The Harvesters
Composition
A HARVESTERS KillTeam is composed of:
- 1 HARVESTER operative selected from the following list:
- SLAUGHTERBOUND
- BERZERKER CHAMPION equipped with one of the following options:
- Crmison Killer; Tainted Chainaxe
- Tainted Bolt Pistol; Berzerker Glaive
- 5 HARVESTER operatives selected from the following list:
- SAGE OF SLAUGHTER*
- BERZERKER- SURGEON*
- MASTER OF EXECUTION
- EIGHTBOUND
- ICON BEARER*
- BERZERKER: equipped with one of the following options:
- Khorne Eviscerator
- Tainted Chain Blade
Other than BERZERKER operative, your kill team can only include each operative on this list once.
*You cannot select more than one of these options combind.
Common Abilities and Options
*Sweep:
Whenever this operative is performing a Fight action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its attack dice (not all of it) for this action. After that action has ended, this operative can immediately perform a free Fight action against another enemy operative (if any) but must use this weapon for it. In the Roll Attack Dice step of that action, this operative can only roll the remaining attack dice. This operative cannot perform the free Fight action if it rolled all the attack dice of this weapon.
Blessings Of Khorne:
In the Ready step of each strategy phase, you can roll 2D6. Select a Blessing of Khorne for the turning point from the following rules in accordance with the result:
-
Unbridled Bloodlust (4 to 7): Friendly HARVESTER operatives’ melee weapons have the Ceaseless weapon rule.
-
Total Carnage (8 to 9): Whenever a friendly HARVESTER operative is retaliating, you resolve the first attack die (i.e. defender instead of attacker).
-
Warp Blades (10+): Friendly HARVESTER operatives’ melee weapons have the Lethal 4+ weapon rule.
Whenever a friendly HARVESTER operative is fighting or retaliating during its activation or counteraction, you can gain one or more of your Blood Offering Tokens through the following rules:
-
Incapacitate an enemy operative using a normal success (+1 Blood Offering Token)
-
Incapacitate an enemy operative using a critical success (+2 Blood Offering Tokens)
At the end of each turning point after the first, if the total amount of Blood Offering Tokens accumulated in your pool during the turning point is 4 or below, inflict 1D3 damage on each friendly operative and any Blessing of Khorne selected (if any) is no longer accessible for the battle.
In the Ready step of the next strategy phase, remove any or all the Blood Offering Tokens from your pool.
Daemonic Resistance:
Whenever this operative is the target of a shooting attack, ignore the Piercing weapon rules.
Enraged Astartes:
During each friendly HARVESTER operative's activation, it can perform two Fight actions.
You must spend 1 additional AP for whenever a friendly HARVESTER operatives performs the Pick Up Marker and Mission actions (excluding Operate Hatch).
Whenever a friendly HARVESTER operative is injured for the first time, it can immidiately gain 1D3 lost wounds.
Each friendly HARVESTER operative can counteract regardless of its order.
SLAUGHTERBOUND
A 3
M 5"
S 4+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lacerator and Daemonic Claw (Lethal 5+, Rending, *Sweep) | 5 | 3+ | 4/5 |
Abilities
*SweepArchslaughterBlessings Of KhorneDaemonic ResistanceEnraged AstartesBERZERKER CHAMPION
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Crimson Killer | |||
| Standard (Rng 6", Prc1, *Blaze) | 4 | 4+ | 3/5 |
| Supercharge (Rng 6", Prc1, Lethal 5+, Hot, *Blaze) | 4 | 4+ | 4/5 |
| Tainted Bolt Pistol (Rng 8", Rending) | 4 | 4+ | 3/4 |
| Berzerker Glaive (Rending) | 4 | 3+ | 5/7 |
| Tainted Chainaxe (Brutal, Rending) | 5 | 3+ | 4/5 |
Abilities
*BlazeBlessings Of KhorneBlood SurgeEnraged AstartesFavored By KhorneSAGE OF SLAUGHTER
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Double-Handed Chainaxe (Brutal, Severe) | 4 | 3+ | 5/6 |
Abilities
Blessings Of KhorneEndless Pursuit For ViolenceEnraged AstartesBERZERKER-SURGEON
A 3
M 6"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Tainted Bolt Pistol (Rng 8", Rending) | 4 | 4+ | 3/4 |
| Tainted Chainsword (Rending) | 4 | 3+ | 4/5 |
Abilities
Blessings Of Khorne1AP: Corrupted NartheciumEnraged AstartesMedicae ApotheosisMASTER OF EXECUTION
A 3
M 5"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Tainted Bolt Pistol (Rng 8", Rending) | 4 | 4+ | 3/4 |
| Axe Of Dismemberment (Brutal, Acc1) | 4 | 3+ | 5/7 |
Abilities
A Worthy SkullBlessings Of KhorneEnraged AstartesForwards, For Blood!EIGHTBOUND
A 3
M 5"
S 4+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Chainblades (Rending, *Sweep) | 5 | 3+ | 4/5 |
Abilities
*SweepBlessings Of KhorneDaemonic ResistanceEnraged AstartesRapid ManifestationICON BEARER
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Tainted Bolt Pistol (Rng 8", Rending) | 4 | 4+ | 3/4 |
| Tainted Chainsword (Rending) | 4 | 3+ | 4/5 |
Abilities
Blessings Of KhorneEnraged Astartes1AP: Gory DedicationIcon Of BloodBERZERKER
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 4+ | 3/4 |
| Khorne Eviscerator (Brutal, Rending) | 4 | 4+ | 5/6 |
| Tainted Chainblade (Rending) | 4 | 3+ | 4/5 |
Abilities
Berzerker's WrathBlessings Of KhorneEnrraged AstartesHELM OF BRAZEN IRE
Once per turning point, whenever an enemy operative is shooting, fighting or retaliating against a friendly HARVESTER operative within its control range; if that enemy operative’s wounds is at half (rounded up) or lower than the wounds of that friendly operative, worsen the Hit stat of that enemy operative’s weapons for that sequance.
BRASS COLLAR OF BHORGHASTER
Once per turning, whenever an enemy operative within 2 inches of a friendly HARVESTER operative performs an action during which it uses the Psychic rule. Inflict 1D3+1 damage on that enemy operative.
TALISMAN OF BURNING BLOOD
In the Select Operatives phase, you can select one friendly HARVESTER operative to use this rule for. If you do so, you can add a 1D3 to its Move stat when it performs a Charge action during its activation once per battle (not eligible for the free Charge action of UNRELENTING ASSAULT strategy ploy).
MIGHTY SKULL RACK
Enemy operatives within control range of a friendly HARVESTER operative (except for BERZERKER-SURGEON) cannot assist.
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: FURY UNLEASHED
Use this firefight ploy when during a friendly HARVESTER operative’s activation and if the total amount of Blood Offering Tokens accumulated in your pool is 4 or above, that friendly operative can perform up to three Fight action (the third one is a free action) during its activation (this takes precedence over action restrictions).
Firefight: BRAZEN CONTEMPT
Use this firefight ploy when an enemy operative is performing a shooting attack against a friendly HARVESTER operative within 8 inches of it. In the Roll Attack Dice step of that attack, if the Hit stat of that enemy operative’s ranged weaopns is higher (numerically) than the APL stat of that friendly operative, subtract 1 from that ranged weapon’s Atk stat.
Firefight: PUNISH THE CRAVEN
Use this firefight ploy when an enemy operative performs a Fall Back action while within control range of a friendly HARVESTER operative, roll a 1D6. If the result is higher than that enemy operative’s APL stat, inflict 1D3+1 damage on that enemy operative and it cannot perfom that action for the battle (any AP spent is not refunded).
Firefight: VIOLENT DEMISE
Use this firefight ploy when a friendly HARVESTER operative is incapacitated while fighting or retaliating. You can strike the enemy operative in that sequence with one of your unresolved successes (if any) before it’s removed from the killzone.
Strategy Ploys
Strategy: BLOOD FOR THE BLOOD GOD!
Whenever a friendly HARVESTER operative is fighting while wholly within your oppoenet’s territory, add 1 to both Dmg stats of its melee weapons.
Strategy: SKULLS FOR THE SKULL THRONE!
Whenever a friendly HARVESTER operative is retaliating while wholly within your territory, its melee weapons have the Punishing weapon rule.
Strategy: ASPIRE TO INFAMY
Whenever an operative is shooting a friendly HARVESTER operative, weapons with the Piercing 1 and 2 weapon rules have the Piercing Crits 1 and 2 weapon rules instead, respectively.
Strategy: UNRELENTING ASSAULT
Whenever a friendly HARVESTER operative incapacitates an enemy operative within its control range for the first time during its activation(the friendly operative's), that friendly operative can immediately perform a free Charge or Dash action (for the former, it cannot move more than 3 inches) even if it has performed an action that prevents it from performing a Charge or Dash action.
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
HELM OF BRAZEN IRE:
Once per turning point, whenever an enemy operative is shooting, fighting or retaliating against a friendly HARVESTER operative within its control range; if that enemy operative’s wounds is at half (rounded up) or lower than the wounds of that friendly operative, worsen the Hit stat of that enemy operative’s weapons for that sequance.
BRASS COLLAR OF BHORGHASTER:
Once per turning, whenever an enemy operative within 2 inches of a friendly HARVESTER operative performs an action during which it uses the Psychic rule. Inflict 1D3+1 damage on that enemy operative.
TALISMAN OF BURNING BLOOD:
In the Select Operatives phase, you can select one friendly HARVESTER operative to use this rule for. If you do so, you can add a 1D3 to its Move stat when it performs a Charge action during its activation once per battle (not eligible for the free Charge action of UNRELENTING ASSAULT strategy ploy).
MIGHTY SKULL RACK:
Enemy operatives within control range of a friendly HARVESTER operative (except for BERZERKER-SURGEON) cannot assist.
Ploys
Firefight - FURY UNLEASHED:
Use this firefight ploy when during a friendly HARVESTER operative’s activation and if the total amount of Blood Offering Tokens accumulated in your pool is 4 or above, that friendly operative can perform up to three Fight action (the third one is a free action) during its activation (this takes precedence over action restrictions).
Firefight - BRAZEN CONTEMPT:
Use this firefight ploy when an enemy operative is performing a shooting attack against a friendly HARVESTER operative within 8 inches of it. In the Roll Attack Dice step of that attack, if the Hit stat of that enemy operative’s ranged weaopns is higher (numerically) than the APL stat of that friendly operative, subtract 1 from that ranged weapon’s Atk stat.
Firefight - PUNISH THE CRAVEN:
Use this firefight ploy when an enemy operative performs a Fall Back action while within control range of a friendly HARVESTER operative, roll a 1D6. If the result is higher than that enemy operative’s APL stat, inflict 1D3+1 damage on that enemy operative and it cannot perfom that action for the battle (any AP spent is not refunded).
Firefight - VIOLENT DEMISE:
Use this firefight ploy when a friendly HARVESTER operative is incapacitated while fighting or retaliating. You can strike the enemy operative in that sequence with one of your unresolved successes (if any) before it’s removed from the killzone.
Strategic - BLOOD FOR THE BLOOD GOD!:
Whenever a friendly HARVESTER operative is fighting while wholly within your oppoenet’s territory, add 1 to both Dmg stats of its melee weapons.
Strategic - SKULLS FOR THE SKULL THRONE!:
Whenever a friendly HARVESTER operative is retaliating while wholly within your territory, its melee weapons have the Punishing weapon rule.
Strategic - ASPIRE TO INFAMY:
Whenever an operative is shooting a friendly HARVESTER operative, weapons with the Piercing 1 and 2 weapon rules have the Piercing Crits 1 and 2 weapon rules instead, respectively.
Strategic - UNRELENTING ASSAULT:
Whenever a friendly HARVESTER operative incapacitates an enemy operative within its control range for the first time during its activation(the friendly operative's), that friendly operative can immediately perform a free Charge or Dash action (for the former, it cannot move more than 3 inches) even if it has performed an action that prevents it from performing a Charge or Dash action.
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.