MISSION: DISABLE AIR DEFENCES
Naval intelligence has identified several key sites necessary for controlling the Agrellan battlesphere and establishing a beachhead for staging the land campaign. Be advised, mass troop deployments and air superiority cannot be achieved at this time due to continuing presence of T’au air defence systems in the area of operations.
Tempestus Aquilons kill teams of the Aurelian Void Assault Corps have dropped into the vicinity and are approaching air defence sites on foot to avoid detection.
Expected presence of T’au-aligned mercenaries, potentially xenos breeds or human janissaries. Enemy strength and composition unknown.
Terminate on sight.

MISSION RULES: Destroy the air defences
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 (Tempestus Aquilons): Plant Bomb (1AP)
- If the active operative controls an objective marker, that objective marker gains a Bomb token.
- 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 (T’au Forces): Diffuse Bomb (1AP)
- 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 CONDITIONS:
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.
