Apparatus terrain feature it controls and it controls more than one, you must select one for that action.
Pipes
Overhead Pipe terrain features have the
Insignificant trait. Broken Pipe terrain features have the
Light and
Traversable traits.
Gallowdark Barricades
Gallowdark barricades are variant barricades designed to fit with the theme of space hulks. They are normal
barricades for all rules purposes, meaning they have the
Light and
Traversable traits.
If a Kill Team battle uses the Close Quarters rules, the following rules are in effect for the battle:
Actions
Operatives can perform the following
actions:
Guard1AP
The operative goes on guard (see below). An operative is on guard until any of the following are true:
- It performs a guard attack or any actions (excluding Pass).
- An enemy operative ends an action within Engagement Range of it and it does not make a guard attack.
- Its order is changed to Conceal.
- It is the end of the Turning Point.
This action is treated as a
Shoot action. An operative cannot perform this action if it has a Conceal order or while within Engagement Range of an enemy operative.
On Guard
Once during each enemy
operative’s activation, after that enemy operative performs an action, you can interrupt that activation and select one friendly operative on guard to make one of the following guard attacks:
- Perform an Overwatch action.
- Perform a free Fight action.
- Perform point-blank overwatch.
If an operative performs point-blank overwatch, it performs an
Overwatch action with the following additional rules:
- It can perform an Overwatch action while within Engagement Range of an enemy operative, and the enemy operative within its Engagement Range is the target, regardless of any other rules.
- Until the end of the interrupted enemy operative’s activation, each time that friendly operative fights in combat, do not select melee weapons or roll attack dice for it during that combat.
Note that it must be an enemy operative’s normal activation that is interrupted; it cannot be after an enemy operative performs an action outside of their normal activation e.g.
Overwatch. If an enemy operative has its activation interrupted by a guard attack, would be
incapacitated and is subsequently revived
during its activation (e.g. the
Medic! ability), its activation immediately ends.
Hatchway Fight1AP
This action is treated as a
Fight action. An operative can perform this action if all of the following is true:
- It is not within Engagement Range of an enemy operative.
- Its base is touching an open Hatchway’s access point.
- An enemy operative is blocking that access point (an enemy operative is blocking that access point if it is on the other side and within of that access point, as shown in the diagram below).
Fight in combat with the
active operative against an enemy operative blocking that access point. In all steps of that combat, that enemy operative is treated as being within Engagement Range of the active operative.
The
Navis Armsman is not within Engagement Range of an enemy operative and its base is touching an open Hatchway’s access point. Two enemy operatives are blocking that access point, so the Navis Armsman performs a
Hatchway Fight action to fight in combat against one of them.
Additional Rules
Condensed Environment
Close Quarters amplifies the impact of certain weapons, but the low ceilings and level floors mean targeting enemy operatives must be more direct:
- Weapons with the Blast X, Splash X and/or Torrent X special or critical hit rules gain the Lethal 5+ special rule.
- Each time a friendly operative makes a shooting attack with a weapon that has the Indirect special rule, you must choose whether or not to use that special rule. If you choose to use it, that weapon gains the Rng special rule for that shooting attack.
- Each time a friendly operative makes a shooting attack against an enemy operative, if a Cover line drawn to that enemy operative crosses one or more operatives with an Engage order (excluding operatives with a Wounds characteristic of 5 or less, and friendly operatives whose bases are touching the active operative’s), in the Roll Attack Dice step of that shooting attack, roll one less attack dice (as shown in the diagrams below).
The
Navis Armsman is making a shooting attack against the
Kroot Warrior. As a Cover line crosses the
Kroot Cut-skin (which has an
Engage order) one less attack dice is rolled.
The Navis Armsman is making a shooting attack against the Kroot Warrior. A Cover line crosses the friendly
Navis Endurant (which has an Engage order), but as its base is touching the Navis Armsman, it is ignored. A Cover line also crosses the Kroot Cut-skin, but it has a
Conceal order, therefore the shooting attack is unaffected.
Barricades
When using the Close Quarters rules,
barricades are set up differently. They can be set up anywhere in the killzone that is:
- More than from your opponent’s drop zone.
- More than from access points.
- More than from other barricades.
- Not on a terrain feature (unless it has the Insignificant trait).
Tac Ops
When using the Close Quarters rules, the following
Tac Ops are not in use:
Seize Ground;
Hold the Line;
Sabotage;
Vantage. If this would mean you cannot build a six-card Tac Ops deck (i.e. you do not have any faction Tac Ops), you can select the number of cards needed to complete your deck from one of the other archetypes your kill team has access to (in
matched play, if they do not have any other archetypes, you can select the needed cards from any one other archetype).
Setup
Some Tactical Ploys allow one or more operatives to be set up outside of your drop zone, e.g.
Sneaky Git,
KOMMANDO and
Dimensional Translocation,
HIEROTEK CIRCLE. In a battle that uses Close Quarters rules, you cannot do so. Instead, you can only use such Tactical Ploys once per battle at the end of the
Scouting step, and they allow one operative specified by the ploy that is wholly within your drop zone to perform a free
Normal Move and/or
Operate Hatch action.
Killzone: Gallowdark (and the
Killzone: Into The Dark supplement) is a modular terrain set that allows you to construct a large variety of different killzones. The mission packs presented in this publication (
Shadow Operations: Into the Dark Mission Pack and
Critical Operations: Gallowdark Mission Pack) both use this killzone, and will specify the location of terrain features using a key and grid system. When setting up terrain features in such a killzone, use the
key system to identify the relevant terrain feature, then place it in the specific location on the gameboard using its grid.
Shown below is the mission map of a specific mission, as well as an example of that mission set up with its terrain features.
As a handy note, you can paint or write the relevant key on the bottom edge of each terrain feature. This will help you set up terrain features without having to compare each terrain feature to the
key. We have also included a
Killzone Key Reference for quick and easy reference.
Killzone Key
Below, you will find a reference for each terrain feature in
Killzone: Gallowdark and the
Killzone: Into the Dark supplement, noting its relevant key for the mission maps in their relevant sections (
Shadow Operations: Into the Dark Mission Pack and
Critical Operations: Gallowdark Mission Pack).
Hatchway Position
The locations of
Hatchways on the mission map are specified by the symbols to the right. This will help you identify the orientation of long walls with Hatchways.
Dataslates and Datacards
Imperial Navy Breacher and Farstalker Kinband Datacards:

Imperial Navy Breacher Narrative Dataslate:

Farstalker Kinband Narrative Dataslate: