Ballisticus Sect
Composition
A BALLISTICUS SECT Kill team is composed of:
- 1 OBLITERATOR VESSEL
- 1 AMMO FIEND
- 9 operatives selected from the following list:
- AURIST
- BOMB BLAST
- CORRUPTED OGRYN
- GUNMAN
- GUNNER with one of the following options:
- Flamer; Gun butt
- Meltagun; Gun butt
- Plasma Gun; Gun butt
- LIVEWIRE
- PISTOLIER
- PSYGUNNER
- SNIPER
- XENOPHILE with one of the following options:
- Aeldari Blaster; Gun butt
- Ion Rifle; Gun butt
- Tesla Carbine; Gun butt
Other than GUNMAN and GUNNER operatives, your kill team can only include each operative on this list once. You can include up to two GUNNER operatives, but each operative must have a different weapon option.
Common Abilities and Options
Dark Pacts:
When a friendly operative is performing the Shoot action, for each target of the action before rolling Attack Dice you can choose to make a Pact. When doing so, you select a Pact from the following options, gaining the specified weapon modifier for the duration of the sequence. Each Pact has a cost associated with it, and if you are unable to complete the cost at the end of the sequence, inflict D3+1 damage on the shooting operative.
- Breaching Darkness: The weapon profile gains Piercing 1.
- Cost: You must retain a critical success during the shooting sequence.
- Malevolent Precision: The weapon profile gains Relentless.
- Cost: You cannot retain any fails during the shooting sequence.
- Murder Make: Add 1 to the normal and critical damage stat of the weapon (to a maximum of 6)
- Cost: The target of the shoot action must be incapacitated at the end of the shooting sequence.
Obliterator Vessel
A 3
M 6"
S 4+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fleshmetal Guns | |||
| Flamer (Rng 8”, Saturate, Torrent 2”) | 4 | 2+ | 4/4 |
| Missiles (Blast 1”) | 4 | 3+ | 4/5 |
| Shredder (Rending) | 5 | 3+ | 3/4 |
| Crushing Fists (Brutal) | 4 | 3+ | 4/5 |
Abilities
Dark Pacts1AP: Living ArsenalTechno-Organic FleshWalking ArtilleryAmmo Fiend
A 2
M 8"
S 3+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws | 3 | 4+ | 2/3 |
Abilities
ExpendableFiendFly2AP: RearmSubservientCultist Aurist
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hellgun | 4 | 4+ | 3/4 |
| Seismo-Vox (Rng 4”, Saturate, Seek, Stun) | 5 | 2+ | 2/2 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Dark Pacts1AP: Vox-AlertCultist Bomb Blast
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rotary Grenade Launcher | |||
| Frag (Blast 2") | 4 | 4+ | 2/4 |
| Krak (Piercing 1) | 4 | 4+ | 4/5 |
| Melta (Rng 6”, Lim 1, Dev 4, Piercing 2) | 4 | 4+ | 5/2 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Dark PactsDetonate EverythingCultist Corrupted Ogryn
A 2
M 6"
S 5+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Chaos Ripper Gun (Rng 8", Punishing) | 4 | 3+ | 4/5 |
| Bloody Bayonet | 4 | 3+ | 4/5 |
Abilities
Bloody ChargeBruteDark PactsSlow-WittedCultist Gunman
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hellgun | 4 | 4+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Chaos DevotionDark PactsCultist Gunner
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer (Rng 8", Saturate, Torrent 2”) | 4 | 2+ | 3/3 |
| Meltagun (Rng 6”, Dev 4, Piercing 2) | 4 | 4+ | 6/3 |
| Plasma Gun | |||
| Standard (Piercing 1) | 4 | 4+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Piercing 1) | 4 | 4+ | 5/6 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Dark PactsCultist Livewire
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Arc Beamer (Rng 12”, Lethal 5+, Stun, *Arc) | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
*ArcDark PactsUngroundedCultist Pistolier
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dualfang Pistols | |||
| Focused (Rng 8”, Ceaseless, Rending) | 4 | 3+ | 3/4 |
| Salvo (Rng 8”, *Salvo) | 4 | 3+ | 3/4 |
| Dualfang Blades (Ceaseless, Rending) | 4 | 4+ | 3/4 |
Abilities
*SalvoDark Pacts1AP: Serpent's StrikeCultist Psygunner
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psygun (PSYCHIC, 1" Dev 1, *Warped) | 4 | 4+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
*WarpedChaos PoweredDark Pacts1AP: Rift BlastWarp RiftCultist Sniper
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dirge Fusil | |||
| Mobile (Dev 2, Hvy(Dash)) | 4 | 3+ | 4/3 |
| Stationary (Dev 3, Hvy, Saturate, Severe) | 4 | 2+ | 4/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Dark Pacts1AP: Hunter's SightSleek MantleCultist Xenophile
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Aeldari Blaster (Piercing 2) | 4 | 4+ | 4/5 |
| Ion Rifle | |||
| Standard (Piercing Crits 1) | 5 | 4+ | 4/5 |
| Overcharge (Hot, Lethal 5+, Piercing 1) | 5 | 4+ | 4/5 |
| Tesla Carbine (2" Dev1) | 5 | 4+ | 3/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Alien FixationDark PactsWounds of Devotion
When a friendly operative performs the Shoot action or is a target of the Shoot action, at the end of the action that operative regains 1 wound.
Blood Unguents
Friendly operatives can ignore any changes to the Hit stat for ranged weapon profiles on their datacards.
Twisted Bayonets
Friendly Ballisticus Sect operatives (excluding the Ammo Fiend) have the following melee weapon:
| NAME | ATK | HIT | DMG |
|---|---|---|---|
| Twisted Bayonet | 3 | 4+ | 3/4 |
Charred Icon
Before the battle, you can set up one of your Charred Icon markers wholly within your territory and more than 2" from other markers. Once per turning point, during a friendly operative's activation, if it controls this marker it can perform two Shoot actions during its activation. Friendly operatives can perform the Pick Up Marker action on that marker.
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: A Favor Owed
When a friendly operative makes a Pact, at the end of the shooting sequence, ignore the damage from failing to meet the Pact’s cost.
Firefight: Heavy Trigger
Use this firefight ploy when a friendly BALLISTICUS SECT operative is retaliating, if it wasn’t within control range of enemy operatives at the start of that activation/counteraction. You can use one of the ranged weapons on its datacard as a melee weapon (excluding a weapon that has the Blast X" weapon rule) during that sequence. If you do, you cannot block during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: *Arc, Devastating, Piercing, Torrent. If that friendly operative has an Engage order and has performed the Shoot action this turning point, you resolve the first attack dice (i.e. defender instead of attacker).
Firefight: Blessing Of Gunsmoke
During a friendly operative's activation, when it performs the Shoot action and makes a Pact during that Shoot action, add 1 to its APL until the end of its activation.
Firefight: A Gunner's Retreat
Use this firefight ploy during a friendly BALLISTICUS SECT operative's activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
Strategy Ploys
Strategy: Shoot First...
Whenever a friendly BALLISTICUS SECT operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its ranged weapons have the Balanced and Severe weapon rules; if the weapon already has the Balanced weapon rule, it has the Ceaseless and Severe weapon rules instead. Note that operative isn’t restricted from performing those actions after shooting.
Strategy: Depraved Ambush
Place your Ambush marker wholly within your territory. Whenever an enemy operative ends its activation within 3” of your Ambush marker, before the next operative is activated you can select a friendly operative wholly within your territory to perform a free Shoot action against that enemy operative (you can change its order to Engage to do so). If that friendly operative is Ready, its weapon has Seek Light for the duration of the action. You cannot select each friendly operative for this ploy more than once per turning point. Remove the Ambush marker at the end of the turning point.
Strategy: In Our Sights
Select one SIGHT RANGE from the options below. Whenever a friendly operative is x, improve the hit stat of its ranged weapons by 1 (to a minimum of 3+). If the Hit stat is already 3+ or better, the ranged weapon gains the Balanced weapon rule instead. X is the SIGHT RANGE you selected.
- Long Range: Shooting an operative more than 8” from it.
- Short Range: Shooting an operative within 8” of it.
Strategy: Urban Lurkers
Whenever an operative is shooting a friendly BALLISTICUS SECT operative that is in cover:
- Ignore the Saturate weapon rule.
- If you can retain any cover saves, you can retain one additional cover save. If the operative is in cover behind Heavy terrain, you can choose to retain a critical save instead. This isn’t cumulative with improved cover saves from Vantage terrain.
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
Wounds of Devotion:
When a friendly operative performs the Shoot action or is a target of the Shoot action, at the end of the action that operative regains 1 wound.
Blood Unguents:
Friendly operatives can ignore any changes to the Hit stat for ranged weapon profiles on their datacards.
Twisted Bayonets:
Friendly Ballisticus Sect operatives (excluding the Ammo Fiend) have the following melee weapon:
| NAME | ATK | HIT | DMG |
|---|---|---|---|
| Twisted Bayonet | 3 | 4+ | 3/4 |
Charred Icon:
Before the battle, you can set up one of your Charred Icon markers wholly within your territory and more than 2" from other markers. Once per turning point, during a friendly operative's activation, if it controls this marker it can perform two Shoot actions during its activation. Friendly operatives can perform the Pick Up Marker action on that marker.
Ploys
Firefight - A Favor Owed:
When a friendly operative makes a Pact, at the end of the shooting sequence, ignore the damage from failing to meet the Pact’s cost.
Firefight - Heavy Trigger:
Use this firefight ploy when a friendly BALLISTICUS SECT operative is retaliating, if it wasn’t within control range of enemy operatives at the start of that activation/counteraction. You can use one of the ranged weapons on its datacard as a melee weapon (excluding a weapon that has the Blast X" weapon rule) during that sequence. If you do, you cannot block during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: *Arc, Devastating, Piercing, Torrent. If that friendly operative has an Engage order and has performed the Shoot action this turning point, you resolve the first attack dice (i.e. defender instead of attacker).
Firefight - Blessing Of Gunsmoke:
During a friendly operative's activation, when it performs the Shoot action and makes a Pact during that Shoot action, add 1 to its APL until the end of its activation.
Firefight - A Gunner's Retreat:
Use this firefight ploy during a friendly BALLISTICUS SECT operative's activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
Strategic - Shoot First...:
Whenever a friendly BALLISTICUS SECT operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its ranged weapons have the Balanced and Severe weapon rules; if the weapon already has the Balanced weapon rule, it has the Ceaseless and Severe weapon rules instead. Note that operative isn’t restricted from performing those actions after shooting.
Strategic - Depraved Ambush:
Place your Ambush marker wholly within your territory. Whenever an enemy operative ends its activation within 3” of your Ambush marker, before the next operative is activated you can select a friendly operative wholly within your territory to perform a free Shoot action against that enemy operative (you can change its order to Engage to do so). If that friendly operative is Ready, its weapon has Seek Light for the duration of the action. You cannot select each friendly operative for this ploy more than once per turning point. Remove the Ambush marker at the end of the turning point.
Strategic - In Our Sights:
Select one SIGHT RANGE from the options below. Whenever a friendly operative is x, improve the hit stat of its ranged weapons by 1 (to a minimum of 3+). If the Hit stat is already 3+ or better, the ranged weapon gains the Balanced weapon rule instead. X is the SIGHT RANGE you selected.
- Long Range: Shooting an operative more than 8” from it.
- Short Range: Shooting an operative within 8” of it.
Strategic - Urban Lurkers:
Whenever an operative is shooting a friendly BALLISTICUS SECT operative that is in cover:
- Ignore the Saturate weapon rule.
- If you can retain any cover saves, you can retain one additional cover save. If the operative is in cover behind Heavy terrain, you can choose to retain a critical save instead. This isn’t cumulative with improved cover saves from Vantage terrain.
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.