Hive Fleet (Compendium)
Composition
A HIVE FLEET kill team consists of two fire teams selected from the following list:
- GENESTEALER
- TYRANID SWARM (max one per kill team)
- TYRANID WARRIOR
TYRANID WARRIOR FIRE TEAM (Archetype: Seek and Destroy / Security)
-
A TYRANID WARRIOR fire team includes three TYRANID WARRIOR operatives selected from the following list: -TYRANID WARRIOR FIGHTER each separetely 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.
- A TYRANID WARRIOR HEAVY GUNNER each separately equipped with on option from each of the following: - Barbed rangler or Venom Cannon - Boneswords, rending claws, scything talons, or lash whip; bonesword
Each TYRANID WARRIOR fire team can only include up to one TYRANID WARRIOR HEAVY GUNNER operative.
- If your kill team does not include and other LEADER operatives, instead of selecting one TYRANID WARRIOR FIGHTER operative for one TYRAND WARRIOR fire team, you ca elect one TYRANID WARRIOR LEADER operative equipped with one option from each of the following:
- Boneswords, deathspitter, devourer, rending claws, scything talons, or lash whip; bonesword.
- Boneswords, rending claws, scything talons, or lash whip; bonesword.
GENESTEALER FIRE TEAM (Archetype: Seek and Destroy / Infilration)
-
A GENESTEALER fire team includes five GENESTEALER FIGHTER operatives each separately equipped with one of the following options: - Double rending claws - Rending claws; scything talons
- If your killteam does not include any other LEADER operatives, instead of selecting one GENESTEALER FIGHTER operative for one GENESTEALER fire team, you can select one GENESTEALER LEADER operative equipped with one of the following options: - Double rending claws - Rending claws; scything talons
TYRANID SWARM FIRE TEAM (Archetype: Seek and Destroy / Security / Recon)
- A TYRANID SWARM fire team includes eight TYRANID SWARM operatives selected from the following list:
- HORMAGAUNT
- TERMAGANT each separately equipped with claws and one of the following options:
- Devourer, fleshborer or spinefists.
Each TERMAGANT operative equipped with a devourer counts as two selections.
Common Abilities and Options
Hidden Horror:
While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules. (e.g. Vantage Point)
Lightning Reflexes:
This operative ignores the Piercing weapong rule.
Each time this operative is activated, it can perform a free Dash action during that activation.
Synapse:
Whenever a friendly HIVE FLEET operative is within 6" of a HIVE FLEET Synapse operative, you can ignore any changes to that operative's stats from being injured (including its weapons' stats).
Lash Whip:
While an enemy operative is within Engagement Range of friendly operatives equipped with this weapon, subtract 1 from that enemy operative's Attacks characteristic.
Weaponbeast:
If this operative is equipped with two melee weapons, add 1 to their Attacks characteristics.
Genestealer (Fighter)
A 2
M 7"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Double rending claws (Ceaseless, Rending) | 5 | 3+ | 4/5 |
| Rending claws (Rending) | 5 | 3+ | 4/5 |
| Scything talons (Balanced) | 5 | 3+ | 4/6 |
Abilities
Hidden HorrorLightning ReflexesSynapseGenestealer (Leader)
A 2
M 7"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Double rending claws (Ceaseless, Rending) | 5 | 3+ | 4/5 |
| Rending claws (Rending) | 5 | 3+ | 4/5 |
| Scything talons (Balanced) | 5 | 3+ | 4/6 |
Abilities
Hidden HorrorLightning ReflexesSynapseTyranid Warrior (Fighter)
A 3
M 6"
S 4+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Deathspitter | 5 | 4+ | 4/5 |
| Devourer (Ceaseless) | 5 | 4+ | 3/4 |
| Lash Whip (Rng 3", Stun, Lash whip*) | 4 | 3+ | 3/4 |
| Spinefists (Rng 6") | 5 | 3+ | 3/4 |
| Bonesword (Lethal 5+) | 3 | 3+ | 4/6 |
| Boneswords (Lethal 5+) | 4 | 3+ | 4/6 |
| Rending claws (Rending) | 4 | 3+ | 4/5 |
| Scything talons (Balanced) | 4 | 3+ | 4/6 |
Abilities
Lash WhipSynapseWeaponbeastTyranid Warrior (Heavy Gunner)
A 3
M 6"
S 4+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Barbed strangler (Heavy (Dash), Blast 2") | 5 | 4+ | 4/5 |
| Lash Whip (Rng 3", Stun, Lash whip*) | 4 | 3+ | 3/4 |
| Venom cannon (Heavy (Dash), AP1) | 5 | 4+ | 5/6 |
| Bonesword (Lethal 5+) | 3 | 3+ | 4/6 |
| Boneswords (Lethal 5+) | 4 | 3+ | 4/6 |
| Rending claws (Rending) | 4 | 3+ | 4/5 |
| Scything talons (Balanced) | 4 | 3+ | 4/6 |
Abilities
Lash WhipSynapseWeaponbeastTyranid Warrior (Leader)
A 3
M 6"
S 4+
W 19
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Deathspitter | 5 | 3+ | 4/5 |
| Devourer (Ceaseless) | 5 | 3+ | 3/4 |
| Lash Whip (Rng 3", Stun, Lash whip*) | 4 | 2+ | 3/4 |
| Spinefists (Rng 6") | 5 | 2+ | 3/4 |
| Bonesword (Lethal 5+) | 3 | 2+ | 4/6 |
| Boneswords (Lethal 5+) | 4 | 2+ | 4/6 |
| Rending claws (Rending) | 4 | 2+ | 4/5 |
| Scything talons (Balanced) | 4 | 2+ | 4/6 |
Abilities
Lash WhipSynapseWeaponbeastTermagant
A 2
M 6"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Devourer (Ceaseless) | 5 | 4+ | 3/4 |
| Fleshborer (Rng 8") | 4 | 4+ | 3/4 |
| Spinefists (Rng 8") | 4 | 3+ | 2/3 |
| Claws | 3 | 4+ | 2/3 |
Abilities
Group activationSynapseHormagaunt
A 2
M 7"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scything talons (Relentless) | 4 | 4+ | 4/5 |
Abilities
Group ActivationSynapseExtended Chitin
Whenever an operative is shooting at a friendly HIVE FLEET operative, you can re-roll one of your defense dice.
Toxin Sacs
Whenever a friendly HIVE FLEET operative Fights or Retaliates, if you retain any critical hits, you can retain one of your failed hits as a successful normal hit.
Flesh Hooks
During each friendly HIVE FLEET operative's activation, you can ignore the first vertical distance of 2" they move during one climb up.
Feeder Tendrils
Each time a friendly HIVE FLEET operative incapacitates an enemy operative while Fighting or Retaliating, it regains D3 lost wounds.
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: Unseen Hunter
Use this Firefight Ploy at the start or end of any activation. Select on friendly HIVE FLEET operative that has not performed a Shoot action 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 with 6" of a friendly HIVE FLEET Synapse operative is activated. Add 1 to the activated operative's APL.
Firefight: Aggressive Biostrain
Use this Firefight ploy after performing a Shoot action with a friendly HIVE FLEET operative in which the target did not lose any wounds. Repeat that shooting attack.
Strategy Ploys
Strategy: Stalk
One friendly HIVE FLEET operative that has a Conceal order and is more than 3" from enemy operatives can perform a free Reposition action.
Strategy: Lurk
Until the end of the Turning Point, when an operative is shooting a friendly HIVE FLEET operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn't cumulative with improved cover saves from Vantage terrain.
Strategy: Feed
Until the end of the Turning Point, each time a friendly HIVE FLEET operative fights, the first time you strike with a critical hit in that combat, inflict one additional damage.
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
Extended Chitin:
Whenever an operative is shooting at a friendly HIVE FLEET operative, you can re-roll one of your defense dice.
Toxin Sacs:
Whenever a friendly HIVE FLEET operative Fights or Retaliates, if you retain any critical hits, you can retain one of your failed hits as a successful normal hit.
Flesh Hooks:
During each friendly HIVE FLEET operative's activation, you can ignore the first vertical distance of 2" they move during one climb up.
Feeder Tendrils:
Each time a friendly HIVE FLEET operative incapacitates an enemy operative while Fighting or Retaliating, it regains D3 lost wounds.
Ploys
Firefight - Unseen Hunter:
Use this Firefight Ploy at the start or end of any activation. Select on friendly HIVE FLEET operative that has not performed a Shoot action 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 with 6" of a friendly HIVE FLEET Synapse operative is activated. Add 1 to the activated operative's APL.
Firefight - Aggressive Biostrain:
Use this Firefight ploy after performing a Shoot action with a friendly HIVE FLEET operative in which the target did not lose any wounds. Repeat that shooting attack.
Strategic - Stalk:
One friendly HIVE FLEET operative that has a Conceal order and is more than 3" from enemy operatives can perform a free Reposition action.
Strategic - Lurk:
Until the end of the Turning Point, when an operative is shooting a friendly HIVE FLEET operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn't cumulative with improved cover saves from Vantage terrain.
Strategic - Feed:
Until the end of the Turning Point, each time a friendly HIVE FLEET operative fights, the first time you strike with a critical hit in that combat, inflict one additional damage.
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.