Ordo Xenos - Dark Frontier

Homebrew (Unpublished) by seanleedg

The Ordo Xenos, colloquially sometimes referred to as the "Alien Hunters," is one of the three primary sub-divisions or "Ordos Majoris" of the powerful and secretive organisation known as the Inquisition alongside the Ordo Malleus (Daemonhunters) and the Ordo Hereticus (Witch Hunters). Its purpose is to protect the Imperium of Man from all internal and external threats caused by intelligent alien species or their influence upon Humans.

The Ordo Xenos is served by its Chamber Militant, the Deathwatch Space Marines, who draw on Veteran Astartes from Chapters all across the Imperium to form the Deathwatch's kill-teams and destroy the many foul xenos threats to the survival of Mankind.**

Composition
Common Abilities and Options

Lightly Armed:
This operative cannot use any weapons that aren’t on its datacard.

Expendable:
This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated (if it escapes/survives/is incapacitated by enemy operatives, determining how many operatives must escape/survive/be incapacitated, etc.).

Group Activation:
Whenever this operative is expended, you must then activate a ready friendly INQUISITORIAL AGENT INTERROGATOR operative (if able) before your opponent activates. The same is true in reverse (INTERROGATOR followed by TOME-SKULL). When that other operative is expended, your opponent then activates as normal.

Machine:

  • This operative cannot perform any actions other than Charge, Dash, Fall Back and Reposition.
  • It cannot retaliate or assist in a fight.
  • Whenever determining control of a marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
  • Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

Void Armour:
Whenever an operative is shooting a friendly IMPERIAL NAVY BREACHER operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule (excluding weapons that have a sweeping profile), you can re-roll one of your defence dice, or up to two of your defence dice if that friendly operative is a GRENADIER.

Friendly IMPERIAL NAVY BREACHER operatives aren’t affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.

Interrogator
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Extended Stock AutoPistol (Rng 12", Lethal 5+)
4
3+
2/4
Fists
3
4+
2/3
Abilities
Inquisitorial Tomes

Inquisitorial Tomes: STRATEGIC GAMBIT if this operative is in the killzone. Select one of the following INQUISITORIAL TOME rules for this operative to have, and one for a friendly INQUISITORIAL AGENT TOME-SKULL operative to have (they cannot be the same, and ignore the rule you didn’t select for each operative):

  • Denunciation: Whenever a friendly INQUISITORIAL AGENT operative is shooting against, fighting against or retaliating against an enemy operative within 2" of operatives with this rule, add 1 to the Atk stat of that friendly operative’s weapons.
  • Sanctification: Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly INQUISITORIAL AGENT operative within 2" of friendly operatives with this rule, subtract 1 from the Atk stat of that enemy operative’s weapons.
32INQUISITORIAL AGENT, IMPERIUM, INQUISITION, LEADER, INTERROGATOR
Deathworld Veteran
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
AutoPistol (Rng 8")
4
4+
2/3
Knifer (Lethal 5+)
1
2+
5/7
Polearm
4
3+
4/5
Abilities
HunterWeathered

Hunter: This operative can perform the Charge action while it has a Conceal order.

Weathered: Once per turning point, when this operative is fighting or retaliating, in the Resolve Attack Dice step, you can ignore the damage inflicted on it from one normal success.

25INQUISITORIAL AGENT, IMPERIUM, INQUISITION, DEATH WORLD VETERAN
Mystic
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
AutoPistol (Rng 8", Seek)
4
2+
2/3
Fists
3
5+
2/3
Abilities
Icon BearerLightly Armed1AP: Scry

Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

Scry (1AP): PSYCHIC Select one friendly INQUISITORIAL AGENT operative within 6" of this operative, then select one of the following effects to last until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first):

  • Guidance: PSYCHIC. Whenever the selected operative is shooting, fighting or retaliating, in the Roll Attack Dice step, you can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead.
  • Protection: PSYCHIC. Whenever an operative is shooting the selected operative, in the Roll Defence Dice step, you can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead.

This operative cannot perform this action while within control range of an enemy operative.

25INQUISITORIAL AGENT, IMPERIUM, INQUISITION, MYSTIC
Gun Servitor
A 1
M 6"
S 4+
W 11
Weapons
ATK
HIT
DMG
Heavy Bolter
Focused (Hvy(Dash), PrcCrit1)
5
4+
4/5
Sweeping (Hvy(Dash), PrcCrit1, Tor1")
4
4+
4/5
Multi-Melta (Dev4, Hvy(Dash), Prc2)
4
4+
6/3
Plasma Cannon
Standard (Blast 2", Hvy(Dash), Prc1)
4
4+
4/6
Supercharge (Blast 2", Hvy(Dash), Hot, Lethal 5+, Prc1)
4
4+
5/6
Servo-Claw
3
4+
4/5
Abilities
Lobotomised

Lobotomised: Whenever this operative is activated, if it’s visible to and within 3" of another friendly INQUISITORIAL AGENT operative (excluding GUN SERVITOR) or vice versa, add 1 to this operative’s APL stat until the end of that activation.

32INQUISITORIAL AGENT, IMPERIUM, INQUISITION, GUN SERVITOR
Autosavant
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Mechanical Appendages
3
5+
1/2
Abilities
Irrefutable ReportLightly ArmedScrivener

Irrefutable Report: Whenever this operative contests an objective marker or one of your mission markers, it always controls that marker. This takes precedence over all other rules.

Scrivener: Each subsequent time your opponent uses each ploy during the battle (excluding Command Re-roll), you gain 1CP (to a maximum of 2CP per turning point).

25INQUISITORIAL AGENT, IMPERIUM, INQUISITION, AUTOSAVANT
Pistolier
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scoped Plasma Pistol
Standard (Rng 12", Prc1)
4
3+
3/5
Supercharge (Rng 12", Hot, Lethal 5+, Prc1)
4
3+
4/5
Suppressed AutoPistol (Rng 8", Silent)
4
3+
2/3
Fists
3
4+
2/3
Abilities
1AP: Pistol BarragePistolier

Pistol Barrage (1AP): Perform two free Shoot actions with this operative (this takes precedence over action restrictions). You must select a profile of its scoped plasma pistol for one action and its suppressed autopistol for the other (in any order).

This operative cannot perform this action while it has a Conceal order, or during an activation in which it performed the Shoot action (or vice versa).

Pistolier: You can ignore any changes to the Hit stat of this operative’s ranged weapons.

32INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PISTOLIER
Tome-Skull
A 2
M 6"
S 5+
W 5
Abilities
Consecrated TomeExpendableGroup ActivationMachine

Consecrated Tome: This operative can have an INQUISITORIAL TOME rule (see INTERROGATOR). Note it keeps that rule even if that friendly INTERROGATOR operative is removed from the killzone.

32INQUISITORIAL AGENT, IMPERIUM, INQUISITION, TOME-SKULL
Vox-Trooper
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot-Shot Lasgun
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
1AP: Battle Comms

Battle Comms (1AP): Select one other friendly KASRKIN operative. Until the end of that operative's next activation, add 1 to its APL stat (to a maximum of 3 after all APL stat changes have been totalled).

This operative can perform this action twice during its activation, but cannot perform this action while within control range of an enemy operative.

28INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, VOX-TROOPER
Trooper
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot-Shot Lasgun
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Adaptive Equipment

Adaptive Equipment: You can do each of the following once per turning point:

  • One friendly KASRKIN TROOPER operative can perform the Smoke Grenade action.
  • One friendly KASRKIN TROOPER operative can perform the Stun Grenade action.

The rules for these actions are found in universal equipment. Performing these actions using this rule does not count towards their action limits (i.e. if you also select those grenades from equipment).

28INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TROOPER
Sharpshooter
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot-Shot Marksman Rifle
Concealed (Dev3, Hvy, Sil, *Concealed Position)
4
2+
3/3
Mobile
4
3+
3/4
Stationary (Dev3, Heavy)
4
2+
3/3
Gun Butt
3
4+
2/3
Abilities
*Concealed PositionCamo Cloak

*Concealed Position: This operative can only use this weapon the first time it is performing the Shoot action during the battle.

Camo Cloak: Whenever an operative is shooting this operative:

  • Ignore the Saturate weapon rule.
  • If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead.] This is not cumulative with improved cover saves from Vantage terrain.
28INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, SHARPSHOOTER
Recon-Trooper
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot-Shot Lasgun
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
1AP: Auspex Scan

Auspex Scan (1AP): Until the start of this operative's next activation or until it is incapacitated (whichever comes first), whenever a friendly KASRKIN operative is shooting an enemy operative within 8" of this operative, that enemy operative cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

28INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, RECON-TROOPER
Gunner
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Sat, Tor 2")
4
2+
3/3
Grenade Launcher
Frag (Blast 2")
4
3+
2/4
Krak (Prc1)
4
3+
4/5
Hot-Shot Volley Gun
Focused (PrcCrit1)
5
3+
3/4
Sweeping (PrcCrit1, Tor 1")
4
3+
3/4
Meltagun (Rng 6", Dev4, Prc2)
4
3+
6/3
Plasma Gun
Standard (Prc1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Prc1)
4
3+
5/6
Gun Butt
3
4+
2/3
28INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, GUNNER
Demo Trooper
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot-Shot Laspistol (Rng 8")
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Blast PaddingMelta MineProximity Mine

Blast Padding: Whenever an operative is shooting this operative with a weapon that has the Blast or Torrent weapon rule (excluding weapons that have a sweeping profile), you can re-roll one of your defence dice. In addition, this operative is not affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.

Melta Mine: This operative is carrying your Melta Mine marker. It can perform the Pick Up Marker action on that marker, and whenever it performs the Place Marker action on that marker, it can immediately perform a free Dash action. That marker cannot be placed within an enemy operative's control range (if this operative is incapacitated while carrying that marker and that marker cannot be placed, it’s removed with this operative).

Proximity Mine: The first time your Melta Mine marker is within another operative's control range, remove that marker and inflict 2D6+3 damage on that operative; if it is not incapacitated, end its action (if any), even if that action's effects are not fulfilled. If it cannot be placed, move it the minimum amount to do so. Note that this operative is ignored for these effects (i.e. it cannot set it off or take damage from that marker).

28INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, DEMO-TROOPER
Combat Medic
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot-Shot Lasgun
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Medic!0AP: Medikit

Medic!: The first time during each turning point that another friendly KASRKIN operative would be removed from the killzone as incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated and has 1 wound remaining. That friendly operative can then immediately perform a free Dash action, but must end that move within this operative's control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative's activation, that activation ends.

You cannot use this rule if this operative is incapacitated.

Medikit (0AP): Select one friendly KASRKIN operative within this operative's control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

28INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, MEDIC, COMBAT MEDIC
Void-Jammer
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Gheistskull Detonator (Blast 1", Lethal 5+, Lim1, Silent, Stun, *Detonate)
4
3+
3/4
Navis Shotgun
Close Range (Rng 6")
4
3+
3/3
Long Range
4
5+
1/2
Navis Hatchet
3
4+
3/4
Abilities
*Detonate1AP: Interference PulseVoid Armour

*Detonate: Don’t select a valid target. Instead, a friendly IMPERIAL NAVY BREACHER GHEISTSKULL operative is always the primary target and cannot be in cover or obscured. If that operative isn’t in the killzone, you cannot select this weapon.

Interference Pulse (1AP): Select one enemy operative visible to and within 8" of a friendly GHEISTSKULL operative. Roll one D6, adding 1 to the result if that enemy operative is a valid target for that friendly GHEISTSKULL operative: on a 3+, subtract 1 from that enemy operative’s APL stat until the end of its next activation.

This operative cannot perform this action while within control range of an enemy operative, or if a friendly GHEISTSKULL operative isn’t in the killzone.

25IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, VOID-JAMMER
Surveyor
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Navis Shotgun
Close Range (Rng 6")
4
3+
3/3
Long Range
4
5+
1/2
Navis Hatchet
3
4+
3/4
Abilities
1AP: Remote ControlVoid Armour1AP: Wayfind

Remote Control (1AP): Select one friendly IMPERIAL NAVY BREACHER C.A.T. UNIT operative. That operative can immediately perform one free action, but it cannot move more than 3" during that action.

This operative cannot perform this action while within control range of an enemy operative, or if a friendly IMPERIAL NAVY BREACHER C.A.T. UNIT operative isn’t in the killzone.

Wayfind (1AP): SUPPORT Select one other friendly IMPERIAL NAVY BREACHER operative (excluding C.A.T. UNIT or GHEISTSKULL) visible to and within 6" of this operative, or visible to and within 6" of a friendly IMPERIAL NAVY BREACHER C.A.T. UNIT operative. Until the end of that operative’s next activation, add 1 to its APL stat. For the purposes of the Comms Device universal equipment, the operative the distance is being determined from must control that marker.

This operative cannot perform this action while within control range of an enemy operative.

25IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, SURVEYOR
Hatchcutter
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Chainfist (Brutal, Rnd)
4
4+
5/6
Abilities
1AP: Breach PointVoid Armour1AP: Weld Shut

Breach Point (1AP): Place one of your Breach markers within this operative’s control range as close as possible to a terrain feature within control range of it. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain.

This operative cannot perform this action while within control range of an enemy operative, or if a terrain feature isn’t within its control range.

Weld Shut (1AP): Select a closed hatchway (e.g. Killzone: Gallowdark) within this operative’s control range. 1 additional AP must be spent for other operatives to perform the Operate Hatch action to open that hatchway. This effect ends when that hatchway is opened. Note this operative isn’t affected by this effect.

This operative cannot perform this action while within control range of an enemy operative, or if it isn’t within 1" of a closed hatchway.

25IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, HATCHCUTTER
Gunner
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Meltagun (Rng 6", Dev4, Prc2)
4
4+
6/3
Navis Las-Volley
Focused (Hvy(Dash), Rnd)
5
4+
4/5
Sweeping (Hvy(Dash), Rnd, Tor 1")
4
4+
4/5
Plasma Gun
Standard (Prc1)
4
4+
4/6
Supercharge (Hot, Lethal 5+, Prc1)
4
4+
5/6
Gun Butt
3
4+
2/3
Abilities
Void Armour
28IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, GUNNER
Grenadier
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Demolition Charge (Rng 3", Blast 2", Hvy(Repos), Lim1, Prc1, Sat)
4
3+
4/6
Navis Shotgun
Close Range (Rng 6")
4
3+
3/3
Long Range
4
5+
1/2
Navis Hatchet
3
4+
3/4
Frag Grenade (Rng 6", Blast 2", Sat)
4
3+
2/4
Krak Grenade (Rng 6", Prc1, Sat)
4
3+
4/5
Abilities
GrenadierVoid Armour

Grenadier: This operative can use frag, krak and stun grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.

25IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, GRENADIER
Gheistskull
A 2
M 8"
S 5+
W 5
Abilities
1AP: BoostExpendableMachineVoid Armour

Boost (1AP): Until the end of the activation, add 6" to this operative’s Move stat.

This operative can only perform this action once per battle, and cannot perform it during the first turning point.

25IMPERIAL NAVY BREACHER, IMPERIUM, FLY, NAVIS, GHEISTSKULL
Endurant
A 2
M 4"
S 2+
W 11
Weapons
ATK
HIT
DMG
Navis Heavy Shotgun
Close Range (Rng 6", Relentless)
4
3+
3/3
Long Range (Relentless)
4
5+
1/2
Shield Bash (Brutal, *Shield)
3
4+
1/2
Abilities
*ShieldBreachwallDisengageVoid Armour

*Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

Breachwall: Whenever your opponent is selecting a valid target, they cannot select another friendly IMPERIAL NAVY BREACHER operative whose base is touching this operative’s if this operative has an Engage order and is intervening. This rule has no effect if more than one other friendly operative’s base is touching this operative’s.

Disengage: This operative can perform the Fall Back action for 1 less AP.

28IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, ENDURANT
C.A.T. Unit
A 2
M 8"
S 5+
W 5
Abilities
ExpendableMachine1AP: SpotVoid Armour

Spot (1AP): Select one enemy operative visible to this operative. Until the end of the turning point, until that enemy operative is no longer visible to this operative or until this operative performs this action again (whichever comes first), whenever a friendly IMPERIAL NAVY BREACHER operative is shooting that enemy operative, you can use this effect. If you do:

  • That friendly operative’s ranged weapons have the Seek Light weapon rule.
  • That enemy operative cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

25IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, C.A.T. UNIT
Axejack
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
EmboldenedVoid Armour

Emboldened: Whenever an attack dice inflicts damage of 3 or more on this operative during a turning point in which it performed the Charge action, roll one D6: on a 5+, subtract 1 from that inflicted damage.

25IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, AXEJACK
Armsman
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Navis Shotgun
Close Range (Rng 6")
4
3+
3/3
Long Range
4
5+
1/2
Navis Hatchet
3
4+
3/4
Abilities
Group ActivationVoid Armour
25IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, ARMSMAN
Equipment
Ploys
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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.