Angels Encarmine (V1 - Playtesting)
Composition
An ANGELS ENCARMINE KillTeam is composed of:
- 1 SANGUINARY GUARD PRAETOR with one option from each of the following:
Angelus bolter, inferno pistol*, or plasma pistol*
Power fist*, encarmine axe, or encarmine blade
- 1 SANGUINARY GUARD BANNERWARDEN with the following:
Angelus bolter, Blood angels standard
Power fist*, encarmine axe or encarmine blade
- 3 SANGUINARY GUARD WARRIOR operatives with one option from each of the following:
Angelus bolter, inferno pistol*, or plasma pistol*
Power fist*, encarmine axe or encarmine blade
*You can take a maximum of one power fist, one inferno pistol and one plasma pistol on your team.
Common Abilities and Options
Hammer of Wrath:
Whenever a friendly ANGELS ENCARMINE operative performs a Charge action and chooses to FLY, if it moved more than 4" horizontally while doing so, or if that operative charged from Vantage terrain and ended that Charge within Engagement Range of an enemy operative that was at a lower elevation, you can inflict D3+1 damage on that enemy operative before fighting.
If an enemy operative is incapacitated by this rule, the friendly operative may immediately Reposition up to 2", and can do so into Engagement Range of another enemy operative. This does not count as performing a Charge action.
Jump Pack Assault:
Whenever a friendly ANGELS ENCARMINE operative performs an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat, minus 2" (or within 3" if it was a Dash) of its original location, measuring horizontal distance only. Note that friendly operatives can always choose to move without flying, in which case they do not suffer any movement penalty.
It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).
Point Blank Fusillade:
Ranged weapons with this rule are wrist-mounted and may be fired at enemy operatives within Engagement Range, but only if no other friendly operatives are within the target's Engagement Range. If you do so, worsen the hit stat of the weapon by 1.
Sanguine Astartes:
During each friendly ANGELS ENCARMINE operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and an inferno pistol or plasma pistol is selected for both, 1 additional AP must be spent for the second action.
Each friendly ANGELS ENCARMINE operative can counteract regardless of its order, and may move up to 3" before or after doing so.
The Red Thirst:
The first time during each Turning Point a friendly ANGELS ENCARMINE operative fights in melee after charging, you may retain one successful hit as a critical hit.
SANGUINARY GUARD PRAETOR
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Angelus Bolter (Rng 12", Point Blank Fusillade*) | 4 | 3+ | 3/4 |
| Angelus Plasma Pistol | |||
| Standard (Rng 8", Prc1, Point Blank Fusillade*) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1, Point Blank Fusillade*) | 4 | 3+ | 4/5 |
| Inferno Pistol (Rng 3", Dev3, Prc2, Point Blank Fusillade*) | 4 | 3+ | 5/3 |
| Power Fist (Brutal, Shock) | 4 | 3+ | 5/7 |
| Encarmine Sword (Balanced) | 5 | 3+ | 4/5 |
| Encarmine Axe (Punishing) | 4 | 3+ | 5/6 |
Abilities
Hammer of WrathJump Pack AssaultPoint Blank FusilladePraetor's GuidanceSanguine AstartesThe Red ThirstSANGUINARY GUARD BANNERWARDEN
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Angelus Bolter (Rng 12", Point Blank Fusillade*) | 4 | 3+ | 3/4 |
| Angelus Plasma Pistol | |||
| Standard (Rng 8", Prc1, Point Blank Fusillade*) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1, Point Blank Fusillade*) | 4 | 3+ | 4/5 |
| Inferno Pistol (Rng 3", Dev3, Prc2, Point Blank Fusillade*) | 4 | 3+ | 5/3 |
| Power Fist (Brutal, Shock) | 4 | 3+ | 5/7 |
| Encarmine Sword (Balanced) | 5 | 3+ | 4/5 |
| Encarmine Axe (Punishing) | 4 | 3+ | 5/6 |
Abilities
1AP: FOR SANGUINIUS!Hammer of WrathJump Pack AssaultPoint Blank FusilladeSanguine AstartesThe Red ThirstSANGUINARY GUARD WARRIOR
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Angelus Bolter (Rng 12", Point Blank Fusillade*) | 4 | 3+ | 3/4 |
| Angelus Plasma Pistol | |||
| Standard (Rng 8", Prc1, Point Blank Fusillade*) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1, Point Blank Fusillade*) | 4 | 3+ | 4/5 |
| Inferno Pistol (Rng 3", Dev3, Prc2, Point Blank Fusillade*) | 4 | 3+ | 5/3 |
| Power Fist (Brutal, Shock) | 4 | 3+ | 5/7 |
| Encarmine Sword (Balanced) | 5 | 3+ | 4/5 |
| Encarmine Axe (Punishing) | 4 | 3+ | 5/6 |
Abilities
Hammer of WrathJump Pack AssaultPoint Blank FusilladeSanguine AstartesThe Red ThirstInferno Calibrator
Once per turning point, whenever a friendly ANGELS ENCARMINE operative performs the Shoot action and you select an inferno pistol, you can use this rule. If you do, until the end of that activation (or counteraction), that weapon adds 3" to its range (to a maximum of 6").
Heirloom of the Ninth
Once per turning point, whenever a friendly ANGELS ENCARMINE operative incapacitates an enemy operative in melee, it regains 1+D3 lost wounds.
Encarmine Halo
Up to twice per turning point, you can reduce the normal damage a friendly ANGELS ENCARMINE operative would take from any source by 1.
Angelus Targeters
Once per activation, whenever a friendly ANGELS ENCARMINE operative is shooting with an Angelus Bolter, you may re-roll one attack die.
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: RED THIRST UNBOUND
Use this firefight ploy when a friendly ANGELS ENCARMINE operative fights in melee after performing the Charge action. For the rest of that fight action, normal and critical hits inflict 1 additional damage (to a maximum of 7).
Firefight: WRATH OF BAAL
Use this firefight ploy when a friendly ANGELS ENCARMINE operative performs the fight action, after rolling attack dice but before any rerolls. Until the end of that action, enemy operatives cannot re-roll attack dice. This effect does not stack with the effects of the UNYIELDING AURACITE firefight ploy.
Firefight: DESCENT OF ANGELS
STRATEGIC GAMBIT: Use this firefight ploy during the Strategy Phase on turning points 2, 3, or 4+. Once per battle, you may remove up to two ANGELS ENCARMINE operatives that are not within Engagement Range of an enemy operative from the battlefield and set them up wholly within 12" horizontally of their original positions, but not under vantage terrain. Wall terrain must be measured around using the shortest path through open doors and breach points.
When these operatives activate, they may perform a 1AP action before their activation ends.
Firefight: UNYIELDING AURACITE
Use this firefight ploy when an enemy operative shoots, fights, or retaliates against a friendly ANGELS ENCARMINE operative and resolves two or more critical successes. That enemy operative must perform one of the actions below:
- Reroll any (or all) critical successes. Dice that are rerolled into misses are instead retained as normal successes.
- Discard one critical success in order to retain another.
The enemy operative can select both options to satisfy the conditions of resolving three or more critical successes (i.e., they can discard one to retain another, then reroll their third, etc).
Strategy Ploys
Strategy: RED THIRST UNBOUND
Until the end of the turning point, the first time a friendly ANGELS ENCARMINE operative fights in melee after performing the Charge action, critical hits inflict 1 additional damage (to a maximum of 7).
Strategy: GOLDEN HOST MOMENTUM
Until the end of the turning point, friendly ANGELS ENCARMINE operatives that FLY reduce their movement stat penalty by 1".
Strategy: TARGETS OF OPPORTUNITY
Until the end of the turning point, friendly ANGELS ENCARMINE operatives that have dropped from Vantage terrain to a lower elevation or to the KillZone floor may claim the shooting benefits of being on the vantage point from which they began their activation.
Strategy: GILDED SENTINELS
Until the end of the turning point, friendly ANGELS ENCARMINE operatives cannot be stunned and can ignore any changes to stats from being injured (including their weapons’ stats). This ploy cannot be used to remove existing stun effects.
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
Inferno Calibrator:
Once per turning point, whenever a friendly ANGELS ENCARMINE operative performs the Shoot action and you select an inferno pistol, you can use this rule. If you do, until the end of that activation (or counteraction), that weapon adds 3" to its range (to a maximum of 6").
Heirloom of the Ninth:
Once per turning point, whenever a friendly ANGELS ENCARMINE operative incapacitates an enemy operative in melee, it regains 1+D3 lost wounds.
Encarmine Halo:
Up to twice per turning point, you can reduce the normal damage a friendly ANGELS ENCARMINE operative would take from any source by 1.
Angelus Targeters:
Once per activation, whenever a friendly ANGELS ENCARMINE operative is shooting with an Angelus Bolter, you may re-roll one attack die.
Ploys
Firefight - RED THIRST UNBOUND:
Use this firefight ploy when a friendly ANGELS ENCARMINE operative fights in melee after performing the Charge action. For the rest of that fight action, normal and critical hits inflict 1 additional damage (to a maximum of 7).
Firefight - WRATH OF BAAL:
Use this firefight ploy when a friendly ANGELS ENCARMINE operative performs the fight action, after rolling attack dice but before any rerolls. Until the end of that action, enemy operatives cannot re-roll attack dice. This effect does not stack with the effects of the UNYIELDING AURACITE firefight ploy.
Firefight - DESCENT OF ANGELS:
STRATEGIC GAMBIT: Use this firefight ploy during the Strategy Phase on turning points 2, 3, or 4+. Once per battle, you may remove up to two ANGELS ENCARMINE operatives that are not within Engagement Range of an enemy operative from the battlefield and set them up wholly within 12" horizontally of their original positions, but not under vantage terrain. Wall terrain must be measured around using the shortest path through open doors and breach points.
When these operatives activate, they may perform a 1AP action before their activation ends.
Firefight - UNYIELDING AURACITE:
Use this firefight ploy when an enemy operative shoots, fights, or retaliates against a friendly ANGELS ENCARMINE operative and resolves two or more critical successes. That enemy operative must perform one of the actions below:
- Reroll any (or all) critical successes. Dice that are rerolled into misses are instead retained as normal successes.
- Discard one critical success in order to retain another.
The enemy operative can select both options to satisfy the conditions of resolving three or more critical successes (i.e., they can discard one to retain another, then reroll their third, etc).
Strategic - RED THIRST UNBOUND:
Until the end of the turning point, the first time a friendly ANGELS ENCARMINE operative fights in melee after performing the Charge action, critical hits inflict 1 additional damage (to a maximum of 7).
Strategic - GOLDEN HOST MOMENTUM:
Until the end of the turning point, friendly ANGELS ENCARMINE operatives that FLY reduce their movement stat penalty by 1".
Strategic - TARGETS OF OPPORTUNITY:
Until the end of the turning point, friendly ANGELS ENCARMINE operatives that have dropped from Vantage terrain to a lower elevation or to the KillZone floor may claim the shooting benefits of being on the vantage point from which they began their activation.
Strategic - GILDED SENTINELS:
Until the end of the turning point, friendly ANGELS ENCARMINE operatives cannot be stunned and can ignore any changes to stats from being injured (including their weapons’ stats). This ploy cannot be used to remove existing stun effects.
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.