Tactical Marine
Composition
1 TACTICAL MARINE operative selected from the following list:
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TACTICAL MARINE CAPTAIN
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TACTICAL MARINE SERGEANT with one option from each of the following:
Fists and one of the following options:
- Combi-flamer, combi-grav, combi-melta or combi-plasma.
Or one option from each of the following:
-
Chainsword, power fist or power weapon,
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Bolt pistol, grav-pistol, hand flamer, inferno pistol or plasma pistol.
5 TACTICAL MARINE operatives selected from the following list:
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TACTICAL MARINE WARRIOR
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TACTICAL MARINE GUNNER
each separately equipped with fists and one of the following options:
- Flamer, grav-gun, meltagun or plasma gun
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TACTICAL MARINE HEAVY GUNNER
each separately equipped with fists and one of the following options:
- Heavy bolter or missile launcher
Other than TACTICAL MARINE WARRIOR operatives, your kill team can only include each operative above once.
Common Abilities and Options
Astartes:
During each friendly TACTICAL MARINE operative's activation, it can perform either two Shoot actions or two Fight actions. For Shoot actions, other than bolt weapons, 1 additional AP must be spent for the second action if both actions are using that weapon.
Each friendly TACTICAL MARINE operative can counteract regardless of its order.
Tactical Leader:
Whenever this operative is a leader in the killzone, improve it’s ranged and melee weapons Hit stat by 1
Tactical Marine Captain
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma pistol | |||
| Standard (Rng 8", Piercing 1) | 4 | 2+ | 4/5 |
| Supercharged (Rng 8", Hot, Lethal 5+, Piercing 1) | 4 | 2+ | 4/5 |
| Power sword (Lethal 5+) | 5 | 2+ | 4/6 |
Abilities
Astartes1AP: Captain's Direct OrderIron HaloTactical LeaderTactical Marine Sergeant
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt pistol (Rng 8") | 4 | 2+ | 3/4 |
| Combi-flamer | |||
| Boltgun | 4 | 2+ | 3/4 |
| Auxiliary flamer (Rng 6", Saturate, Torrent 1", Lim1) | 5 | 2+ | 2/2 |
| Combi-grav | |||
| Boltgun | 4 | 2+ | 3/4 |
| Auxiliary grav (Lethal 4+, Piercing 1, Lim1) | 4 | 2+ | 4/5 |
| Combi-melta | |||
| Boltgun | 4 | 2+ | 3/4 |
| Auxiliary melta (Rng 8", Piercing 2, Lim1) | 4 | 2+ | 6/3 |
| Combi-plasma | |||
| Boltgun | 4 | 2+ | 3/4 |
| Auxiliary plasma (standard) (Piercing 1, Lim1) | 4 | 2+ | 5/6 |
| Auxiliary plasma (overcharge) (Hot, Piercing 2, Lim1) | 4 | 2+ | 5/6 |
| Grav-pistol (Rng 8", Lethal 4+, Piercing 1) | 4 | 2+ | 4/5 |
| Hand flamer (Rng 6", Saturate, Torrent 1") | 4 | 2+ | 2/2 |
| Inferno pistol (Rng 3", Piercing 2, Dev3) | 4 | 2+ | 5/3 |
| Plasma pistol | |||
| Standard (Rng 8", Piercing 1) | 4 | 2+ | 3/5 |
| Supercharged (Rng 8", Hot, Lethal 5+, Piercing 1) | 4 | 2+ | 4/5 |
| Chainsword | 5 | 2+ | 4/5 |
| Fists | 3 | 2+ | 3/4 |
| Power fist (Brutal) | 5 | 3+ | 5/7 |
| Power weapon (Lethal 5+) | 5 | 2+ | 4/6 |
Abilities
Astartes1AP: Squad Leader's OrderTactical LeaderTactical Marine Warrior
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesTactical Marine Gunner
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer (Rng 6", Saturate, Torrent 2") | 5 | 2+ | 2/2 |
| Grav gun (Lethal 4+, Piercing 1) | 4 | 3+ | 4/5 |
| Melta gun (Rng 8", Piercing 2, Dev4) | 4 | 3+ | 6/3 |
| Plasma gun | |||
| Standard (Piercing 1) | 4 | 3+ | 4/6 |
| Overcharge (Hot, Lethal 5+, Piercing 1) | 4 | 3+ | 5/6 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesTactical Marine Heavy Gunner
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy bolter | |||
| Focused (Hvy(Repos), Piercing Crits 1) | 5 | 3+ | 4/5 |
| Sweeping (Hvy(Repos), Piercing Crits 1, Torrent 1") | 4 | 3+ | 4/5 |
| Missile launcher | |||
| Frag (Hvy(Repos), Blast 2") | 4 | 3+ | 3/5 |
| Krak (Hvy(Repos), Piercing 1) | 4 | 3+ | 5/7 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesPurity Seals
Once per turning point, when a friendly TACTICAL MARINE operative is shooting, fight or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Suspensor System
The Heavy weapon rule for the ranged weapons of a friendly TACTICAL MARINE operative equipped with is treated differently. Instead, a friendly TACTICAL MARINE operatives cannot move more than 6” in the same activation in which it performs a Shoot actions with any of those ranged weapons.
Tactical Melta Bomb
At the beginning of any Turning Point, any friendly TACTICAL MARINE can set up within 3” of its control range one of your Tactical Melta Bomb marker wholly within your territory and more than 2” from any other markers, access points and Accessible terrain. That Tactical Melta Bomb stat is as the following:
Type : Range, Name : Tactical Melta Bomb, HIT : 5, ATK : 4+, DMG : 5/3, WR : Blast 3", Piercing 2, Devastating 3, Limited
The first time enemy operative is activated within your Tactical Melta Bomb marker’s blast range, remove that marker, inflict damage on it and other within its blast range. Note that friendly TACTICAL MARINE operative in the blast range is ignored for these effects. Once this Tactical Melta Bomb marker is placed, it cannot be set off or remove from the killzone as long as it not activated.
Combat Blade
Friendly TACTICAL MARINE operatives with fists can be equipped with the following melee weapon:
Type : Melee, Name : Combat Blade, HIT : 5 , ATK : 3+, DMG : 3/5
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: Tactical Triangulation
Whenever a friendly TACTICAL MARINE operative is performing a Shoot actions on it’s activation. If there is another friendly TACTICAL MARINE operative within 6” of it, visible to and also have a line of sight to that same target. That another friendly operative can assist by performing one free Shoot actions to that same target during that's operative activation after it was completed it’s shooting actions step.
Firefight: Defending Position
Use this firefight ploys when a friendly TACTICAL MARINE operative does not perform any Reposition, Charge, Dash or Fallback actions during its normal activation. Its ranged weapons have the Severe weapon rule for that activation. Note that free Shoot actions (abilities or ploys) does not affected by this.
Firefight: Final Vengeance
Use this firefight ploys when a friendly TACTICAL MARINE operative is incapacitated. Before that operative is removed from the killzone, it can perform one free Shoot, Fight or Throwing Grenade actions to the enemy operative whose incapacitating it. If you choose to do so, worsen the Hit stat of it’s selected weapons by 1.
Firefight: Wrath Of Vengeance
Use this firefight ploys when a friendly TACTICAL MARINE operative counteracting. It can perform an additional 1 AP action for free during that counteraction, but both action must be different.
Strategy Ploys
Strategy: Tactical Precision
Until the end of Turning Point, while a friendly TACTICAL MARINE operative is within 3” of and visible to a friendly TACTICAL MARINE LEADER operative, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one or all of your same attack dice results.
Strategy: Close Evasive Move
Whenever an enemy operative is shooting a friendly TACTICAL MARINE operative, if you roll two or more failed save, you can discard one of them to retain another as a normal success save instead.
Strategy: Combat Doctrine
Select one COMBAT DOCTRINE from presented below. Whenever a friendly TACTICAL MARINE operative is x, its weapons have the Balanced weapon rules until the end of Turning Point. x is a COMBAT DOCTRINE you have selected.
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Devastator Doctrine: Shooting an operative more than 6” from it.
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Tactical Doctrine: Shooting an operative within 6” of it.
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Assault Doctrine: Fighting or retaliating.
Strategy: And They Shall Know No Fear
You can ignore any changes to a stat of a friendly TACTICAL MARINE operative from being injured (including their weapon’s stat) until the end of Turning Point.
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
Purity Seals:
Once per turning point, when a friendly TACTICAL MARINE operative is shooting, fight or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Suspensor System:
The Heavy weapon rule for the ranged weapons of a friendly TACTICAL MARINE operative equipped with is treated differently. Instead, a friendly TACTICAL MARINE operatives cannot move more than 6” in the same activation in which it performs a Shoot actions with any of those ranged weapons.
Tactical Melta Bomb:
At the beginning of any Turning Point, any friendly TACTICAL MARINE can set up within 3” of its control range one of your Tactical Melta Bomb marker wholly within your territory and more than 2” from any other markers, access points and Accessible terrain. That Tactical Melta Bomb stat is as the following:
Type : Range, Name : Tactical Melta Bomb, HIT : 5, ATK : 4+, DMG : 5/3, WR : Blast 3", Piercing 2, Devastating 3, Limited
The first time enemy operative is activated within your Tactical Melta Bomb marker’s blast range, remove that marker, inflict damage on it and other within its blast range. Note that friendly TACTICAL MARINE operative in the blast range is ignored for these effects. Once this Tactical Melta Bomb marker is placed, it cannot be set off or remove from the killzone as long as it not activated.
Combat Blade:
Friendly TACTICAL MARINE operatives with fists can be equipped with the following melee weapon:
Type : Melee, Name : Combat Blade, HIT : 5 , ATK : 3+, DMG : 3/5
Ploys
Firefight - Tactical Triangulation:
Whenever a friendly TACTICAL MARINE operative is performing a Shoot actions on it’s activation. If there is another friendly TACTICAL MARINE operative within 6” of it, visible to and also have a line of sight to that same target. That another friendly operative can assist by performing one free Shoot actions to that same target during that's operative activation after it was completed it’s shooting actions step.
Firefight - Defending Position:
Use this firefight ploys when a friendly TACTICAL MARINE operative does not perform any Reposition, Charge, Dash or Fallback actions during its normal activation. Its ranged weapons have the Severe weapon rule for that activation. Note that free Shoot actions (abilities or ploys) does not affected by this.
Firefight - Final Vengeance:
Use this firefight ploys when a friendly TACTICAL MARINE operative is incapacitated. Before that operative is removed from the killzone, it can perform one free Shoot, Fight or Throwing Grenade actions to the enemy operative whose incapacitating it. If you choose to do so, worsen the Hit stat of it’s selected weapons by 1.
Firefight - Wrath Of Vengeance:
Use this firefight ploys when a friendly TACTICAL MARINE operative counteracting. It can perform an additional 1 AP action for free during that counteraction, but both action must be different.
Strategic - Tactical Precision:
Until the end of Turning Point, while a friendly TACTICAL MARINE operative is within 3” of and visible to a friendly TACTICAL MARINE LEADER operative, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one or all of your same attack dice results.
Strategic - Close Evasive Move:
Whenever an enemy operative is shooting a friendly TACTICAL MARINE operative, if you roll two or more failed save, you can discard one of them to retain another as a normal success save instead.
Strategic - Combat Doctrine:
Select one COMBAT DOCTRINE from presented below. Whenever a friendly TACTICAL MARINE operative is x, its weapons have the Balanced weapon rules until the end of Turning Point.
x is a COMBAT DOCTRINE you have selected.
-
Devastator Doctrine: Shooting an operative more than 6” from it.
-
Tactical Doctrine: Shooting an operative within 6” of it.
-
Assault Doctrine: Fighting or retaliating.
Strategic - And They Shall Know No Fear:
You can ignore any changes to a stat of a friendly TACTICAL MARINE operative from being injured (including their weapon’s stat) until the end of Turning Point.
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.