The Emperor's Hammer
Composition
Choose one of the following:
- Strike Justicar (with a Subjigated Daemon Blade or Justicar’s Nemesis Greatsword, and one Sanctified Stormbolter)
- Purifier Justicar (with a Subjigated Daemon Blade or Justicar’s Nemesis Greatsword, and one Sanctified Stormbolter and one Purifying Flame)
- Interceptor Justicar (with a Subjigated Daemon Blade or Justicar’s Nemesis Greatsword, and one Sanctified Stormbolter)
- Paladin Veteran (with a Nemesis Daemon Hammer or Nemesis Force Blade(s), and one Sanctified Stormbolter, Psycannon, Incinerator, Psilencer, or Apothecary’s Narthecium)
Choose three of the following, or two if you selected the Paladin Veteran above:
- Strike Warrior (with a Nemesis Daemon Hammer or Nemesis Force Blade(s), and one Sanctified Stormbolter)
- Purifier (with a Nemesis Daemon Hammer or Nemesis Force Blade(s), and one Sanctified Stormbolter and one Purifying Flame)
- Interceptor (with a Nemesis Daemon Hammer or Nemesis Force Blade(s), and one Sanctified Stormbolter)
- Purgator (with a Nemesis Daemon Hammer or Nemesis Force Blade(s) and one Sanctified Stormbolter, or Fists and one Psycannon, Incinerator, or Psilencer)
Any combination from below can be selected.
Common Abilities and Options
Gate of Infinity:
2 operatives can be set up in this way:
Place your Drop markers wholly within your territory. During the Firefight Phase, friendly operatives set up above are activated as normal. When you do, you can either expend or land that operative. If it lands, set it up in the killzone in a location it can be placed as follows (it is no longer set up above):
Within 3" of one of your Drop markers, measuring the horizontal distance only, or wholly within your drop zone.
Not within Control range of an enemy operative (unless you're setting up a INTERCEPTOR operative, which can be set up within Control range of an enemy operative)
With an order of your choice
The operative is treated as performing the Reposition action (spent the AP accordingly), then continue its activation as normal. It is Obscured until the end of the next Activation or the end of the Turning Point (whichever comes first).
2 of your operatives can be set up above by the end of the first Turning Point. In other words, by the end of the first Turning Point, half of your operatives must have been set up in the killzone during the battle.
When readying your operatives during the second and third Turning Points, remove one of your Drop markers. This means operatives still set up above are incapacitated at the end of the second Turning Point.
Psychic Incursion (1AP):
- If an operative uses this rule, they can not have shot during this activation, and cannot use a shoot action for the rest of the turning point.
-
Can Either strike one operative originally targetable for a ranged attack or can strike all enemy operatives within 8", regardless of order or terrain (measure from base to monitor height distances).
-
The enemy operative this targets must roll off two times. For the opponent’s result, add their roll + their apl stat. For your result, one unmodified D6. If they succeed both times, the incursion fails. If they fail once, inflict 4d6 damage and treat their apl stat as 0 for the rest of the turning point.
Shield of Faith:
The devastating rule has no effect (weapons attacking with this rule would retain their stated critical value + the value of the devastating for determining damage roles). Gives one extra defence dice.
The Bane of Chaos:
All attacks that hit against an elite Chaos killteam (marines or demons), have the lethal 5+ rule. All attacks have the Anti Psyker rule.
The Emperor’s Geneseed:
Can perform 2 fight actions and 2 shoot actions, can counteract regardless of its order. On a counteraction, can perform a second dash action. Dashes can move within enemy control range.
Battle Prayer:
You can do each of the following once per battle:
- You can use a firefight ploy for 0CP if this is the specified operative.
- When an attack die inflicts Normal Damage on this operative, you can ignore that inflicted damage.
Blessing (2AP):
Can perform a blessing once per turning point. (Place down a blessing marker within your control range)
Hallowed Ground:
Certain areas of the battlefield are within your Hallowed Ground, as follows:
- To have Hallowed Ground, your killteam must contain at least one Purifier
- At the start of the turning point, if an objective marker is controlled by a Purifier, until the end of that phase, the area 8” around that objective marker is within your killteam’s Hallowed Ground.
- 5” around a place where a Purifier has placed down a blessed marker, is your killteam’s Hallowed Ground.
Each time that an attack is made against a grey knight model that is within your Hallowed Ground, the following applies:
- If it is attacking with a ranged weapon, treat the target as if it is obscured. Any rule that would normally bypass obscured is ineffective.
- If they are attacking with a melee weapon, worsen the hit stat by 1. (3+ would become a 4+, for example)
The Tip of His Spear:
If this operative fights or shoots after using the Gate of Infinity rule, its weapons have the Ceaseless weapon rule.
Dominating Aura:
- Can perform mission action for 0 APL per turning point.
- Can get a free command re-role once per turning point.
Relics (2AP):
Strike Warrior operatives can place down a marker in range of an objective. Until it is controlled by an enemy operative, treat this objective as if it is controlled by your kill team. If an enemy operative moves off of the objective, and the marker is still in place, treat this objective as if it is still in control of your kill team.
PALADIN VETERAN
A 3
M 5"
S 2+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psycannon (Lethal 5+, Piercing Crits 1) | 5 | 3+ | 5/6 |
| Psilencer (Ceaseless) | 5 | 3+ | 3/5 |
| Incinerator (Rng 8”, Saturate, Torrent 2”) | 5 | 2+ | 4/4 |
| Sanctified Stormbolter (Tor 1") | 6 | 5+ | 3/4 |
| Nemesis Force Blade(s) (Lethal 5+) | 5 | 3+ | 5/7 |
| Nemesis Daemon Hammer (Shock, Stun) | 5 | 4+ | 6/7 |
Abilities
1AP: Apothecary’s NartheciumGate of InfinityIndomitable ZealPresence1AP: Psychic IncursionResurretionShield of FaithThe Bane of ChaosThe Emperor’s GeneseedPURIFIER JUSTICAR
A 3
M 6"
S 3+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sanctified Stormbolter (Tor 1") | 6 | 5+ | 3/4 |
| Purifying Flame (Rng 12”, Lethal 5+, Piercing Crits 1) | 3 | 2+ | 2/5 |
| Subjigated Daemon Blade (Lethal 5+, Brutal, Rending) | 5 | 3+ | 5/8 |
| Justicar’s Nemesis Greatsword (Lethal 5+, Shock) | 5 | 3+ | 5/7 |
Abilities
Battle Prayer2AP: BlessingGate of InfinityHallowed Ground1AP: Psychic IncursionShield of FaithThe Bane of ChaosThe Emperor’s GeneseedINTERCEPTOR JUSTICAR
A 3
M 6"
S 3+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sanctified Stormbolter (Tor 1") | 6 | 5+ | 3/4 |
| Subjigated Daemon Blade (Lethal 5+, Brutal, Rending) | 5 | 3+ | 5/8 |
| Justicar’s Nemesis Greatsword (Lethal 5+, Shock) | 5 | 3+ | 6/7 |
Abilities
Battle PrayerGate of Infinity1AP: Psychic IncursionShield of FaithThe Bane of ChaosThe Emperor’s GeneseedThe Tip of His SpearSTRIKE JUSTICAR
A 3
M 6"
S 3+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sanctified Stormbolter (Tor 1") | 6 | 5+ | 3/4 |
| Subjigated Daemon Blade (Lethal 5+, Brutal, Rending) | 5 | 3+ | 5/8 |
| Justicar’s Nemesis Greatsword (Lethal 5+, Shock) | 5 | 3+ | 5/7 |
Abilities
Battle PrayerDominating AuraGate of Infinity1AP: Psychic Incursion2AP: RelicsShield of FaithThe Bane of ChaosThe Emperor’s GeneseedSTRIKE WARRIOR
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sanctified Stormbolter (Tor 1") | 6 | 5+ | 3/4 |
| Nemesis Force Blade(s) (Lethal 5+) | 5 | 3+ | 5/7 |
| Nemesis Daemon Hammer (Shock, Stun) | 5 | 4+ | 6/7 |
Abilities
Dominating AuraGate of Infinity1AP: Psychic Incursion2AP: RelicsShield of FaithThe Bane of ChaosThe Emperor’s GeneseedPURIFIER
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sanctified Stormbolter (Tor 1") | 6 | 5+ | 3/4 |
| Purifying Flame (Rng 12”, Lethal 5+, Piercing Crits 1) | 3 | 2+ | 2/5 |
| Nemesis Force Blade(s) (Lethal 5+) | 5 | 3+ | 5/7 |
| Nemesis Daemon Hammer (Shock, Stun) | 5 | 4+ | 6/7 |
Abilities
2AP: BlessingGate of InfinityHallowed Ground1AP: Psychic IncursionShield of FaithThe Bane of ChaosThe Emperor’s GeneseedINTERCEPTOR
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sanctified Stormbolter (Tor 1") | 6 | 5+ | 3/4 |
| Nemesis Force Blade(s) (Lethal 5+) | 5 | 3+ | 5/7 |
| Nemesis Daemon Hammer (Shock, Stun) | 5 | 4+ | 6/7 |
Abilities
Gate of Infinity1AP: Psychic IncursionShield of FaithThe Bane of ChaosThe Emperor’s GeneseedThe Tip of His SpearPURGATOR
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psycannon (Lethal 5+, Piercing Crits 1) | 5 | 3+ | 5/6 |
| Psilencer (Ceaseless) | 5 | 3+ | 3/5 |
| Incinerator (Rng 8”, Saturate, Torrent 2”) | 5 | 2+ | 4/4 |
| Sanctified Stormbolter (Tor 1") | 6 | 5+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
| Nemesis Force Blade(s) (Lethal 5+) | 5 | 3+ | 5/7 |
| Nemesis Daemon Hammer (Shock, Stun) | 5 | 4+ | 6/7 |
Abilities
Gate of Infinity1AP: Psychic IncursionShield of FaithThe Bane of ChaosThe Emperor’s GeneseedGreater Seals of Purity
Twice per turning point, when a friendly operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Gate of Infinity
At the start of their activation, Grey knight operatives can expend 3 Apl to teleport to a position that is within their line of sight, 3’’ horizontally to a unit that could be targeted by a ranged attack, or is within or six inches away from their drop zone, not within Control range of an enemy operative (unless you're setting up the INTERCEPTOR operative, which can be set up within Control range of an enemy operative). This action counts as a reposition, it is Obscured until the end of the next Activation or the end of the Turning Point (whichever comes first). The Interceptor unit can use this rule for the cost of 2 apl.
Firefight: Transhuman Physiology
Use this firefight ploy when an operative is shooting a friendly operative, in the roll defence dice step. You can retain one of your normal successes as a critical success instead.
Firefight: Wrath of Vengeance
Operative can perform an additional 1Ap action for free during that counteraction, but both actions must be different.
Strategy Ploys
Strategy: And they shall know no fear
Ignore any stat changes in regards to being injured.
Strategy: We are The Hammer
Once per turning point, when fighting, shooting, defending or retaliating, you may use 2 command rerolls for 0 Ap.
Strategy: We are the End
This ploy costs (5 CP). Change the hit stat of all melee weapons to a 2+, give all melee weapons the lethal 4+ and devastating 2. All operatives can use Gate of Infinity ploy for a 1ap action during this turning point. When using Gate of Infinity an operative can drop within enemy control range.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Equipment
Greater Seals of Purity:
Twice per turning point, when a friendly operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Ploys
Firefight - Gate of Infinity:
At the start of their activation, Grey knight operatives can expend 3 Apl to teleport to a position that is within their line of sight, 3’’ horizontally to a unit that could be targeted by a ranged attack, or is within or six inches away from their drop zone, not within Control range of an enemy operative (unless you're setting up the INTERCEPTOR operative, which can be set up within Control range of an enemy operative). This action counts as a reposition, it is Obscured until the end of the next Activation or the end of the Turning Point (whichever comes first). The Interceptor unit can use this rule for the cost of 2 apl.
Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly operative, in the roll defence dice step. You can retain one of your normal successes as a critical success instead.
Firefight - Wrath of Vengeance:
Operative can perform an additional 1Ap action for free during that counteraction, but both actions must be different.
Strategic - And they shall know no fear:
Ignore any stat changes in regards to being injured.
Strategic - We are The Hammer:
Once per turning point, when fighting, shooting, defending or retaliating, you may use 2 command rerolls for 0 Ap.
Strategic - We are the End:
This ploy costs (5 CP). Change the hit stat of all melee weapons to a 2+, give all melee weapons the lethal 4+ and devastating 2. All operatives can use Gate of Infinity ploy for a 1ap action during this turning point. When using Gate of Infinity an operative can drop within enemy control range.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.