Space Hulk Veterans (KT24 Update)
Composition
A SPACE HULK VETERAN killteam includes:
1 SPACE HULK VETERAN SERGEANT operative with one of the following options:
Relic Storm Bolter and Power Weapon
Thunder Hammer and Storm Shield
Dual Lightning Claws
4 SPACE HULK VETERAN operatives selected from the following list:
SPACE HULK VETERAN WARRIOR each equipped with Storm Bolter and Power Fist or Chainfist
SPACE HULK VETERAN GUNNER equipped with Power Fist or Chainfist and one of the following options:
Assault Cannon
Heavy Flamer
Fists, Storm Bolter and Cyclone Missile Launcher
SPACE HULK VETERAN FIGHTER equipped with a Thunder Hammer and Storm Shield, or Dual Lightning Claws
Your kill team can only include up to one SPACE HULK VETERAN GUNNER and one SPACE HULK VETERAN FIGHTER operative.
Common Abilities and Options
ASTARTES:
During each friendly SPACE HULK VETERAN operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and a cyclone missile launcher, an assault cannon or heavy flamer is selected for both, 1 additional AP must be spent for the second action.
Each friendly SPACE HULK VETERAN operative can counteract regardless of its order, and can move up to 2" before doing so.
CRUX TERMINATUS:
Whenever an operative is shooting a friendly SPACE HULK VETERAN operative, weapons with the Piercing X weapon rule instead have the Piercing Crits X weapon rule. If that friendly SPACE HULK VETERAN operative is equipped with a THUNDER HAMMER & STORM SHIELD, worsen the x of the Piercing Crits X weapon rule by 1.
STORM SHIELD:
Whenever a friendly SPACE HULK VETERAN operative equipped with a STORM SHIELD fights or retaliates in combat, each of your blocks can be allocated to block two unresolved successes (instead of one).
TELEPORT STRIKE:
When setting up a SPACE HULK VETERAN kill team before the battle, you may select one SPACE HULK VETERAN operative to remain in reserve and ready to initiate a Teleport Strike into the Killzone. During any of that operative's activations, it can deploy anywhere in the Killzone that is more than 6" away from enemy operatives at a cost of 1CP. An operative deployed via Teleport Strike counts as having made a Reposition action (spend the AP accordingly). The operative chosen to be held in reserve must deploy by the end of the third Turning Point or else it will count as incapacitated.
TERMINATOR ARMOR:
Whenever an operative is shooting a friendly SPACE HULK VETERAN operative, after determining the number of defensive dice to collect, models in TERMINATOR ARMOR may always roll or retain one additional dice, then select which dice they wish to keep during the resolve dice attack step.
Once per activation, whenever a friendly SPACE HULK VETERAN is fighting or retaliating, whenever your opponent would inflict critical damage on an operative wearing TERMINATOR ARMOR, you can choose to inflict normal damage instead.
The TERMINATOR ARMOR's ancient machine-spirit warns of unseen threats. Models in TERMINATOR ARMOR may always perform the BREACH mission action for 1 AP; however, they must choose either SHOOT or FIGHT when they do so. That operative cannot perform the chosen action for the rest of the turning point.
SPACE HULK VETERAN SERGEANT
A 3
M 6"
S 3+
W 22
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| RELIC STORM BOLTER (CEASELESS) | 4 | 3+ | 3/4 |
| POWER WEAPON (LETHAL 5+) | 5 | 3+ | 4/6 |
| THUNDER HAMMER & STORM SHIELD (SHOCK, STUN, STORM SHIELD*) | 5 | 3+ | 5/6 |
| LIGHTNING CLAWS (LETHAL 5+, CEASELESS, RENDING) | 5 | 3+ | 4/5 |
Abilities
ASTARTESCRUX TERMINATUSSTORM SHIELDTELEPORT STRIKETERMINATOR ARMORSPACE HULK VETERAN WARRIOR
A 3
M 5"
S 3+
W 21
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| STORM BOLTER (BALANCED) | 4 | 3+ | 3/4 |
| POWER FIST (BRUTAL) | 4 | 4+ | 5/7 |
| CHAINFIST (BRUTAL, RENDING) | 4 | 4+ | 5/6 |
Abilities
ASTARTESCRUX TERMINATUSTELEPORT STRIKETERMINATOR ARMORSPACE HULK VETERAN GUNNER
A 3
M 5"
S 3+
W 21
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| ASSAULT CANNON | |||
| Focused (HVY(Repos), CEASELESS, PIERCING CRITS 1) | 5 | 3+ | 4/5 |
| Suppressing (HVY(Repos), TORRENT 1", SUPPRESSING*) | 4 | 3+ | 4/5 |
| HEAVY FLAMER (HVY(Repos), RANGE 6", TORRENT 2", SATURATE) | 5 | 2+ | 3/3 |
| CYCLONE MISSILE LAUNCHER | |||
| FRAG MISSILES (HVY(Repos), BLAST 2") | 5 | 3+ | 3/4 |
| KRAK MISSILES (HVY(Repos), PIERCING 1) | 4 | 3+ | 4/6 |
| STORM BOLTER (Balanced) | 4 | 3+ | 3/4 |
| POWER FIST (BRUTAL) | 3 | 4+ | 5/7 |
| CHAINFIST (BRUTAL, RENDING) | 3 | 4+ | 5/6 |
| FISTS | 3 | 3+ | 3/4 |
Abilities
ASTARTES1AP: BREACHER AUTO-SEALSCRUX TERMINATUSSUPPRESSINGTELEPORT STRIKETERMINATOR ARMORSPACE HULK VETERAN FIGHTER
A 3
M 6"
S 3+
W 21
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| LIGHTNING CLAWS (CEASELESS, LETHAL 5+, RENDING) | 5 | 3+ | 5/6 |
| THUNDER HAMMER AND STORM SHIELD (SHOCK, STUN, STORM SHIELD*) | 5 | 3+ | 5/6 |
Abilities
ASTARTESCRUX TERMINATUSSTORM SHIELDTELEPORT STRIKETERMINATOR ARMORNARTHECIUM
Each friendly SPACE HULK VETERAN operative can perform the following action once per game: Narthecium (1 AP): Select one other friendly SPACE HULK VETERAN operative visible to and within 1" of this operative. That operative regains 3+D3 lost Wounds. This operative cannot perform this action while within Engagement Range of an enemy operative.
CATAPHRACTII TARGETING RELAY
Each friendly SPACE HULK VETERAN operative can ignore cover when selecting valid targets within 3" (instead of 2"). While this can allow such operatives to be targeted (assuming they’re visible), it does not remove their cover save (if any), unless the friendly SPACE HULK VETERAN operative is within 2" as normal.
Once per turning point, when a friendly SPACE HULK VETERAN operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of that activation (or counteraction), choose one:
- Enemy operatives cannot be obscured.
- This operative's weapons gain the Saturate weapon rule.
BREACHER AUTO-SEALS
Once per battle, after making a Shoot action, you may seal a Hatchway or Door within 2", making it impassable until next Turning Point. No AP is spent on this action, and abilities from enemy operatives cannot interrupt this action.
On maps that do not contain Hatchways or Doors (Volkus), once per battle, this operative may instead perform a free 2" dash after making a Shoot action, even if it's performed an action that prevents it from performing a Dash action.
TELEPORT HOMING BEACON
Once per game, a friendly SPACE HULK VETERAN operative can perform the following action: Plant Teleport Homing Beacon (1 AP): Place a Teleport Homing Beacon token within this operative's control range. A friendly operative deploying via Teleport Strike can deploy within control range of the Teleport Homing Beacon token, even if it is within Engagement Range of an enemy operative.
This operative cannot perform this action if it is within Engagement Range of an enemy operative.
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: Reductor Protocols
Once per Turning Point, after a friendly SPACE HULK VETERAN operative completes a Shoot action, you may impose a -1 APL penalty to all enemy operatives visible to and within 3" of the enemy operative targetted by that shooting action.
Firefight: Only In Death Does Duty End
Use this firefight ploy when a ready friendly SPACE HULK VETERAN operative is incapacitated. Before it is removed from the killzone, it can immediately move up to 2" (if not within engagement range of an enemy) and perform one free action.
Firefight: Transhuman Physiology
Use this firefight ploy when an operative is shooting a friendly SPACE HULK VETERAN operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight: Standard of the Ancients
Use this firefight ploy when a friendly SPACE HULK VETERAN operative is activated. Select one objective marker within 3" and visible to that operative. Until the end of the battle or until you use this ploy again (whichever comes first), when determining control of that objective marker, treat friendly operatives’ APL stat as 1 higher. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Strategy Ploys
Strategy: And They Shall Know No Fear
You can ignore any changes to the stats of friendly SPACE HULK VETERAN operatives from being injured (including their weapons' stats).
Strategy: Bulwark Of Humanity
Until the end of the Turning Point, whenever an attack dice inflicts damage of 4 or more on to a friendly SPACE HULK VETERAN operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.
Strategy: Tactical Precision
Until the end of the Turning Point, while a friendly SPACE HULK VETERAN operative is within 6" of and visible to another friendly SPACE HULK VETERAN operative, each time it shoots, fights, or retaliates, that operatives' weapons have the balanced weapon rule.
Strategy: Relic Armor Autosenses
At the start of the Turning Point, each friendly Terminator may perform a free 1" step, even if within Engagement Range, but it cannot use this 1" step to fall back.
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
NARTHECIUM:
Each friendly SPACE HULK VETERAN operative can perform the following action once per game: Narthecium (1 AP): Select one other friendly SPACE HULK VETERAN operative visible to and within 1" of this operative. That operative regains 3+D3 lost Wounds. This operative cannot perform this action while within Engagement Range of an enemy operative.
CATAPHRACTII TARGETING RELAY:
Each friendly SPACE HULK VETERAN operative can ignore cover when selecting valid targets within 3" (instead of 2"). While this can allow such operatives to be targeted (assuming they’re visible), it does not remove their cover save (if any), unless the friendly SPACE HULK VETERAN operative is within 2" as normal.
Once per turning point, when a friendly SPACE HULK VETERAN operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of that activation (or counteraction), choose one:
- Enemy operatives cannot be obscured.
- This operative's weapons gain the Saturate weapon rule.
BREACHER AUTO-SEALS:
Once per battle, after making a Shoot action, you may seal a Hatchway or Door within 2", making it impassable until next Turning Point. No AP is spent on this action, and abilities from enemy operatives cannot interrupt this action.
On maps that do not contain Hatchways or Doors (Volkus), once per battle, this operative may instead perform a free 2" dash after making a Shoot action, even if it's performed an action that prevents it from performing a Dash action.
TELEPORT HOMING BEACON:
Once per game, a friendly SPACE HULK VETERAN operative can perform the following action: Plant Teleport Homing Beacon (1 AP): Place a Teleport Homing Beacon token within this operative's control range. A friendly operative deploying via Teleport Strike can deploy within control range of the Teleport Homing Beacon token, even if it is within Engagement Range of an enemy operative.
This operative cannot perform this action if it is within Engagement Range of an enemy operative.
Ploys
Firefight - Reductor Protocols:
Once per Turning Point, after a friendly SPACE HULK VETERAN operative completes a Shoot action, you may impose a -1 APL penalty to all enemy operatives visible to and within 3" of the enemy operative targetted by that shooting action.
Firefight - Only In Death Does Duty End:
Use this firefight ploy when a ready friendly SPACE HULK VETERAN operative is incapacitated. Before it is removed from the killzone, it can immediately move up to 2" (if not within engagement range of an enemy) and perform one free action.
Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly SPACE HULK VETERAN operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight - Standard of the Ancients:
Use this firefight ploy when a friendly SPACE HULK VETERAN operative is activated. Select one objective marker within 3" and visible to that operative. Until the end of the battle or until you use this ploy again (whichever comes first), when determining control of that objective marker, treat friendly operatives’ APL stat as 1 higher. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly SPACE HULK VETERAN operatives from being injured (including their weapons' stats).
Strategic - Bulwark Of Humanity:
Until the end of the Turning Point, whenever an attack dice inflicts damage of 4 or more on to a friendly SPACE HULK VETERAN operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.
Strategic - Tactical Precision:
Until the end of the Turning Point, while a friendly SPACE HULK VETERAN operative is within 6" of and visible to another friendly SPACE HULK VETERAN operative, each time it shoots, fights, or retaliates, that operatives' weapons have the balanced weapon rule.
Strategic - Relic Armor Autosenses:
At the start of the Turning Point, each friendly Terminator may perform a free 1" step, even if within Engagement Range, but it cannot use this 1" step to fall back.
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.