GREY KNIGHTS

Homebrew by Oakrage

"We are the warriors of the Grey Knights, armoured in faith, shielded by devotion and armed with purity of purpose. But greater even than these, we carry the light of the divine Emperor of Mankind into the dark places to purge the Daemonic wherever it may be found."

Brother-Captain Arvann Stern.

DESIGNER'S COMMENTARY

Overview:

The Grey Knights were created by the Emperor to combat the Chaos Gods. They have powerful, unique rules and great flexibility that lets them adapt to the battle as it develops. Each of them excel in a particular form of warfare, but at just five operatives they are one of the most elite teams in the game; you’ll have to plan your attacks carefully, as losing operatives early can be crippling.

How to Play:

The Grey Knight’s first key strength is their flexibility when selecting operatives. When you find out which kill team you’re playing against, you can put a lot of thought into choosing if you will bring a more balanced kill team or if you will focus on having either more melee or ranged specialized operatives. This gives the team plenty of replayability and opportunities for experimentation as try different operatives in different matchups.

Once they set foot in the killzone, you’ll have five of the best operatives at your disposal. Their selection of weapons are fearsome, capable of dispatching most enemy operatives in one attempt. This is backed up by great stats: extra wounds over regular Astartes combined with that ever impressive 3+ Save and 3 APL. This raw strength is where the Grey Knights draw a lot of their power, so expect some exciting activations when your operatives go all out!

The Brotherhood of Psykers faction rule allows the Grey Knights to react and adapt to whatever is asked of them during their activation: use it to boost their damage with melee weapons, their accuracy with ranged weapons or their abillity to shrug off ranged attacks. However, if you wish to fully utilise that rule’s potential, you have to plan in advance how you will pay for the 1 AP cost of using its stronger effects.

Making mistakes when positioning your operatives is the easiest way to get them killed, and at just five operatives, you will frequently be outnumbered. If your operatives are incapacitated too early, you can fall behind on VPs without a realistic way of catching up. This is where this team’s teleporting capabillities come in clutch, allowing newer players to correct those mistakes by rescueing exposed operatives with the Librarian’s Gate of Infinity unique action or the Teleport Assault ploy. On the other hand, a shrewd Grey Knights player may set a trap pretending to leave an operative exposed to the enemy, only to then teleport it away or in place of an operative better equipped to deal with that situation.

Still, don’t be afraid to show restraint. It can be tempting to rush out guns and weapons blazing - especially if you are counting with a teleport to get you out of trouble - incapacitating the first thing your operatives encounter, but if you then lose your operative when the enemy counterattacks, the trade won’t have been worth it. Against teams with more operatives, each of your operatives needs to incapacitate multiple enemies to make up the difference, so bide your time until you can threaten a number of enemies at once. Sometimes it can be worth conceding the midboard in the first and second turning point to come out strong in the third and fourth.

When you need to play aggressively, do so wisely, using a few tricks to improve your chances of surviving. For example, position your operatives so they are obscured or not a valid target for as many enemies as possible, or charge an expended enemy so you can’t be shot. Use the Shrouding, Armour of Faith and Transhuman Physiology ploys, the Aegis Shield faction rule, the Mists of Deimos unique action, and the Sanctus-V Bioscryer Cuffs and smoke grenades equipments to keep your operatives alive that little bit longer. This way you can start to incapacitate the enemy, but reduce your opponent’s capabilities of responding. Then, as they start to lose more and more operatives, you can be even more aggressive, knowing your opponent is running out of ways to respond.

In summary, load up on some of the best rules available in the game, but think carefully about how and when to use them. Get the right balance and your operatives will become the true elite of kill team.

Kill Team Concept

Teleporting elite psyker marines

Key gameplan aspects
  • Control objective markers and hold your ground;
  • Strategize in advance how you are going to use the teleports to move your operatives in position or out of trouble during the battle;
  • Stun, slow down and knockback enemies to shape the flow of the killzone in your favor.
Operatives role in battle
  • Justicar and Brother-Captain contest objectives;
  • Paladin knocksback enemies to peel for allies;
  • Champion can be rewarded for playing aggressively;
  • Interceptor use its teleport to flank unexpected enemies;
  • Librarian stuns enemies and has a strong ranged AoE attack. Use its teleport to provide support for the team rescueing exposed allies or setting them up for their next activation on the following turning point;
  • Purgators can bring a psilencer to shoot down elites or a psycannon to blow up horde teams;
  • Purifiers provide short range AoE damage versus hordes, area denial and damage over time.
100% positive
Composition

A GREY KNIGHT kill team is composed of:

1 GREY KNIGHT operative selected from the following list:

  • JUSTICAR
  • BROTHER-CAPTAIN¹

4 GREY KNIGHT operatives selected from the following list:

  • LIBRARIAN
  • INTERCEPTOR
  • PALADIN¹
  • CHAMPION
  • PURIFIER
  • PURGATOR with one of the following options:
    • psycannon; storm bolter; fists
    • psilencer; storm bolter; fists

Your killteam can only include each operative on this list once.

¹You cannot select both of these operatives for deployment on the same kill team.

Common Abilities and Options

Astartes:
During each friendly GREY KNIGHT operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and a psilencer or incinerator is selected for both, or the psychic onslaught weapon profile was selected for either, 1 additional AP must be spent for the second action. You cannot select the same psychic ranged weapon more than once per activation.

Each friendly GREY KNIGHT operative can counteract regardless of its order.

Banner of Titan:
Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this. Whenever an enemy operative is within 3” of this operative:

  • They must spend 1 additional AP to perform the Pick Up Marker and mission actions.

Brotherhood of Psykers:
You can use this rule once during each friendly GREY KNIGHT operative’s activation or counteraction. If you use a BROTHERHOOD OF PSYKERS rule during an operative's activation, you cannot use the same rule again during that specific operative’s counteraction on that turning point.

Each BROTHERHOOD OF PSYKERS rule specifies when it can be used and if there is a cost to use it. If a rule says it costs 1 AP to use it and that specific operative doesn't have at least 1 AP remaining to spend it on, it cannot use that rule.

Additionally, the Hammerhand and Astral Aim rules can be empowered. If a GREY KNIGHT operative does so, resolve that rule following the text bellow the “Empowered Hammerhand” or “Empowered Astral Aim” sections instead.

HAMMERHAND

WHEN: When a friendly GREY KNIGHT operative is performing the Fight action, at the start of the Resolve Attack Dice step.

EFFECT: The first time you strike on that sequence, inflict 1 damage on the enemy operative in that sequence.

  • EMPOWERED HAMMERHAND

    WHEN: When a friendly GREY KNIGHT operative is performing the Fight action, at the start of the Resolve Attack Dice step. That specific operative must spend 1 AP to use this rule.

    EFFECT: Until the start of that operative's next activation, its melee weapons have the Devastating 1 weapon rule.

AEGIS SHIELD

WHEN: During a friendly GREY KNIGHT operative's activation or counteraction, before or after it performs an action. That specific operative must spend 1 AP to use this rule.

EFFECT: Until the start of that operative's next activation, it gains one of the following benefits (choose one):

  • Whenever an operative is shooting this operative, worsen the x of the Piercing rule by 1 (if any). Note that Piercing 1 would therefore be ignored.
  • Whenever an operative is shooting this operative with a weapon that has a Normal Dmg stat of 3 or less, improve this operative's Save stat by 1 (to a maximum of +2).

Crusader:
In the Ready step of each Strategy phase, if this operative controls an objective marker that isn’t claimed, that objective marker is claimed for the battle and you gain 1 CP.

Psychic Power:
This operative can use the Hammerhand and Aegis Shield BROTHERHOOD OF PSYKERS rules.

GREY KNIGHT JUSTICAR
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Storm Bolter (Rng8")
4
3+
3/4
Nemesis force halberd (Lethal 5+)
5
3+
4/6
Abilities
AstartesBanner of TitanBrotherhood of PsykersCrusaderPsychic Power
32GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, PSYKER, LEADER, JUSTICAR, 32mm
GREY KNIGHT BROTHER-CAPTAIN
A 3
M 6"
S 2+
W 15
Weapons
ATK
HIT
DMG
Psycannon (Blast 1")
4
3+
4/5
Nemesis force halberd (Lethal 5+)
5
3+
4/6
Abilities
AstartesBanner of TitanBrotherhood of PsykersCrusaderPsychic Power
32GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, PSYKER, LEADER, BROTHER-CAPTAIN, 40mm
GREY KNIGHT INTERCEPTOR
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Storm Bolter (Rng8")
4
3+
3/4
Nemesis falchions (Ceaseless, Lethal 5+)
5
3+
4/5
Abilities
AstartesBrotherhood of PsykersPersonal TeleporterPsychic PowerTeleport Strike

Personal Teleporter: Once per turning point, when this operative performs an action in which it moves, they can teleport. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3” if it was a Dash) horizontally of its original location. Note that it gains no additional distance when perfoming the Charge action. It must be set up in a location it can be placed, and unless its the Charge action, it cannot be setup within control range of an enemy operative.

Teleport Strike: Whenever this operative is fighting an enemy operative, subtract 1 from the Atk stat of that enemy operative’s weapons (to a minimum of 3) and your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of Lethal, Rending or Severe weapon rules), if both of the following are true:

  • This operative wasn’t visible to that enemy operative at the start of the activation/counteraction.
  • This operative used the Personal Teleporter rule before the performing the Fight action during that activation/counteraction.
32GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, PSYKER, INTERCEPTOR, 32mm
GREY KNIGHT PALADIN
A 3
M 6"
S 2+
W 15
Weapons
ATK
HIT
DMG
Storm bolter (Rng8")
4
3+
3/4
Nemesis force sword & storm shield (Shock, Shield*)
5
3+
4/6
Abilities
*ShieldAstartesBrotherhood of PsykersPsychic Power1AP: Shield SmashStorm Shield

*Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved sucesses (instead of one).

Shield Smash (1AP): - Select one enemy operative within this operative's control range. You can move that enemy operative up to 3” to a location it can be placed. Then inflict 1 damage on the selected operative (even if you don't move it) and subtract 1 from its APL stat until the end of its next activation. This operative can then immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but cannot move more than 3” during that action.

  • This operative cannot perform this action unless an enemy operative is within its control range.

Storm Shield: Whenever an operative is shooting this operative, worsen the x of the Piercing rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

32GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, PSYKER, PALADIN, 40mm
GREY KNIGHT LIBRARIAN
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Storm bolter (Rng8")
4
3+
3/4
Warp rift (PSYCHIC, Rng8", Blast 2")
4
3+
3/5
Psychic shriek (PSYCHIC, Rng6", Saturate, Seek Light, Stun, Torrent 2")
5
2+
2/2
Nemesis force maul (PSYCHIC, Lethal 5+, Shock, Stun)
5
3+
4/5
Abilities
AstartesBrotherhood of Psykers1AP: Gate of Infinity1AP: Mists of DeimosPsychic Power1AP: Vortex of Doom

Gate of Infinity (1AP): - PSYCHIC. Select one other friendly GREY KNIGHT operative visible to this operative. Remove that operative from the killzone and set it back up within 6” horizontally of its original location. It must be set in a location it can be placed, cannot be set up within control range of an enemy operative, and must be set up either in a location that is visible to this operative or on Vantage terrain of a terrain feature that’s visible to this operative.

  • PSYCHIC. Alternatively, select this friendly LIBRARIAN operative as the target instead to resolve the effect above. If you do, this action is treated as a Reposition action for the purposes of action restrictions.

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

Mists of Deimos (1AP): - PSYCHIC. Remove your Mists of Deimos marker from the killzone (if any). Then place your Mists of Deimos marker visible to this operative, or on Vantage terrain of a terrain feature visible to this operative. That marker creates an area of smoke with the same size and effects as a smoke grenade (see universal equipment), except you don’t remove it during the following turning point. If this operative is incapacitated, remove your Mists of Deimos marker from the killzone.

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

Vortex of Doom (1AP): PSYCHIC. Until this operative has shot with its warp rift, until it performs this action again, until it targets itself while performing the Gate of Infinity action, or until it is selected for the Teleport Assault ploy (whichever comes first), its warp rift has the Lethal 5+ and Saturate weapon rules, has 1 added to their Atk stat and the Range 8” weapon rule removed.

32GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, PSYKER, LIBRARIAN, 40mm
GREY KNIGHT PURGATOR
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Storm bolter (Rng 8")
4
3+
3/4
Psilencer
standard (Piercing 1)
4
3+
4/6
supercharge (Hot, Lethal 5+, Piercing 1)
4
3+
5/6
Psycannon
standard (Blast 1")
4
3+
4/5
psychic onslaught (Blast 2", Hot)
6
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesBrotherhood of PsykersPsychic Power
32GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, PSYKER, PURGATOR, 32mm
GREY KNIGHT PURIFIER
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Incinerator
standard (Range 8", Saturate, Torrent 2", Blaze*)
5
2+
3/3
psyflame (Range 8", Saturate, Torrent 2", Blaze*, Lethal 5+, Seek Light, Psyflame*)
6
2+
3/3
Fists
4
3+
3/4
Abilities
*Blaze*PsyflameAstartesBrotherhood of Psykers1AP: Flames of PurityHoly FlamesPsychic Power

*Blaze: If you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Blaze tokens (if it doesn’t already have one). Whenever an operative that has one of your Blaze tokens is activated, inflict D3 damage on it. Then that operative’s controlling player selects one of the following:

  • Roll one d6: on a 3+, remove that token.

  • Subtract 1 from the operative’s APL stat until the end of that activation to remove that token.

*Psyflame: Whenever this operative is shooting with this weapon profile, enemy operatives cannot be obscured. This operative can use this weapon profile to perform the Shoot or the Flames of Purity action if it’s the first time it performs either of those actions during its activation. However, after performing that action (and the free Flames of Purity action from the Holy Flames rule, if possible):

  • This operative can’t perform the Shoot action again during that activation.

  • This operative can’t perform the Flames of Purity action again during that activation.

Flames of Purity (1AP): PSYCHIC. Place a Flames of Purity marker visible to and within 8” of this operative, or on Vantage terrain of a terrain feature that’s visible to and within 8” of this operative. That marker gains 1 Purity point, then select an incinerator weapon profile this operative can use and roll attack dice: it gains 1 additional Purity point for each critical success (to a maximum of 3 additional points).

Whenever an operative is within x” of that marker, where x” is that marker’s Purity points, subtract 2” from its Move stat and it gains one of your Blaze tokens (if it doesn’t already have one). This isn’t cumulative with being injured. Note that this operative is ignored for these effects (i.e. it cannot be affected by this marker).

In the Ready step of each Strategy Phase:

  • Remove all Flames of Purity markers placed using an incinerator’s standard weapon profile (if any).

  • Subtract 1 Purity point from markers placed using the psyflame weapon profile (if any). If a Flames of Purity marker ever has 0 points, remove it.

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

Holy Flames: This operative can perform the Flames of Purity action up to two times during its activation. Additionally, it can perform a free Flames of Purity action immediately after performing the Shoot action. If it does, perform it as normal except for the following:

  • Pick a primary or secondary target of that Shoot action. The Flames of Purity marker must be placed within control range of that enemy operative.

  • Use the result of the attack dice rolled against that enemy operative during the Roll Attack Dice step of that Shoot action to determine if the marker gains any additional Purity points.

32GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, PSYKER, PURIFIER, 32mm
GREY KNIGHT CHAMPION
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Anointed blade (Brutal, Lethal 5+)
5
3+
4/6
Abilities
AstartesBlademasterBrotherhood of PsykersChampion's ChallengePsychic Power

Blademaster: You can ignore any changes to the Hit stat of this operative’s anointed blade. Whenever this operative is fighting or retaliating, you can resolve one of your successess before the normal order. If you do, that success must be used to block.

Champion's Challenge: Once per battle STRATEGIC GAMBIT. Select one enemy operative within 8” of this operative and challenge it to a duel. Your opponent must accept or decline that challenge (if it’s a non-player operative, rolle one D6: on a 4+, the challenge is accepted, otherwise it’s declined).

If the challenge is accepted, whenever that enemy operative is fighting or retaliating against this operative, Normal and Critical Damage of 3 or more inflicts 1 less damage on it. The first time this operative incapacitates that enemy operative while fighting or retaliating during the battle, whenever this operative is fighting or retaliating, Normal and Critical Dmg of 3 or more inflicts 1 less damage on it until the end of the battle. This isn't cumulative with the Armour of Faith strategy ploy, but becomes so if this operative incapacitates that enemy operative while fighting or retaliating.

If the challenge is declined, until the end of the battle, subtract 1 from that enemy operative’s APL stat, its APL stat cannot be added to, and whenever that enemy operative is shooting, fighting or retaliating against a friendly GREY KNIGHTS operative, your opponent must re-roll their attack dice results of 6.

32GREY KNIGHT, IMPERIUM, ADEPTUS ASTARTES, PSYKER, CHAMPION, 32mm
Equipment

SANCTUS-V BIOSCRYER CUFFS:
Once during each friendly GREY KNIGHT operative's activation, before or after it performs an action, if it's not within control range of enemy operatives, you can use this rule. If you do, select one of the following:

  • That friendly operative regains up to D3 lost wounds.
  • Remove any changes to that friendly operative's APL stat.
  • Remove one Blaze token that friendly operative has before its activation effects are resolved.

PSYBOLT AMMUNITION:
Once per turning point, when a friendly GREY KNIGHT operative is perfoming the Shoot action and you select a storm bolter, you can use this rule. If you do, until the end of that action, the weapon has the Saturate and Piercing 1 weapon rules and the Range 8” weapon rule removed.


SCRUTAVORE SERVO-THRALL:
Once per turning point, during a friendly GREY KNIGHT operative's activation, you can use this rule. If you do, during that activation, that operative can perform a mission action for 1 less AP.

Having an enemy operative within its control range doesn't prevent that friendly operative from performing that mission action. However, in such an instance, after it does so, you and your opponent roll-off. If your opponent wins, you cannot use this equipment for the rest of the battle.


SANCTIC BLESSING:
Once per battle, during a friendly GREY KNIGHT operative's activation, you can reduce the AP cost of using a BROTHERHOOD OF PSYKERS rule by 1 (if any).


Ploys

Firefight - I AM THE HAMMER!:
Use this firefight ploy after rolling your attack dice for a friendly GREY KNIGHT operative, if it’s shooting against or fighting against an operative that has the CHAOS keyword. You can re-roll any of your attack dice.


Firefight - QUICKSILVER:
Use this firefight ploy during a friendly GREY KNIGHT operative's activation or counteraction, before or after it performs an action. During that activation/counteraction, that operative can: - Perform the Fall Back action for 1 less AP. - 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).


Firefight - HONOUR THE CHAPTER:
Use this firefight ploy during a friendly GREY KNIGHT operative's activation or counteraction, before it performs any actions. Until the start of that operative’s next activation, add 1 to its APL stat, but it cannot perform the same action more than once during that activation or counteraction. Additionally, if its a counteraction and a friendly LEADER operative is in the killzone, you can change that specific operative's order.


Firefight - TRANSHUMAN PHISIOLOGY:
Use this firefight ploy when an operative is shooting a friendly GREY KNIGHT operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Strategic - TELEPORT ASSAULT:
Select two friendly GREY KNIGHT operatives visible to and within 6” of each other. Remove them both from the killzone and set them back up in each other’s previous locations (in other words, swap their positions).


Strategic - THE SHROUDING:
Whenever an operative is shooting a friendly GREY KNIGHT operative that has an Engage order, you can re-roll one of your defence dice.


Strategic - ARMOUR OF FAITH:
Whenever a friendly GREY KNIGHT operative is fighting or retaliating, Normal Dmg of 4 or more inflicts 1 less damage on that friendly operative.


Strategic - AND THEY SHALL KNOW NO FEAR:
You can ignore any changes to the stats of friendly GREY KNIGHT operatives from being injured (including their weapon’s stats).


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.