Blood Angels
Composition
A BLOOD ANGEL Killteam is composed of:
1 BLOOD ANGEL operative selected from the following list:
- BLOOD ANGEL CAPTAIN with one option from each of the following: Inferno Pistol or Heavy Bolt Pistol, Chainsword or Power Weapon
- CHAPLAIN with the following: Inferno Pistol and Crozius Arcanum
- LIBRARIAN with one option from each of the following: Bolt Pistol and Force Weapon or Force Staff (Ranged and Melee)
1 BLOOD ANGEL operative selected from the following list:
- APOTHECARY with the following: Reductor Pistol and Power Weapon
- SANGUINARY PRIEST with the following: Plasma Pistol and Chainsword
4 BLOOD ANGEL operatives selected from the following list:
- ELIMINATOR
- ASSAULT INTERCESSOR WARRIOR
- DEATH COMPANY INTERCESSOR
- HEAVY INTERCESSOR
- INTERCESSOR GUNNER
- BLADEGUARD INTERCESSOR
- SANGUINARY GUARD
Your kill team can only include each operative on this list once.
Common Abilities and Options
*Inferno:
When an enemy operative is damaged by a weapon with this keyword, they gain one of your Inferno tokens. Operatives with an Inferno token on them take 1 DMG at the beginning of their turn.
Astartes:
These genetically modified superhumans are made for one purpose: war.
During each friendly BLOOD ANGEL 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, and if it's a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.
Each friendly BLOOD ANGEL operative can counteract regardless of its order.
Blood of Sanguinius:
The sons of Sanguinius are masters of fluid assault, weaving through combat with unmatched grace.
- Friendly BLOOD ANGEL operatives retain successful Defense dice as Critical Saves on a 5+.
- The AP Cost of Fall Back is reduced by 1.
- After performing a Fall Back, an operative may immediately perfomr a Charge action against a different enemy operative, provided it ends within that operative's Control Range.
Black Rage:
The first time a BLOOD ANGEL operative falls below half of it's starting Wounds, Roll 1D6. On a 3 or lower, that operative gains Black Rage.
Operatives under the Black Rage condition gain +2" Move, +1 Attack to Melee Weapons, Relentless on Melee Weapons, and Ignore the Injured condition.
However, Targets under Black Rage must charge to the nearest enemy, if they cannot charge then they must reposition as close as possible. They will always perform the Fight action if they are within an enemy Control Zone or the Shoot action if they are not within enemy Control Zone. Operatives under the Black Rage condition also cannot Fall Back.
Blood Angel Captain
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Inferno Pistol (Range 4", Piercing Crits 1, Devastating 1, Inferno*) | 4 | 3+ | 3/4 |
| Heavy Bolt Pistol (Range 8", Piercing Crits 1) | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
*InfernoAngelic FuryIron HaloOptions
AstartesBlood of SanguiniusBlack RageChaplain
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Inferno Pistol (Range 4", Piercing Crits 1, Devastating 1, Inferno*) | 4 | 3+ | 3/4 |
| Crozius Arcanum (Stun, Shock, Brutal) | 5 | 3+ | 4/5 |
Abilities
*Inferno1AP: Litany of HateSpiritual LeaderOptions
AstartesBlood of SanguiniusBlack RageBlood Angel Librarian
A 3
M 6"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Force Staff (Ranged) (Range 6", Saturate, Severe, PSYCHIC) | 6 | 3+ | 2/3 |
| Blood Lance (Devastating 2, Lethal 5+, PSYCHIC) | 4 | 3+ | 4/4 |
| Force Weapon (Severe, Lethal 5+, PSYCHIC) | 5 | 3+ | 4/5 |
| Force Staff (Melee) (Severe, Shock, Stun, PSYCHIC) | 4 | 3+ | 3/4 |
Abilities
1AP: Blood Boil1AP: Blood LancePsychic Rules2AP: Sanguine Sword2AP: Shield of Sanguinius2AP: Wings of SanguiniusOptions
AstartesBlood of SanguiniusBlack RageApothecary
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reductor Pistol (Piercing 2) | 3 | 3+ | 2/3 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
1AP: Battlefield TreatmentMedic!2AP: Recover Gene-SeedOptions
AstartesBlood of SanguiniusBlack RageSanguinary Priest
A 3
M 6"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Range 8", Piercing 1) | 4 | 3+ | 3/5 |
| Supercharge (Range 8", Hot, Lethal 5+, Piercing 1) | 4 | 3+ | 4/5 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
1AP: Feel No Pain1AP: Sanguine ChaliceOptions
AstartesBlood of SanguiniusBlack RageEliminator
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Bolt Sniper Rifle | |||
| Executioner (Heavy (Dash Only), Saturate, Seek Light, Silent) | 4 | 2+ | 3/4 |
| Hyperfrag (Blast 1", Heavy (Dash Only), Silent) | 4 | 2+ | 2/4 |
| Mortis (Devastating 3, Heavy (Dash Only), Piercing 1, Silent) | 4 | 2+ | 3/3 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Camo Cloak1AP: OpticsOptions
AstartesBlood of SanguiniusBlack RageAssault Intercessor Warrior
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Range 8", Piercing Crits 1) | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Options
AstartesBlood of SanguiniusBlack RageDeath Company Intercessor
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Range 8", Piercing Crits 1) | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
Black Rage AfflictedOptions
AstartesBlood of SanguiniusBlack RageHeavy Intercessor
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolter | |||
| Focused (Piercing Crits 1) | 5 | 3+ | 4/5 |
| Sweeping (Piercing Crits 1, Torrent 1") | 4 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Options
AstartesBlood of SanguiniusBlack RageIntercessor Gunner
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Auto Bolt Rifle (Torrent 1") | 4 | 3+ | 3/4 |
| Bolt Rifle (Piercing Crits 1) | 4 | 3+ | 3/4 |
| Stalker Bolt Rifle | |||
| Heavy (Heavy (Dash Only), Lethal 5+, Piercing Crits 1) | 4 | 3+ | 3/5 |
| Mobile | 4 | 3+ | 3/4 |
| Auxiliary Grenade Launcher | |||
| Frag (Blast 2") | 4 | 3+ | 2/4 |
| Krak (Piercing 1) | 4 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Options
AstartesBlood of SanguiniusBlack RageBladeguard Intercessor
A 3
M 6"
S 2+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Power Weapon & Storm Shield | |||
| Offensive (Lethal 5+) | 4 | 3+ | 4/6 |
| Defensive (Shield*) | 4 | 3+ | 4/6 |
Abilities
*ShieldStorm ShieldOptions
AstartesBlood of SanguiniusBlack RageSanguinary Guard
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Inferno Pistol (Range 4", Piercing Crits 1, Devastating 1, Inferno*) | 4 | 3+ | 3/4 |
| Encarmine Blade (Brutal, Piercing 1) | 5 | 3+ | 4/6 |
Abilities
*Inferno2AP: Encarmine FlightOptions
AstartesBlood of SanguiniusBlack RageSanguine Chalice
A sacred vessel carried by the Sanguinary Priesthood, each chalice contains a portion of the Chapter's precious blood. To drink from it is to awaken the Red Thirst, filling the warrior with unparalleled speed and ferocity.
Once per battle, this operative may gain the effects of Red Thirst without spending any CP.
Servo-Skull
Bearing sacred cogitators, auspex arrays, and tactical relays, these venerable servo-skulls accompany Blood Angels into battle, relaying vital battlefield information and helping their masters secure key objectives.
While this operative is contesting an objective marker, treat it's APL characterstic as 1 higher for the purposes of determining control of that objective.
Angel's Blade
Though every son of Sanguinius is a master of the blade, some carry finely crafted combat knives wrought in the image of the Chapter's revered relic weapons, ensuring they are never truly unarmed.
Replace this operative's Fists weapon with an Astartes Combat Knife
Astartes Combat Knife - 4 ATK - 3+ HIT, 4/5 DMG
Purity Seals
Wax seals bearing prayers of devotion and wards against corruption. They are bestowed upon warriors whose faith and resolve have proven beyond question, inspiring them to fight with unwavering conviction.
Once per turning point, when a friendly BLOOD ANGEL operative is shooting, fighting, or retailating, if you roll two or more fail's, you can discard one of them to retain another as a normal success instead.
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: Red Thirst
Until the end of the selected operative's activaiton, they gain +2" Move and +1 Attack to melee weapons. Cannot target operatives currently affected by Black Rage.
Firefight: Sanguine Rush
When a Blood Angel operative performs a Fight action during the activation in which it Charged, It's melee weapon gains Rending and +1 Damage (to a maximum damage of 7).
Firefight: Unyielding Spirit
When a BLOOD ANGEL operative that is not in Cover is targeted by a Shoot action, Retain one additional successful Save.
Firefight: Angel's Wrath
When a BLOOD ANGEL operative performs a Fight action, resolve that operative's successful strikes before the enemy resolves theirs.
Strategy Ploys
Strategy: Thou Shalt Die
Whenever a BLOOD ANGEL operative performs a Fight action against an enemy operative that become injured this Turning Point, roll 1 additional Attack dice.
Strategy: One Step Closer
At the end of a BLOOD ANGEL operative's activiation, if it did not perform the Charge action it may immediately move up to 2". It must end this movement within the Control Range of an enemy operative.
Strategy: The Gene Curse
The nex time a friendly BLOOD ANGEL operative would roll to determine whether it gains Black Rage this Turning Point, Do not roll. That operative immediately gains Black Rage.
Strategy: For Sanguinius!
Until the end of the Turning Point, all friendly BLOOD ANGEL operatives ignore all penalties from being injured.
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
Sanguine Chalice:
A sacred vessel carried by the Sanguinary Priesthood, each chalice contains a portion of the Chapter's precious blood. To drink from it is to awaken the Red Thirst, filling the warrior with unparalleled speed and ferocity.
Once per battle, this operative may gain the effects of Red Thirst without spending any CP.
Servo-Skull:
Bearing sacred cogitators, auspex arrays, and tactical relays, these venerable servo-skulls accompany Blood Angels into battle, relaying vital battlefield information and helping their masters secure key objectives.
While this operative is contesting an objective marker, treat it's APL characterstic as 1 higher for the purposes of determining control of that objective.
Angel's Blade:
Though every son of Sanguinius is a master of the blade, some carry finely crafted combat knives wrought in the image of the Chapter's revered relic weapons, ensuring they are never truly unarmed.
Replace this operative's Fists weapon with an Astartes Combat Knife
Astartes Combat Knife - 4 ATK - 3+ HIT, 4/5 DMG
Purity Seals:
Wax seals bearing prayers of devotion and wards against corruption. They are bestowed upon warriors whose faith and resolve have proven beyond question, inspiring them to fight with unwavering conviction.
Once per turning point, when a friendly BLOOD ANGEL operative is shooting, fighting, or retailating, if you roll two or more fail's, you can discard one of them to retain another as a normal success instead.
Ploys
Firefight - Red Thirst:
Until the end of the selected operative's activaiton, they gain +2" Move and +1 Attack to melee weapons. Cannot target operatives currently affected by Black Rage.
Firefight - Sanguine Rush:
When a Blood Angel operative performs a Fight action during the activation in which it Charged, It's melee weapon gains Rending and +1 Damage (to a maximum damage of 7).
Firefight - Unyielding Spirit:
When a BLOOD ANGEL operative that is not in Cover is targeted by a Shoot action, Retain one additional successful Save.
Firefight - Angel's Wrath:
When a BLOOD ANGEL operative performs a Fight action, resolve that operative's successful strikes before the enemy resolves theirs.
Strategic - Thou Shalt Die:
Whenever a BLOOD ANGEL operative performs a Fight action against an enemy operative that become injured this Turning Point, roll 1 additional Attack dice.
Strategic - One Step Closer:
At the end of a BLOOD ANGEL operative's activiation, if it did not perform the Charge action it may immediately move up to 2". It must end this movement within the Control Range of an enemy operative.
Strategic - The Gene Curse:
The nex time a friendly BLOOD ANGEL operative would roll to determine whether it gains Black Rage this Turning Point, Do not roll. That operative immediately gains Black Rage.
Strategic - For Sanguinius!:
Until the end of the Turning Point, all friendly BLOOD ANGEL operatives ignore all penalties from being injured.
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.