Infernal Phantoms
Composition
An INFERNAL PHANTOMS KillTeam is composed of:
-
1 PHANTOM operative selected from the following list:
- MMOLATED SERGEANT
- WARP-TWISTED CHAPLAIN
-
5 PHANTOM operatives selected from the following list:
- TORCHED ONE equipped with one of the following options:
- Infernal Force Stave
- Infernal Force Weapon
- GUNNER equipped with one of the following options:
- Plasma Gun
- Meltagun
- Flamer
- Boltgun
- HEAVY GUNNER equipped with one of the following options:
- Heavy Flamer
- Multi-Melta
- INFERNAL ICON equipped with one of the following options:
- Infernal Sword
- Tainted Chainsword
- GATEKEEPER
- BRAZEN IRE equipped with one of the following options:
- Infernal Sword
- Tainted Chainsword
- TORCHED ONE equipped with one of the following options:
Other than the BRAZEN IRE operative, your kill team can only include each operative on this list once.
Common Abilities and Options
Damned Astartes:
During each friendly PHANTOM operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a Bolt weapon must be selected for at least one of them.
A friendly PHANTOM operative cannot be targeted by Psychic weapons and actions. You can ignore the Stun, Shock and any rule that may change its APL stat. You can ignore any changes to its stats from being injured. A success with 2 or less Dmg stat cannot inflict damage on it.
You must spend 1 additonal AP whenever that friendly operative performs a Mission action (except Operate Hatch).
Each friendly PHANTOM operative can counteract regardless of its order.
Death Spasm:
Friendly PHANTOM operatives' Wound stats cannot be added to or subtracted from (this takes precedence over any stat rules). For the purpose of kill and tac ops, treat each friendly operative as always having 14 wounds and being injured. A friendly operative can be incapacitated when one of the following is met:
-
An enemy operative is fighting or retaliating against it and your opponent strikes with two critical successes during the same turning point. Note this can be strikes from two different Fight actions.
-
An operative is shooting it and two critical successes inflicted damage on it during the same turning point. Note this can be successes from two different Shoot actions.
-
A friendly operative that is not within 9 inches of another friendly operative at the end of the turning point.
-
A friendly operative that is not incapacitated and not set up in the killzone at the end of the battle.
*Blaze:
If you retained any critical success, the operative this weapon is being used against gains one of your Blaze Tokens (if it does not already have one). When an operative that has one of your Blaze Tokens is activated, inflict 1D3 damage on it then remove the token from it.
Materialize (0AP):
Set up this operative in the killzone, wholly within your territory, more than 8 inches of enemy operatives and in a location it can be placed. Treat this action as a Reposition action. This operative cannot perform this action if it has a Conceal order and/or if it is in the killzone. This action cannot be performed more than once per battle.
IMMOLATED SERGEANT
A 3
M 4"
S 3+
W 1
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 6", Prc1) | 4 | 3+ | 4/6 |
| Supercharge (Rng 6", Prc2, Lethal 5+) | 4 | 3+ | 5/6 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Damned AstartesDeath SpasmFerry Of The DeadGrim SpectreWARP-TWISTED CHAPLAIN
A 3
M 4"
S 3+
W 1
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Infernal Absolver Bolt Pistol (Rng 12", *Blaze) | 4 | 3+ | 3/5 |
| Twisted Crozius Arcanum (Psychic, Brutal, Shock) | 5 | 3+ | 4/5 |
Abilities
*BlazeAnimus MortueDamned AstartesDeath SpasmWarp CovenantTORCHED ONE
A 3
M 4"
S 3+
W 1
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Warpflame Pistol (Rng 6", PrcCrits1, Tor 1") | 4 | 2+ | 3/3 |
| Smite | |||
| Witchfire (Psychic, Rng 8", Saturate, 1" Dev1, Tor 2") | 5 | 4+ | 3/3 |
| Focused Witchfire (Psychic, Rng 8", Saturate, Seek Light, Dev3, Stun) | 4 | 3+ | 4/4 |
| Inferno Storm (Psychic, Rng 6", Saturate, Blast 2", *Blaze) | 5 | 4+ | 2/3 |
| Infernal Force Stave (Psychic, Shock, *Blaze) | 4 | 3+ | 4/5 |
| Infernal Force Weapon (Psychic, Lethal 5+, Shock, *Blaze) | 4 | 3+ | 3/6 |
Abilities
*BlazeDamned AstartesDeath Spasm0AP: MaterializeWarply InsaneGUNNER
A 3
M 4"
S 3+
W 1
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Gun | |||
| Standard (Prc1) | 4 | 3+ | 4/6 |
| Supercharge (Prc1, Lethal 5+) | 4 | 3+ | 5/6 |
| Meltagun (Rng 6", Prc2, Dev4) | 4 | 3+ | 6/3 |
| Flamer (Rng 8", Saturate, Tor 2") | 4 | 2+ | 3/3 |
| Boltgun | 4 | 3+ | 3/4 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Damned AstartesDeath Spasm1AP: MaterializeHEAVY GUNNER
A 3
M 4"
S 3+
W 1
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Multi-Melta (Hvy(Dash), Prc2, Dev4) | 4 | 4+ | 6/3 |
| Heavy Flamer (Rng 6, Hvy(Dash), Saturate, Tor 2") | 6 | 2+ | 2/2 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Damned AstartesDeath Spasm1AP: MaterializeINFERNAL ICON
A 3
M 4"
S 3+
W 1
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Infernal Sword (Severe, *Blaze) | 4 | 3+ | 3/5 |
| Tainted Chainsword (Rending) | 4 | 3+ | 4/5 |
Abilities
*BlazeDamned AstartesDeath SpasmIcon Of Vengeance1AP: MaterializeGATEKEEPER
A 3
M 4"
S 3+
W 1
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Infernal Sword and Shield (Severe, *Blaze) | 4 | 3+ | 4/6 |
Abilities
*BlazeDamned AstartesDeath SpasmEngulfed Shield1AP: MaterializeBRAZEN IRE
A 3
M 5"
S 3+
W 1
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | 4 | 3+ | 3/4 |
| Infernal Sword (Severe, *Blaze) | 4 | 3+ | 3/4 |
| Tainted Chainsword (Rending) | 4 | 3+ | 3/4 |
Abilities
*BlazeDamned AstartesDeath SpasmHighway To Hell1AP: MaterializeFLAMING PROJECTILES
Once per turning point, when a friendly PHANTOM operative is shooting against an enemy operative and you selected a Boltgun or Bolt Pistol as its ranged weapon for that sequance. That ranged weapon has the Torrent 1” and Blaze* weapon rules.
DAEMONIC ARMOUR
Once per turning point, when an operative is shooting a friendly PHANTOM operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.
IRON HALO
Once per turning point, when an enemy operative is shooting or fighting a friendly PHANTOM operative, your opponent cannot retain the attack dice results of less than 6 as critical successes (e.g. as a result of Lethal, Rending or Severe weapon rules).
ETHEREAL BOLTS
Once per turning point, when a friendly PHANTOM operative is shooting against an enemy operative, and you selected a Boltgun or Bolt Pistol as its ranged weapon for that sequance. That ranged weapon has the Devastating 2 weapon rule.
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: HELLISH ONSLAUGHT
Use this firefight ploy when a friendly PHANTOM operative is performing the Fight action during an activation in which it has performed the Charge action, its melee weapon has the Shock and Soul Burn* weapon rules.
*Soul Burn: Whenever this weapon inflicts normal damage, add 1 to that inflicted damage. Whenever this weapon inflicts critical damage, add 1 to that inflicted damage and subtract 1 from the enemy operative’s APL stat for the battle.
Firefight: BLAZING GLORY
Use this firefight ploy when a friendly PHANTOM operative performs a Charge action, it can move within control range of enemy operatives. After that action ends, roll a 1D6 for each enemy operative it moved within control range of (in the order it moved within control range of them). On 4+, that enemy operative gains one of your Blaze Tokens (if it does not have one already).
Firefight: VENGEFUL SPIRIT
Use this firefight ploy when a friendly PHANTOM operative is counteracting. It can perform an additional 1 AP action for free during that counteraction, but both actions must be different.
Firefight: INFERNAL ENDING
Use this firefight ploy when a friendly PHANTOM operative is incapacitated while fighting or retaliating, roll a 1D6 for each enemy operative within the control range of that friendly operative. On 4+, inflict 1 damage on that enemy operative and it has one of your Blaze Tokens (if it does not have one already).
Strategy Ploys
Strategy: PHANTASMAL SPECTRES
Friendly PHANTOM operatives can move through parts of terrain features as if they were not there, but must end those moves in a location it can be placed. This ploy costs 1 additional CP for each previous time it was used in.
Strategy: NEVER TOO LATE, NEVER TOO EARLY
You can set up any or all friendly PHANTOM operatives that have Engage orders, are not incapacitated and are not in the killzone within 6 inches of your drop zone, more than 7 inches of enemy operatives, and in a location for each to be placed.
Strategy: RETRIBUTION MANIFEST
Whenever a friendly PHANTOM operative is shooting or fighting an enemy operative that incapacitated another friendly operative during the turning point, that friendly operative’s weapons have the Ceaseless weapon rule.
Strategy: AURA OF FEAR
Whenever an enemy operative within the control range of a friendly PHANTOM operative is performing a Fall Back action, roll a 1D6, if the result is higher than the APL stat of that enemy operative, Your opponent has to spend an additional 1 AP to perform that 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
FLAMING PROJECTILES:
Once per turning point, when a friendly PHANTOM operative is shooting against an enemy operative and you selected a Boltgun or Bolt Pistol as its ranged weapon for that sequance. That ranged weapon has the Torrent 1” and Blaze* weapon rules.
DAEMONIC ARMOUR:
Once per turning point, when an operative is shooting a friendly PHANTOM operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.
IRON HALO:
Once per turning point, when an enemy operative is shooting or fighting a friendly PHANTOM operative, your opponent cannot retain the attack dice results of less than 6 as critical successes (e.g. as a result of Lethal, Rending or Severe weapon rules).
ETHEREAL BOLTS:
Once per turning point, when a friendly PHANTOM operative is shooting against an enemy operative, and you selected a Boltgun or Bolt Pistol as its ranged weapon for that sequance. That ranged weapon has the Devastating 2 weapon rule.
Ploys
Firefight - HELLISH ONSLAUGHT:
Use this firefight ploy when a friendly PHANTOM operative is performing the Fight action during an activation in which it has performed the Charge action, its melee weapon has the Shock and Soul Burn* weapon rules.
*Soul Burn: Whenever this weapon inflicts normal damage, add 1 to that inflicted damage. Whenever this weapon inflicts critical damage, add 1 to that inflicted damage and subtract 1 from the enemy operative’s APL stat for the battle.
Firefight - BLAZING GLORY:
Use this firefight ploy when a friendly PHANTOM operative performs a Charge action, it can move within control range of enemy operatives. After that action ends, roll a 1D6 for each enemy operative it moved within control range of (in the order it moved within control range of them). On 4+, that enemy operative gains one of your Blaze Tokens (if it does not have one already).
Firefight - VENGEFUL SPIRIT:
Use this firefight ploy when a friendly PHANTOM operative is counteracting. It can perform an additional 1 AP action for free during that counteraction, but both actions must be different.
Firefight - INFERNAL ENDING:
Use this firefight ploy when a friendly PHANTOM operative is incapacitated while fighting or retaliating, roll a 1D6 for each enemy operative within the control range of that friendly operative. On 4+, inflict 1 damage on that enemy operative and it has one of your Blaze Tokens (if it does not have one already).
Strategic - PHANTASMAL SPECTRES:
Friendly PHANTOM operatives can move through parts of terrain features as if they were not there, but must end those moves in a location it can be placed. This ploy costs 1 additional CP for each previous time it was used in.
Strategic - NEVER TOO LATE, NEVER TOO EARLY:
You can set up any or all friendly PHANTOM operatives that have Engage orders, are not incapacitated and are not in the killzone within 6 inches of your drop zone, more than 7 inches of enemy operatives, and in a location for each to be placed.
Strategic - RETRIBUTION MANIFEST:
Whenever a friendly PHANTOM operative is shooting or fighting an enemy operative that incapacitated another friendly operative during the turning point, that friendly operative’s weapons have the Ceaseless weapon rule.
Strategic - AURA OF FEAR:
Whenever an enemy operative within the control range of a friendly PHANTOM operative is performing a Fall Back action, roll a 1D6, if the result is higher than the APL stat of that enemy operative, Your opponent has to spend an additional 1 AP to perform that 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.