This killzone stands on a vital point of high ground, overlooking both yours and the enemy’s lines. Whoever can gain control of the area will have an unsurpassed vantage point from which to observe enemy movements.
SERVO-AUGER [1EP]An operative with this equipment can continue to perform actions in a Turning Point even after performing the Recon Vantage Point action.
One of our agents, carrying a rare and mysterious artefact, secreted it among the junk piles in this killzone before he was cut down in a greenskin ambush. Her actions ensured the artefact has not yet fallen into enemy hands. It is your task to locate and retrieve it, as well as any other valuable salvage.
ARCHEO-AUSPEX [1EP]Each time an operative with this equipment performs the Search for Relic action, add 1 to the dice roll to see if the Relic is discovered.
Our promethium reserves are desperately low. Infiltrate the promethium pumping station in this killzone and take what you can by any means necessary.
AUTO-EXTRACTOR [1EP]Each time an operative with this equipment performs the Siphon the Good Stuff action, provided it is not carrying any other objective marker, do not place a Refined Fuel objective marker within of that operative: instead, that operative is automatically carrying that objective marker.
An enemy commander is in the area to personally oversee the final stages of preparation for an as-yet unknown plan. If this can be disrupted, or the leader slain, it will strike a massive blow for the ongoing war effort. The commander will be protected. Expect to fight through them.
AUTO-MEDICAE [1EP]Once per Turning Point, one operative equipped with an auto-medicae can perform the following action:
Your distraction effort was successful. Fully half the sentries around the communications installation vital to our foes are elsewhere. There has never been a greater opportunity to knock out this infrastructure. Go in, strike hard and destroy it, before they discover the ruse.
MELTA CHARGES [1EP]Each time an operative equipped with melta charges performs the Plant Explosives action, the vital installation suffers 1 additional Damage point.
EMERGENCY VOX [1EP]Each time you roll to see if an operative returns to the killzone, if that operative is equipped with an Emergency Vox, add 1 to the dice roll.
Vital supplies are incoming, but the foe will try to intercept them. Clear all three potential Landing zones of the enemy. If you fail, we will be Lost.
HOMING BEACON [1EP]Once per Turning point, one operative equipped with an homing beacon can perform the following action:
Your forces have prepared an ambush for an enemy patrol and lain in wait for the perfect moment to strike. Alas, mere moments before you strike, the prey has realised their danger, and unless you attack now all hope of a swift victory will be lost.
DECOY [1EP]For each operative in your kill team that is equipped with a decoy, you can set up one additional Concealed Deployment marker when you set up your forces. This marker is blank, and is removed after all other non-decoy markers have been replaced with operatives.
SCANNERS [2EP]For each operative in your kill team that is equipped with scanners, you can, before setting up any of your operatives during deployment, select one Concealed Deployment marker on the killzone. The Attacker must turn the marker face up and, if it is an operative, replace that marker with the corresponding operative.
Hold firm. Relief force and evacuation transport inbound. You will be rescued. Do not let the intelligence you’ve retrieved fall into enemy hands. Do whatever it takes.
JAMMERS [1EP]Once per Turning Point, when the Defender rolls to see if a Relief Force operative arrives in the killzone, an operative equipped with jammers can use them. If they do, the Defender must subtract 1 from the dice roll.
SPARE AMMO [1EP]Once per battle, the first time an ammo roll is failed for this operative, that ammo roll is considered to have been passed instead.
The army attacks the enemy Lines in force tomorrow. To pave the way, you must breach the enemy’s defences. Under cover of darkness, scale or circumvent them and plant sapping charges. Operational freedom granted - if opportunity presents itself, destroy anything else of value you can find.
GRAPNEL-HOOKS [1EP]The operative gains the following ability: