Hive Fleet
Composition
A HIVE FLEET kill team consists of 14 operatives selected from the following list:
-
TYRANID WARRIOR PRIME operative equipped with one option from each of the following:
- Boneswords, DeathSpitter, Devourer, Rending Claws, Scything Talons, Spinefists, or Lash Whip; Bonesword
- Boneswords, Rending Claws, Scything Talons, or Lash Whip; Bonesword
-
TYRANID WARRIOR FIGHTER each separately equipped with one option from each of the following:
- Boneswords, DeathSpitter, Devourer, Rending Claws, Scything Talons, Bonesword, Spinefists, or Lash Whip
- Boneswords, Rending Claws, Scything Talons, or Lash Whip; Bonesword
-
TYRANID WARRIOR HEAVY GUNNER each separately equipped with one option from each of the following:
- Barbed Strangler or Venom Cannon
- Boneswords, Rending Claws, Scything Talons, or Lash Whip; Bonesword
- HORMAGAUNT
-
TERMAGAUNT equipped with Claws and one of the following options:
- Devourer, Fleshborer, or Spinefists
-
TERMAGAUNT GUNNER equipped with Claws and one of the following options:
- Spike rifle, Shardlauncher, or Strangleweb
- RIPPER SWARM
Your kill team may include no more than 2 ripper swarm operatives. Your kill team may include no more than 3 TYRANID WARRIOR operatives, each counting as 2 selections and other than TYRANID WARRIOR FIGHTER operatives each TYRANID WARRIOR operative may only be selected once. Your team may include no more than 3 TERMAGANT GUNNER operatives, each with a unique weapon.
Common Abilities and Options
Synapse:
Each time this operative is activated, if it is injured and within 6" of a friendly HIVE FLEET SYNAPSE operative, for that activation, do not subtract 2" from its Movement characteristic as a result of being injured
While this operative is injured and within 6" of a friendly HIVE FLEET SYNAPSE operative, do not worsen the hit stat of weapons it is equipped with as a result of being injured
Weaponbeast:
If this operative is equipped with two melee weapons, add 1 to their Attacks characteristics.
Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly TYRANID SWARM HORMAGANT operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
Tyranid Warrior Prime
A 3
M 6"
S 4+
W 19
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Spinefists (Rng 6") | 5 | 2+ | 3/4 |
| Lash Whip (Rng 3", Stun, Lash Whip) | 4 | 2+ | 3/4 |
| Devourer (Ceaseless) | 5 | 3+ | 3/4 |
| Deathspitter | 5 | 3+ | 4/5 |
| Bonesword (Lethal 5+) | 3 | 2+ | 4/6 |
| Scything Talons (Bal) | 4 | 2+ | 4/6 |
| Rending Claws (Rnd) | 4 | 2+ | 4/5 |
| Boneswords (Lethal 5+) | 4 | 2+ | 4/6 |
Abilities
Synapse1AP: Synaptic CommandWeaponbeastTyranid Warrior Fighter
A 3
M 6"
S 4+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Spinefists (Rng 6") | 5 | 3+ | 3/4 |
| Lash Whip (Rng 3", Stun, Lash Whip) | 4 | 3+ | 3/4 |
| Devourer (Ceaseless) | 5 | 4+ | 3/4 |
| Deathspitter | 5 | 4+ | 4/5 |
| Bonesword (Lethal 5+) | 3 | 3+ | 4/6 |
| Scything Talons (Bal) | 4 | 3+ | 4/6 |
| Rending Claws (Rnd) | 4 | 3+ | 4/5 |
| Boneswords (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
SynapseWeaponbeastTyranid Warrior Heavy Gunner
A 3
M 6"
S 4+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lash Whip (Rng 3", Stun, Lash Whip) | 4 | 3+ | 3/4 |
| Venom Cannon (Hvy, Prc1) | 5 | 4+ | 5/6 |
| Barbed Strangler (Hvy, Blast 2") | 5 | 4+ | 4/5 |
| Scything Talons (Bal) | 4 | 3+ | 4/6 |
| Rending Claws (Rnd) | 4 | 3+ | 4/5 |
| Boneswords (Lethal 5+) | 4 | 3+ | 4/6 |
| Bonesword (Lethal 5+) | 3 | 3+ | 4/6 |
Abilities
SynapseHormagaunt
A 2
M 7"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scything Talons (Relentless) | 4 | 4+ | 3/5 |
Abilities
Group ActivationSynapseTermagant
A 2
M 6"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Devourer (Ceaseless) | 5 | 4+ | 3/4 |
| Fleshborer (Rng 6") | 4 | 4+ | 3/4 |
| Spinefists (Rng 6") | 4 | 3+ | 2/3 |
| Claws | 3 | 4+ | 2/3 |
Abilities
Group ActivationSynapseTermagant Gunner
A 2
M 6"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Spike rifle (Hvy(Dash), Dev3, Prc1) | 5 | 4+ | 4/3 |
| Shardlauncher (Hvy(Dash), Blast 2") | 5 | 4+ | 4/5 |
| Strangleweb (Rng 6", Stun, Tor 2") | 5 | 3+ | 2/2 |
| Claws | 3 | 4+ | 2/3 |
Abilities
SynapseRipper Swarm
A 2
M 6"
S -
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Swarming Claws (Ceaseless) | 6 | 5+ | 2/3 |
Abilities
SynapseExtended Chitin
Once per turning point, when an operative is shooting a friendly HIVE FLEET operative, in the roll defence dice step, you can retain one of your normal successes as a critical success instead.
Feeder Tendrils
Once per turning point when a HIVE FLEET operative incapacitates an enemy operative in combat, it regains up to 1D3 lost wounds.
Adrenal Glands
Once per game as a STRATEGIC GAMBIT, add 1" to the Movement characteristic of all friendly HIVE FLEET operatives until the end of the turning point.
Climbing Claws
Whenever a friendly HIVE FLEET operative is climbing, treat the vertical distance as 1" less (to a minimum of 2"). Note this has no effect when using ladder equipment terrain, which treats the vertical distance as 1" (but would have an effect if the operative then continued climbing another terrain feature).
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.
Strategy Ploys
Strategy: Call the Swarm
As a STRATEGIC GAMBIT in any turning point after the first. Select one defeated HORMAGANT or TERMAGANT operative and set it up wholly within 3" of your dropzone with all its wounds remaining.
Strategy: Territorial Instinct
Whenever an operative is shooting a friendly HIVE FLEET operative that’s within 2" of an objective marker or an enemy operative, you can re-roll one of your defence dice.
Strategy: Stalk Target
One friendly HIVE FLEET operative that has a Conceal order and is more than 3" from enemy operatives can perform a free Normal Move action.
Strategy: Shadow in the Warp
Until the end of the Turning Point, enemy operatives within 3" of a friendly SYNAPSE operative cannot have their APL positively modified and cannot re-roll dice results of 1.
Firefight Ploys
Firefight: Aggressive Biostrain
Use this Firefight Ploy after making a shooting attack with a friendly HIVE FLEET operative in which the target did not lose any wounds. Repeat that shooting attack.
Firefight: Outnumber
Use this firefight ploy during a friendly HIVE FLEET operative’s activation, before or after it performs an action. Select one enemy operative within its control range. One other friendly HIVE FLEET operative can immediately perform a free Fight action, but it can only fight against that enemy operative.
Firefight: Unseen Hunter
Use this Firefight Ploy at the start or end of any activation. Select one friendly HIVE FLEET operative that has not performed a shooting attack during this Turning Point. You can change its order.
Firefight: Will Of The Hive Mind
Use this Firefight Ploy when a friendly HIVE FLEET operative within 6" of a friendly HIVE FLEET SYNAPSE operative is activated. Add 1 to the activated operative's APL.
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.
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.
Equipment
Extended Chitin:
Once per turning point, when an operative is shooting a friendly HIVE FLEET operative, in the roll defence dice step, you can retain one of your normal successes as a critical success instead.
Feeder Tendrils:
Once per turning point when a HIVE FLEET operative incapacitates an enemy operative in combat, it regains up to 1D3 lost wounds.
Adrenal Glands:
Once per game as a STRATEGIC GAMBIT, add 1" to the Movement characteristic of all friendly HIVE FLEET operatives until the end of the turning point.
Climbing Claws:
Whenever a friendly HIVE FLEET operative is climbing, treat the vertical distance as 1" less (to a minimum of 2"). Note this has no effect when using ladder equipment terrain, which treats the vertical distance as 1" (but would have an effect if the operative then continued climbing another terrain feature).
Ploys
Strategic - Call the Swarm:
As a STRATEGIC GAMBIT in any turning point after the first. Select one defeated HORMAGANT or TERMAGANT operative and set it up wholly within 3" of your dropzone with all its wounds remaining.
Strategic - Territorial Instinct:
Whenever an operative is shooting a friendly HIVE FLEET operative that’s within 2" of an objective marker or an enemy operative, you can re-roll one of your defence dice.
Strategic - Stalk Target:
One friendly HIVE FLEET operative that has a Conceal order and is more than 3" from enemy operatives can perform a free Normal Move action.
Strategic - Shadow in the Warp:
Until the end of the Turning Point, enemy operatives within 3" of a friendly SYNAPSE operative cannot have their APL positively modified and cannot re-roll dice results of 1.
Firefight - Aggressive Biostrain:
Use this Firefight Ploy after making a shooting attack with a friendly HIVE FLEET operative in which the target did not lose any wounds. Repeat that shooting attack.
Firefight - Outnumber:
Use this firefight ploy during a friendly HIVE FLEET operative’s activation, before or after it performs an action. Select one enemy operative within its control range. One other friendly HIVE FLEET operative can immediately perform a free Fight action, but it can only fight against that enemy operative.
Firefight - Unseen Hunter:
Use this Firefight Ploy at the start or end of any activation. Select one friendly HIVE FLEET operative that has not performed a shooting attack during this Turning Point. You can change its order.
Firefight - Will Of The Hive Mind:
Use this Firefight Ploy when a friendly HIVE FLEET operative within 6" of a friendly HIVE FLEET SYNAPSE operative is activated. Add 1 to the activated operative's APL.
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.
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.