KILL TEAM Héros du Chapitre
Composition
KILL TEAM D’ANGES DE LA MORT
ARCHÉTYPES : SÉCURITÉ, RECHERCHE & DESTRUCTION
AGENTS:
↘ 1 agent ANGE DE LA MORT choisi dans la liste suivante:
• CAPITAINE SPACE MARINE
• CAPITAINE SPACE MARINE TERMINATOR
↘ 4 agents ANGES DE LA MORT choisis dans la liste suivante:
• LIEUTENANT INCURSOR
• LIEUTENANT BLADEGUARD
• APOTHICAIRE BIOLOGIS*
• TECHMARINE*
• CHAPELAIN*
• ARCHIVISTE TERMINATOR*
• ARCHIVISTE*
• SERGENT STERNGUARD
• TIREUR LOURD VÉTÉRAN STERNGUARD
• TIREUR VÉTÉRAN STERNGUARD
• VÉTÉRAN STERNGUARD ELIMINATOR
• GUERRIER VÉTÉRAN STERNGUARD
• GUERRIER VÉTÉRAN BLADEGUARD
Votre kill team ne peut inclure chacun des agents ci-dessus qu’une seule fois.
Votre kill team ne peut inclure qu’un seul agent LIEUTENANT.
Votre kill team ne peut inclure qu’un seul agent GRAVIS ou TERMINATOR.
*Votre kill team ne peut inclure que deux de ces agents maximum.
Certaines règles d’ANGES DE LA MORT font référence à une “arme à bolts”. C’est une arme de tir dont le nom contient le mot “bolter”, par ex. fusil bolter Stalker, pistolet bolter lourd, etc.
VÉTÉRANS DE L'ADEPTUS ASTARTES:
°Pendant chaque activation d'un agent ANGES DE LA MORT ami, celui-ci peut effectuer soit deux actions Tirer, soit deux actions Combattre. Dans le cas de deux actions Tirer, 1PA supplémentaire doit être dépensé pour la deuxième action si l'une des deux actions n' utilisent pas d'arme à bolts.
°Chaque agent ANGES DE LA MORT ami peut contre-attaquer quel que soit son ordre. Quand il le fait, il peut effectuer gratuitement une action supplémentaire à 1PA pendant cette contre-attaque, mais les deux actions doivent être différentes, et vous ne pouvez pas effectuer une action Combattre et une action Tirer pendant la même contre-attaque.
Common Abilities and Options
Meneur Héroïque:
Une fois par tournant, vous pouvez faire une
des choses suivantes:
- Utiliser un subterfuge d’affrontement pour 0PC s’il s’agit de l’agent ANGE DE LA MORT spécifié (sauf Relance de Commandement).
- Utiliser le subterfuge stratégique Doctrine de Combat quans vous activez un agent ANGE DE LA MORT ami s’il est sur la killzone et n’est pas à portée de contrôle d’agent ennemis (payez normalement les PC). Notez que vous ne pouvez pas le faire si vous avez déjà utilisé ce subterfuge pendant ce tournant.
- Utiliser le subterfuge d’affrontement Ajustement de la Doctrine pour 0PC si cet agent est sur la killzone et n’est pas à portée de contrôle d’agents ennemis.
Armure Terminator Indomitus:
Lors d'une action Tirer, à l'étape lancer les dés de défense pour cet agent , vous pouvez soit:
Lancer un dés supplémentaire ou, après avoir lancé les dés, retenir un échec comme une réussite normale ou une réussite normale comme une réussite critique.
Vous pouvez ignorer toute modification aux caractéristiques de cet agent, y compris de ses armes, dues au fait qu’il soit estropié.
Cet agent ne peut pas effectuer l'action Battre en retraite.
Crux terminatus:
Chaque fois qu’un agent tire sur cet agent, dégradez de 1 le x de la règle Perforante (le cas échéant). Notez que la règle Perforante 1 serait donc ignorée.
*Bouclier:
Quand cet agent combat ou riposte avec cette arme,
chaque blocage peut être alloué pour bloquer deux réussites non
résolues (au lieu d’une seule).
Bouclier Storm:
Chaque fois qu’un agent tire sur cet agent,
dégradez de 1 le x de la règle Perforante (le cas échéant).
Notez que la règle Perforante 1 serait donc ignorée.
CHAMP DE FORCE (1AP):
PSYCHIQUE. Choisissez 1 agent ANGE DE LA MORT ami visible de cet agent. Jusqu’au début de la prochaine activation de cet agent, lorsqu’un agent tire sur l'agent ami choisi, vous pouvez relancer un ou plusieurs de vos dés de défense.
Cet agent ne peut pas effectuer cette action tant qu’il est à portée de contrôle d’un agent ennemi.
Coiffe psychique:
Avant la bataille, jetez trois D6. Pour chaque résultat de 1-4, vous pouvez utiliser le subterfuge d’affrontement Relance de Commandement pour 0PC une fois pendant le tournant correspondant au résultat. Pour chaque résultat de 5-6, vous gagnez 1PC.
CAPITAINE SPACE MARINE
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusil bolter Stalker (lourd) (Lourde (Sprinter seulement), Létale 5+, Perforante Critique 1) | 4 | 3+ | 3/5 |
| Fusil bolter Stalker (mobile) (-) | 4 | 3+ | 3/4 |
| Epée énergétique (Létale 5+) | 5 | 3+ | 4/6 |
Abilities
Halo de FerMeneur HéroïqueCAPITAINE SPACE MARINE TERMINATOR
A 3
M 5"
S 3+
W 19
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolter Storm (Inexorable) | 4 | 3+ | 3/4 |
| Arme énergétique (Brutale) | 5 | 3+ | 5/7 |
Abilities
Armure Terminator IndomitusCrux terminatusMeneur HéroïqueLIEUTENANT INCURSOR
A 3
M 7"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Arme-combinée | |||
| Fusil bolter de maître (Perforante 1) | 4 | 3+ | 3/4 |
| Pyro-éclateur (Portée 8", Limitée 1, Saturation, Torrent 2") | 5 | 2+ | 3/3 |
| Couteaux de combat (-) | 5 | 3+ | 4/5 |
Abilities
Décapiteur FoudroyantGrenadierLIEUTENANT BLADEGUARD
A 3
M 6"
S 2+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pistolet à plasma (standard) (Portée 8", Perforante 1) | 4 | 3+ | 3/5 |
| Pistolet à plasma (surcharge) (Portée 8", Surchauffe, Létale 5+, Perforante 1) | 4 | 3+ | 4/5 |
| Epée énergétique et bouclier Storm (Létale 5+, Bouclier*) | 5 | 3+ | 4/6 |
Abilities
*BouclierBouclier StormMaître escrimeurAPOTHICAIRE BIOLOGIS
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pistoler bolter Absolvor (Portée 8”, Perforante Critique 1) | 4 | 3+ | 4/5 |
| Vivispectrum (Equilibrée, Vangeresse, Vivisection*) | 5 | 3+ | 4/6 |
Abilities
*VivisectionApothicaire !1AP: NARTHECIUMTECHMARINE
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pistolet à gravitons (Portée 8", 1" Dévastatrice 3, Létale 5+) | 4 | 3+ | 4/2 |
| Bolter de la forge (Torrent 1") | 4 | 3+ | 3/4 |
| Hache de l’Omnimessie et Servobras (Choc, Équilibrée, Mécadendrite*) | 5 | 4+ | 6/7 |
Abilities
*MécadendriteBénédiction de l’OmnimessieServobrasCHAPELAIN
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pistolet bolter Absolvor (Portée 8”, Perforante Critique 1) | 4 | 3+ | 4/5 |
| Crozius arcanum (Choc, Étourdissante) | 5 | 3+ | 4/6 |
Abilities
Lithanie de la hainePrésence inspiranteRosariusARCHIVISTE TERMINATOR
A 3
M 5"
S 3+
W 19
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Furie de l' Empereur (PSYCHIQUE, Déflagration 2", Fatale) | 5 | 3+ | 3/5 |
| Feu-sorcier (PSYCHIQUE, Portée 6", Saturation, Traqueuse Légère, Étourdissante, Torrent 2") | 5 | 2+ | 2/2 |
| Bolter Storm (Inexorable) | 4 | 3+ | 3/4 |
| Arme de force (PSYCHIQUE, Choc) | 5 | 3+ | 5/7 |
Abilities
Armure Terminator Indomitus1AP: CHAMP DE FORCECoiffe psychiqueCrux terminatusARCHIVISTE
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Furie de l' Empereur (PSYCHIQUE, Déflagration 2", Fatale) | 5 | 3+ | 3/5 |
| Feu-sorcier (PSYCHIQUE, Portée 6", Saturation, Traqueuse Légère, Étourdissante, Torrent 2") | 5 | 2+ | 2/2 |
| Pistolet bolter (Portée 8") | 4 | 3+ | 3/4 |
| Epée de force (PSYCHIQUE, Choc) | 5 | 3+ | 4/6 |
Abilities
1AP: CHAMP DE FORCECoiffe psychiqueVoile d' immateriumSERGENT VÉTÉRAN STERNGUARD
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Arme-combinée | |||
| Fusil bolter (Perforante Critique 1) | 4 | 3+ | 3/4 |
| Fuseur (Portée 6", Limitée 1, Dévastatrice 4, Perforante 2) | 4 | 3+ | 6/3 |
| Pistolet bolter lourd (Portée 8", Perforante Critique 1) | 4 | 3+ | 3/4 |
| Poings (-) | 4 | 3+ | 3/4 |
Abilities
Guerre DoctrinaireTIREUR LOURD VÉTÉRAN STERNGUARD
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolter lourd (concentré) (Lourde (Sprinter seulement), Perforante Critique 1) | 5 | 3+ | 4/5 |
| Bolter lourd (balayage) (Lourde (Sprinter seulement), Perforante Critique 1, Torrent 1") | 4 | 3+ | 4/5 |
| Pistoler bolter (Portée 8”) | 4 | 3+ | 3/4 |
| Poings (-) | 4 | 3+ | 3/4 |
TIREUR VÉTÉRAN STERNGUARD
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusil bolter automatique (Torrent 1") | 4 | 3+ | 3/4 |
| Fusil à plasma auxiliaire (standard) (Perforante 1) | 4 | 3+ | 4/6 |
| Fusil à plasma auxiliaire (surcharge) (Surchauffe, Létale 5+, Perforante 1) | 5 | 3+ | 5/6 |
| Pistoler bolter (Portée 8”) | 4 | 3+ | 3/4 |
| Poings (-) | 4 | 3+ | 3/4 |
VÉTÉRAN STERNGUARD ELIMINATOR
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusil bolter Stalker (lourd) (Lourde (Sprinter seulement), Létale 5+, Perforante Critique 1) | 4 | 3+ | 3/5 |
| Fusil bolter Stalker (mobile) | 4 | 3+ | 3/4 |
| Pistoler bolter (Portée 8”) | 4 | 3+ | 3/4 |
| Poings (-) | 4 | 3+ | 3/4 |
GUERRIER VÉTÉRAN STERNGUARD
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusil bolter Sternguard (Torrent 1") | 4 | 3+ | 3/4 |
| Pistoler bolter lourd (Portée 8", Perforante Critique 1) | 4 | 3+ | 3/4 |
| Poings (-) | 4 | 3+ | 3/4 |
Abilities
Equipement adaptatifGUERRIER VÉTÉRAN BLADEGUARD
A 3
M 6"
S 2+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pistolet bolter (Portée 8") | 4 | 3+ | 3/4 |
| Epée énergétique et bouclier Storm (Létale 5+, Bouclier*) | 5 | 3+ | 4/6 |
Abilities
*BouclierBouclier StormUniversal 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.
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
Ploys
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.