Scavengin' Gretchin Herd
Composition
1 SCAVENGIN' RUNTHERD operative with one of the following options:
- Slugga; Runtherd Tools, Squig Bites.
- Slugga; Big Choppa, Squig Bites.
13 SCAVENGIN' GRETCHIN HERD operatives selected from the following list:
- BOMB SQUIG
- BRUTAL DAKKA GROT
- BRUTAL STABBA GROT
- KUNNIN DAKKA GROT
- KUNNIN STABBA GROT
- SCAVENGIN' GROT
Other than SCAVENGIN' GROT operatives, your kill team can only include each operative on this list twice.
Common Abilities and Options
Bomb's Strapped!:
When this operative would be incapacitated, before removing it from the Killzone, you can choose and resolve one of the following effects:
- Inflict D3 Damage on all operatives whitin its control Range.
- Inflict D3 Damage on one enemy operative that's visible to and within 2'' of this operative.
Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly SCAVENGIN' HERD operative (if able) with the GROT keyword before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
SCAVENGIN' RUNTHERD (⌀32mm)
A 3
M 5"
S 4+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Rng 8'') | 4 | 4+ | 3/4 |
| Big Choppa (Balanced) | 5 | 3+ | 5/6 |
| Runtherd Tools (Shock, Stun, Balanced) | 4 | 3+ | 5/6 |
| Squig Bites (Expendable Pet*) | 3 | 4+ | 4/5 |
Abilities
*Expendable Pet1AP: Emergency Provisions!Grot ProdThievin' ScavengersWaaagh!BOMB SQUIG (⌀25mm)
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dynamite (Blast 1, Limited 1, Explosive*) | 6 | 4+ | 4/5 |
| Vicious Bite | 3 | 4+ | 4/5 |
Abilities
*ExplosiveBoom!ExpendableStoopidBRUTAL DAKKA GROT (⌀25mm)
A 2
M 5"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rokkit Launcha (Blast 1, Ceaseless, Super Heavy*) | 6 | 5+ | 4/5 |
| Grot Choppa | 3 | 5+ | 1/4 |
Abilities
*Super HeavyBomb's Strapped!Group ActivationBRUTAL STABBA GROT (⌀25mm)
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Balanced, Rng 8'') | 4 | 4+ | 1/3 |
| Proppa Choppa (Stabba Charge*) | 3 | 4+ | 3/5 |
Abilities
*Stabba ChargeBomb's Strapped!Group ActivationKUNNIN DAKKA GROT (⌀25mm)
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dakka Shoota | |||
| Short Range (Rng 6'', Ceaseless, Torrent 1) | 4 | 4+ | 2/4 |
| Long Range | 4 | 4+ | 2/4 |
| Grot Choppa | 3 | 5+ | 1/4 |
Abilities
Bomb's Strapped!1AP: Dakka DashGroup ActivationKUNNIN STABBA GROT (⌀25mm)
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Balanced, Rng 8'') | 4 | 4+ | 1/3 |
| Sneaky Choppa (Sneaky Stab*) | 3 | 4+ | 3/5 |
Abilities
*Sneaky StabBomb's Strapped!Group ActivationSCAVENGIN' GROT (⌀25mm)
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Balanced, Rng 8'') | 4 | 4+ | 1/3 |
| Grot Choppa | 3 | 5+ | 1/4 |
Abilities
Bomb's Strapped!Group ActivationNatural ScavengersHeavy Armor
As a Strategic Gambit during the first Turning Point, select 3 friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG): Those operatives gain an additional 3 Wounds, but their Move stat is reduced by 1'' until the end of the battle. You cannot select the same operatives for the Sneaky Zoggers and Grappling Hooks equipment options.
Sneaky Zoggers
As a Strategic Gambit during the first Turning Point, select 3 friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG): Whenever those operatives are in cover and have a Conceal order, they cannot be selected as valid targets, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2". You cannot select the same operatives for the Heavy Armor equipment option.
Grappling Hooks
As a Strategic Gambit during the first Turning Point, select 3 friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) to gain the following ability:
Grappling Hook (1APL):
- Select a visible point on a terrain feature for this operative. Remove this operative from the killzone and set it back up within 1” horizontally of that point in a location it can be placed, not within control Range of enemy operatives, and with that point visible to it. This operative cannot perform the Operate Hatch action during this action. This action is treated as a Reposition action.
- This operative cannot perform this action while within control Range of an enemy operative, or during an activation in which it performed the Charge or Fall Back action (or vice versa).
You cannot select the same operatives for the Heavy Armor equipment option.
Sharp Choppas
As a Strategic Gambit during the first Turning Point, select 3 friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) to gain the following melee weapon:
[ Sharp Choppa | Attack: 3 | Hit: 4+ | Damage: 3/5 | Weapon Rules: Lethal +5 ]
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: EXTRA BOMBS!
Use this ploy when a friendly SCAVENGIN' GRETCHIN HERD operative (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) would be incapacitated and the Bomb's Strapped! ability would activate; choose to resolve one of the following options instead of that ability:
- Inflict 2D3+1 Damage on all operatives whitin its control Range.
- Inflict 2D3+1 Damage on one enemy operative that's visible to and within 2'' of this operative.
You cannot activate this firefight ploy and the SUPA-RUNTZ firefight ploy on the same operative.
Firefight: JUST A SCRATCH
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly SCAVENGIN' GRETCHIN HERD operative (excluding BOMB SQUIG). Ignore that inflicted damage.
Firefight: SNAKEBITES PHILOSOPHY
Use this firefight ploy when a friendly SCAVENGIN' GRETCHIN HERD operative is fighting or retaliating; until the end of that fight sequence, add 1 to the Normal and Critical Damage stats of its melee weapons.
Firefight: SUPA-RUNTZ
Use this ploy when a friendly SCAVENGIN' GRETCHIN HERD operative (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) would be incapacitated and after the Bomb's Strapped! ability has been resolved: That operative is not incapacitated, has 1 wound remaining, cannot be incapacitated for the remainder of the action and they cannot trigger the Bomb's Strapped! ability anymore. You cannot activate this firefight ploy and the EXTRA BOMBS! firefight ploy on the same operative and you can only use this firefight ploy on each operative once.
Strategy Ploys
Strategy: WORTSNAGGA PHILOSOPHY
Whenever a friendly SCAVENGIN' GRETCHIN HERD operative is visible to and wholly within 4" of a friendly SCAVENGIN' RUNTHERD, Normal and Critical attacks inflict 1 less Damage (To a maximum of 2) on that operative.
Strategy: ANCIENT ORKOID TECHNIQUES
Choose one:
- Until the end of the Turning Point, friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) Move stats gain an additional 1'' whilst they have an Engage order.
- Until the end of the Turning Point, friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) Save stats are treated as 4+ instead of 5+ whilst they have a Conceal order.
Strategy: ODDBOYZ' ORDERS
Whenever a friendly SCAVENGIN' RUNTHERD would be activated, if it has a Conceal order, all other Ready friendly operatives with a Conceal order can immediately perform a free Dash action. You cannot use this ploy during the first turning point.
Strategy: OVERWORK 'EM!
Select 3 friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG): Until the end of the turning point, whenever they would perform the Fight or Shoot action, add 1 to their ATK stat (To a maximum of 5) and their weapons gain the Accurate 1 weapon rule during the Roll Attack Dice step. Once all attacks are resolved, deal 1 Damage to them (If possible).
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Equipment
Heavy Armor:
As a Strategic Gambit during the first Turning Point, select 3 friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG): Those operatives gain an additional 3 Wounds, but their Move stat is reduced by 1'' until the end of the battle. You cannot select the same operatives for the Sneaky Zoggers and Grappling Hooks equipment options.
Sneaky Zoggers:
As a Strategic Gambit during the first Turning Point, select 3 friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG): Whenever those operatives are in cover and have a Conceal order, they cannot be selected as valid targets, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2". You cannot select the same operatives for the Heavy Armor equipment option.
Grappling Hooks:
As a Strategic Gambit during the first Turning Point, select 3 friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) to gain the following ability:
Grappling Hook (1APL):
- Select a visible point on a terrain feature for this operative. Remove this operative from the killzone and set it back up within 1” horizontally of that point in a location it can be placed, not within control Range of enemy operatives, and with that point visible to it. This operative cannot perform the Operate Hatch action during this action. This action is treated as a Reposition action.
- This operative cannot perform this action while within control Range of an enemy operative, or during an activation in which it performed the Charge or Fall Back action (or vice versa).
You cannot select the same operatives for the Heavy Armor equipment option.
Sharp Choppas:
As a Strategic Gambit during the first Turning Point, select 3 friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) to gain the following melee weapon:
[ Sharp Choppa | Attack: 3 | Hit: 4+ | Damage: 3/5 | Weapon Rules: Lethal +5 ]
Ploys
Firefight - EXTRA BOMBS!:
Use this ploy when a friendly SCAVENGIN' GRETCHIN HERD operative (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) would be incapacitated and the Bomb's Strapped! ability would activate; choose to resolve one of the following options instead of that ability:
- Inflict 2D3+1 Damage on all operatives whitin its control Range.
- Inflict 2D3+1 Damage on one enemy operative that's visible to and within 2'' of this operative.
You cannot activate this firefight ploy and the SUPA-RUNTZ firefight ploy on the same operative.
Firefight - JUST A SCRATCH:
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly SCAVENGIN' GRETCHIN HERD operative (excluding BOMB SQUIG). Ignore that inflicted damage.
Firefight - SNAKEBITES PHILOSOPHY:
Use this firefight ploy when a friendly SCAVENGIN' GRETCHIN HERD operative is fighting or retaliating; until the end of that fight sequence, add 1 to the Normal and Critical Damage stats of its melee weapons.
Firefight - SUPA-RUNTZ:
Use this ploy when a friendly SCAVENGIN' GRETCHIN HERD operative (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) would be incapacitated and after the Bomb's Strapped! ability has been resolved: That operative is not incapacitated, has 1 wound remaining, cannot be incapacitated for the remainder of the action and they cannot trigger the Bomb's Strapped! ability anymore. You cannot activate this firefight ploy and the EXTRA BOMBS! firefight ploy on the same operative and you can only use this firefight ploy on each operative once.
Strategic - WORTSNAGGA PHILOSOPHY:
Whenever a friendly SCAVENGIN' GRETCHIN HERD operative is visible to and wholly within 4" of a friendly SCAVENGIN' RUNTHERD, Normal and Critical attacks inflict 1 less Damage (To a maximum of 2) on that operative.
Strategic - ANCIENT ORKOID TECHNIQUES:
Choose one:
- Until the end of the Turning Point, friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) Move stats gain an additional 1'' whilst they have an Engage order.
- Until the end of the Turning Point, friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG) Save stats are treated as 4+ instead of 5+ whilst they have a Conceal order.
Strategic - ODDBOYZ' ORDERS:
Whenever a friendly SCAVENGIN' RUNTHERD would be activated, if it has a Conceal order, all other Ready friendly operatives with a Conceal order can immediately perform a free Dash action. You cannot use this ploy during the first turning point.
Strategic - OVERWORK 'EM!:
Select 3 friendly SCAVENGIN' GRETCHIN HERD operatives (Excluding SCAVENGIN' RUNTHERD and BOMB SQUIG): Until the end of the turning point, whenever they would perform the Fight or Shoot action, add 1 to their ATK stat (To a maximum of 5) and their weapons gain the Accurate 1 weapon rule during the Roll Attack Dice step. Once all attacks are resolved, deal 1 Damage to them (If possible).
TacOps
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.