56 CHAPTER APPROVED
No upgrade can be taken more thanonce unless specifically noted.
Any points spent on upgrades areautomatically allocated to the amountof points the antagonist can spend ondefensive equipment and/or his BossGoon. In this way, no matter who isplaying the antagonist, you shouldnever have an easy fight on yourhands…The specialist pieces of kit you can fieldas the protagonist or antagonist are asfollows:
PROTAGONIST SPECIALIST KIT
The Kill-team have had their ranged weapons specially modified so that the first salvo they launch makes little or no noise. This enables them to take out a full team of sentries without alerting their fellows to the incursion.
The Kil-team is not nearly as likely totrigger the alarm with the silencers fitted.When the Kill-team opens fire for thefirst time, roll a D6; on a 1, a klaxoncounter is added to the antagonist’sstore as usual. On any other result noklaxon counter is added.
The Kill-team have spent considerable resources ensuring that a loud and startling event takes place on the other side of the enemy compound, drawing enemy forces away from their posts at the critical time and allowing the Kill- team egress into the enemy grounds.
The distraction can be played at anytime in the antagonist’s Movementphase, provided he has less than 3klaxon counters in his store. Roll a D6.The protagonist may move that manyGoon squads 6" in the direction of hischoice, regardless of whether they wereactivated or not. However, theantagonist gets to choose which squadsare affected in this manner. This countsas their movement for that turn, so donot roll for control afterward.
Change of Guard 10 pts
Having staked out the enemy territory for some time the Kill-team have ascertained exactly when the sentries go off their shift and change guard,striking at just the right moment to benefit from the resultant confusion.
Play the change of guard at any timewhen the antagonist has no klaxoncounters in his store. All activated Goonsquads become deactivated, and viceversa. Continue the turn as normal.
Scrambler 40 pts
The Kill-team have with them a powerful scrambling device that disrupts enemy communications and temporarily disables their alarms.
The Kill-team may use the scrambler atany time. The antagonist mustimmediately discard D3 klaxon counters.
Spanner in the Works 5 pts each
As the enemy sentry approaches, one member of the Kill-team picks up a discarded tool, rock or other hard object and hurls it into a nearby cluster of machinery, barrels etc, momentarily distracting the patrol whilst they slink away.
Declare when a spanner is being usedbefore control for a Goon squad isdetermined. The protagonists may add+2 to their result for this roll only.
Smoke and blind grenades 10 pts
The Kill-team can use this equipment to mask their approach, making it extremely difficult for enemy squads to pinpoint them in the artificially generated haze.
Once per game, after eitherMovement phase, the Kill-team candeclare that it is using the smoke andblind grenades. They count as beingin cover in all respects until thebeginning of their next turn.
Gung-ho 10 pts
There comes a time in many covert operations when stealth goes out the window, and the only option is to go hell-for-leather for the objective.Needless to say this invariably leads to the enemy swarming to their position like flies around grox dung…
The Kill-team may assault 6+D6"rather than the usual 6" in the turn thisis used, and will strike first in closecombat regardless of other factors.The enemy automatically gains anadditional klaxon counter when thiseffect is played.
Camo Gear10 pts
The Kill-team has refined their camo tactics to the point that they can hunker down and become almost unseen even when in the open.Combined with the patience of the hunter, this can considerably enhance the Killteam’s stealth capabilities.
In any turn in which the Kill-team doesnot move, shoot or assault, theantagonist must discard a klaxoncounter at the beginning of his turn.
The Kill-team have come well prepared for penetrating the thickest defensive terrain, toting wirecutters and electrocharges that can disable or cut through light obstacles.
The Killteam rolls 3D6 for determiningthe distance it can move through difficultterrain, picking the highest result.
Stummers 10 pts
Stummers, devices designed specifically to deaden noise and make detection that much more difficult, can cut out one of the sentry’s main tools of the trade; a sharp pair of ears…
The Kill-team can employ theStummers once per game, declaringtheir use after the antagonist hasdetermined which squads are