Crimson Omen
Composition
KILL TEAM: CRIMSON OMEN
OPERATIVE SELECTION
A CRIMSON OMEN kill team consists of 6 BLOOD RAVENS operatives selected from the following list:
LEADER
Select 1 of the following:
JUDICIAR XACHARUS CHAPLAIN KASTIEL
You cannot select both of these operatives for the same battle.
BLADEGUARD
Select up to 3 of the following:
BROTHER BARACHIUS — Bladeguard Ancient BROTHER MENADIEL — Bladeguard Veteran BROTHER UTHAREL — Bladeguard Veteran BROTHER ZAEPHUS — Bladeguard Veteran
ERADICATORS
Select up to 3 of the following:
BROTHER ARKOS — Eradicator BROTHER RATHION — Eradicator BROTHER APHRAEL — Eradicator
MUSTER CRIMSON OMEN
When selecting your kill team, you must select exactly 6 operatives.
Your kill team must include:
1 Leader At least 2 Bladeguard operatives At least 1 Eradicator operative
Other than your Leader, each operative can only be selected once.
This means every member of Crimson Omen is a named individual. There are no generic warriors within the kill team.
COMMAND OF THE OMEN
The Leader you select determines how your Crimson Omen kill team approaches the battle.
JUDICIAR XACHARUS
If JUDICIAR XACHARUSbis your Leader, your kill team gains the Execution Protocol command doctrine.
Xacharus leads Crimson Omen as a hunter-killer force, identifying priority targets and relentlessly pursuing their destruction.
His force favors aggressive play, melee combat and the Seek and Destroy archetype.
CHAPLAIN KASTIEL
If CHAPLAIN KASTIEL is your Leader, your kill team gains the Litany Protocol command doctrine.
Kastiel inspires his battle-brothers through uncompromising faith, directing the warriors of Crimson Omen to seize vital ground and endure against overwhelming opposition.
His force favors coordinated actions, battlefield control and the Security archetype.
ARCHETYPES
Seek and Destroy Security
CRIMSON OMEN
Crimson Omen is not a conventional squad. Its warriors are veterans, executioners and specialists drawn together when the Blood Ravens require overwhelming force to be applied with absolute precision.
Before each operation, the commander selects those battle-brothers best suited to the mission. Bladeguard Veterans form an unyielding spearhead, Eradicators annihilate hardened targets with concentrated melta fire, while the chosen commander directs the strike according to the needs of the mission.
Whether advancing beneath the silent judgement of Xacharus or inspired by the fiery Litanies of Kastiel, the warriors of Crimson Omen have a single purpose:
Identify the enemy's greatest strength. Isolate it. Destroy it.
Common Abilities and Options
STORM SHIELD:
Menadiel bears a Storm Shield into battle, its powerful energy field capable of turning aside attacks that would tear through even power armour.
Whenever Menadiel is the target of an attack:
You can retain one normal successful defence as a critical success. Whenever Menadiel is fighting, once during that sequence you can use one of your successful attack dice to block a critical success without needing to discard an additional success.
JUDICIAR XACHARUS
A 3
M 6"
S 3+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Absolvor Bolt Pistol (Piercing 1) | 4 | 3+ | 4/5 |
| Executioner Relic Blade (Lethal 5+, Brutal) | 5 | 2+ | 5/7 |
Abilities
EXECUTIONERINDOMITABLE ASSAULT1AP: SENTENCE OF THE JUDICIARTEMPORMORTISCHAPLAIN KASTIEL
A 3
M 6"
S 3+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Absolvor Bolt Pistol (Piercing 1) | 4 | 3+ | 4/5 |
| Crozius Arcanum (Lethal 5+, Shock) | 5 | 2+ | 5/6 |
Abilities
LITANIES OF BATTLE1AP: RECITE THE LITANYRIGHTEOUS FURYSPIRITUAL LEADERBROTHER BARACHIUS
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol | 4 | 3+ | 4/5 |
| Power Sword (Lethal 5+) | 5 | 3+ | 5/6 |
Abilities
ASTARTES BANNERBENEATH THE BANNERLAST STAND OF THE ANCIENT1AP: RAISE THE STANDARDUNWAVERING STANDARDBROTHER MENADIEL
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol | 4 | 3+ | 4/5 |
| Master-crafted Power Sword (Lethal 5+, Balanced) | 5 | 2+ | 4/6 |
Abilities
1AP: GUARDIAN STANCEHOLD THE LINEINTERCESSIONSHIELD OF THE OMENSTORM SHIELDBROTHER UTHAREL
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol | 4 | 3+ | 4/5 |
| Master-crafted Power Sword (Lethal 5+, Balanced) | 5 | 2+ | 4/6 |
Abilities
BREAK THEIR LINEMOMENTUM OF THE ASSAULT1AP: SHIELD BASHSTORM SHIELDUNSTOPPABLE CHARGEBROTHER ZAEPHUS
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol | 4 | 3+ | 4/5 |
| Master-crafted Power Sword (Lethal 5+, Balanced) | 5 | 2+ | 4/6 |
Abilities
1AP: CHALLENGEMASTER DUELLISTPERFECT RIPOSTESTORM SHIELDSTUDIED OPPONENTBROTHER ARKOS
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Melta Rifle (Range 6", Devastating 4, Piercing 2) | 4 | 3+ | 3/6 |
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
ARMOURED HUNTERMELTA RANGE1AP: PRIORITY TARGETTHERMAL BREACHTOTAL OBLITERATIONBROTHER RATHION
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Melta Rifle (Range 6", Devastating 4, Piercing 2) | 4 | 3+ | 3/6 |
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
1AP: AGGRESSIVE ADVANCEBURN THROUGHCLOSE-RANGE ANNIHILATIONFIRE ON THE MOVERELENTLESS ADVANCEBROTHER APHRAEL
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Melta Rifle (Range 6", Devastating 4, Piercing 2) | 4 | 3+ | 3/6 |
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
1AP: ESTABLISH KILL ZONEFIRE DISCIPLINEOVERWATCH PROTOCOLSENTINEL OF THE OMENWATCHED GROUNDRELIQUARY OF THE OMEN
A fragment of an ancient Blood Ravens relic, carried into battle as a symbol of the Chapter's mysterious legacy.
Once per Turning Point, when a friendly CRIMSON OMEN operative within 3" of the bearer rolls an attack or defence die, you can allow that operative to re-roll one die.
Each operative can benefit from the Reliquary once per Turning Point.
MASTER-CRAFTED POWER FIELD
Ancient technologies incorporated into the warrior's wargear reinforce his defences at the moment of greatest danger.
BLADEGUARD operatives only.
Once per Turning Point, when this operative is the target of a shooting attack, after rolling defence dice you can change one failed defence die into a normal success.
THERMAL TARGETING ARRAY
SPECIAL-ISSUE BOLT ROUNDS
Carefully selected ammunition allows the Blood Ravens to eliminate targets that ordinary bolt rounds might fail to overcome.
Select one Heavy Bolt Pistol, Bolt Pistol or Absolvor Bolt Pistol carried by the bearer.
That weapon gains Severe.
If the target has an Insight, Foreseen or Vengeance token, that weapon also gains Balanced.
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: FOREWARNED
The Blood Ravens have already seen the strike coming.
Use this ploy when a friendly CRIMSON OMEN operative is selected as the target of a shooting attack.
After rolling your defence dice, you can:
Re-roll one defence die.
If the attacking enemy operative has an Insight token, you can instead re-roll up to two defence dice.
Firefight: NONE SHALL STAND ALONE
Every warrior of Crimson Omen fights knowing that his battle-brothers stand ready to answer his call.
Use this ploy when a friendly CRIMSON OMEN operative is selected to fight.
If another friendly CRIMSON OMEN operative is within 3" of that operative:
The fighting operative can re-roll one attack die. It cannot have its Weapon Skill worsened. Enemy operatives cannot prevent it from receiving Combat Support.
If the supporting friendly operative has the BLADEGUARD keyword, the fighting operative can also resolve one normal success as a block before resolving its first strike.
Firefight: WRATH OF THE BLOOD RAVENS
The death of a battle-brother is not cause for despair. It is a debt to be repaid in blood.
Use this ploy immediately after a friendly CRIMSON OMEN operative is incapacitated by an enemy operative.
Place a Vengeance token on the enemy operative responsible.
Until the end of the Turning Point, whenever another friendly CRIMSON OMEN operative attacks that enemy:
It can re-roll one attack die. Its weapon gains Severe.
When that enemy operative is incapacitated, remove the Vengeance token.
Firefight: TACTICAL REPOSITION
The enemy believes it has found an opening. The Blood Ravens merely allow it to see what they wish it to see.
Use this ploy after an enemy operative ends a Normal Move, Dash or Fall Back action.
Select one friendly CRIMSON OMEN operative that is more than 2" from all enemy operatives.
That friendly operative can immediately perform a free Dash action.
It cannot end this movement within control range of an enemy operative.
If that movement ends within control range of an objective marker, the operative can immediately perform a free Pick Up Marker action if eligible.
Strategy Ploys
Strategy: OMENS OF WAR
The Blood Ravens possess an uncanny ability to anticipate the course of battle, reacting to threats before the enemy realizes their importance.
Select one enemy operative visible to a friendly CRIMSON OMEN operative.
Until the end of the Turning Point, that enemy operative is Foreseen.
Whenever a friendly CRIMSON OMEN operative shoots or fights the Foreseen operative, you can re-roll one attack die.
If the Foreseen operative is incapacitated, select another enemy operative visible to a friendly CRIMSON OMEN operative. That operative becomes Foreseen for the remainder of the Turning Point.
Strategy: KNOWLEDGE IS POWER
Every exchange reveals something of the enemy. Every shot, every strike and every desperate defence becomes another piece of knowledge the Blood Ravens can exploit.
Until the end of the Turning Point, the first time each friendly CRIMSON OMEN operative attacks an enemy operative, place an Insight token on that enemy after resolving the attack.
Whenever a friendly CRIMSON OMEN operative subsequently attacks an enemy operative with an Insight token, it can re-roll one result of 1.
Remove all Insight tokens at the end of the Turning Point.
Strategy: FURY OF THE OMEN
Once the enemy's weakness has been identified, Crimson Omen attacks with relentless and coordinated violence.
Until the end of the Turning Point, whenever a friendly CRIMSON OMEN operative attacks an enemy operative that has fewer than its starting number of wounds:
Its weapon gains Severe.
If the enemy operative has half or fewer of its starting wounds remaining, you can also re-roll one attack die.
Crimson Omen is therefore particularly effective at finishing targets that have already been weakened.
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.
Equipment
RELIQUARY OF THE OMEN:
A fragment of an ancient Blood Ravens relic, carried into battle as a symbol of the Chapter's mysterious legacy.
Once per Turning Point, when a friendly CRIMSON OMEN operative within 3" of the bearer rolls an attack or defence die, you can allow that operative to re-roll one die.
Each operative can benefit from the Reliquary once per Turning Point.
MASTER-CRAFTED POWER FIELD:
Ancient technologies incorporated into the warrior's wargear reinforce his defences at the moment of greatest danger.
BLADEGUARD operatives only.
Once per Turning Point, when this operative is the target of a shooting attack, after rolling defence dice you can change one failed defence die into a normal success.
THERMAL TARGETING ARRAY:
SPECIAL-ISSUE BOLT ROUNDS:
Carefully selected ammunition allows the Blood Ravens to eliminate targets that ordinary bolt rounds might fail to overcome.
Select one Heavy Bolt Pistol, Bolt Pistol or Absolvor Bolt Pistol carried by the bearer.
That weapon gains Severe.
If the target has an Insight, Foreseen or Vengeance token, that weapon also gains Balanced.
Ploys
Firefight - FOREWARNED:
The Blood Ravens have already seen the strike coming.
Use this ploy when a friendly CRIMSON OMEN operative is selected as the target of a shooting attack.
After rolling your defence dice, you can:
Re-roll one defence die.
If the attacking enemy operative has an Insight token, you can instead re-roll up to two defence dice.
Firefight - NONE SHALL STAND ALONE:
Every warrior of Crimson Omen fights knowing that his battle-brothers stand ready to answer his call.
Use this ploy when a friendly CRIMSON OMEN operative is selected to fight.
If another friendly CRIMSON OMEN operative is within 3" of that operative:
The fighting operative can re-roll one attack die. It cannot have its Weapon Skill worsened. Enemy operatives cannot prevent it from receiving Combat Support.
If the supporting friendly operative has the BLADEGUARD keyword, the fighting operative can also resolve one normal success as a block before resolving its first strike.
Firefight - WRATH OF THE BLOOD RAVENS:
The death of a battle-brother is not cause for despair. It is a debt to be repaid in blood.
Use this ploy immediately after a friendly CRIMSON OMEN operative is incapacitated by an enemy operative.
Place a Vengeance token on the enemy operative responsible.
Until the end of the Turning Point, whenever another friendly CRIMSON OMEN operative attacks that enemy:
It can re-roll one attack die. Its weapon gains Severe.
When that enemy operative is incapacitated, remove the Vengeance token.
Firefight - TACTICAL REPOSITION:
The enemy believes it has found an opening. The Blood Ravens merely allow it to see what they wish it to see.
Use this ploy after an enemy operative ends a Normal Move, Dash or Fall Back action.
Select one friendly CRIMSON OMEN operative that is more than 2" from all enemy operatives.
That friendly operative can immediately perform a free Dash action.
It cannot end this movement within control range of an enemy operative.
If that movement ends within control range of an objective marker, the operative can immediately perform a free Pick Up Marker action if eligible.
Strategic - OMENS OF WAR:
The Blood Ravens possess an uncanny ability to anticipate the course of battle, reacting to threats before the enemy realizes their importance.
Select one enemy operative visible to a friendly CRIMSON OMEN operative.
Until the end of the Turning Point, that enemy operative is Foreseen.
Whenever a friendly CRIMSON OMEN operative shoots or fights the Foreseen operative, you can re-roll one attack die.
If the Foreseen operative is incapacitated, select another enemy operative visible to a friendly CRIMSON OMEN operative. That operative becomes Foreseen for the remainder of the Turning Point.
Strategic - KNOWLEDGE IS POWER:
Every exchange reveals something of the enemy. Every shot, every strike and every desperate defence becomes another piece of knowledge the Blood Ravens can exploit.
Until the end of the Turning Point, the first time each friendly CRIMSON OMEN operative attacks an enemy operative, place an Insight token on that enemy after resolving the attack.
Whenever a friendly CRIMSON OMEN operative subsequently attacks an enemy operative with an Insight token, it can re-roll one result of 1.
Remove all Insight tokens at the end of the Turning Point.
Strategic - FURY OF THE OMEN:
Once the enemy's weakness has been identified, Crimson Omen attacks with relentless and coordinated violence.
Until the end of the Turning Point, whenever a friendly CRIMSON OMEN operative attacks an enemy operative that has fewer than its starting number of wounds:
Its weapon gains Severe.
If the enemy operative has half or fewer of its starting wounds remaining, you can also re-roll one attack die.
Crimson Omen is therefore particularly effective at finishing targets that have already been weakened.
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.