Maraviglia Cascade
Composition
An MARAVIGLIA CASCADE kill team is composed of:
1 Lord Exaltant equipped with one of the following options:
Plasma Pistol; Chainsword Bolt Pistol; Master-Crafted Power sword Screamer Pisol; Amped Fist, Pheonix Power Spear or Rapture Lash
5 MARAVIGLIA CASCADE operatives selected from the following list:
NOISE MARINE WARRIOR equipped with one of the following options:
Sonic Blaster; Chainsword *Blast Master; Fists
NOISE MARINE KAKOPHONIST or a NOISE MARINE HEAVY SHREDDER
INFERNAL ENTRAPTURESS
DAEMON WARRIOR
DAEMON MASQUE DISCIPLE or a DAEMON SYLL'ESSKE DISCIPLE
Other than WARRIOR operatives, your team can only include each operative on this list once.
*Your team can only include one Blast Master
Common Abilities and Options
Astartes:
During each friendly MARAVIGLIA CASCADE operative's activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolt pistol, boltgun, sonic Blaster or screamer pistol must be selected for at least one of them.
Each friendly MARAVIGLIA CASCADE operative can counteract regardless of its order.
GO LOUD:
Whenever a NOISE MARINE operative would activate, they may GO LOUD, if they do they gain 1" movement but cannot be in a conceal order for the rest of the battle.
Sonic Reverb:
Whenever a MARAVIGLIA CASCADE operative makes a shooting attack against an enemy operative, at the end of that action, that enemy operative gains 1 Reverb token.
Whenever a MARAVIGLIA CASCADE operative makes a shooting attack against an enemy operative, you may remove a Reverb token, if you do, that operatives ranged weapons have the stun special rule for that action. If you do, that enemy operative does not gain a Reverb token at the end of that action.
Whenever a MARAVIGLIE CASCADE operative removes a token, they gain one wound for each token removed.
Lord Exultant
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Plasma Pistol | |||
| Standard (Rng 8", Prc 1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc 1) | 4 | 3+ | 4/5 |
| Screamer Pistol (Rng 8", Saturate) | 4 | 3+ | 3/5 |
| Master-crafted power sword (Lethal 5+) | 5 | 3+ | 4/7 |
| Amped Fist (Brutal, Shock) | 5 | 4+ | 5/7 |
| Pheonix Power Spear (Rending) | 4 | 3+ | 4/6 |
| Rapture Lash (Lethal 5+, Rending, *Torturous) | 5 | 3+ | 3/5 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
*TorturousAstartesGO LOUDPerfectionistSonic ReverbNoise Marine Kakophonist
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Duel Screamer Pistols | |||
| Scream (Rng 8", Saturate, Ceaseless, Piercing 1) | 4 | 3+ | 4/4 |
| Wail (Rng 8", Saturate, Torrent 6", *Scour) | 4 | 3+ | 3/3 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/5 |
Abilities
*ScourAstartesDoom SirensGO LOUDSonic ReverbNoise Marine Heavy Shredder
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | 4 | 3+ | 3/4 |
| Power Shredder | |||
| Sonic Riff (Ceaseless) | 4 | 3+ | 4/4 |
| Finale (1" Dev 2, Blast 2", *Rupture) | 6 | 2+ | 1/0 |
| Amped Axe (Brutal) | 4 | 3+ | 4/6 |
Abilities
AstartesGO LOUDRuptureSonic Reverb1AP: Sonic Rock!Noise Marine Warrior
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sonic Blaster (Saturate) | 4 | 3+ | 3/4 |
| Blast Master | |||
| Treble (Hvy(Dash), Saturate) | 5 | 3+ | 3/4 |
| Bass (Hvy(Dash), Saturate, Torrent 2") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
AstartesFeel the rythmGO LOUDSonic ReverbInfernal Enrapturess
A 3
M 7"
S 4+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heartstring Lyre | |||
| Cacophonous Melody (Heavy, Ceaseless, Seek Light, Saturate, *Heartstrung) | 4 | 3+ | 2/2 |
| Euphonic Blast (Heavy, Rending, Lethal 5+) | 4 | 3+ | 3/4 |
| Ravaging Claws (Rending) | 4 | 3+ | 3/4 |
Abilities
*Heartstrung1AP: Insatiable melodySonic ReverbTo the frayDaemonette Masque Disciple
A 3
M 7"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Serrated Claws (Lethal 5+, Rending) | 4 | 2+ | 3/4 |
Abilities
Dance of battle1AP: Hypnotic DanceSonic ReverbDaemonette Syll'Esske Disciple
A 3
M 7"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Cacophonic Choir | |||
| Witchfire (Saturate, Torrent 1") | 5 | 3+ | 2/2 |
| Hellfire (Rng 4", Seek Light, Torrent 3") | 5 | 4+ | 3/3 |
| Lashing Whips (Rng 3", Rending) | 3 | 3+ | 2/5 |
| Corrupted Battle Axe (Punishing) | 4 | 4+ | 4/5 |
| Scourging Whips (Rending) | 4 | 3+ | 5/5 |
Abilities
For the glory of the princeSonic ReverbTwo hearts as oneDaemonette Warrior
A 2
M 7"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slashing Claws (Rending) | 4 | 3+ | 3/4 |
Abilities
Alluring BeautySonic ReverbLeg Mounted Speakers
Whenever an enemy operative performs the charge action and ends that movement within control range of a friendly LOUD NOISE MARINE operative, inflict 1 wound on that operative.
Epitome Shard
In the reveal equipment phase, choose one MARAVIGLIA CASCADE operative to have this equipment.
Whenever an operative would use an ability with the PSYCHIC keyword visible to and within 6" of the equipped operative, roll 1d6, on a 4+ that operative cannot use that ability(APL is not spent on that action.)
Whenver an operative would fight or shoot with a weapon profile with the PSYCHIC keyword visible to and within 6" of the equipped operative, that weapon has the HOT special rule.
Sonic Bombs
Friendly NOISE MARINE operatives have the following ranged weapon (you cannot select it for use more than twice during the battle).
Name_____________________________ATK___HIT____DMG
Sonic Bomb_________________________4_____3+_____0/0
Weapon Rules
Range 6", Saturate, Blast 3", *Reverberate
*Reverberate
At the end of the shooting action against an operative, if you succesfully resolved any attack dice, that operative gains a Reverb token.
Doom Siren
In the reveal equipment phase, select one NOISE MARINE operative to carry your Doom Siren marker. When that operative performs the Place marker action, the Doom Siren becomes active until it is picked back up. While active, whenever an enemy operative performs a mission action within 2" of the marker, they gain a Reverb token.
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: Burning Jealousy
Use this ploy when a friendly NOISE MARINE operative visible to and within 6" of another friendly NOISE MARINE operative incapacitates an operative.
The second friendly operative gets a Showoff token. whenever an operative with a Showoff token is shooting or fighting visible to another friendly MARAVIGLIA CASCADE operative, that operative's weapons get the severe special rule. Remove that token at the end of that action.
Firefight: Sadistic Scream
Use this ploy when an enemy operative would activate visible to and within 3" of a friendly DAEMON operative. That operative gains one of your Reverb tokens.
Firefight: Hog the spotlight
Use whenever a friendly NOISE MARINE operative would activate not in control range of enemy operatives. Choose one friendly NOISE MARINE operative visible to and within 6" of that operative, until the end of that operative's next activation, subtract 1 from it's APL stat until the end of its next activation. Add 1 to the APL stat of the friendly operative that activated until the end of its activation, but it cannot perform the same action more than once during that activation.
Firefight: Tuning Claws
Use this ploy when a friendly DAEMON operative incapacitates an operative while fighting. If that enemy operative had any Reverb tokens, you may move all of them to another enemy operative visible to and within 3" of that friendly operative.
Strategy Ploys
Strategy: March of the Kakophoni
Whenever friendly *LOUD MARAVIGLIA CASCADE operatives are shooting, fighting or retaliating against an operative with a Reverb token, that operative's ranged weapons have the Lethal 5+ special rule.
Strategy: Revere the mortal blood
Whenever a friendly MARAVIGLIA CASCADE DAEMON operative would activate, if there are no NOISE MARINE operatives within 6" of it, its melee weapon profiles have the severe special rule.
Strategy: Center stage
Whenever a friendly MARAVIGLIA CASCADE NOISE MARINE operative would activate, if there are no NOISE MARINE operatives within 6" of it, you can ignore all changes to it's hit stats, and if it's APL stat is lower than its starting total (unless it was reduced through the Hog the spotlight firefight ploy), ignore all changes to its APL stat.
Strategy: Overwhelming presence
Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least on of those enemy operatives has a Reverb token and is within 2" of a friendly NOISE MARINE operative. Note that this isn't a change to the APL stat, so any changes are cumulative with this.
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.
Equipment
Leg Mounted Speakers:
Whenever an enemy operative performs the charge action and ends that movement within control range of a friendly LOUD NOISE MARINE operative, inflict 1 wound on that operative.
Epitome Shard:
In the reveal equipment phase, choose one MARAVIGLIA CASCADE operative to have this equipment.
Whenever an operative would use an ability with the PSYCHIC keyword visible to and within 6" of the equipped operative, roll 1d6, on a 4+ that operative cannot use that ability(APL is not spent on that action.)
Whenver an operative would fight or shoot with a weapon profile with the PSYCHIC keyword visible to and within 6" of the equipped operative, that weapon has the HOT special rule.
Sonic Bombs:
Friendly NOISE MARINE operatives have the following ranged weapon (you cannot select it for use more than twice during the battle).
Name_____________________________ATK___HIT____DMG
Sonic Bomb_________________________4_____3+_____0/0
Weapon Rules
Range 6", Saturate, Blast 3", *Reverberate
*Reverberate
At the end of the shooting action against an operative, if you succesfully resolved any attack dice, that operative gains a Reverb token.
Doom Siren:
In the reveal equipment phase, select one NOISE MARINE operative to carry your Doom Siren marker. When that operative performs the Place marker action, the Doom Siren becomes active until it is picked back up. While active, whenever an enemy operative performs a mission action within 2" of the marker, they gain a Reverb token.
Ploys
Firefight - Burning Jealousy:
Use this ploy when a friendly NOISE MARINE operative visible to and within 6" of another friendly NOISE MARINE operative incapacitates an operative.
The second friendly operative gets a Showoff token. whenever an operative with a Showoff token is shooting or fighting visible to another friendly MARAVIGLIA CASCADE operative, that operative's weapons get the severe special rule. Remove that token at the end of that action.
Firefight - Sadistic Scream:
Use this ploy when an enemy operative would activate visible to and within 3" of a friendly DAEMON operative. That operative gains one of your Reverb tokens.
Firefight - Hog the spotlight:
Use whenever a friendly NOISE MARINE operative would activate not in control range of enemy operatives. Choose one friendly NOISE MARINE operative visible to and within 6" of that operative, until the end of that operative's next activation, subtract 1 from it's APL stat until the end of its next activation. Add 1 to the APL stat of the friendly operative that activated until the end of its activation, but it cannot perform the same action more than once during that activation.
Firefight - Tuning Claws:
Use this ploy when a friendly DAEMON operative incapacitates an operative while fighting. If that enemy operative had any Reverb tokens, you may move all of them to another enemy operative visible to and within 3" of that friendly operative.
Strategic - March of the Kakophoni:
Whenever friendly *LOUD MARAVIGLIA CASCADE operatives are shooting, fighting or retaliating against an operative with a Reverb token, that operative's ranged weapons have the Lethal 5+ special rule.
Strategic - Revere the mortal blood:
Whenever a friendly MARAVIGLIA CASCADE DAEMON operative would activate, if there are no NOISE MARINE operatives within 6" of it, its melee weapon profiles have the severe special rule.
Strategic - Center stage:
Whenever a friendly MARAVIGLIA CASCADE NOISE MARINE operative would activate, if there are no NOISE MARINE operatives within 6" of it, you can ignore all changes to it's hit stats, and if it's APL stat is lower than its starting total (unless it was reduced through the Hog the spotlight firefight ploy), ignore all changes to its APL stat.
Strategic - Overwhelming presence:
Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least on of those enemy operatives has a Reverb token and is within 2" of a friendly NOISE MARINE operative. Note that this isn't a change to the APL stat, so any changes are cumulative with this.
TacOps
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.