Terminatus Astartes
Composition
A TERMINATUS Kill Team is composed of:
1 TERMINATUS LEADER operative selected from the following list:
TERMINATOR SERGEANT with one option from each of the following:
- Power Fist and Storm Bolter
- Power Weapon and Storm Bolter
- Thunder Hammer and Storm Shield
- Lightning Claws
TERMINATOR CHAPLAIN with one option from each of the following:
- Crozius Arcanum and Storm Bolter
- Crozius Arcanum and Storm Shield
TERMINATOR LIBRARIAN
4 TERMINATUS operatives selected from the following list:
TERMINATOR WARRIOR with one option from each of the following:
- Power Fist and Storm Bolter
- Thunder Hammer and Storm Shield
- Lightning Claws
TERMINATOR GRENADIER
TERMINATOR GUNNER with one option from each of the following:
- Power Fist and Assault Cannon
- Power Fist and Heavy Flamer
Other than WARRIOR operatives, your kill team can only include each operative on this list once.
Common Abilities and Options
Crux Terminatus:
- Whenever an operative is shooting a friendly TERMINATUS operative, weapons with the Piercing 2 weapon rule have the Piercing 1 weapon rule instead, or weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead. Both options are never used together.
- Friendly TERMINATUS operatives can ignore modifiers to their weapons from being injured.
- Whenever your opponent is selecting a valid target, if friendly TERMINATUS operatives have a Conceal order, they cannot use Light terrain for cover. Whilst this can allow friendly TERMINATUS operatives to be targeted (assuming it is visible), it does not remove its cover save (if any).
Storm Shield:
If this operative is equipped with a Storm Shield, each time it fights in combat, in the Resolve Successful Hits step of that combat, each time it blocks, two of your opponent's successful hits are discarded (instead of one).
Teleport Strike:
- During deployment one third of your kill team may be deployed to the Teleportarium, outside the kill zone instead of your drop zone. As this third is selected to be in the Teleportarium, place your Teleport Homer token anywhere wholly within your territory. It stays there for the duration of the battle.
- In the Strategy Phase of the second or third Turning Point you may set up all the operatives in the Teleportarium within 3” of your Teleport Homer token, and outside of the control range of enemy operatives with an engage order.
- Operatives in the Teleportarium may instead be set up wholly within your drop zone with either an engage or a conceal order, outside of the control range of enemy operatives.
- Operatives still in the Teleportarium in the Strategy step of the fourth turning point are incapacitated, counting towards enemy Ops. The Teleportatium cannot be used to avoid enemy scoring regarding incapacitation.
Veteran Astartes:
- During each friendly TERMINATUS operative's activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions and an assault cannon, heavy flamer or cyclone missile launcher is selected for both, 1 additional AP must be spent for the second action.
- Each friendly TERMINATUS operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different.
TERMINATOR SERGEANT
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Ceaseless) | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Power Fist (Brutal) | 5 | 4+ | 4/5 |
| Thunder Hammer (Shock, Stun) | 5 | 4+ | 5/6 |
| Lightning Claws (Lethal 5+, Relentless) | 5 | 3+ | 4/5 |
Abilities
Crux TerminatusDoctrine WarfareRelic ArmourStorm ShieldTeleport StrikeVeteran AstartesTERMINATOR CHAPLAIN
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Ceaseless) | 4 | 3+ | 3/4 |
| Crozius Arcanum (Balanced) | 5 | 3+ | 4/5 |
Abilities
Crux TerminatusLitanies of BattleStorm ShieldTeleport StrikeVeteran AstartesTERMINATOR LIBRARIAN
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Ceaseless) | 4 | 3+ | 3/4 |
| Smite | |||
| Focused (Devastating 2, Seek Light) | 5 | 3+ | 3/3 |
| Blast (Blast 2”, Seek Light) | 4 | 3+ | 2/3 |
| Force Weapon (Lethal 5+, Stun) | 5 | 3+ | 4/6 |
Abilities
Crux Terminatus1AP: Manifest Psychic PowerTeleport StrikeVeteran AstartesTERMINATOR WARRIOR
A 3
M 5"
S 3+
W 17
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Ceaseless) | 4 | 3+ | 3/4 |
| Power Fist (Brutal) | 5 | 4+ | 4/5 |
| Thunder Hammer (Shock, Stun) | 5 | 4+ | 5/6 |
| Lightning Claws (Lethal 5+, Relentless) | 5 | 3+ | 4/5 |
Abilities
Crux TerminatusStorm ShieldTeleport StrikeVeteran AstartesTERMINATOR GRENADIER
A 3
M 5"
S 3+
W 17
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Ceaseless) | 4 | 3+ | 3/4 |
| Cyclone Missile Launcher | |||
| Frag (Blast 2", Heavy (Reposition Only)) | 4 | 3+ | 3/5 |
| Krak (Heavy (Reposition Only)) | 4 | 3+ | 5/7 |
| Power Fist (Brutal) | 5 | 4+ | 4/5 |
Abilities
Crux TerminatusTeleport StrikeVeteran AstartesTERMINATOR GUNNER
A 3
M 5"
S 3+
W 17
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Assault Cannon | |||
| Focused (Heavy (Reposition Only), Punishing) | 5 | 3+ | 3/4 |
| Sweeping (Heavy (Reposition Only), Torrent 2") | 4 | 3+ | 3/4 |
| Heavy Flamer | |||
| Standard (Range 8", Saturate, Torrent 2") | 4 | 2+ | 4/4 |
| Deluge (Range 4", Saturate, Seek Light, Torrent 0") | 4 | 2+ | 4/4 |
| Power Fist (Brutal) | 5 | 4+ | 4/5 |
Abilities
Crux TerminatusTeleport StrikeVeteran AstartesServo-Winch
Once per turning point, when a friendly TERMINATUS operative is climbing up, you may treat the vertical distance as 2". In Close Quarters killzones once per turning point, the Operate Hatch or Breach actions may be performed for one less AP.
Power Fields and Chainfists
Once per turning point, when a friendly TERMINATUS operative is performing the Fight action you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.
Blessed Ammunition
Once per turning point, when a friendly TERMINATUS operative is performing the Shoot action you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.
Auspex Optics
Once per turning point, when a friendly TERMINATUS operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.
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: Teleport Recall
Use this firefight ploy when a friendly TERMINATUS operative is activated. That operative may immediately set up within 3” of your Teleport Homer token, outside of the control range of enemy operatives with an engage order. This operative is treated as having performed a 0AP Dash action for this activation.
Firefight: Terminators Have a 2+ Save Waaah
Use this firefight ploy when a friendly TERMINATUS operative is selected as the target for a shooting attack. That operative may reroll any or all defence dice until the end of the current activation.
Firefight: Fury of the First
Use this firefight ploy when a friendly TERMINATUS operative incapacitates an enemy operative. If the enemy operative was incapacitated with a Shooting attack, this operative may perform a 0APL Fight action during its activation, provided it hasn’t already fought twice this activation. If the enemy operative was incapacitated with a Fighting attack, this operative may perform a 0APL Shoot action during its activation, provided it hasn’t already shot twice this activation.
Firefight: Elite of the Elite
Use this firefight ploy when a friendly TERMINATUS operative is counteracting, before it performs any actions. You can change its order.
Strategy Ploys
Strategy: Combat Doctrine
Select one COMBAT DOCTRINE from those presented below. Whenever a friendly TERMINATUS operative is in x, its weapons have the Balanced weapon rule. X is the COMBAT DOCTRINE you selected.
-
Devastator Doctrine: Shooting an operative more than 6" from the active operative.
-
Tactical Doctrine: Shooting an operative within 6" of the active operative.
-
Assault Doctrine: Fighting or retaliating as or against the active operative.
Strategy: Honoured Veterans
Until the end of the Turning Point, when a friendly TEMINATUS operative performs the shoot action its weapons have the Accurate 1 rule.
Strategy: Tactical Dreadnoughts
Whenever a friendly TERMINATUS operative is within your opponent’s territory, Normal and Critical Dmg of 4 or more inflicts 1 less damage on it.
Strategy: Indomitus
Whenever an operative is shooting a friendly TERMINATUS operative, if you roll two or more fails, you can discard one of them to retain the other as a normal success instead.
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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Equipment
Servo-Winch:
Once per turning point, when a friendly TERMINATUS operative is climbing up, you may treat the vertical distance as 2". In Close Quarters killzones once per turning point, the Operate Hatch or Breach actions may be performed for one less AP.
Power Fields and Chainfists:
Once per turning point, when a friendly TERMINATUS operative is performing the Fight action you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.
Blessed Ammunition:
Once per turning point, when a friendly TERMINATUS operative is performing the Shoot action you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.
Auspex Optics:
Once per turning point, when a friendly TERMINATUS operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.
Ploys
Firefight - Teleport Recall:
Use this firefight ploy when a friendly TERMINATUS operative is activated. That operative may immediately set up within 3” of your Teleport Homer token, outside of the control range of enemy operatives with an engage order. This operative is treated as having performed a 0AP Dash action for this activation.
Firefight - Terminators Have a 2+ Save Waaah:
Use this firefight ploy when a friendly TERMINATUS operative is selected as the target for a shooting attack. That operative may reroll any or all defence dice until the end of the current activation.
Firefight - Fury of the First:
Use this firefight ploy when a friendly TERMINATUS operative incapacitates an enemy operative. If the enemy operative was incapacitated with a Shooting attack, this operative may perform a 0APL Fight action during its activation, provided it hasn’t already fought twice this activation. If the enemy operative was incapacitated with a Fighting attack, this operative may perform a 0APL Shoot action during its activation, provided it hasn’t already shot twice this activation.
Firefight - Elite of the Elite:
Use this firefight ploy when a friendly TERMINATUS operative is counteracting, before it performs any actions. You can change its order.
Strategic - Combat Doctrine:
Select one COMBAT DOCTRINE from those presented below. Whenever a friendly TERMINATUS operative is in x, its weapons have the Balanced weapon rule. X is the COMBAT DOCTRINE you selected.
-
Devastator Doctrine: Shooting an operative more than 6" from the active operative.
-
Tactical Doctrine: Shooting an operative within 6" of the active operative.
-
Assault Doctrine: Fighting or retaliating as or against the active operative.
Strategic - Honoured Veterans:
Until the end of the Turning Point, when a friendly TEMINATUS operative performs the shoot action its weapons have the Accurate 1 rule.
Strategic - Tactical Dreadnoughts:
Whenever a friendly TERMINATUS operative is within your opponent’s territory, Normal and Critical Dmg of 4 or more inflicts 1 less damage on it.
Strategic - Indomitus:
Whenever an operative is shooting a friendly TERMINATUS operative, if you roll two or more fails, you can discard one of them to retain the other as a normal success instead.
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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
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.