Murder Court Circle (WIP)
Composition
1 MURDER COURT CIRCLE OVERLORD operative with one of the following options:
- Staff of light
- Tachyon arrow; overlord's blade
- Voidscythe
5 MURDER COURT CIRCLE operatives selected from the following list:
- FLAYED ONE*
- HEXMARK DESTROYER
- LYCHGUARD with one of the following options:
- Hyperphase sword & dispersion shield
- Warscythe
- TRIARCH PRAETORIAN with one of the following options:
- Particle caster; voidblade
- Rod of covenant
- OPHYDIAN DESTROYER
- SKORPEKH DESTROYER
Other than FLAYED ONE operatives, your kill team can only include each operative on the list once.
*These operatives count as half a selection.
Common Abilities and Options
Annihilation Protocols:
The first time a friendly MURDER COURT CIRCLE operative performs either a Fight or Shoot action, it may gain one of your Annihilation Protocol tokens after that action. Each operative can only gain one Annihilation Protocol token from this rule once per turning point. Friendly MURDER COURT CIRCLE operatives with multiple Annihilation Protocol tokens gain additional benefits, which are cumulative, meaning that if a friendly operative has two Annihilation Protocol tokens, it gains the benefits of the rules for 1 and 2 tokens.
| Annihilation Protocol Tokens | Additional Rules |
|---|---|
| 1 | Add 1 to its APL stat (to a maximum of 3) and it can perform two Fight or Shoot actions during its activation. |
| 2-3 | Add the Lethal 5+ weapon rule to its weapons. If it already has the Lethal 5+ weapon rule, then change it to the Lethal 4+ weapon rule instead. |
| 4+ | Add the Accurate 3 weapon rule to its weapons. |
If a friendly MURDER COURT CIRCLE operative hasn’t performed either a Fight or Shoot action by the end of its activation, you must remove one of that operative’s Annihilation Protocol tokens. Additionally, each friendly MURDER COURT CIRCLE operative (excluding FLAYED ONE) can counteract regardless of its order.
Horrific Killers:
Whenever a friendly MURDER COURT CIRCLE operative incapacitates an enemy operative, select another ready enemy operative within control range of that friendly operative and roll one D6; on a 1-4, nothing happens; on a 5+, that enemy operative is HORRIFIED until the end of its next activation. Once you roll a 5+, you cannot use this rule again for that turning point. Whenever an operative is HORRIFIED:
- It must immediately perform a free Fall Back action.
- During its activation, it cannot perform the Shoot or Fight action targeting the friendly operative that HORRIFIED it.
- Whenever that operative would perform a mission action, it must spend 1 additional AP if that friendly operative that HORRIFIED it is still in the killzone during its activation.
Each operative can only be HORRIFIED once per game.
Hulking Monster:
Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it’s visible), it doesn’t remove its cover save (if any).
Overlord
A 3
M 6"
S 3+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Staff of light (ranged) (Rending) | 6 | 3+ | 3/4 |
| Tachyon arrow (Dev 3, Lim 1, Piercing 2) | 4 | 3+ | 5/3 |
| Overlord's blade (Dev 2) | 4 | 3+ | 4/4 |
| Staff of light (melee) (Rending) | 4 | 4+ | 3/5 |
| Voidscythe (Lethal 5+) | 5 | 3+ | 5/7 |
Abilities
Annihilation ProtocolsHorrific KillersImplacable ResilienceMy Will Be Done1AP: Noble CommandFlayed One
A 2
M 5"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flayer claws (Ceaseless, Rending) | 4 | 3+ | 4/5 |
Abilities
Annihilation ProtocolsHaunting EffigiesHorrific KillersSkulking KillerHexmark Destroyer
A 2
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Enmitic disintegrator pistols | |||
| focused (Rng 8", Ceaseless, Dev 2, Piercing 1, Saturate) | 5 | 3+ | 3/2 |
| sweeping (Rng 8", Dev 2, Piercing 1, Saturate, Torrent 2") | 4 | 3+ | 3/2 |
| Enmitic disintegrator pistols (point-blank) | 5 | 3+ | 3/4 |
Abilities
Annihilation ProtocolsHorrific KillersMulti-Threat EliminatorLychguard
A 2
M 5"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hyperphase sword & dispersion shield (Lethal 5+, *Shield) | 4 | 3+ | 4/6 |
| Warscythe (Lethal 5+) | 4 | 3+ | 5/7 |
Abilities
*ShieldAnnihilation ProtocolsGuardian ProtocolHorrific KillersTriarch Praetorian
A 2
M 7"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Particle caster (Devastating 1) | 4 | 3+ | 3/4 |
| Rod of covenant (Brutal, Shock) | 4 | 4+ | 5/7 |
| Voidblade (Lethal 5+) | 4 | 4+ | 4/5 |
Abilities
Annihilation ProtocolsGravity Displacement PackHorrific KillersRelentless CombatantsOphydian Destroyer
A 2
M 7"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ophydian hyperphase weapons (Dev 1, Ceaseless) | 4 | 3+ | 4/4 |
Abilities
Annihilation Protocols1AP: BurrowHorrific KillersHulking MonsterTunneling HorrorsSkorpekh Destroyer
A 2
M 6"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Skorpekh hyperphase weapons (Balanced, Lethal 5+, *Whirling Onslaught) | 4 | 3+ | 4/6 |
Abilities
*Whirling OnslaughtAnnihilation ProtocolsHorrific KillersHulking MonsterFragments of the Flayer
Once per turning point, when a friendly MURDER COURT CIRCLE operative gains one of your Annihilation Protocol tokens, one other friendly MURDER COURT CIRCLE operative that doesn’t have one of your Annihilation Protocol tokens can also gain one.
Sempiternal Weave
STRATEGIC GAMBIT. Select one friendly MURDER COURT CIRCLE operative. Until the Ready step of the next Strategy phase, improve that operative’s Save stat by 1 (to a maximum of 2+).
Resurrection Orb
Whenever a friendly MURDER COURT CIRCLE operative (excluding OVERLORD) is incapacitated and is visible to and within 6" of a friendly MURDER COURT OVERLORD OVERLORD operative, you may use this rule. If you do, roll a D6: on a 4+, that friendly operative isn’t incapacitated, has D3+1 wounds remaining, and cannot be incapacitated for the remainder of the action. You cannot use this rule again for the battle after you roll a 4+; you cannot use this rule if that friendly OVERLORD operative is incapacitated, or if it’s a Shoot action and that friendly OVERLORD operative would be a primary or secondary target.
Mindshackle Scarabs
Once per turning point, a friendly MURDER COURT CIRCLE operative can use the following unique action:
Mindshackle Scarab (1AP):
- Select one enemy operative visible to and within 6” of this operative. Roll one D6: on a 1-3, nothing happens; on a 4-5, subtract 1 from that operative’s APL stat (to a maximum of 1 APL); on a 6, that enemy operative gains one of your Mindshackle tokens. Whenever an operative that has one of your Mindshackle tokens begins its activation, it must perform either a Fight or Shoot action against your opponent’s nearest friendly operative. Your opponent removes that operative’s Mindshackle token at the end of its activation. Each enemy operative can gain a Mindshackle token once per battle.
- This operative cannot perform this action while within control range of an enemy operative.
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: Soulless Reapers
Use this firefight ploy when a friendly MURDER COURT CIRCLE operative with one of your Annihilation Protocol tokens incapacitates an enemy operative during its activation. That friendly operative immediately regains 2D3 lost wounds. Note that each friendly operative can only benefit from this firefight ploy once per battle.
Firefight: Transdimensional Escape
Use this firefight ploy at the start of a friendly MURDER COURT CIRCLE operative’s activation (excluding OVERLORD). That friendly operative is immediately removed from the killzone, and its activation immediately ends. As a STRATEGIC GAMBIT in the next turning point, place this operative back in the killzone wholly within your drop zone and not within control range of enemy operatives. You cannot use this firefight ploy in the fourth turning point.
Firefight: Might of The Court
Use this firefight ploy whenever a friendly MURDER COURT CIRCLE operative who has one of your Annihilation Protocol tokens is fighting or shooting against an enemy operative. You can re-roll any of your attack dice.
Firefight: Gazes of Death
Use this firefight ploy whenever a HORRIFIED enemy operative is shooting or fighting against another friendly MURDER COURT CIRCLE operative within 5" of it. Roll one D6: on a 4+, that operative cannot perform that action during its activation (no AP is spent). Note that each enemy operative can only benefit from this firefight ploy once per battle.
Strategy Ploys
Strategy: We Will Come We Will Feast
Whenever a friendly MURDER COURT CIRCLE operative has one of your Annihilation Protocol tokens, ignore any changes to its Move stat made from being injured. Additionally, whenever a friendly MURDER COURT CIRCLE operative performs a Charge action, it can add 1" to its Move stat for that Charge movement only.
Strategy: The Court Demands Flesh
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly MURDER COURT CIRCLE operative, if no other enemy operatives are within that friendly operative’s control range, roll one D6. If the result of that roll is 4+, that enemy operative cannot perform that Fall Back action during that activation/counteraction (no AP are spent on it). Enemy operatives can perform the free Fall Back action from being HORRIFIED even with this strategy ploy in effect. However, that HORRIFIED operative immediately takes D3 damage after that action.
Strategy: Empowered Flaying
Whenever a friendly MURDER COURT CIRCLE operative has one of your Annihilation Protocols tokens, its melee weapons have the Punishing weapon rule.
Strategy: Fear Only Weakens
Whenever a HORRIFIED operative is shooting a friendly MURDER COURT CIRCLE operative, you can re-roll one of your defence dice. Additionally, while HORRIFIED, that operative is treated as injured for the purposes of movement and attacking during its activation.
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
Fragments of the Flayer:
Once per turning point, when a friendly MURDER COURT CIRCLE operative gains one of your Annihilation Protocol tokens, one other friendly MURDER COURT CIRCLE operative that doesn’t have one of your Annihilation Protocol tokens can also gain one.
Sempiternal Weave:
STRATEGIC GAMBIT. Select one friendly MURDER COURT CIRCLE operative. Until the Ready step of the next Strategy phase, improve that operative’s Save stat by 1 (to a maximum of 2+).
Resurrection Orb:
Whenever a friendly MURDER COURT CIRCLE operative (excluding OVERLORD) is incapacitated and is visible to and within 6" of a friendly MURDER COURT OVERLORD OVERLORD operative, you may use this rule. If you do, roll a D6: on a 4+, that friendly operative isn’t incapacitated, has D3+1 wounds remaining, and cannot be incapacitated for the remainder of the action. You cannot use this rule again for the battle after you roll a 4+; you cannot use this rule if that friendly OVERLORD operative is incapacitated, or if it’s a Shoot action and that friendly OVERLORD operative would be a primary or secondary target.
Mindshackle Scarabs:
Once per turning point, a friendly MURDER COURT CIRCLE operative can use the following unique action:
Mindshackle Scarab (1AP):
- Select one enemy operative visible to and within 6” of this operative. Roll one D6: on a 1-3, nothing happens; on a 4-5, subtract 1 from that operative’s APL stat (to a maximum of 1 APL); on a 6, that enemy operative gains one of your Mindshackle tokens. Whenever an operative that has one of your Mindshackle tokens begins its activation, it must perform either a Fight or Shoot action against your opponent’s nearest friendly operative. Your opponent removes that operative’s Mindshackle token at the end of its activation. Each enemy operative can gain a Mindshackle token once per battle.
- This operative cannot perform this action while within control range of an enemy operative.
Ploys
Firefight - Soulless Reapers:
Use this firefight ploy when a friendly MURDER COURT CIRCLE operative with one of your Annihilation Protocol tokens incapacitates an enemy operative during its activation. That friendly operative immediately regains 2D3 lost wounds. Note that each friendly operative can only benefit from this firefight ploy once per battle.
Firefight - Transdimensional Escape:
Use this firefight ploy at the start of a friendly MURDER COURT CIRCLE operative’s activation (excluding OVERLORD). That friendly operative is immediately removed from the killzone, and its activation immediately ends. As a STRATEGIC GAMBIT in the next turning point, place this operative back in the killzone wholly within your drop zone and not within control range of enemy operatives. You cannot use this firefight ploy in the fourth turning point.
Firefight - Might of The Court:
Use this firefight ploy whenever a friendly MURDER COURT CIRCLE operative who has one of your Annihilation Protocol tokens is fighting or shooting against an enemy operative. You can re-roll any of your attack dice.
Firefight - Gazes of Death:
Use this firefight ploy whenever a HORRIFIED enemy operative is shooting or fighting against another friendly MURDER COURT CIRCLE operative within 5" of it. Roll one D6: on a 4+, that operative cannot perform that action during its activation (no AP is spent). Note that each enemy operative can only benefit from this firefight ploy once per battle.
Strategic - We Will Come We Will Feast:
Whenever a friendly MURDER COURT CIRCLE operative has one of your Annihilation Protocol tokens, ignore any changes to its Move stat made from being injured. Additionally, whenever a friendly MURDER COURT CIRCLE operative performs a Charge action, it can add 1" to its Move stat for that Charge movement only.
Strategic - The Court Demands Flesh:
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly MURDER COURT CIRCLE operative, if no other enemy operatives are within that friendly operative’s control range, roll one D6. If the result of that roll is 4+, that enemy operative cannot perform that Fall Back action during that activation/counteraction (no AP are spent on it). Enemy operatives can perform the free Fall Back action from being HORRIFIED even with this strategy ploy in effect. However, that HORRIFIED operative immediately takes D3 damage after that action.
Strategic - Empowered Flaying:
Whenever a friendly MURDER COURT CIRCLE operative has one of your Annihilation Protocols tokens, its melee weapons have the Punishing weapon rule.
Strategic - Fear Only Weakens:
Whenever a HORRIFIED operative is shooting a friendly MURDER COURT CIRCLE operative, you can re-roll one of your defence dice. Additionally, while HORRIFIED, that operative is treated as injured for the purposes of movement and attacking during its activation.
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.