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Earth Under Siege: Flashpoint – World Killer Expansion thumbnail

Earth Under Siege: Flashpoint – World Killer Expansion

Expansion for Earth Under Siege: Flashpoint

Earth Under Siege: Flashpoint – World Killer Expansion Rulebook

Table of Contents

Table of Contents

  • Components
  • New Rules
    • Level IV Upgrades
    • Outdoor Areas
    • Insertion Points
    • Black Op Strategy
    • Water Zones
    • Tree Zones
    • Fences
    • Guard Towers
      • Notes on Guard Towers
    • Trucks
    • Control Room
    • Large Figures
  • Campaign Missions
    • Mission 13: Dawn of a New Horror
    • Mission 14a: Hot-Wired to Self-Destruct
    • Mission 14b: Living Cargo
    • Mission 15a: It's Not Delivery, It's Detonation
    • Mission 15b: Grim Harvest
    • Mission 16a: Some Disassembly Required
    • Mission 16b: Making Fight Berserker!
    • Mission 17: Covering Fire
    • Mission 18: Two Minutes to Midnight
    • Mission 19: The World Killer
    • Mission 20: The True Threat Revealed
  • Special Ops
    • Spec Op 26: Death's Construction
    • Spec Op 27: Smash and Grab
    • Spec Op 28: Robotics Factory
    • Spec Op 29: A Lesson in Pain
    • Spec Op 30: Crossfire

Components

  • World Killer (miniature)
  • The Seer (miniature)
  • Berserkers x3
  • Awakened x3
  • Thought Reaper x2
  • Assault Drone x2
  • Guard Tower Tokens x2
  • Truck Token
  • Tiles x8
  • Valor Tokens x18
  • Boss Dashboard
  • Tactics Cards x42
  • Gear Cards x18
  • Complication Cards x5
  • Enemy Cards x4
  • Special Op Cards x5
  • Training Room Card

New Rules

Level IV Upgrades

This expansion gives access to Level IV Base Upgrades, Gear cards, and Tactics cards. These new upgrades are gained and applied in the same way as previous upgrades. When your HQ Level reaches level IV, shuffle in the new Gear and Special Op cards into their respective decks.

Outdoor Areas

This expansion features tiles that have outdoor areas and indoor areas. Outdoor areas are considered to be either "paved" (those with roads or concrete) or "non-paved" (water and trees). When playing on these tiles, there are a few new rules and modifications to existing rules.

Insertion Points

When an Insertion Point appears in an outdoor area, Operatives do not actually start the mission on the map. Instead, place them off the board near the Insertion Point they intend to use. While off the map, Operatives may not take any actions (except the action noted here), or benefit from other players' Tactics cards. To enter an Insertion Point from off the map, an Operative must exhaust a Movement token (this is not considered a Move or Careful Move action). When this is done, place the Operative in the Insertion Point. Operatives off the board MUST enter the map on the first round of the mission.

Example: In this mission, the Insertion Point is in an Outdoor area. As such, Kyle starts the mission off the board. Kyle exhausts a Movement token and places his figure in the Insertion Point (which must be done on the first round).

Black Op Strategy

Some maps will have Black Op icons in the set up diagram. If the Black Op Strategy is chosen, players may use the HALO ability to enter the map at one of these icons. Operatives that wish to do so begin the mission off the map, even if the Black Op icon is in an indoor area (see Insertion Points on page 3 for details on being off the map). To enter the map via HALO, an Operative exhausts a Movement token and places their figure in any zone with a Black Op icon.

Note: The Lights Out condition still works on exterior tiles (there are lights being used in those areas).

Water Zones

Some zones contain water (see below). Moving into or out of a zone with water in it requires exhausting a Movement token (the Operative only moves one zone with this action, but it is not considered a Careful Move). Figures in water (or moving into a water zone) gain a Red die (shown as a red cube icon) when making Stealth checks (shown as a purple hatched icon), and cover if attacked.

Tree Zones

Tiles that have trees will have two types of tree zones: partial coverage, and full coverage. Partial coverage zones are defined as having trees in less than half of that zone, while full coverage is defined as having trees in half or more of that zone as shown below.

Moving into a zone with full coverage requires a Careful Move. Figures can draw LoS INTO a zone with trees, but not THROUGH a zone with trees. Unaware Enemies cannot draw LoS to Operatives taking cover in a tree zone (no stealth check is required, as long as the Operative has cover). Aware Enemies can draw LoS to Operatives in tree zones as normal.

Figures cannot draw LoS through zones with trees.

Fences

Tiles EX 4 and EX 8 have fences. Fences block movement, but not LoS. Moving past a fence can be done in one of two ways: climbing over, or cutting through.

To climb over, an Operative exhausts a Movement token and places their figure in the adjacent zone on the other side of the fence (this is not considered a Careful Move). However, due to the barbwire, that Operative suffers 1 damage.

To cut through a fence, an Operative exhausts an Order token. Then, place an Investigate token in their zone and an open door token in that zone along the fence line (it cannot be closed during the mission).

Enemies move through fences without penalty.

Guard Towers

Some maps will have Guard Tower tokens. Guard towers do not block movement or LoS, but a figure cannot end their move in a zone with a guard tower unless they enter it. To enter a guard tower, an Operative in an adjacent zone exhausts a Movement token, then places their figure into the guard tower. This is not the same as a Movement action, so free Movement actions cannot be used to enter a Guard Tower (similar to moving into or through the Ventilation Shaft).

Enemies in a tower gain cover, +1 [green icon], and their ranged attacks gain +1 max [blue crosshair icon, Range] against Operatives outside the tower. Operatives in a tower gain cover and +1 max [blue crosshair icon, Range] on ranged attacks against Enemies outside the tower.

If an enemy would move into a zone with a Guard Tower (such as a Patrol when there is an Investigate token in the tower), they do so with no penalty (and may exit a Guard Tower in the same way). When resolving shoves (see page 14 of the core rulebook), Enemies cannot be shoved into a zone with a Guard Tower, even if that is their Target Zone. Trucks cannot enter zones with Guard Towers.

Notes on Guard Towers

Blips in Guard Towers may not be chosen as a target for the Deep Cover ability of the Espionage Strategy. Enemies that begin the mission in Guard Towers do not leave the tower or become Patrols for any reason (even after the alarm is triggered or if they are in range of a Noise Check). Enemies in guard towers begin the mission spawned (as noted in the mission set up rules).

Trucks

Some maps will have trucks, whether printed on a tile, or represented as a token. Trucks occupy each zone that they touch and block LoS (except as noted below), but do not block movement. When an Operative moves into a zone with a truck, they must decide which side of the truck they are on, and if they are using the truck for cover or not. If they are taking cover, then the truck does not block LoS, but gives cover against figures on the opposite side of the truck. If not taking cover, then the truck blocks LoS against figures on the opposite side of the truck.

An Operative in one of the truck's zones can exhaust a Movement token to enter the truck. When doing so, place the figure in either the driver's section, or the cargo section. The driver's section can hold two figures, while the cargo section can hold four, however, there can only be one driver per round. Unaware Enemies cannot draw LoS to anyone in the cargo section of the truck. Aware Enemies are considered to have LoS to Operatives in the cargo section because they can just shoot through the walls of the truck (Operatives gain cover against such attacks). Operatives in the driver's section have cover and can draw LoS, and have LoS drawn to them, from figures to the right, left, and front of the truck (but not the rear).

Exiting a truck is a free action: simply move the acting figure from the truck itself, to one of the truck's zones (they must choose a particular side when placing their figure).

An Operative driving a truck can exhaust a Movement token to move the truck up to 4 zones. Trucks can only move on "paved areas", and cannot move into indoor areas or water zones (see example on the next page).

When a truck moves, it may move up to 4 zones, but only on "paved" areas (roads and streets). When moving, each zone that the front of the truck touches counts as one zone of movement (see the example on the next page).

Example: In this example, the truck is occupying 3 different zones.

Trucks can be attacked and have a [shield icon] Defense 7 (+2 if it is moving unless the attack has accuracy), [heart icon] Health 6, are immune to negative conditions, and resilient 1 (only resilient 3 against damage from Remote Explosives or blast attacks). A truck that suffers 6 [heart icon] damage is disabled for the rest of the mission (it stops moving immediately). If the truck was moving when it was disabled, all figures in the truck suffer 3 [drop icon, damage] that may not be reduced by armor or Defense Abilities.

Control Room

Unless otherwise noted, the control room for the new tiles is the purple room on tile EX A. Killing the technicians on that tile disable all cameras on the map.

Large Figures

The World Killer is a massive Enemy with a base that occupies four zones. When this Enemy attacks, it can draw range from any zone it occupies (and will do so in the way that is most optimal for its attacks). Operatives using ranged attacks may target any zone that the large figure occupies. In this way, even if an Operative is in one of the World Killer's zones, they may still make a ranged attack with a minimum range of 1 by targeting a different zone that the World Killer occupies. When moving the World Killer, it moves using the shortest path possible.

Campaign Missions

Mission 13: Dawn of a New Horror

Assault Mode: HQ Level III.

Objectives: Retrieve the "?" Objective token on tile EX D (mandatory).

Setup: Place a Vormacht Fireteam unit in the Guard Tower. Place the Berserker Enemy card near the board (but not part of the Display).

Display: Ravagers, Reaver, Vormacht Fireteam, Dominator, Headhunter, Mind Killer, Thought Reaper.

Special Rules

  • Security Room (Tile EX 6): The Security Door on tile EX 6 is locked and cannot be opened except by an Operative performing a Sabotage action in the zone with the "!" Objective token (tile EX 8). When this is done, the Security Door is unlocked and can be opened (like a normal door). However, the door will only remain unlocked until the end of the round. If the door is not opened during the round it is unlocked, it will lock again at the end of the round. This Sabotage action may only be performed once, so if the players do not open the door on the same round that the "!" token is Sabotaged, the players will be unable to enter the Security Room (and tile EX D beyond it), unless they have access to a teleport action.
  • Experimentation Chamber (Tile EX D): The "?" Objective token may be picked up via a Pick Up action. When this happens, immediately trigger the alarm, then remove each "X" Objective token and spawn a Berserker in each of those zones. Then, deal each of those Berserkers 1 damage. Place the Berserker Enemy card at the beginning of the Display (effectively becoming Initiative 0). When spawning Enemies, ignore the Berserker card when determining which Enemy to spawn (so if an Initiative 2 card is drawn, spawn a Reaver).

Rewards: Unlock HQ Level IV. Then, gain 1 Tactics card and 2 Base Upgrades.

Consequences: None.

Next Mission: If players choose to go after the robotics supply chain, proceed to Mission 14a: Hot-Wired to Self-Destruct. If the players decide to go after the biological experiments, proceed to Mission 14b: Living Cargo.

Mission 14a: Hot-Wired to Self-Destruct

Assault Mode: HQ Level IV.

Objectives: Get the truck to the Extraction Point and detonate an explosive barrel in each zone with an "X" Objective token (mandatory).

Setup: Place a unit of Stalkers in each of the Guard Towers.

Display: Awakened, Reaver, Stalkers, Dominator, Warbringer, Assault Drone, Gate Shaper.

Special Rules

  • The Truck: An Operative in the zone with the "?" token may perform a Sabotage action (TN 5) to hot-wire the truck. Once successful, an Operative may drive the truck (see pages 6-7 for rules on trucks). Once the front of the truck is in the Extraction Point, remove it from the board.
  • Explosive Barrels: These barrels may be picked up by an Operative in their zone via a Pick Up action (max one at a time). An Operative carrying a barrel can drop it in their zone, or roll it up to 1 zone away, as a free action. If a barrel suffers any amount of damage (attacks automatically hit) they explode, dealing 5 damage to all figures in their zone and creating a Noise 3 check.
  • The Gate: The gate can only be opened by an Operative performing an Order in the zone with the Security Scanner (no Sabotage action required). Once opened, place a Door token on the gate, open side up. Alternatively, the player driving the truck can attempt to ram the truck through the gate. If this is attempted, roll d6. On a 5+ the truck is damaged beyond repair and the mission ends in failure.
  • Gate Patrol: During the Enemy Movement step, the Special Patrol Blip outside the gate moves North to South in front of the gate. On the following round it will move back North to its starting position. It will continue moving in this fashion until it becomes aware (in which case it will behave as any other Enemy). When it spawns, it spawns an Elite Enemy.

Rewards: 1 Tactics card.

Consequences: Due to Bravo Team's unending failures, add the Acquire Samples Special Complication card to the Complication deck.

Next Mission: Proceed to Mission 15a: It's Not Delivery, It's Detonation.

Mission 14b: Living Cargo

Assault Mode: HQ Level IV.

Objectives: Rescue the prisoners and get them to the Extraction Point (mandatory).

Setup: Place a Headhunter figure in the guard tower. Place the Truck token off to the side of the map with Special Patrol Blip in the cargo section, and a Vormacht Heavy in the driver's section. Place 2 Vormacht Fireteam units in the zone with the Fireteam icons as the checkpoint team. This mission does not use the Threat deck.

Display: Awakened, Vormacht Heavy, Vormacht Fireteam, Enslaver, Headhunter, Marauder, Thought Reaper.

Special Rules

  • Truck: During the 1st Enemy Movement step, move the Truck token onto the left side of the map and move it until the front end is in the zone with the barricade on tile EX 2 (the center zone on the tile). Then the Vormacht Heavy will exit the truck to talk with the checkpoint team. On the following round, during the Enemy Movement step, the Heavy will get back in the truck and move it 4 zones towards tile EX 4. The truck will continue moving this way each round until it is fully on tile EX 4, where it will stop. If this happens, at the end of that round the Special Patrol Blip is removed from the Truck and the mission ends in failure. The truck is considered to be moving except for when the driver is out of the truck or when it is fully on tile EX 4. Disabling the truck while it is moving kills the prisoners, ending in mission failure. Operatives may not enter the truck token in this mission. If the checkpoint team is killed before the truck arrives, the truck does not stop and continues towards tile EX 4, and immediately triggers the alarm.
  • Prisoners: Once the driver and the checkpoint team are killed, an Operative at the rear of the truck may perform an Order to have the prisoners get out (place the Special Patrol Blip in the zone occupied by the rear of the truck). In following rounds, at the beginning of each Operative Phase, the prisoners move one zone towards the Extraction Point. Once they reach the Extraction Point, they leave the map. Prisoners automatically fail stealth checks if required to make one. If they ever suffer damage (such as from an AoE attack), they are killed (remove the Blip). The Operatives may not leave the board until the Prisoners have escaped.
  • Investigate Tokens and the Alarm: When an Investigate token would be placed on the map (such as when flipping a Surprise token), immediately move it to the Escalation Track.
  • Weapon Transport: The Armory tokens are in the cargo area of the truck on tile EX 4. Operatives that want to search them will need to move into the cargo area to do so.
  • Failure to Report: At the beginning of the Enemy Phase, if the prisoners have been unloaded from the truck, place an Elite Patrol at Deploy Points 1 and 2 (this is only done once, not each round).

Rewards: 1 Tactics card.

Consequences: Due to Bravo Team's unending failures, add the Rapid Assembly Special Complication card to the Complication deck.

Next Mission: Proceed to Mission 15b: Grim Harvest.

Mission 15a: It's Not Delivery, It's Detonation

Assault Mode: HQ Level IV.

Objectives: Drive the truck to the "?" Objective token and detonate the bomb (mandatory).

Setup: Place the Truck token near the board, with one Operative in the driver's section. The remaining Operatives must be placed either in the cargo section, or the Insertion Point on tile EX 5 (not including Operatives that may be entering the map via the HALO ability). Place a Vormacht Heavy in the Guard Tower.

Display: Ravagers, Vormacht Heavy, Spotter Drones, Gun Drone, Warbringer, Assault Drone, Hunter Killer.

Special Rules

  • Undercover: Except as noted below, the driver of the truck does not need to make Stealth checks when entering an Enemy or camera's LoS. Once the driver exits the vehicle, they must make Stealth checks as normal.
  • Special Delivery: At the beginning of the first Operative Phase, players must drive the truck onto the base and pass the security check point (the "!" Objective token). The truck enters at the Insertion Point on tile EX 4 and moves to the security check point (place the front half of the truck in the token's zone and remove the token). It may not move any further that round. At the beginning of the first Enemy Phase, one of the Technicians from the Control Room will step out to question the driver. That Operative must make a Stealth check (TN 7). Success means the Technician returns to the Control Room (closing the door). Failing the Stealth check makes the Technician aware (along with all other Enemies that can draw LoS to him, as normal). In future rounds, the driver may move the truck up to 4 zones by exhausting a Movement token, as per normal truck movement rules (see pages 6 and 7).
  • Deadly Cargo: The Operatives in the back of the truck may jump out at any time during the Operative Phase (including while the truck is moving), as a free action. Getting off the truck may require Stealth checks if Enemies have LoS to the zone the Operative enters, as normal.
  • Final Destination: Once the front of the truck is in the zone with the "?" Objective token, the Technician on that tile will step out to check the truck in. The driver must pass another Stealth check (TN 7). Failure triggers the alarm. If successful, the Technician returns to the room he was in and closes the door. After the truck has been parked, the driver must exhaust an Order token to prime the explosive. Once that is done, the truck will explode at the end of that Operative Phase, killing everything on that tile (Operatives are downed), and triggering the alarm.
  • Assembly Line: As long as the Technician in the zone with the "X" Objective token is alive, at the beginning of each Enemy Phase (before Enemy movement), place a Patrol Blip at the inactive Deploy Point.
  • Response Teams: If the alarm is triggered during the Operative Phase, that Phase ends immediately and the Enemy Phase begins. When the alarm is triggered, place an Elite Patrol at each active Deploy Point. If the Technician in the zone with the "X" is still alive, place an Elite Patrol at the inactive Deploy Point as well.

Rewards: Base Upgrade.

Consequences: Thanks to Bravo Team, add the Harvest DNA Special Complication card to the Complication deck.

Next Mission: Proceed to Mission 16a: Some Disassembly Required.

Mission 15b: Grim Harvest

Assault Mode: HQ Level IV.

Objectives: Retrieve the data and get at least one prisoner to the Extraction Point (mandatory).

Setup: Place a Vormacht Fireteam unit in each Guard Tower.

Display: Awakened, Berserker, Vormacht Fireteam, Enslaver, Warleader, Mind Killer, Thought Reaper.

Special Rules

  • The Captives: An Operative in a zone with an "X" Objective token can, as an Order, free the captive in that zone. Once all remaining captives have been freed, replace all of the Objective tokens with the Special Patrol Blip (place it in the zone where the last captive was freed). Once gathered, the Blip can be moved up to 3 zones, once per round, as a free action (they will not enter a zone containing a non-stunned Enemy). The Special Patrol Blip automatically fails stealth checks and are immediately killed if they suffer any damage (such as from an AoE attack targeting an Operative in their zone).
  • Ongoing Experimentation: At the end of each round, if there are any Technicians still alive on tile EX D, roll d6 and add the current round (you would add 1 to the roll on the first round, add 2 on the second, etc.). On the result of 7+, replace a random "X" Objective token with a Berserker. If there are not enough Berserkers in the Reserves, place an Awakened instead (if there are not enough of either, resolve a Threat card instead of placing a figure). Place a Green Blip token with the figure if no Operatives have LoS to the figure when it is placed.
  • The Alarm: When the first prisoner is freed, the alarm is immediately triggered.
  • The Data: An Operative in the zone with the "?" Objective token can attempt a Sabotage action (TN 8) to retrieve the data. If successful, remove the token and place it on the dashboard of the Operative that performed the Sabotage action.

Rewards: Base Upgrade.

Consequences: Thanks to Bravo Team, add the Shielded Circuits Special Complication card to the Complication deck.

Next Mission: Proceed to Mission 16b: Making Fight Berserker!

Mission 16a: Some Disassembly Required

Assault Mode: HQ Level IV.

Objectives: Destroy all four Objective points and have at least one non-downed Operative at the end of Round 10 (mandatory).

Setup: Place the two Deploy Points on tile EX G on their inactive side.

Display: Ravagers, Reaver, Spotter Drones, Gun Drone, Warbringer, Assault Drone, Hunter Killer.

Special Rules

  • Extinction Mode: This mission uses the Extinction Mode rules (see page 18 of the core box Campaign Book). The Target Zone for Enemies is the nearest Operative.
  • Objective tokens: Each of these represent vital targets to be destroyed. Each token can be destroyed by a Blast attack that deals at least 3 damage, an explosive barrel (see below), or a Remote Explosive from the Espionage Strategy.
  • Explosive Barrels: These may be picked up via a Pick Up action (max 1 per Operative). A carried barrel may be dropped in an Operative's zone, or rolled up to 1 zone away, as a free action. If a barrel suffers any amount of damage (attacks automatically hit), they explode dealing 5 damage to everything in their zone.
  • Assembly Line: When a [purple hatched Stealth icon] result is drawn as a Threat Event, place a Patrol at each of the inactive Deploy Points.

Rewards: 1 Tactics card.

Consequences: Add the Endgame Special Complication card to the Complication deck. Note: during the set up for all remaining campaign missions, the Display will depend on if you completed Mission 16a or 16b (as listed in the Set Up rules for those missions).

Next Mission: Proceed to Mission 17: Covering Fire.

Mission 16b: Making Fight Berserker!

Assault Mode: HQ Level IV.

Objectives: Retrieve all data and have at least one non-downed Operative at the end of round 10 (mandatory).

Setup: Place the "!" Objective token face down (with the "?" side face up) in the center zone on tile EX D.

Display: Awakened, Berserker, Stalkers, Enslaver, Warbringer, Mind Killer, Thought Reaper.

Special Rules

  • Extinction Mode: This mission uses the Extinction Mode rules (see page 18 of the core box Campaign Book). The Target Zone for an Enemy with no LoS to an Operative is the Objective token in the center zone on tile EX D.
  • Threat Events: When a [purple hatched Stealth icon] icon is drawn for a Threat Event, a Berserker erupts from one of the tubes on tile EX D. Choose a random "X" token and replace it with a Berserker. If there are no Berserkers in the Reserves, draw a new Threat Event.
  • Data Upload: During each round (except on the first), an Operative must exhaust an Order token while in the zone with the "?" token to maintain the data upload. When this is done, flip the token to its "!" side to show that action has been completed for that round (flip it back at the end of the round). If this is not done on each round of the mission (except the first), the data upload is shut down and cannot be restarted resulting in mission failure. In addition, at the end of any round, if there are any Enemies in the center zone on tile EX D, the data upload is shut down, resulting in mission failure.
  • Defense Turrets: The Turrets activate at the beginning of each Operative Phase and attack the nearest Operative in range and LoS. Turrets can be disabled with a Sabotage action at the Security Scanner on tile EX 6 (TN 5). Each Turret takes a separate Sabotage action to disable. If a Turret activates and has no target, it gains an Overwatch token.
  • Explosive Barrels: These can be picked up with a Pick Up action (max one at a time). A carried barrel can be dropped in the Operative's zone, or rolled up to 1 zone away, as a free action. If the Barrels suffer any damage (attacks automatically hit), they explode, dealing 5 damage to everything in their zone.

Rewards: 1 Tactics card.

Consequences: Add the Endgame Special Complication card to the Complication deck. Note: during the set up for all remaining campaign missions, the Display will depend on if you completed Mission 16a or 16b (as listed in the Set Up rules for those missions).

Next Mission: Proceed to Mission 17: Covering Fire.

Mission 17: Covering Fire

Assault Mode: HQ Level IV.

Objectives: Successfully interrogate the Engineer (mandatory).

Setup: Stack three Objective tokens in the indicated zone.

Display: If players completed:

  • Mission 16a: Awakened, Vormacht Heavy, Vormacht Fireteam, Dominator, Warleader, Mind Killer, Thought Reaper.
  • Mission 16b: Vormacht Grunts, Vormacht Heavy, Spotter Drones, Gun Drone, Warleader, Assault Drone, Thought Reaper.

Special Rules

  • Separate Teams: There will be two different teams for the players in this mission, the Assault team, and the Covert team. Each Operative must be assigned to one of the teams, with at least one Operative assigned to each team. Each team will use a different Strategy card (see below).
  • Assault Team: This team is tasked with distracting the Enemy so the Covert team can infiltrate the base and interrogate the Engineer. The Assault team MUST take the Breach and Clear Strategy. The Soldiers on the map are part of the Assault team. Because this team's job is to distract the Enemy, all members of the Assault Team must stay on tiles EX 4 and EX 5 unless the Covert team triggers the alarm.
  • Covert Team: This team may choose either the Black Op or Espionage Strategy.
  • Soldiers: The Soldiers represent Bravo Team, do not move, and are in cover. They follow normal Soldier token rules.
  • Explosive Barrels: These may be picked up by an Operative as a Pick Up action (max one at a time). An Operative carrying a barrel can drop it in their zone, or roll it up to 1 zone away, as a free action. If the barrels suffer any amount of damage (attacks automatically hit), they explode, dealing 5 damage to anything in their zone and creating a Noise 3 check (ignore this check if the barrel explodes due to an action from the Assault Team).
  • The Engineer: The Technician in the zone with the Objective tokens is the Engineer. If the Covert team triggers the alarm before the Engineer is subdued (see below), he is removed from the board and the mission ends in failure. As an Order, an Operative in the Technician's zone may subdue him. While subdued he does not trigger the alarm and cannot be moved from his zone. Once subdued, once per round, an Operative in his zone may interrogate him as an Order. When this is done, place 2 Investigate tokens on the Escalation Track and remove one of the Objective tokens. When the last Objective token is removed, the interrogation is complete (remove the Engineer from the board).

Notes on the Alarm: This mission is unique in that the alarm is considered triggered for the Assault team, but not the Covert team. As such, the following rules apply while the Covert Team has not triggered the alarm (after the alarm is triggered, standard rules apply):

  • When an Investigate token would be placed on the board (including when flipping a Surprise token), place it directly onto the Escalation Track.
  • Enemies are considered aware against members of the Assault team, but not members of the Covert team. As such, members of the Assault team may not make stealth checks.
  • When an Enemy spawns with LoS to the Assault team, they do not gain a Surprise token, unless they also have LoS to a member of the Covert team.
  • The Target Zone for moving Enemies is the nearest member of the Assault team.
  • When resolving Threat cards, resolve the top half of the card if the On-Point Operative is on the Covert team, or the bottom half of the card if the On-Point Operative is on the Assault team.
  • Do not add an Elite Patrol to the Deploy Pool during the Escalation step unless the Covert team has triggered the alarm.
  • Do not resolve Spawn Events for Patrols and Elite Patrols unless the Covert team has triggered the alarm (Basic Blips resolve Spawn Events as normal).

Rewards: Base Upgrade.

Consequences: None.

Next Mission: Proceed to Mission 18: Two Minutes to Midnight.

Mission 18: Two Minutes to Midnight

Assault Mode: HQ Level IV.

Objectives: Disable the generator (mandatory).

Setup: Place a unit of Stalkers in each Guard Tower. Give one Operative the Devastator token.

Display: If players completed:

  • Mission 16a: Awakened, Berserker, Stalkers, Enslaver, Headhunter, Marauder, Hunter Killer.
  • Mission 16b: Ravagers, Reaver, Stalkers, Gun Drone, Headhunter, Assault Drone, Thought Reaper.

Special Rules

  • Under the Gun: Be sure to accurately track the number of rounds it takes to complete this mission as it will have an impact on the next mission.
  • Defense Shield: While the generator is still active, players may not use the Close Air Support Training Room card (once the generator has been destroyed, it may be used normally).
  • The Devastator: An Operative may place the Devastator in the zone with the Objective token as an Order. Once the Devastator has been placed, any Operative on the same tile may detonate the Devastator as an Order, which destroys the generator and triggers the alarm.
  • Rapid Response: If the alarm is triggered during the Operative Phase (including by destroying the generator), the Operative Phase immediately ends and the Enemy Phase begins.
  • Defense Turrets: These turrets can be disabled by Sabotaging the Security Scanner on tile EX A (each turret requires a separate action).

Rewards: 1 Tactics card.

Consequences: None.

Next Mission: Operatives may not attempt a Special Op as the next mission; they must proceed directly to Mission 19: The World Killer.

Note: If players want a more challenging experience, skip the Med-Bay step of the HQ Phase to represent there not being enough time to heal up between missions. If this is done, Operatives retain all damage on them (negative conditions are still removed), and they add a Wound card for each Wound token they have (then discard the tokens).

Mission 19: The World Killer

Assault Mode: HQ Level IV. When drawing Gear cards, draw twice as many cards as normal (Operatives may still only start with four cards, but will have twice as many to choose from).

Objectives: Kill the World Killer (mandatory), retrieve the Objective token.

Setup: Place a unit of Stalkers in the Guard Tower. Place the World Killer dashboard near the Escalation Track. Place X -2 Investigate tokens on the Escalation Track, and each Operative exhausts X -2 Action tokens, where X equals the number of rounds it took to complete Mission 18. For example, if it took six rounds to complete, you would place four Investigate tokens on the Escalation Track, and each Operative would exhaust four Action tokens (X = 6 - 2).

Display: If the players completed:

  • Mission 16a: Awakened, Berserker, Stalkers, Enslaver, Headhunter, Marauder, Thought Reaper.
  • Mission 16b: Vormacht Grunts, Reaver, Stalkers, Gun Drone, Warbringer, Assault Drone, Thought Reaper.

Special Rules

  • Objective Token: The Objective token can be picked up by an Operative with a Pick Up action.
  • Note on The World Killer: Unlike standard Overlord encounters, the World Killer does not have Inactive and Active abilities. Instead, it has Attack and Defense abilities.
  • Assembling Armageddon: Do not draw and resolve Threat cards during the Threat step. Instead, at the beginning of each Enemy Phase, while the World Killer is inactive, draw and discard a Threat card for each Technician still on the board (note: if you are playing with increased difficulty levels, do NOT draw an extra Threat card for this effect). For each drawn card, place a Focus token above the World Killer's dashboard that matches the Overlord icon on the card, from left to right in the order they were drawn. If there are not enough tokens in the Reserve to place one of these tokens, take them from an Operative's dashboard, or from any other location (such as tokens that might have been removed from the mission). These tokens will have no effect until the World Killer becomes active. Note: If the alarm is triggered, do not remove Technicians from the board.
  • The World Killer Rises: The World Killer becomes active if it ever has LoS to an Operative or if the alarm is triggered. Immediately when the World Killer becomes active, and again at the beginning of each future round, draw a Threat card and place it near the World Killer's dashboard. Match the Overlord Icon to the ability in the Defense column of the World Killer's dashboard and apply that effect until the beginning of the next round (at which point a new card will be drawn and a new effect put into play). Note: If you are playing with increased difficulty rules, do NOT draw an extra Threat card for this.
  • Obliteration of Mankind: During the first Enemy Phase that the World Killer becomes active, do not draw any Threat cards to determine the World Killer's actions that round. Instead, discard each Focus token above his dashboard, from left to right, and resolve the matching ability in the Attack column of the World Killer's dashboard, one at a time. In each future Enemy Phase, draw two Threat cards, one at a time, and resolve the ability in the Attack column that matches the Overlord icon on the card, plus one additional card for each Technician still on the board (note: if playing with increased difficulty rules, draw the extra Threat card as normal).

If the Objective token was not recovered: The rewards and consequences are not printed for this outcome. Next Mission: None. The campaign for Earth Under Siege: Flashpoint is complete.

If the Objective token was recovered:

  • Rewards: Bag Upgrade x2.
  • Consequences: None.
  • Next Mission: Proceed to Mission 20: The True Threat Revealed.

Mission 20: The True Threat Revealed

Assault Mode: HQ Level IV.

Objectives: Kill the Seer (mandatory).

Setup: Place a unit of Stalkers in the Guard Tower. Place the Seer dashboard in play. Search the Complication deck for the Endgame card, as well as any cards with a "Set Up" ability and put those into play. Then, shuffle the Complication deck and draw the remaining cards normally. Note: The Endgame card may not be removed from play by any means.

Display: If players completed:

  • Mission 16a: Awakened, Berserker, Stalkers, Enslaver, Headhunter, Mind Killer, Thought Reaper.
  • Mission 16b: Ravagers, Reaver, Stalkers, Dominator, Warbringer, Assault Drone, Hunter Killer.

Special Rules

  • Endgame: Do not draw or resolve Threat cards during the Threat step. At the beginning of each Enemy Phase, while the Seer is inactive, draw a new Complication card and place it near the others. These new cards take effect immediately and remain in play for the rest of the mission.
  • Enhanced Security: The Security Door to tile EX H cannot be opened, even with a Sabotage action. The Objective token on tile EX B controls this door. An Operative in that token's zone can perform a Sabotage action (TN 8) to unlock the door. If successful, the Security Door can be opened like a normal door (no additional Sabotage action required).
  • The Seer: Unlike normal Overlords, the Seer does not have an Inactive column on his dashboard and you only resolve Overlord actions once he is active. The Seer becomes active when an Operative enters tile EX H. When this happens, place a Portal token in each corner of tile EX H. Do not resolve these Portal tokens in the usual manner. Instead, they are used in conjunction with the Seer's abilities on his dashboard and remain in play until the end of the mission. If an effect instructs players to draw and resolve a Threat card before the Seer is active, each player removes the top card of their deck from the mission instead.
  • No Exit: At the beginning of the first Enemy Phase after the Seer becomes active, discard the door token to the room. Operatives may not enter or leave the room for the rest of the mission unless they have access to a teleport action. After the room is sealed, if there are no Operatives outside of tile EX H, all Enemies and objects on other tiles can be ignored (Enemies don't move, there is no Deploy step, etc).
  • Fortified Structure: The Breach Tactics Training Room card may not be used to open the door, or create a door, onto tile EX H.
  • The Anchor: The Objective token on tile EX 6 represents the prisoner. An Operative in the token's zone can perform an Order to free the prisoner. When this is done, the following applies. [Read-aloud narrative omitted.] Remove the Objective token. Then, each Operative may immediately choose one of their cards that has been removed from the mission and place it in their discard. In addition, choose a number of in-play Complication cards (except Endgame) equal to the [cog icon, Threat Level], and discard them.

[Read-aloud narrative omitted: the source gives a further read-aloud passage that applies once the Seer is active.]

Additional Set Up: Find the dashboard for the Overlord that you did NOT defeat in mission 12 (Kaazag, or the Gravity Maw). Place that dashboard near the Seer's dashboard, and place the matching Overlord figure in a random Portal token's zone that is adjacent to the Seer.

New Objective: Kill both Overlords (mandatory).

Additional Special Rules

  • Terrible Certainty: During the Enemy Phase, draw two Threat cards and resolve one for each Overlord by matching the icon to the ability in the Active column of their Dashboard. If you are playing at a higher difficulty, resolve the extra Threat card each round as an extra action for the Seer. If one Overlord is killed, resolve all drawn Threat cards as actions for the remaining Overlord.
  • Enemy Deployment: When an effect says to place a Blip at a Deploy Point, place that Enemy at a random Portal token instead. When Enemies are deployed due to an Overlord ability, those Enemies will move and activate in that round, as normal.
  • Desperate Times: If there are ever more than four Portal tokens on the board, all Operatives, as a free action, may remove the top card of their deck from the mission. If they all do, remove a number of Portal tokens of choice until only four remain. In addition, once the battle with the Overlords has begun, any Operative may remove the top card of their deck from the mission to cancel a Spawn Event before it resolves.
  • Distorted Reality: Once the Overlords are active, Enemies do not deal damage to each other with AoE attacks.
  • Victory or Death: Once both Overlords have been killed, the mission ends immediately.
  • Note about Kaazag: Kaazag has Resilient 2 in this mission, overriding the text on his dashboard.
  • Note about the Gravity Maw: Ignore any effect on the Gravity Maw's dashboard that says "gain Trauma". When an ability says "attack" on the Gravity Maw's dashboard, it means he performs Event Horizon followed by his Weight of a Dying Star.

[Read-aloud narrative omitted: a further read-aloud passage applies once both Overlords are killed.]

Next Mission: Congratulations, you have completed the Earth Under Siege: Flashpoint campaign! However, the work is not done. The battle not only rages on, but expands. New battlefields await. (No further rules are printed for this outcome.)

Special Ops

Spec Op 26: Death's Construction

Assault Mode: HQ Level IV.

Objectives: Kill the Juggernaut (mandatory).

Setup: This mission does not use the Elite Spawn or Threat deck.

Display: Ravagers, Vormacht Heavy, Stalkers, Gun Drone, Assault Drone (Empowered).

Special Rules

  • The Alarm: The alarm is considered triggered at the beginning of the mission. Do not place an Elite Patrol into the Deploy Pool during the Escalation step.
  • Assimilation: At the start of each Enemy Phase, choose a Technician still on the map (if any), and place an Objective token above the leftmost Basic Enemy card in the display that does not already have an Objective token. Repeat this for each other Technician on the board. If all Basic Enemies have Objective tokens above them when you would resolve this effect, the Juggernaut gains 1 Armor instead.
  • The Juggernaut: This Enemy is an Assault Drone with the following modifications (considered a mini-Overlord): [heart icon, Health] x HQ Level, and has the Attacks and Defense Abilities of each Enemy with an Objective token above its card. When it attacks, it will resolve each attack available to it, starting with the attack on its own card, then performing the attack on each Enemy with an Objective token in Initiative order. If there are no Objective tokens on any Enemies, The Juggernaut will attack with its normal attack only. When attacked, apply all Defense Abilities from each Enemy with an Objective token above it, in addition to its own Defense Abilities. When The Juggernaut is killed, the mission ends immediately (downed Operatives are not captured, but they gain an Injury token).
  • Disruption: An Operative in the zone with the Security Scanner can attempt a Sabotage check (TN = 10 + 2 for each Technician on the board). If successful, remove all Objective tokens from above Enemy cards. This may only be attempted once per mission, even if the check fails. If there are still Technicians on the board after successfully performing this action, they will continue to add Objective tokens or Armor as noted above.

Rewards: Bag Upgrade x2.

Spec Op 27: Smash and Grab

Assault Mode: HQ Level IV.

Objectives: Bring as much loot as possible to the Extraction Point.

Setup: Shuffle all 5 Objective tokens and place them face down in the indicated zones without looking at them. Draw Valor tokens and place them in the zones with the green icons (red and green Valor only). This mission does not use the Elite Spawn deck.

Display: Awakened, Berserker, Stalkers, Dominator.

Special Rules

  • Extinction Mode: This mission uses the Extinction Mode rules (see page 18 of the core game Campaign Book). However, the mission begins with the Wave Tracker on turn 6. When the Wave Tracker indicates to deploy a [red blip icon], deploy a [yellow blip icon] instead. If a [purple hatched Stealth icon] result is drawn as a Threat Event, place a [yellow blip icon] at each Access Point (Operatives may not use Access Points this mission).
  • Power Ups: Valor tokens on the board are automatically picked up when an Operative moves into its zone and is placed on their dashboard. Picked up Valor can only be used by the Operative that picked it up, and its effects only affect that Operative. Alternatively, when moving, an Operative can discard a carried Valor token to Automatically Disengage with Enemies during the move.
  • Objective Tokens: These tokens are volatile canisters of energy. An Operative can use a Pick Up action to flip a token in their zone. If it is an "X" token, place it on the Operative's dashboard. If it is the "!" token, it explodes, dealing 2 [damage icon] to everything in the zone (discard the token).
  • Data Tokens: These tokens can be placed on an Operative's dashboard with a Pick Up action. Note: do not draw Special Ops for these tokens during the HQ Phase.
  • Back to Base: Operatives may not leave the map via the Extraction Point. However, each Operative must be in the Extraction Point at the end of the last round (round 10 on the Wave Tracker Board). Any Operative not in the Extraction Point when the game ends is captured (anything a captured Operative is carrying does not count for rewards).

Rewards:

  • If one Data token was retrieved, gain 1 copy of the below Valor token. If both data tokens were retrieved, gain both copies.
  • If at least 3 Objective tokens were picked up, gain 1 Tactics card or 1 Base Upgrade (choose one). If all 4 Objective tokens were retrieved, gain both.

Note: the source's Setup text says "all 5 Objective tokens" while its Rewards text says "all 4 Objective tokens". Both are transcribed as printed.

Spec Op 28: Robotics Factory

Assault Mode: HQ Level IV.

Objectives: Steal the data and destroy the factory (mandatory).

Setup: Place a stack of 2 "X" Objective tokens, and a "?" Objective token in the indicated zones. Give one Operative the Devastator token. The Deploy Point on tile EX G is inactive.

Display: Awakened, Vormacht Heavy, Spotter Drones, Gun Drone, Warbringer, Assault Drone, Gate Shaper.

Special Rules

  • Intel: An Operative in the "?" Objective token's zone can perform a Sabotage action (TN 7) to hack the enemy database. If successful, place the Objective token on the Operative's dashboard.
  • Assembly Line: At the end of each round, as long as the Technician is still alive on tile EX G, remove one of the "X" Objective tokens. When the last token is removed, the assembly line becomes active. When this happens, and at the beginning of each future Enemy Phase, place a Patrol Blip at the Inactive Deploy Point. After the Devastator explodes, remove the inactive Deploy Point.
  • Ground Zero: The Operative with the Devastator token may place it in the "X" Objective tokens' zone as an Order. At the end of that round, it explodes, killing everything in that zone and triggering the alarm.

Rewards: Bag Upgrade x2.

Spec Op 29: A Lesson in Pain

Assault Mode: HQ Level IV.

Objectives: Kill the Flayer (mandatory), rescue the captives.

Setup: This mission does not use the Elite Spawn or Threat deck. Place negative condition tokens in the indicated zones.

Display: Awakened, Berserker, Stalkers, Enslaver, Thought Reaper (Empowered).

Special Rules

  • The Alarm: The alarm is considered to be triggered at the beginning of the mission. Do not add an Elite Patrol to the Deploy Pool at the beginning of the Escalation step.
  • Feed on Pain: Technicians represent captive civilians tied to a device called a Thought Feeder which channels the captive's agony into the Flayer. An Operative in a zone with a Technician can unhook the captive from the machine by exhausting one or more Order tokens. When this is done, roll d6 and add the number of Order tokens the Operative exhausted. On the result of 4+, the captive is safely removed from the device: draw 2 Valor tokens. On a 3 or less, the captive dies when pulled from the machine. In either case, remove the Technician, then remove the negative condition token from that zone and from each Operative that has a matching token.
  • Pain Projection: At the beginning of each Enemy Phase, determine a random Technician that is still tied to a Thought Feeder (see above). Each Operative suffers the negative condition in that Technician's zone.
  • Patrols and Reinforcements: At the beginning of each Enemy Phase, spawn a Patrol at each Deploy Point. If a Portal token would resolve (due to an Awakened being killed), instead of moving a Patrol to the token, spawn a new Enemy in that location and remove the token. When Patrol Blips are removed from the board, do not place them in the Deploy Pool.
  • The Flayer: When the Elite Guard Blip spawns, replace it with a Thought Reaper figure. This Enemy is the Flayer with the following modifications (considered a mini-Overlord): [heart icon, Health] x HQ Level, Resilient 3, and immune to stun. When The Flayer is killed, the mission ends immediately (downed Operatives are not captured, but gain an Injury token, and any remaining captives still tied to a Thought Feeder are considered safely rescued).

Rewards: Bag Upgrade x2.

Consequences:

  • If no civilians were killed, begin the next mission with the Uncommon Valor card in play.
  • If any civilians were killed, begin the next mission with the Low Morale card in play.

Spec Op 30: Crossfire

Assault Mode: HQ Level IV.

Objectives: Destroy the Enemy truck and kill all of the Enemies on the map (mandatory).

Setup: Place the Truck token near the board with an Awakened in the driver's section and 4 Elite Guard Blips in the cargo section. Place a unit of Stalkers in each Guard Tower. This map does not use the Threat deck.

Display: Vormacht Grunts, Reaver, Stalkers, Gun Drone, Headhunter (empowered), Mind Killer (empowered), Thought Reaper (empowered).

Special Rules

  • High Alert: As soon as the truck is attacked, the alarm is immediately triggered.
  • Closed Battlefield: When Patrols are removed from the board do not place them in the Deploy Pool. Do not add an Elite Patrol to the Deploy Pool during the Escalation Step after the alarm is triggered.
  • Armored Transport: At the beginning of the first Enemy Movement step, move the Truck token onto the left side of the map and down the road 4 zones. At the beginning of each future Enemy Movement step, it will continue moving 4 zones until the front of the truck leaves the tile at the other end of the map (even if the alarm is triggered). If that happens, the Enemies escape and the mission ends in failure.
  • VIP's: When the truck is disabled, immediately move each Elite Guard Blip out the back of the truck (you will need to resolve shoves). Each of these figures will have 3 damage on them from the truck being disabled while it was moving (see pages 6-7 for rules on disabling trucks).
  • Kill 'em All: When the last Enemy unit is killed, the mission ends immediately (downed Operatives are not captured, but gain an Injury token).

Rewards: Bag Upgrade x2.

  • Your Fate is Sealed: During the first Enemy Phase that the World Killer becomes active, the door to tile EX F becomes sealed and cannot be opened for the rest of the mission by any means. Operatives that are not on tile EX E or EX F will be locked out of the combat unless they have another way to enter (such as teleporting). If there are no Operatives capable of engaging the World Killer in combat when this happens, the mission ends in failure. After the door is sealed, if there are no Operatives outside of tiles EX E and EX F, all Enemies and objects on other tiles can be ignored (Enemies don't move, there is no Deploy step, etc).
  • Fortified Structure: The Breach Tactics Training Room card may not be used to open, or create, a door onto tiles EX E or EX F.
  • Command Override: Each of the Security Scanners on tile EX F can be sabotaged once per mission (TN 8). After Sabotaging the Scanner with the Cripple token, the World Killer gains cripple until the end of the round (ignoring immunities). After Sabotaging the Scanner with the Vulnerable token, until the end of the round the World Killer's Resilient is changed to Resilient 5 and he gains vulnerable (ignoring immunities).