The 7th Company

Homebrew by Haydenry

The 7th Company of Ultramarines

100% positive
Composition
Common Abilities and Options

Astartes:
During each friendly PHOBOS STRIKE TEAM operative's activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolt weapon must be selected for at least one of them. A bolt weapon is any ranged weapon that includes 'bolt' in its name, e.g. marksman bolt carbine, special issue bolt pistol, etc.

Each friendly PHOBOS STRIKE TEAM operative can counteract regardless of its order.

Omni-Scrambler:
STRATEGIC GAMBIT if a friendly INFILTRATOR operative is in the killzone. Select one enemy operative visible to a friendly INFILTRATOR operative, or within 6" of a friendly VOXBREAKER operative. In the following Firefight phase, that enemy operative cannot be activated or perform actions until one of the following is true:

  • Your opponent has activated a number of enemy operatives equal to the number of friendly INFILTRATOR operatives in the killzone when this STRATEGIC GAMBIT was used.
  • It is the last enemy operative to be activated.

Multi-Spectrum Array:
Whenever a friendly INCURSOR operative is shooting, enemy operatives cannot be obscured.

Vanguard:
Once per turning point, one friendly PHOBOS STRIKE TEAM operative with this rule can perform the Pick Up Marker or a mission action for 1 less AP.

[CT] Aggressive:
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
This operative’s melee weapons have the Rending weapon rule.

Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.

[CT] Dueller:
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.

Whenever this operative is fighting or retaliating, each of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).

[CT] Hardy:
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.
Whenever this operative is retaliating, the first time an attack dice inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.

[CT] Mobile:
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.

  • This operative can perform the Fall Back action for 1 less AP.
  • This operative can perform the Charge action while within control range of an enemy operative, and can leave that operative's control range to do so (but then normal requirements for that move apply).

[CT] Resolute:
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.

You can ignore any changes to this operative's APL stat and it is not affected by enemy operatives' Shock weapon rule.

[CT] Sharpshooter:
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
Whenever this operative is shooting during an activation in which it has not performed the Charge, Fall Back or Reposition action, its bolt weapons have the Accurate 1 and Severe weapon rules.

[CT] Siege Specialist:
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
This operative's ranged weapons have the Saturate weapon rule.
Whenever this operative is fighting or retaliating, enemy operatives cannot assist.

[CT] Stealthy:
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.

Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. This is not cumulative with improved cover saves from Vantage terrain.

Brutalis Dreadnought
A 4
M 5"
S 2+
W 55
Weapons
ATK
HIT
DMG
Twin Heavy Bolter
5
3+
4/6
Twin Heavy Bolter (Torrent 2")
4
3+
4/6
Multi-Melta (Devastating 4, Peircing 2, Seek Lite, Range 8")
5
3+
6/3
Power Talons (Lethal 5+, Rending)
5
3+
5/7
Abilities
Extra Defence
Options
Tough

Extra Defence: When an enemy operative is shooting at this operative, roll an additional defense dice.

Tough: Whenever an attack dice would inflict 4 or more damage, roll a d6. on a result of 5+, subtract 1 damage.

Imperium
Reiver Sergeant
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Bolt Carbine (Acc1)
4
3+
3/4
Special Issue Bolt Pistol (Rng 8", Prc1)
4
3+
3/4
Combat Knife
5
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesGrav-Chute and Grapnel LauncherTactical AdvantageTerror

Grav-Chute and Grapnel Launcher: Whenever this operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically). Whenever this operative is dropping, ignore the vertical distance.

Tactical Advantage: You can do each of the following once per battle:

  • When rolling-off to decide initiative, if this operative is in the killzone, you can re-roll your dice.
  • You can use a firefight ploy for 0CP if this is the specified PHOBOS STRIKE TEAM operative (including Command Re-roll if the attack or defence dice was rolled for this operative), or the Patient Ambush firefight ploy for 0CP if this operative is ready and not within control range of enemy operatives.

Terror: Whenever an enemy operative is within 3" of friendly REIVER operatives, your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions.

Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of friendly REIVER operatives. Note this is not a change to the APL stat, so any changes are cumulative with this.

PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, LEADER, REIVER, SERGEANT
Infiltrator Commsman
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Marksman Bolt Carbine (Lethal 5+)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesComms ArrayOmni-ScramblerStrategic Oversight

Comms Array: Once per turning point, during a friendly PHOBOS STRIKE TEAM operative's activation or counteraction, before or after it performs an action, if this operative is in the killzone, you can change one strategy ploy you have used this turning point (it does not cost you any CP to do so).

Strategic Oversight: In the Ready step of each Strategy phase, when you gain CP, if this operative is in the killzone and not within control range of enemy operatives, you can use this rule. If you do, roll one D6: on a 4+, you gain one additional CP.

PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, COMMSMAN
Incursor Marksman
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Stalker Marksman Bolt Carbine (Lethal 5+, Prc1)
4
2+
3/4
Fists
4
3+
3/4
Abilities
AstartesMulti-Spectrum ArrayTrack Target

Track Target: This operative can perform the Guard action (see close quarters rules, Kill Team Core Book) in any killzone. It can perform the Guard action while it has a Conceal order, but when you perform the free Shoot or Fight action during the interruption, you must change its order to Engage.

PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INCURSOR, MARKSMAN
Infiltrator Voxbreaker
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Marksman Bolt Carbine (Lethal 5+)
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes1AP: Auspex ScanOmni-ScramblerVoxbreak

Auspex Scan (1AP): Until the start of this operative's next activation or until it is incapacitated (whichever comes first), whenever a friendly PHOBOS STRIKE TEAM operative is shooting an enemy operative within 8" of this operative, that enemy operative cannot be obscured; if that friendly operative is an INCURSOR, its ranged weapons also have the Seek Light weapon rule.

This operative cannot perform this action while within control range of an enemy operative.

Voxbreak: Whenever an enemy operative is within 6" of this operative, your opponent cannot re-roll their attack or defence dice for that operative.

PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, VOXBREAKER
Infiltrator Helix Adept
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Marksman Bolt Carbine (Lethal 5+)
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes1AP: Helix GauntletMedic!Omni-Scrambler

Helix Gauntlet (1AP): Select one friendly PHOBOS STRIKE TEAM operative within this operative's control range to regain up to 1D3+3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

Medic!: The first time during each turning point that another friendly PHOBOS STRIKE TEAM operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative is not incapacitated, has 1D3 wounds remaining, and cannot be incapacitated for the remainder of that action.

After that action, that friendly operative can immediately perform a free Dash action, but must end that move with this operative's control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends.

You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, MEDIC, INFILTRATOR, HELIX ADEPT
Infiltrator Veteran
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Custom Bolt Carbine (*Custom)
4
3+
3/4
Fists
4
3+
3/4
Abilities
*CustomAstartesOmni-Scrambler
Options
Custom - BalancedCustom - Lethal 5+Custom - Piercing Crits 1Custom - RendingCustom - Saturate

*Custom: At the end of the Select Operatives step, if this operative is selected for deployment, select up to two of the following weapon rules for this weapon to have for the battle:

  • Balanced
  • Lethal 5+
  • Piercing Crits 1
  • Rending
  • Saturate

Custom - Balanced: Custom Bolt Carbine gains the Balanced weapon rule.

Custom - Lethal 5+: Custom Bolt Carbine gains the Lethal 5+ weapon rule.

Custom - Piercing Crits 1: Custom Bolt Carbine gains the Piercing Crits 1 weapon rule.

Custom - Rending: Custom Bolt Carbine gains the Rending weapon rule.

Custom - Saturate: Custom Bolt Carbine gains the Saturate weapon rule.

PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, VETERAN
Infiltrator Warrior
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Marksman Bolt Carbine (Lethal 5+)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesOmni-ScramblerVanguard
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, WARRIOR
Infiltrator Warrior
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Marksman Bolt Carbine (Lethal 5+)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesOmni-ScramblerVanguard
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, WARRIOR
Incursor Warrior
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Occulus Bolt Carbine (Sat)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesMulti-Spectrum ArrayVanguard
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INCURSOR, WARRIOR
Incursor Warrior
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Occulus Bolt Carbine (Sat)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesMulti-Spectrum ArrayVanguard
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INCURSOR, WARRIOR
Intercessor Sergeant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Auto Bolt Rifle (Tor 1")
4
3+
3/4
Bolt Rifle (PrcCrit1)
4
3+
3/4
Stalker Bolt Rifle
Heavy (Hvy(Dash), Lethal 5+, PrcCrit1)
4
3+
3/5
Mobile
4
3+
3/4
Chainsword
4
3+
4/5
Fists
4
3+
3/4
Power Fist (Brutal)
4
4+
5/7
Power Weapon (Lethal 5+)
4
3+
4/6
Thunder Hammer (Shock, Stun)
4
4+
5/6
Abilities
AstartesChapter VeteranDoctrine Warfare
Options
[CT] Aggressive[CT] Dueller[CT] Hardy[CT] Mobile[CT] Resolute[CT] Sharpshooter[CT] Siege Specialist[CT] Stealthy

Chapter Veteran: At the end of the Select Operatives step, if this operative is selected for deployment, select one additional CHAPTER TACTIC for it to have for the battle. Unlike primary and secondary CHAPTER TACTICS, you don't have to select the same one for each battle in a campaign or tournament.

Doctrine Warfare: You can do each of the following once per battle:

  • Whenever you would use the Combat Doctrine strategy ploy and then select Devastator, if this operative is in the killzone, it costs you 0CP.
  • Whenever you would use the Combat Doctrine strategy ploy and then select Tactical, if this operative is in the killzone, it costs you 0CP.
ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, LEADER, INTERCESSOR, SERGEANT
Intercessor Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Auto Bolt Rifle (Tor 1")
4
3+
3/4
Auxiliary Grenade Launcher
Frag (Blast 2")
4
3+
2/4
Krak (Prc1)
4
3+
4/5
Bolt Rifle (PrcCrit1)
4
3+
3/4
Stalker Bolt Rifle
Heavy (Hvy(Dash), Lethal 5+, PrcCrit1)
4
3+
3/5
Mobile
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes
Options
[CT] Aggressive[CT] Dueller[CT] Hardy[CT] Mobile[CT] Resolute[CT] Sharpshooter[CT] Siege Specialist[CT] Stealthy
ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, GUNNER
Intercessor Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Auto Bolt Rifle (Tor 1")
4
3+
3/4
Auxiliary Grenade Launcher
Frag (Blast 2")
4
3+
2/4
Krak (Prc1)
4
3+
4/5
Bolt Rifle (PrcCrit1)
4
3+
3/4
Stalker Bolt Rifle
Heavy (Hvy(Dash), Lethal 5+, PrcCrit1)
4
3+
3/5
Mobile
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes
Options
[CT] Aggressive[CT] Dueller[CT] Hardy[CT] Mobile[CT] Resolute[CT] Sharpshooter[CT] Siege Specialist[CT] Stealthy
ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, GUNNER
Intercessor Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Auto Bolt Rifle (Tor 1")
4
3+
3/4
Bolt Rifle (PrcCrit1)
4
3+
3/4
Stalker Bolt Rifle
Heavy (Hvy(Dash), Lethal 5+, PrcCrit1)
4
3+
3/5
Mobile
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes
Options
[CT] Aggressive[CT] Dueller[CT] Hardy[CT] Mobile[CT] Resolute[CT] Sharpshooter[CT] Siege Specialist[CT] Stealthy
ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, WARRIOR
Eliminator Sniper
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Bolt Sniper Rifle
Executioner (Hvy(Dash), Sat, Seek Light, Silent)
4
2+
3/4
Hyperfrag (Blast 1", Hvy(Dash), Silent)
4
2+
2/4
Mortis (Dev3, Hvy(Dash), Prc1, Silent)
4
2+
3/3
Fists
4
3+
3/4
Abilities
AstartesCamo Cloak1AP: OpticsStealthy
Options
[CT] Aggressive[CT] Dueller[CT] Hardy[CT] Mobile[CT] Resolute[CT] Sharpshooter[CT] Siege Specialist[CT] Stealthy

Camo Cloak: Whenever an operative is shooting this operative, ignore the Saturate weapon rule. This operative has the Stealthy CHAPTER TACTIC. If you selected that CHAPTER TACTIC, you can do both of its options (i.e. retain two cover saves – one normal and one critical success).

Optics (1AP): Until the start of this operative's next activation, whenever it is shooting, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

Stealthy: Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. This is not cumulative with improved cover saves from Vantage terrain.

ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, ELIMINATOR, SNIPER
Inceptor Warrior
A 3
M 10"
S 3+
W 14
Weapons
ATK
HIT
DMG
Twin Bolters (Saturate)
5
3+
3/4
Twin Plasma Pistols
5
4+
4/5
Twin Plasma Pistols (Supercharged) (Hot, Lethal 5+)
5
4+
4/5
Fists
3
3+
3/4
Abilities
Jump Pack
Options
Flying

Jump Pack: Treat all climbing or falling distance as 1"

Flying: When moving this operative, remove it from the Kill Zone and replace it wholly within its available range.

Outrider Warrior
A 3
M 14"
S 3+
W 16
Weapons
ATK
HIT
DMG
Gatling Cannon (Lethal 5+)
6
4+
3/4
Bolt Pistol (Peircing Crits)
4
3+
3/4
Chainsword (Lethal 5+)
5
3+
4/5
Abilities
Hot ExhaustRide Down

Hot Exhaust:

Ride Down: This operative deals D3+1 damage to an enemy in its control range after a charge and before a fight action.

Wheeled Vehicle, Astartes, Imperium
Roboute Guilliman
A 5
M 7"
S 2+
W 35
Weapons
ATK
HIT
DMG
Hand of Dominion (Accurate 1, Torrent 2", Range 12")
5
2+
4/5
The Sword of the Emperor (Punishing, Devastating 2)
7
2+
3/4
Abilities
Oath of MomentPrimarch of the 13th Chapter
Options
Plot Armor

Oath of Moment: If this Operativenis in the kill zone, Oath of Moment so gives Lethal 5+

Primarch of the 13th Chapter: This Operative can perform each of the following actions once per turning point:

  1. Give a friendly operative +1AP

  2. Perform a mission action or Pick Up Marker for 0AP.

Plot Armor: If this operative is incapacitated, at the end of each turning point, roll 3D6. if the results combine to exactly 13, place this operative in your drop zone with full wounds.

Astartes Primarch Imperium
Equipment

Special Issue Ammo:
Once per turning point, when a friendly Astartes operative is performing the Shoot action and you select a bolt carbine, marksman bolt carbine or occulus bolt carbine, you can use this rule. If you do, until the end of the turning point, that weapon has the Piercing 1 weapon rule.


Ploys

Firefight - Hot Exhaust:
Use this Firefight Ploy when an operative with the "Wheeled Vehicle" keyword performs a Fall Back action. It can be performed for 1AP.


Strategic - Oath of Moment:
Select a target enemy operative. All friendly operatives gain Balanced when targetting this operative.


Strategic - And They Shall Know No Fear:
All Astartes operatives take no penalty from being injured this turning point.


Strategic - Guerrilla Warfare:
Phobos Strike Team Operatives can change their order for 1AP.


Strategic - New Ploy:


Strategic - New Ploy:


Strategic - New Ploy:


Strategic - New Ploy:


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.


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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.