Silken Sable
Composition
A SILKEN SABLE KillTeam is composed of:
-
1 SILKEN SABLE operative selected from the following list:
- LORD KOKAPHONIST
- DISHARMONIST equipped with one of the following options:
- Screamer Pistol; Power Sword
- Sonic Blaster*; Fists
-
5 SILKEN SABLE operatives selected from the following list:
- SORCERER
- TORMENTOR equipped with one of the following options:
- Meltagun**; Fists
- Plasma Gun; Fists
- Boltgun; Power Sword
- Boltgun; Rapture Whip
- NOISE MARINE equipped with one of the following options:
- Blastmaster**
- Sonic Blaster*
- FLAWLESS BLADE
- ICON BEARER
- INFRACTOR equipped with one of the following options:
- Dueling Sabre
- Rapture Whip
Other than INFRACTOR operative, your kill team can only include each operative on this list once.
*You cannot select this option more than once combined.
**You cannot select this option more than once combined.
Common Abilities and Options
*Terrifying Crescendo:
If you retained any critical success using this weapon during a sequance; at the end of that sequance, roll a 1D3 for each enemy operative within control range of the target. If the result is higher than that enemy operative APL stat, that enemy operative is injured until the end of the turning point.
Pact Of Excess:
Whenever a friendly SILKEN SABLE operative is shooting, fighting or retaliating against an enemy operative; at the end of these attacks, if that enemy operative is injured, that friendly operative gains one of your Pact Tokens, or 2 Pact Tokens if that enemy is incapacitated.
In the Ready step of each strategy phase, select a friendly SILKEN SABLE operative that has one or more Pact Tokens than any other friendly operative or was the first to gain an equal number of Pact Tokens to another friendly operative (e.g. the first to gain 2 Pact Tokens among others that gained 2 tokens) to be the Favoured Champion. Whenever a friendly operative is the Favoured Champion; until the end of the turning point, add 1 to its APL stat, and its weapons have the Punishing weapon rule if it's wounded.
If a friendly operative did not gain at least one of your Pain Tokens by the end of the turning point (excluding the first), in the Ready step of the next strategy phase, inflict 1D3 damage on it.
Thrilled Astartes:
During each friendly SILKEN SABLE 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.
Friendly SILKEN SABLE operatives can perform a Charge action even if they performed a Fall Back or Dash action during the same activation (or vice versa)(this takes precedence over action retstrictions).
Friendly SILKEN SABLE operatives can perfom the Fall Back action for 1 less AP until the end of the turning point if they performed a Charge or Repostion action during their activation.
Each friendly SILKEN SABLE operative can counteract regardless of its order.
Distortion:
Whenever an enemy operative is within 3 inches of this operative, that enemy operative's APL stat cannot be added to. Note that this does not affect APL stats that have already been changed.
LORD KAKOPHONIST
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Screamer Pistol (Rng 6", Saturate, Stun, Dev2, *Terrifying Crescendo) | 4 | 3+ | 4/2 |
| Power Sword (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
*Terrifying CrescendoAmplified Distortion2AP: Doom SirenPact Of ExcessSycophantic ChoirThrilled AstartesDISHARMONIST
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sonic Blaster (Rng 8*, Hvy(Repos), Saturate, Dev4, Tor 1", *Terrifying Crescendo) | 4 | 3+ | 3/1 |
| Screamer Pistol (Rng 6", Saturate, Stun, Dev2, *Terrifying Crescendo) | 4 | 3+ | 4/2 |
| Power Sword (Lethal 5+) | 4 | 3+ | 4/6 |
| Fists | 4 | 3+ | 3/4 |
Abilities
*Terrifying CrescendoDistortionPact Of ExcessThrilled AstartesUnbound ArroganceSORCERER
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Agonizing Energies | |||
| Witchfire (Psychic, Rng 8", Saturate, Stun, Dev1, Tor 2") | 5 | 4+ | 2/3 |
| Focused Witchfire (Psychic, Rng 8", Saturate, Seek Light, Stun, Dev3, Hot) | 4 | 3+ | 3/3 |
| Force Weapon (Psychic, Severe, Shock) | 4 | 3+ | 4/5 |
Abilities
Choirs From The WarpHeightened JealousyPact Of ExcessThrilled AstartesTORMENTOR
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Gun | |||
| Standard (Prc1) | 4 | 3+ | 4/6 |
| Supercharge (Prc1, Lethal 5+, Hot) | 4 | 3+ | 5/6 |
| Meltagun (Rng 6", Prc2, Dev4) | 4 | 3+ | 6/3 |
| Boltgun | 4 | 3+ | 3/4 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Rapture Whip (Lethal 5+, Stun, Shock) | 4 | 3+ | 2/3 |
| Power Sword (Lethal 5+) | 4 | 3+ | 4/6 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Pact Of ExcessThrilled AstartesNOISE MARINE
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blastmaster | |||
| Single Frequency (Rng 8", hvy(Dash), Saturate, Dev3, Prc1, *Terrifying Crescendo) | 4 | 3+ | 5/3 |
| Varied Frequency (Rng 8", hvy(Dash), Saturate, Dev1, Tor 2", *Terrifying Crescendo) | 4 | 4+ | 3/4 |
| Sonic Blaster (Rng 8*, Hvy(Repos), Saturate, Dev4, Tor 1", *Terrifying Crescendo) | 4 | 3+ | 3/1 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
*Terrifying CrescendoDistortionPact Of ExcessThrilled AstartesFLAWLESS BLADE
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Blissblade (Lethal 5+, Severe, *Cruel) | 4 | 3+ | 4/5 |
Abilities
*CruelCut Down The WeakPact Of ExcessThrilled AstartesICON BEARER
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Rapture Whip (Lethal 5+, Stun, Shock) | 4 | 3+ | 2/3 |
Abilities
1AP: DefileIcon Of ExcessPact Of ExcessThrilled AstartesINFRACTOR
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Dueling Sabre (Severe) | 4 | 3+ | 3/5 |
| Rapture Whip (Lethal 5+, Stun, Shock) | 4 | 3+ | 2/3 |
Abilities
Mechanized MurderPact Of ExcessThrilled AstartesINTOXICATING MUSK
Once per turning point, worsen the Hit stats of an enemy operative's weapons within control range of a friendly SILKEN SABLE operative until the end of the turning point.
COMBAT ELIXIRS
Once per turning point; when a friendly SILKEN SABLE operative is activated, select one rule from the following options to have until the end of the turning point:
-
Heliotrophos: Ignore any changes to the Hit stat of that friendly operative’s melee weapons.
-
Skorflens: Ignore any changes to the Hit stat of that friendly operative’s ranged weapons.
-
Shiversplit: Enemy operatives cannot assist whenever that friendly operative is fighting.
THE DARK PRINCE SIGIL
Once per turning point, whenever an attack die of a weapon that has the Devastating X or X” Devastating X inflicts damage using that rule on a friendly SILKEN SABLE operative, you can subract a 1D3 from the damage inflicted by that rule.
ARMOUR OF ABHORRENCE
Once per turning point, when an operative is shooting a friendly SILKEN SABLE 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.
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: STEEPED IN SUFFERING
Use this firefight ploy when an enemy operative is performing a shooting attack against an injured friendly SILKEN SABLE operative. In the Resolve Defense Dice step, if you used a defence die to block, any damage inflicted afterward (excluding from the Devastating weapon rule) inflicts 1D3 less damage on that friendly operative until the end of that sequence (roll for each attack die separately).
Firefight: CAPRICOUS REACTIONS
Use this firefight ploy when an enemy operative is performing a shooting attack against a friendly SILKEN SABLE operative within 6 inches of it. In the Roll Attack Dice step of that attack, worsen the Hit stat of that enemy operative’s ranged weaopns by 1.
Firefight: TERRIFYING SPECTACLE
Use this firefight ploy during a friendly SILKEN SABLE operative's activation, before or after it performs an action. Select one enemy operative visible to and within 4 inches of that friendly operative. Until the end of that enemy operative's next activation, subtract 1 from its APL stat.
Firefight: BEAUTIFUL DEATH
Use this firefight ploy when a friendly SILKEN SABLE operative is incapacitated, improve the Hit stat of each other friendly oprative within 3 inches of that operative by 1 until the end of the turning point.
Strategy Ploys
Strategy: QUICKSILVER GRACE
Whenever a friendly SILKEN SABLE operative is climbing up, you can treat the vertical distance as 2 inches (regardless of how far the operative actually moves vertically).
Strategy: PLEASURE FROM PAIN
Whenever a friendly SILKEN SABLE operative is the target of an action in which the Stun or Shock rules are being used in, you can ignore the effects of these rules on that friendly operative.
Whenever a friendly SILKEN SABLE operative is injured, ignore any changes to its Move stat.
Strategy: INCESSANT ONSLAUGHT
Whenever a friendly SILKEN SABLE operative that has 4 or more of your Pact Tokens is shooting a wounded enemy operative; if you roll two or more fails, you can discard one of them to retain another as a normal success instead, or as a critical success if that enemy operative is injured.
Strategy: MARTIAL PERFECTION
Friendly SILKEN SABLE operatives’ melee weapons have the Accurate 1 weapon rule if they are wholly within your territory, or the Accurate 2 weapon rule if wholly within your opponent’s territory.
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Equipment
INTOXICATING MUSK:
Once per turning point, worsen the Hit stats of an enemy operative's weapons within control range of a friendly SILKEN SABLE operative until the end of the turning point.
COMBAT ELIXIRS:
Once per turning point; when a friendly SILKEN SABLE operative is activated, select one rule from the following options to have until the end of the turning point:
-
Heliotrophos: Ignore any changes to the Hit stat of that friendly operative’s melee weapons.
-
Skorflens: Ignore any changes to the Hit stat of that friendly operative’s ranged weapons.
-
Shiversplit: Enemy operatives cannot assist whenever that friendly operative is fighting.
THE DARK PRINCE SIGIL:
Once per turning point, whenever an attack die of a weapon that has the Devastating X or X” Devastating X inflicts damage using that rule on a friendly SILKEN SABLE operative, you can subract a 1D3 from the damage inflicted by that rule.
ARMOUR OF ABHORRENCE:
Once per turning point, when an operative is shooting a friendly SILKEN SABLE 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.
Ploys
Firefight - STEEPED IN SUFFERING:
Use this firefight ploy when an enemy operative is performing a shooting attack against an injured friendly SILKEN SABLE operative. In the Resolve Defense Dice step, if you used a defence die to block, any damage inflicted afterward (excluding from the Devastating weapon rule) inflicts 1D3 less damage on that friendly operative until the end of that sequence (roll for each attack die separately).
Firefight - CAPRICOUS REACTIONS:
Use this firefight ploy when an enemy operative is performing a shooting attack against a friendly SILKEN SABLE operative within 6 inches of it. In the Roll Attack Dice step of that attack, worsen the Hit stat of that enemy operative’s ranged weaopns by 1.
Firefight - TERRIFYING SPECTACLE:
Use this firefight ploy during a friendly SILKEN SABLE operative's activation, before or after it performs an action. Select one enemy operative visible to and within 4 inches of that friendly operative. Until the end of that enemy operative's next activation, subtract 1 from its APL stat.
Firefight - BEAUTIFUL DEATH:
Use this firefight ploy when a friendly SILKEN SABLE operative is incapacitated, improve the Hit stat of each other friendly oprative within 3 inches of that operative by 1 until the end of the turning point.
Strategic - QUICKSILVER GRACE:
Whenever a friendly SILKEN SABLE operative is climbing up, you can treat the vertical distance as 2 inches (regardless of how far the operative actually moves vertically).
Strategic - PLEASURE FROM PAIN:
Whenever a friendly SILKEN SABLE operative is the target of an action in which the Stun or Shock rules are being used in, you can ignore the effects of these rules on that friendly operative.
Whenever a friendly SILKEN SABLE operative is injured, ignore any changes to its Move stat.
Strategic - INCESSANT ONSLAUGHT:
Whenever a friendly SILKEN SABLE operative that has 4 or more of your Pact Tokens is shooting a wounded enemy operative; if you roll two or more fails, you can discard one of them to retain another as a normal success instead, or as a critical success if that enemy operative is injured.
Strategic - MARTIAL PERFECTION:
Friendly SILKEN SABLE operatives’ melee weapons have the Accurate 1 weapon rule if they are wholly within your territory, or the Accurate 2 weapon rule if wholly within your opponent’s territory.
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.