Mission 1.1
Reinforced Chamber
…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
Operatives can perform the following mission action:
ACTIVATE / DEACTIVATE [1AP]
An operative can perform this action if it controls a Control Panel or Power Panel terrain feature. The Operative can choose the status of the chamber to Active or Inactive.
MISSION OBJECTIVE
At the end of the battle, for each Active sector friendly operatives control, you score 2VPs.
CAMPAIGN BONUS
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.

Mission 1.2
AIRLOCKED
…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 OXYGEN [1/2 AP ]
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, 2VP per Turning Point maximum.
SPEC OPS CAMPAIGN
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.
Add breach points to map

Mission 1.3
Subsidence
… 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 1″ 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 1″ 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 3VPs.
- For each non-Alpha objective marker friendly operatives control, you score 2VPs.
SPEC OPS CAMPAIGN
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.
Mission 2.1
Desperate Raid
…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 PIPELINE 1AP
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 RESOURCE 1AP
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 Tally | |
|---|---|
| 0 | |
| 2 | |
| 4 | |
| 6 | |
| 8 |
Attacker’s VPs
Defender’s VPs
SPEC OPS CAMPAIGN
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.
Mission 2.2
Deadly Hangar
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.
SPEC OPS CAMPAIGN
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.
Mission 2.3
Maze Breakout
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.
| % GradeAttacker’s VPsDefender’s VPs0% or Attacker concedes01220%3940%6660%9380% or Defender concedes120 |
SPEC OPS CAMPAIGN
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.
Mission 3.1
Power Overload
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.
SPEC OPS CAMPAIGN
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.
Mission 3.2
Pursue and Secure
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:
- Normal Move
- Operate Hatch
- Pass
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.
SPEC OPS CAMPAIGN
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.
Mission 3.3
Contact Lost
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.
SPEC OPS CAMPAIGN
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.