Company Heroes
Composition
A COMPANY HEROES kill team is composed of the COMPANY HEROES operatives listed below:
- 1 COMPANY HEROES operative selected from the following list:
- CAPTAIN with one option from each of the following lists:
- Master-crafted bolter, neo-volkite pistol or plasma pistol
- Power fist or power sword
- CHAPLAIN
- CAPTAIN with one option from each of the following lists:
- 4 COMPANY HEROES operatives selected from the following list:
- COMPANY ANCIENT
- COMPANY APOTHECARY
- COMPANY CHAMPION
- COMPANY MARKSMAN
- COMPANY HEAVY GUNNER
Your kill team can only include each operative on this list once.
Common Abilities and Options
Heroes of the Company:
Whenever an operative is shooting a friendly COMPANY HEROES operative, if you don’t retain any critical successes with your defence dice, you can change one of your normal successes to a critical success.
Veteran Astartes:
During each friendly COMPANY HEROES operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and an absolver bolt pistol, plasma pistol, master-crafted heavy bolter, neo-volkite pistol or reductor pistol is selected for both, 1 additional AP must be spent for the second action.
Each friendly COMPANY HEROES 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.
CAPTAIN
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Master-crafted bolter (Lethal 5+) | 4 | 3+ | 3/5 |
| Neo-volkite pistol (Rng 8”, Devastating 5) | 4 | 3+ | 4/0 |
| Plasma pistol | |||
| Standard (Rng 8”, Piercing 1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8”, Hot, Lethal 5+, Piercing 1) | 4 | 3+ | 4/5 |
| Power fist (Brutal) | 5 | 3+ | 5/7 |
| Power sword (Lethal 5+) | 5 | 2+ | 4/6 |
Abilities
Heroes of the CompanyIron HaloRites of BattleVeteran AstartesCHAPLAIN
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Absolver bolt pistol (Rng 8", Piercing Crits 1) | 4 | 3+ | 4/5 |
| Crozius arcanum (Brutal, Shock) | 5 | 2+ | 5/5 |
Abilities
Heroes of the Company1AP: Litany of Faith1AP: Litany of HateRosariusVeteran AstartesCOMPANY ANCIENT
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt rifle (Piercing Crits 1) | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Astartes BannerHeroes of the CompanyUnbreakable DutyVeteran AstartesCOMPANY APOTHECARY
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Absolver bolt pistol (Rng 8", Piercing Crits 1) | 4 | 3+ | 4/5 |
| Reductor pistol (Rng 2", Brutal) | 3 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Heroes of the CompanyMedic!1AP: NartheciumVeteran AstartesCOMPANY CHAMPION
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt pistol (Rng 8”) | 4 | 3+ | 3/4 |
| Master-crafted power weapon | |||
| Duel (Lethal 5+) | 5 | 3+ | 5/6 |
| Sweep (Lethal 5+, *Sweep) | 4 | 4+ | 5/6 |
Abilities
*SweepBladesman's HonourHeroes of the CompanyVeteran AstartesCOMPANY HEAVY GUNNER
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt pistol (Rng 8”) | 4 | 3+ | 3/4 |
| Master-crafted heavy bolter | |||
| Focussed (Hvy(Repos), Lethal 5+, Piercing Crits 1) | 5 | 3+ | 4/6 |
| Sweeping (Hvy(Repos), Lethal 5+, Piercing Crits 1, Torrent 1") | 4 | 3+ | 4/6 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Heroes of the CompanyStaunchVeteran AstartesCOMPANY MARKSMAN
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Master-crafted bolt rifle | |||
| Mobile (Lethal 5+, Piercing Crits 1) | 4 | 3+ | 3/5 |
| Heavy (Hvy(Dash), Lethal 5+, Piercing Crits 1) | 4 | 2+ | 3/5 |
| Bionic fist | 4 | 3+ | 4/5 |
Abilities
Heroes of the CompanyMarksman's HonourVeteran AstartesCOMPANY ARMOURY
This equipment allows you to select two items from universal equipment. If you select Explosive Grenades, whenever an operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.
IMPERIAL LAURELS
Once per turning point, during a friendly COMPANY HEROES operative’s activation, you can use this rule. If you do, during that activation, that operative can perform a mission action for 1 less AP.
CENTURIOS SERVICE STUDS
Once per turning point, when a friendly COMPANY HEROES operative is performing the Fight or Shoot action, you can use this rule. If you do, until the end of the turning point, its weapons have the Punishing weapon rule.
MOUNTED SIGILS
Once per turning point, when a friendly COMPANY HEROES operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
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: ROUSED TO FURY
Use this firefight ploy when an injured friendly COMPANY HEROES operative is activated. It regains up to D3+1 lost wounds, and during that activation you can ignore any changes to its APL stat.
Firefight: SQUAD TACTICS
Use this firefight ploy before or during an action in a friendly COMPANY HEROES operative's activation, it can perform this action during its activation.
SQUAD TACTICS (1AP)
SUPPORT: Select one friendly COMPANY HEROES operative visible to and within 6" of this operative. That selected operative can immediately perform a 1AP action for free; it cannot move more than 2" during that action. This operative cannot perform this action while within control range of an enemy operative.
Firefight: ARDENT PROTECTORS
Use this firefight ploy when a friendly COMPANY ANCIENT or COMPANY CAPTAIN operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly COMPANY HEROES operative (excluding COMPANY ANCIENT and COMPANY CAPTAIN) visible to and within 3” of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this).
If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action. If it’s the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
Firefight: BIONICS ASSISTED TARGETING
Use this firefight ploy whenever you’re selecting a valid target for a friendly COMPANY HEROES operative. Enemy operatives within 4" of it cannot be obscured or in cover (instead of 2"). While this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any), unless the friendly COMPANY HEROES operative is within 2" as normal.
Strategy Ploys
Strategy: OATH OF MOMENT
Select one objective marker or one of your mission markers:
- Whenever a friendly COMPANY HEROES operative is shooting, fighting or retaliating, if either the attacker or defender is within control range of that marker, its weapons gain the Ceaseless weapon rule.
Strategy: HONOUR THE CHAPTER
Whenever a friendly COMPANY HEROES operative is within control range of an objective marker or one of your mission markers:
- Normal Dmg of 3 or more inflicts 1 less damage on it.
- If that friendly operative is injured, instead, both Normal or Critical Dmg of 3 or more inflicts 1 less damage on it.
Strategy: ARMOUR OF CONTEMPT
Whenever an operative is shooting a friendly COMPANY HEROES operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.
Strategy: AND THEY SHALL KNOW NO FEAR
You can ignore any changes to the stats of friendly COMPANY HEROES operatives from being injured (including their weapons’ stats).
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
COMPANY ARMOURY:
This equipment allows you to select two items from universal equipment. If you select Explosive Grenades, whenever an operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.
IMPERIAL LAURELS:
Once per turning point, during a friendly COMPANY HEROES operative’s activation, you can use this rule. If you do, during that activation, that operative can perform a mission action for 1 less AP.
CENTURIOS SERVICE STUDS:
Once per turning point, when a friendly COMPANY HEROES operative is performing the Fight or Shoot action, you can use this rule. If you do, until the end of the turning point, its weapons have the Punishing weapon rule.
MOUNTED SIGILS:
Once per turning point, when a friendly COMPANY HEROES operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
Ploys
Firefight - ROUSED TO FURY:
Use this firefight ploy when an injured friendly COMPANY HEROES operative is activated. It regains up to D3+1 lost wounds, and during that activation you can ignore any changes to its APL stat.
Firefight - SQUAD TACTICS:
Use this firefight ploy before or during an action in a friendly COMPANY HEROES operative's activation, it can perform this action during its activation.
SQUAD TACTICS (1AP)
SUPPORT: Select one friendly COMPANY HEROES operative visible to and within 6" of this operative. That selected operative can immediately perform a 1AP action for free; it cannot move more than 2" during that action. This operative cannot perform this action while within control range of an enemy operative.
Firefight - ARDENT PROTECTORS:
Use this firefight ploy when a friendly COMPANY ANCIENT or COMPANY CAPTAIN operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly COMPANY HEROES operative (excluding COMPANY ANCIENT and COMPANY CAPTAIN) visible to and within 3” of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this).
If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action. If it’s the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
Firefight - BIONICS ASSISTED TARGETING:
Use this firefight ploy whenever you’re selecting a valid target for a friendly COMPANY HEROES operative. Enemy operatives within 4" of it cannot be obscured or in cover (instead of 2"). While this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any), unless the friendly COMPANY HEROES operative is within 2" as normal.
Strategic - OATH OF MOMENT:
Select one objective marker or one of your mission markers:
- Whenever a friendly COMPANY HEROES operative is shooting, fighting or retaliating, if either the attacker or defender is within control range of that marker, its weapons gain the Ceaseless weapon rule.
Strategic - HONOUR THE CHAPTER:
Whenever a friendly COMPANY HEROES operative is within control range of an objective marker or one of your mission markers:
- Normal Dmg of 3 or more inflicts 1 less damage on it.
- If that friendly operative is injured, instead, both Normal or Critical Dmg of 3 or more inflicts 1 less damage on it.
Strategic - ARMOUR OF CONTEMPT:
Whenever an operative is shooting a friendly COMPANY HEROES operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.
Strategic - AND THEY SHALL KNOW NO FEAR:
You can ignore any changes to the stats of friendly COMPANY HEROES operatives from being injured (including their weapons’ stats).
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.