GREY KNIGHTS
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; fists
- psilencer; 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 unless its a smite.
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 by certain GREY KNIGHT operatives listed on those cards. If they do so, resolve the 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 end of the activation or counteraction, add 1 to the Critical Dmg stat of that operative's melee weapons (to a maximum of 7).
GREY KNIGHT operatives that have access to using the empowered version of this rule: JUSTICAR, BROTHER-CAPTAIN, PALADIN, INTERCEPTOR, and CHAMPION operatives.
ASTRAL AIM
WHEN: When a friendly GREY KNIGHT operative is performing the Shoot action, at the start of the Resolve Attack Dice step.
EFFECT: Until the end of that action, that operative's ranged weapons have the Saturate 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.
- Improve their 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.
Warding Aegis:
Once per battle, when an attack dice inflicts Normal Damage on this operative, you can ignore that inflicted damage.
Bend the Path:
Whenever this operative is under the effects of the empowered version of the Astral Aim BROTHERHOOD OF PSYKERS rule, enemy operatives cannot be obscured.
GREY KNIGHT JUSTICAR
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter | |||
| close range (Rng8", Piercing 1) | 4 | 3+ | 3/4 |
| long range | 4 | 4+ | 3/4 |
| Nemesis force halberd (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
AstartesBanner of TitanBrotherhood of PsykersCrusaderWarding AegisGREY 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 PsykersCrusaderWarding AegisGREY KNIGHT INTERCEPTOR
A 3
M 7"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter | |||
| close range (Rng8", Piercing 1) | 4 | 3+ | 3/4 |
| long range | 4 | 4+ | 3/4 |
| Nemesis falchions (Lethal 5+, Ceaseless) | 5 | 3+ | 4/6 |
Abilities
AstartesBrotherhood of PsykersPersonal TeleporterTeleport StrikeGREY KNIGHT PALADIN
A 3
M 6"
S 2+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Smite (PSYCHIC, Rng8", Seek Light) | 5 | 3+ | 2/2 |
| Nemesis force axe & storm shield | |||
| standard (Shock, Shield*) | 5 | 3+ | 4/6 |
| shield smash (Severe, Shock, Stun, Shield*, Shield Smash*) | 4 | 3+ | 2/3 |
Abilities
*Shield*Shield SmashAstartesBrotherhood of PsykersStorm ShieldGREY KNIGHT LIBRARIAN
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Smite (PSYCHIC, Rng8", Seek Light) | 5 | 3+ | 2/2 |
| 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 Deimos1AP: Vortex of DoomGREY KNIGHT PURGATOR
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psilencer | |||
| standard (Piercing 1) | 5 | 3+ | 4/6 |
| supercharge (Hot, Lethal 5+, Piercing 1) | 5 | 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
AstartesBend the PathBrotherhood of PsykersGREY 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", Hot, Lethal 5+, Saturate, Torrent 2", Blaze*, Psyflame*) | 6 | 2+ | 3/3 |
| Fists | 4 | 3+ | 3/4 |
Abilities
*Blaze*PsyflameAstartesBend the PathBrotherhood of Psykers1AP: Flames of PurityHoly FlamesGREY KNIGHT CHAMPION
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Nemesis daemon hammer (Severe) | 5 | 4+ | 6/7 |
Abilities
Aggressive ForceAstartesBrotherhood of PsykersChampion of ChampionsSANCTUS-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.
PURITY SEALS
Once per turning point, when a friendly GREY KNIGHT operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a success instead.
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).
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: 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.
Strategy Ploys
Strategy: 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).
Strategy: THE SHROUDING
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.
Strategy: ARMOUR OF FAITH
Whenever a friendly GREY KNIGHT operative is fighting or retaliating, Normal and Critical Dmg of 4 or more inflicts 1 less damage on that friendly operative.
Strategy: 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).
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.
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.
PURITY SEALS:
Once per turning point, when a friendly GREY KNIGHT operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a success instead.
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:
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 and Critical 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.