Maws Of The Devourer
Composition
A MAWS OF THE DEVOURER killteam is composed of:
-
1 MAW operative selected from the following list:
- DOOMED ONE
- LORD OF DISCREPANCY equipped with one of the following options:
- Plasma Pistol
- Tainted Bolt Pistol
-
10 MAW operatives selected from the following list:
- FATE WARPER
- ANARCHY MARINE equipped with one of the following options:
- Bolter Of The Chaotic One; Chaos Flail
- Reaper Autocannon; Power Axe
- SON OF MALCE equipped with one of the following options:
- Inferno Pistol; Lightning Claw**
- Boltgun; Chainsword
- Boltgun; Power Maul*
- Lightning Claws*
- DAUGHTER OF MALICE equipped with one of the following options:
- Discord Flamer; Blade Of Woe*
- Twin-Chainswords
- Weeping Scythe*
- SERVANT OF OBLIVION equipped with one of the following options:
- Autogun
- Heavy Stubber*
- Shotgun**
- Belt-In Explosives**
- HOOK HORROR
Other than SON OF MALICE, DAUGHTER OF MALICE, SERVANT OF OBLIVION and HOOK HORROR operatives, your kill team can include each operative on this list once.
Your kill team can include up to five SON OF MALICE, four DAUGHTER OF MALICE, ten SERVANT OF OBIVION and twelve HOOK HORROR operatives. ANARCHY MARINE operative counts as three selections. FATE WARPER and SON OF MALICE operatives count as two selections. HOOK HORROR counts as half a selection.
*You cannot select this option more than once.
**You cannot select this option more than twice.
Common Abilities and Options
An Old Scelus Tradition:
A MAWS OF THE DEVOURER killteam does not have an Archtype. Instead, it has this rule as its Tac-op instead. You can reveal this Tac-op whenever a friendly MAW operative incapacitates an operative.
Whenever an operative is incapacitated and before it is removed from the killzone, place one of your Corpse Markers within 1 inch of that operative.
Whenever one of your Corpse Markers is within control range of a friendly MAW operative, that friendly operative can perform the following Mission action:
CONSUME (1 AP): Remove one of your Corpse Markers that is within control range of that friendly operative, then roll a 1D6. Add 1 additional Renegade rule (i.e from the SONS OF THE DESTROYER faction rule) for that friendly operative to have until the end of the turning point in accordance to the result. Note that selecting the rule follows the faction rule's method as appropiate and it can be a rule that was already being used previously (excluding THE ONLY TRUE GOD).
At the end of the fourth turning point; for each Corpse Marker that was removed (by the Consume action), you score 1 VP (to a maximum of 6).
Friendly MAW operatives cannot perform Mission actions (excluding Consume and Operate Hatch).
For the purpose of Approved Ops, you can select either the Kill-op or Tac-op to be the Primary op. In the end of the battle, you can double the number of VP earned from the Kill-op (this is cumulative with the Primary op).
Doomed Astarte:
During this operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them.
If this operative is activated and it did not incapacitate an operative during the previous turning point, it must perform a Shoot or Fight action against the nearest operative to it.
This operative can counteract regardless of its order.
Sons Of The Destroyer:
In the Ready step of each strategy phase after the first, roll a 2D6. Friendly MAW operatives (excluding HOOK HORROR and SERVANT OF OBLIVION) can have one of the following Renegade rules for their weapons until the end of the turning point in accordance to the result:
THE PUNISHER(2): The Punishing weapon rule.
THE RUINOUS(3 and 4): The Severe weapon rule.
THE ONLY TRUE GOD(5 to 10): Inflict a 1D3 damage on each friendly operative (Do not roll for each seperately).
AND HIS WORD IS DEATH(11): The Relentless weapon rule.
Note that you can have each one of the aforementioned weapon rules once per battle. If the roll resulted in a rule that the friendly operatives already have had previously, treat the result as being the lowest or the closest possible one to that result respectively.
*Woe:
Whenever you strike an operative using this weapon, subtract 1 from the damage of each strike your opponent does to this operative. This is cumulative for each time you can use this rule for that sequence (e.g. if you strike again, subtract 2 from the damage of the seond strike your opponent does).
DOOMED ONE
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Tainted Bolt Pistol (Rng 8", Rending) | 4 | 3+ | 3/4 |
| Tainted Chainaxe (Brutal, Severe) | 4 | 4+ | 4/7 |
Abilities
An Old Scelus TraditionDoomed AstarteHarbinger Of DisorderSons Of The DestroyerLORD OF DISCREPANCY
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Prc1, Lethal 5+, Hot) | 4 | 3+ | 4/5 |
| Tainted Bolt Pistol (Rng 8", Rending) | 4 | 3+ | 3/4 |
| Tainted Eviscerator (Rending) | 4 | 3+ | 4/5 |
Abilities
An Old Scelus TraditionDoomed AstarteHarrowing WhispersSons Of The DestroyerFATE WARPER
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Mind Flay (Psychic, Rng 11", Saturate, Seek, *Madness) | 3 | 4+ | 1/1 |
| Lightning Storm (Psychic, Rng 11", Saturate, Blast 1", 1" Dev1) | 4 | 4+ | 2/3 |
| Force Sword (Psychic, *Woe) | 4 | 3+ | 3/5 |
Abilities
*Madness*WoeAn Old Scelus TraditionDoomed AstarteParadox DisciplineSons Of The DestroyerANARCHY MARINE
A 3
M 4"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolter Of The Chaotic One (PrcCrits1, Relentless, Tor 1") | 4 | 3+ | 3/4 |
| Reaper Autocannon | |||
| Sweeping (Hvy(Repos), Ceaseless, Punishing, Tor 2") | 5 | 3+ | 3/4 |
| Focused (Hvy(Repos), Ceaseless, Punishing) | 6 | 3+ | 3/4 |
| Chaos Flail (Punishing, *Sweep) | 5 | 4+ | 3/4 |
| Power Axe (Brutal) | 4 | 3+ | 4/5 |
Abilities
*SweepAn Old Scelus TraditionArmour Of The Ineffable OneDoomed AstarteSons Of The DestroyerSON OF MALICE
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | 4 | 3+ | 3/4 |
| Inferno Pistol (Rng 6", PrcCrits1, Tor 2") | 4 | 2+ | 3/3 |
| Chainsword | 4 | 3+ | 4/5 |
| Power Maul (Shock) | 4 | 3+ | 4/5 |
| Lightning Claw (Lethal 5+) | 4 | 3+ | 4/5 |
| Lightning Claws (Ceaseless, Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
An Old Scelus TraditionDoomed AstarteSons Of The DestroyerDAUGHTER OF MALICE
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Discord Flamer (Rng 6", Tor 2", *Discord) | 4 | 3+ | 3/3 |
| Twin-Chainswords | 5 | 3+ | 3/5 |
| Weeping Scythe (Brutal, *Psyk-Trap) | 5 | 3+ | 3/5 |
| Blade Of Woe (Severe, *Woe) | 4 | 3+ | 3/4 |
Abilities
*Discord*Psyk-Trap*WoeAn Old Scelus TraditionPsychic NullSons Of The DestroyerSERVANT OF OBLIVION
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autogun (Rng 11") | 4 | 4+ | 2/3 |
| Heavy Stubber | |||
| Sweeping (Hvy(Dash), Tor 1") | 4 | 4+ | 3/4 |
| Focused (Hvy(Dash)) | 5 | 4+ | 4/5 |
| Shotgun (Rng 6", Tor 1", *Assault) | 4 | 4+ | 3/3 |
| Belt-In Explosives (Blast 1", Lim 1, *Explosive) | 4 | 2+ | 4/5 |
| Improvised Weapons | 4 | 4+ | 2/3 |
Abilities
*Assault*ExplosiveAn Old Scelus TraditionMere PawnsHOOK HORROR
A 2
M 6"
S 6+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flensing Hooks (*Hook) | 4 | 3+ | 2/4 |
Abilities
*HookAn Old Scelus TraditionGroup ActivationLurking DaemonSHIELD OF COMPROMISE
Once per turning point, when an operative is shooting a friendly MAW operative, weapons with the Piercing 1 and 2 weapon rules have the Piercing Crits 1 and 2 weapon rules instead, respectively.
UNREAL MIRRORS
Before the battle, you can place two of your Mirror Markers wholly within your territory and more than 2 inches from other equipment terrain features, access points, and Accessible terrain.
Once per turning point; when you or your opponent is selecting a valid target for a shooting or fighting attack, if one Mirror Marker is visible to the attacker and the other marker is visible to a target, for the purpose of visibility, that target can be valid (proceed with the appropiate rules for validity as normal by drawing the targeting lines from any point on that other marker to the target's base).
MASK OF UNCERTAINTY
Once per turning point; when an attack die would inflict danage on a friendly operative, you can roll a 1D3:
-
On 1: Inflict 1D3 damage on that friendly operative.
-
On 2: If that attack die is a normal success, it inflicts critical damage instead (without any weapon rules to take effect from that, e.g. Blaze or Shock cannot be used).
-
On 3: If that attack die is a critical success, it inflicts normal damage instead.
ANTI-REALITY ROUNDS
Each friendly MAW operative has the following weapon profile for its Bolt weapons:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Anti-Reality Rounds | 4 | 3+ | 3/4 |
| Weapon Rules | |||
| Rng 11", Prc1, Dev2, Lim 1 |
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: DEATH TO THE BELIEVERS!
Use this firefight ploy when a friendly MAW operative is shooting, fighting or retaliating against an enemy operative that has the "IMPERIUM" or "CHAOS" keyword, add 1 to both Dmg stats of that friendly operative's weapons until the end of that sequence.
Firefight: SILENT SCREECH
Use this firefight ploy when a friendly MAW operative is shooting an enemy operative. If that friendly operative did not move during its activation, its ranged weapons have the Silent weapon rule until the end of that sequence.
Firefight: EMPTY SHELL
Use this firefight ploy when a friendly MAW operative (excluding HOOK HORROR and SERVANT OF OBLIVION) is selected as the valid target of a Shoot action or to Fight against during the Fight action. Select one other friendly MAW SERVANT OF OBLIVION operative visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead, even if it normally would not be valid for this. If it is the Fight action, treat that other operative as being within the fighting operative's control range for the duration of that action. If it is the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it is the shoot action and the ranged weapon has the Blast or Torrent special rule.
Firefight: UNBOUND DISCORD
Use this firefight ploy when a friendly MAW operative is shooting an enemy operative. That friendly operative's ranged weapons have the Discord* weapon rule until the end of that sequence.
*DISCORD: In the Roll Attack Dice step; if you retained any critical successes, worsen the Save stat of the target this weapon is being used against by 1 for that sequence.
Strategy Ploys
Strategy: A SHOW OF FEAR AND HATRED
Friendly MAW operatives wholly within your opponent's territory can perform the Consume action for 1 less AP.
Strategy: DEATHLY HOLLOWS
Whenever a friendly operative within 1 inch of a Heavy terrain is activated, it can perform the Charge action while it has the Conceal order.
Strategy: LAMBS TO THE SLAUGHTER
Select up to 3 friendly MAW SERVANT OF OBLIVION operatives to be incapacitated.
Strategy: PARASITISM INCARNATE
Whenever a freindly MAW operative performs the Consume action, it regains 1 lost wound.
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.
Equipment
SHIELD OF COMPROMISE:
Once per turning point, when an operative is shooting a friendly MAW operative, weapons with the Piercing 1 and 2 weapon rules have the Piercing Crits 1 and 2 weapon rules instead, respectively.
UNREAL MIRRORS:
Before the battle, you can place two of your Mirror Markers wholly within your territory and more than 2 inches from other equipment terrain features, access points, and Accessible terrain.
Once per turning point; when you or your opponent is selecting a valid target for a shooting or fighting attack, if one Mirror Marker is visible to the attacker and the other marker is visible to a target, for the purpose of visibility, that target can be valid (proceed with the appropiate rules for validity as normal by drawing the targeting lines from any point on that other marker to the target's base).
MASK OF UNCERTAINTY:
Once per turning point; when an attack die would inflict danage on a friendly operative, you can roll a 1D3:
-
On 1: Inflict 1D3 damage on that friendly operative.
-
On 2: If that attack die is a normal success, it inflicts critical damage instead (without any weapon rules to take effect from that, e.g. Blaze or Shock cannot be used).
-
On 3: If that attack die is a critical success, it inflicts normal damage instead.
ANTI-REALITY ROUNDS:
Each friendly MAW operative has the following weapon profile for its Bolt weapons:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Anti-Reality Rounds | 4 | 3+ | 3/4 |
| Weapon Rules | |||
| Rng 11", Prc1, Dev2, Lim 1 |
Ploys
Firefight - DEATH TO THE BELIEVERS!:
Use this firefight ploy when a friendly MAW operative is shooting, fighting or retaliating against an enemy operative that has the "IMPERIUM" or "CHAOS" keyword, add 1 to both Dmg stats of that friendly operative's weapons until the end of that sequence.
Firefight - SILENT SCREECH:
Use this firefight ploy when a friendly MAW operative is shooting an enemy operative. If that friendly operative did not move during its activation, its ranged weapons have the Silent weapon rule until the end of that sequence.
Firefight - EMPTY SHELL:
Use this firefight ploy when a friendly MAW operative (excluding HOOK HORROR and SERVANT OF OBLIVION) is selected as the valid target of a Shoot action or to Fight against during the Fight action. Select one other friendly MAW SERVANT OF OBLIVION operative visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead, even if it normally would not be valid for this. If it is the Fight action, treat that other operative as being within the fighting operative's control range for the duration of that action. If it is the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it is the shoot action and the ranged weapon has the Blast or Torrent special rule.
Firefight - UNBOUND DISCORD:
Use this firefight ploy when a friendly MAW operative is shooting an enemy operative. That friendly operative's ranged weapons have the Discord* weapon rule until the end of that sequence.
*DISCORD: In the Roll Attack Dice step; if you retained any critical successes, worsen the Save stat of the target this weapon is being used against by 1 for that sequence.
Strategic - A SHOW OF FEAR AND HATRED:
Friendly MAW operatives wholly within your opponent's territory can perform the Consume action for 1 less AP.
Strategic - DEATHLY HOLLOWS:
Whenever a friendly operative within 1 inch of a Heavy terrain is activated, it can perform the Charge action while it has the Conceal order.
Strategic - LAMBS TO THE SLAUGHTER:
Select up to 3 friendly MAW SERVANT OF OBLIVION operatives to be incapacitated.
Strategic - PARASITISM INCARNATE:
Whenever a freindly MAW operative performs the Consume action, it regains 1 lost wound.
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.