Field supplies
Sixteen supplies, six slots. Combat supplies are free actions on the board; cleared-ground supplies only work between fights.
How supplies work #
Every broken patrol offers four on the debrief: one cleared-ground supply, one deployable, one combat active and one wild card. Pick one; the Field Pack holds six. Scrap is offered instead if you would rather.
Combat supplies are free actions on the board: one per turn, and the turn goes on, so an ammo pack means a unit that fires this turn. They are freely usable between fights too. They obey the CheckFire rule, and a supply that ends a threat to the commander counts as an escape. The AI knows how to use them.
Cleared-ground supplies only work during exploration, after the patrol is broken.

Combat supplies #
| Supply | Effect |
|---|---|
| Wire barricade | Deploy adjacent as COVER: blocks movement, allows fire. Free: the turn goes on. |
| Armored barricade | Deploy adjacent as an OBSTACLE: blocks movement and fire, except grenades. Free: the turn goes on. |
| Mine kit | Lay a hidden mine on a free square beside the selected unit. Special Abilities only. Free: the turn goes on. |
| Drone strike | Remove one enemy escort within 4 squares, bypassing cover and shields. Free: the turn goes on. |
| Ammo pack | Reload the selected ally and restore its special ability at once; it can fire this turn. |
| Smoke canister | The selected unit cannot be targeted until your next turn. Free: the turn goes on. |
| Recon drone | Reveal every hidden enemy mine and ambusher on this board. Free: the turn goes on. |
| Breaching charge | Blow one cover or obstacle beside the selected unit, now. Bunkers and objectives stand. Free: the turn goes on. |
| Resupply drop | Reload the whole squad and restore every spent skill, at once. Free: the turn goes on. |
Cleared-ground supplies #
| Supply | Effect |
|---|---|
| Recovery kit | Recover a lost unit during exploration. |
| Demolition charge | Clear cover on cleared ground. Bunkers cannot be demolished. |
| Recruitment beacon | Recruit a pawn beside the selected squad member. |
| Intel scanner | Reveal patrol forecasts until the next fresh encounter. |
| Extraction flare | Reveal the landing zone on the map and arm extraction at once. Its patrol must still be cleared. |
| Field promotion | Promote the selected pawn to a knight or bishop, whichever the squad has fewer of. Rare. |
| Salvage crate | Four scrap, on the spot. |
Scrap recovers casualties on cleared ground when you have no Recovery Kit.