Oathsworn
Composition
An OATHSWORN KillTeam is composed of:
- 1 OATHSWORN operative selected from the following list:
- CASTELLAN with one option from the following:
- Heavy Bolt Pistol; Master-Crafted Power Weapon.
- Heavy Bolt Pistol; Chainsword.
- CHAPLAIN
- BLADEGUARD SERGEANT with one option from the following:
- Neo-Volkite Pistol; Master-Crafted Power Weapon.
- Plasma Pistol; Master-Crafted Power Weapon.
- CASTELLAN with one option from the following:
- 4 OATHSWORN operatives selected from the following list:
- BLADEGUARD VETERAN
- BLADEGUARD ANCIENT
- SWORD BRETHREN equipped with one option from each of the following:
- Pyre Pistol, Heavy Bolt Pistol.
- Master-Crafted Power Weapon, Thunder Hammer, Lightning Claw, Powerfist.
- TECHMARINE*
- APOTHECARY*
Other than BLADEGUARD VETERAN and SWORD BRETHREN, your kill team can only include each operative on this list once.
Your kill team can include up to two BLADEGUARD VETERAN and three SWORD BRETHREN operatives.
*You cannot select more than one of these operatives combined.
Common Abilities and Options
Astartes:
During each friendly OATHSWORN operative's activation, it can perform either two Shoot actions or two Fight actions.
If it's two Shoot actions, a Bolt weapon must be selected for at least one of them, and if it's a Forge Bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.
Each friendly OATHSWORN operative can counteract regardless of its order.
The Eternal Crusade:
Whenever a friendly OATHSWORN operative incapacitates an enemy operative, that friendly operative gains 1 Zeal Token, or 2 if the Wound stat of that enemy operative is 12+.
Whenever a friendly OATHSWORN operative is incapacitated, the nearest friendly OATHSWORN operative within 6 inches of that operative gains 2 Zeal Tokens.
In the Ready step of each strategy phase, select a Templar Vow for each friendly OATHSWORN operative for the turning point in accordance to the amount of Zeal Tokens it acquired. (Note that selecting a Templar Vow doesn’t remove Zeal Tokens from the operative):
- Suffer Not The Unclean To Live (1 Zeal Token): Melee Weapons of that friendly operative gain the Balanced weapon rule.
- Abhor The Witch, Destroy The Witch (2 Zeal Tokens): Melee Weapons of that friendly operative gain the Ceaseless weapon rule.
- Accept Any Challenge, No Matter The Odds (3+ Zeal Tokens): Melee Weapons of that friendly operative gain the Relentless weapon rule.
Whenever an enemy operative is shooting at or fighting against a friendly OATHSWORN operative. That operative can use up to 3 Zeal Tokens once per turning point (for each friendly OATHSWORN operative) during a sequence to gain the following effects:
- Ignore the damage of 1 normal success for 1 Zeal Token.
- Ignore the damage of 1 critical success for 2 Zeal Tokens.
- That friendly operative cannot lose more than 12 wounds during that sequence for 3 Zeal Tokens (once per battle).
Whenever a friendly OATHSWORN operative uses 3 or more Zeal Tokens during the battle, it commits an Act of Blasphemy and it gains one of your Sinned Tokens. Whenever a friendly OATHSWORN has a Sinned Token, it does not benefit from its Templar Vow and renders it inaccessible for the battle, it cannot gain any more Zeal Tokens, subtract 1 from its APL stat and in the Ready step of each strategy phase, inflict 1D3 damage on it.
Crusader Charge (2AP):
Until the end of this action, add 1 to this operative’s Move stat and it can perform a free Charge action. When this operative ends its move during that Charge action, you can inflict 1D3 damage on one enemy operative within its control range.
This operative cannot perform this action while within control range of an enemy operative.
Storm Shield:
If this operative is equipped with a Storm Shield, it ignores Piercing weapon rule.
Each time it fights in combat, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent's successful hits are discarded (instead of one).
Castellan
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 4+ | 3/4 |
| Master-Crafted Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Chainsword (Rnd) | 5 | 3+ | 4/5 |
Abilities
AstartesMaster of The BattlefieldThe Eternal CrusadeChaplain
A 3
M 6"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Absolver Bolt Pistol (Rng 12") | 4 | 4+ | 3/5 |
| Crozius Arcanum (Brutal, Shock) | 4 | 3+ | 4/5 |
Abilities
1AP: Act Of RepentanceAstartesSpiritual LeaderThe Eternal CrusadeBladeguard Sergeant
A 3
M 5"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Neo-Volkite Pistol (Rng 6", Dev2) | 4 | 4+ | 4/5 |
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 4+ | 3/5 |
| Supercharge (Rng 8", Prc1, Lethal 5+, Hot) | 4 | 4+ | 4/5 |
| Master-Crafted Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Astartes2AP: Crusader ChargeHeroic LeaderStorm ShieldThe Eternal CrusadeBladeguard Ancient
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 4+ | 3/4 |
| Master-Crafted Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Astartes1AP: Consecrate GroundStandard of Righteous HatredThe Eternal CrusadeBladeguard Veteran
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 4+ | 3/4 |
| Master-Crafted Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Astartes2AP: Crusader ChargeStorm ShieldThe Eternal CrusadeSword Brethren
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pyre Pistol (Rng 6", Sat, Tor 1") | 4 | 4+ | 3/3 |
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 4+ | 3/4 |
| Master-Crafted Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
| Thunder Hammer (Shock) | 4 | 4+ | 5/6 |
| Lightning Claw (Lethal 5+) | 4 | 3+ | 4/5 |
| Power Fist (Brutal) | 4 | 4+ | 5/7 |
Abilities
AstartesRevel In ZealThe Eternal CrusadeApothecary
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Absolver Bolt Pistol (Rng 12") | 4 | 3+ | 3/5 |
| Reductor Pistol (Rng 3", Prc2) | 3 | 3+ | 3/3 |
| Fists | 3 | 3+ | 3/4 |
Abilities
AstartesGeneseed RecoveryLay on Hand1AP: NartheciumThe Eternal CrusadeTechmarine
A 3
M 4"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Forge Bolter (Hvy(Repos), PrcCrit1) | 4 | 3+ | 3/4 |
| Omnissian Axe (Lethal 5+) | 3 | 3+ | 3/5 |
| Servo-Arm | 1 | 4+ | 5/6 |
Abilities
Astartes1AP: Blessing Of The OmnissiahField EngineerMaster Of The ForgeThe Eternal CrusadeCrusader Badge
Whenever a friendly OATHSWORN operative has 3 or more Zeal Tokens, add 1 to the normal Dmg stat of its melee weapons.
Ancient Breviary
Whenever you use SPIRTUAL LEADER's Strategic Gambit rule, you can add 3 inches to its range requirement.
Sigismund's Seal
Once per turning point, when a friendly OATHSWORN operative is shooting, fighting or retaliating, if you roll three or more normal successes, you can retain one of them as a critical success.
Sacred Bones
Once per turning point when an enemy operative is shooting a friendly OATHSWORN operative that has 2 or more Zeal Tokens; in the Roll Defense Dice step, you can re-roll one of its defense dice.
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: Vicious Risposte
Use this Firefight ploy when a ready friendly OATHSWORN operative that has 3 or more Zeal Tokens is incapacitated. Before it is removed from the killzone, it can immediately perform free a Fight action. Unless otherwise specified, treat that operative as having 1 wound left for that action.
Firefight: Holy Wrath
Use this Firefight Ploy during a friendly OATHSWORN operative’s activation that has 2 or more Zeal Tokens. When that operative is performing a Fight action against an enemy operative after that friendly operative performed a Charge action. In the Roll Attack Dice step, if that enemy operative has the “T’AU EMPIRE” or “ORK” or “AELDARI” or “NECRON” or “TYRANID” keyword, add 1 to Atk dice that friendly OATHSWORN operative’s melee weapon for that sequence (to a maximum of 5). In the Resolve Attack Dice step, if that enemy operative has the “CHAOS” keyword, add Smite* weapon rule to that friendly OATHSWORN operative’s melee weapon for that sequence.
*Smite: The first time this weapon will inflict damage with a critical success during a sequence, you can add to that damage an amount equal to the amount of Zeal Tokens the operative has (i.e. 1 damage for each Zeal Token).
Firefight: Devout Push
Use this Firefight ploy during a friendly OATHSWORN operative’s activation. If that operative has 3 or more Zeal Tokens, it can perform a Charge action (up to a maximum of 2 inches) even if it did a Reposition or a Dash action during its activation (this takes precedence over action restrictions).
Firefight: No escape
Use this Firefight ploy when an enemy operative performs a Fall Back action while within control range of a friendly OATHSWORN operative, you can use this rule. If you do, roll 1D6. On 4+, that enemy operative cannot perform the Fall Back action (and any AP spent for that action is refunded).
Strategy Ploys
Strategy: No Pity, No Remorse, No Fear
Ignore any changes to APL stats and any stats from being injured for friendly OATHSWORN operatives which have 3 or more Zeal Tokens.
Strategy: BROTHERHOOD OF ZEAL
Whenever a friendly OATHSWORN operative is fighting or retaliating, if it’s within 3 inches of another friendly OATHSWORN operative which has 1 or more Zeal Tokens, that first friendly operative’s melee weapons have Severe weapon rule.
Strategy: Divine Shield
Whenever a friendly BLADEGUARD SERGEANT or BLADEGUARD VETERAN is selected as the target of a shooting attack, in the Resolve Defense Dice step of that shooting attack, you can improve its Save stat by 1 and subtract 1 from its Move stat.
Strategy: Honor The God-Emperor
Select up to 3 friendly OATHSWORN operatives which do not have any Zeal Token and are not within control range of an enemy operative for each to gain 1 Zeal Token, or up to 2 Zeal Tokens if t is within control range of an enemy operative (if it does not have any already).
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.
Equipment
Crusader Badge:
Whenever a friendly OATHSWORN operative has 3 or more Zeal Tokens, add 1 to the normal Dmg stat of its melee weapons.
Ancient Breviary:
Whenever you use SPIRTUAL LEADER's Strategic Gambit rule, you can add 3 inches to its range requirement.
Sigismund's Seal:
Once per turning point, when a friendly OATHSWORN operative is shooting, fighting or retaliating, if you roll three or more normal successes, you can retain one of them as a critical success.
Sacred Bones:
Once per turning point when an enemy operative is shooting a friendly OATHSWORN operative that has 2 or more Zeal Tokens; in the Roll Defense Dice step, you can re-roll one of its defense dice.
Ploys
Firefight - Vicious Risposte:
Use this Firefight ploy when a ready friendly OATHSWORN operative that has 3 or more Zeal Tokens is incapacitated. Before it is removed from the killzone, it can immediately perform free a Fight action. Unless otherwise specified, treat that operative as having 1 wound left for that action.
Firefight - Holy Wrath:
Use this Firefight Ploy during a friendly OATHSWORN operative’s activation that has 2 or more Zeal Tokens.
When that operative is performing a Fight action against an enemy operative after that friendly operative performed a Charge action.
In the Roll Attack Dice step, if that enemy operative has the “T’AU EMPIRE” or “ORK” or “AELDARI” or “NECRON” or “TYRANID” keyword, add 1 to Atk dice that friendly OATHSWORN operative’s melee weapon for that sequence (to a maximum of 5).
In the Resolve Attack Dice step, if that enemy operative has the “CHAOS” keyword, add Smite* weapon rule to that friendly OATHSWORN operative’s melee weapon for that sequence.
*Smite: The first time this weapon will inflict damage with a critical success during a sequence, you can add to that damage an amount equal to the amount of Zeal Tokens the operative has (i.e. 1 damage for each Zeal Token).
Firefight - Devout Push:
Use this Firefight ploy during a friendly OATHSWORN operative’s activation. If that operative has 3 or more Zeal Tokens, it can perform a Charge action (up to a maximum of 2 inches) even if it did a Reposition or a Dash action during its activation (this takes precedence over action restrictions).
Firefight - No escape:
Use this Firefight ploy when an enemy operative performs a Fall Back action while within control range of a friendly OATHSWORN operative, you can use this rule. If you do, roll 1D6. On 4+, that enemy operative cannot perform the Fall Back action (and any AP spent for that action is refunded).
Strategic - No Pity, No Remorse, No Fear:
Ignore any changes to APL stats and any stats from being injured for friendly OATHSWORN operatives which have 3 or more Zeal Tokens.
Strategic - BROTHERHOOD OF ZEAL:
Whenever a friendly OATHSWORN operative is fighting or retaliating, if it’s within 3 inches of another friendly OATHSWORN operative which has 1 or more Zeal Tokens, that first friendly operative’s melee weapons have Severe weapon rule.
Strategic - Divine Shield:
Whenever a friendly BLADEGUARD SERGEANT or BLADEGUARD VETERAN is selected as the target of a shooting attack, in the Resolve Defense Dice step of that shooting attack, you can improve its Save stat by 1 and subtract 1 from its Move stat.
Strategic - Honor The God-Emperor:
Select up to 3 friendly OATHSWORN operatives which do not have any Zeal Token and are not within control range of an enemy operative for each to gain 1 Zeal Token, or up to 2 Zeal Tokens if t is within control range of an enemy operative (if it does not have any already).
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.