GREY KNIGHTS | TITAN'S HAND | v0.3
Composition
5 GREY KNIGHT operatives consisting of:
- 1 TERMINATOR JUSTICAR
- 4 TERMINATOR KNIGHT
Each GREY KNIGHT operative is equipped with a Volkite Lance, and may choose either a:
- Nemesis Force Weapon
- Nemesis Daemon Hammer
Common Abilities and Options
ASTARTES:
During each friendly GREY KNIGHT operative's activation, it can perform either two shoot actions or two fight actions. If it is two shoot actions a Volkite Lance must be selected for at least one of them.
Each friendly GREY KNIGHT operative can counteract regardles of its order.
MANIFEST PSYCHIC POWER (1AP):
During it's activation a friendly GREY KNIGHT operative may manifest a psychic power, available in the "primed pool". Each different psychic power may only be used once per turn.
SANCTIC ASTARTES:
At the start of each turning point, the player randomly draws 2 PSYCHIC POWER CARDS from the the Draw Deck.
Each card has the option two different psychic powers; after drawing, the player must select one of the options they wish to "prime" and add to their Primed Deck for later use. The other option is disregarded.
Psychic powers remain in the Primed Deck until a friendly GREY KNIGHT operative manifests that psychic power - at which point the card is discarded for the remainder of the game.
Notes:
- at the start of the game the Draw Deck should contain 3 copies of each psychic power card, randomly shuffled and placed face-down.
- the player should make their Primed Deck visible to their opponent throughout the game.
PSYCHIC POWERS
| # | Name | Description |
|---|---|---|
| 1. | Teleport Blink | Until the end of its activation, when making one reposition, dash, charge, or fall back action the operative may be removed from the table and set back up anywhere in range (ignoring all intervening terrain). |
| Vortex of Doom | Place a "Vortex" marker 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 a vortex area within 1" of it. Each enemy operative that starts their activation within or moves through / into the area takes a ranged attack as though being shot at with the "Vortex of Doom" weapon profile. After three operatives have been activated, remove the marker. | |
| 2. | Smite | The operative may immediately perform a free shoot action with the "Smite" weapon profile. |
| Biomantic Restoration | Each friendly GREY KNIGHT operative within control range regains D3+1 lost wounds (roll separately). | |
| 3. | Purifying Flame | The operative may immediately perform a free shoot action with the "Purifying Flame" weapon profile. |
| Telekine Shield | Until the start of its next activation, when this operative is the target of a shoot action you may roll 1 additional defence dice. | |
| 4. | Hammerhand | Until the end of its activation, when this operative is performing a fight action, their weapon gains 1 damage and the Brutal special rule. |
| Blinding Shadows | The operative may immediately perform a free "Smoke Grenade" action. |
TERMINATOR AEGIS:
GREY KNIGHT TERMINATOR operatives have a 5+ invulnerable save and are only considered "Injured" when they have 5 wounds (or less) remaining.
TERMINATOR JUSTICAR
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Volkite Lance (Ceaseless) | 4 | 3+ | 3/4 |
| Psychic Power | |||
| Purifying Flame (Rng 8", Saturate, Torrent 2") | 4 | 2+ | 3/4 |
| Smite (Piercing 1) | 4 | 3+ | 4/6 |
| Vortex of Doom (Lethal 5+, Piercing 3, Stun) | 3 | 2+ | 1/2 |
| Nemesis Force Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Nemesis Daemon Hammer (Shock, Piercing 2) | 5 | 4+ | 5/7 |
Abilities
ASTARTES1AP: MANIFEST PSYCHIC POWER1AP: PSYCHIC COMMUNIONSANCTIC ASTARTESTERMINATOR AEGISTERMINATOR KNIGHT
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Volkite Lance (Ceaseless) | 4 | 3+ | 3/4 |
| Psychic Power | |||
| Purifying Flame (Rng 8", Saturate, Torrent 2") | 4 | 2+ | 3/4 |
| Smite (Piercing 1) | 4 | 3+ | 4/6 |
| Vortex of Doom (Lethal 5+, Piercing 3, Stun) | 3 | 2+ | 1/2 |
| Nemesis Force Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Nemesis Daemon Hammer (Shock, Piercing 2) | 5 | 4+ | 5/7 |
Abilities
ASTARTES1AP: MANIFEST PSYCHIC POWERSANCTIC ASTARTESTERMINATOR AEGISN/a
A 0
M N/a
S N/a
W 0
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| N/a |
Radiant Blessing
The Grey Knights possess blessed artefacts of such power that when carried into battle, their enemies literally perceive a blinding aura of psionic radiance.
Once per turning point, when a friendly GREY KNIGHT operative is the target of a shoot or fight action you may use this equipment. If used, the enemy player must reroll one retained success.
Psyonic Amplifier
Each suit of Grey Knights armour is imbued with arcane mechanisms and engraved with hexagrammatic markings which combine to enhance the wearer's formidable psychic power.
Once per turning point, during its activation a friendly GREY KNIGHT operative may make the Manifest Psychic Power ability a second time, at a cost of 0 AP
Purity Seals
Purity Seals are ubiquitous amongst the Grey Knights, seen in more number than perhaps any other Space Marine Chapter; with each Knight Brother bearing multiple inscribed rites, wards, and Oaths of Moment.
Once per turning point, when a friendly GREY KNIGHT operative is shooting, fighting, or retaliating, if you roll two or more fails you can discard one of them to retain another as a normal success instead.
Relic Lance
The armoury vaults on Titan contain some of the most sophisticated and refined wargear created by mankind, reaching all the way back ot the Dark Age of Technology. Honoured Grey Knights may select mastercrafted relic weapontry from the vault - to provide them with every possible edge when fighting the enemies of the Imperium.
Once per turning point, when a friendly GREY KNIGHT operative is shooting and selects a Volkite Lance as their weapon, that weapon gains the Devastating 1 special rule until the end of the action.
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: Exaction of Duty (1 CP)
Grey Knights are the elite of the elite, and are utterly peerless in their dedication to acomplish any objective they may be called to complete - no matter how inconceivable.
Use this firefight ploy when activating a friendly GREY KNIGHT operative. Until the end of that operative's activation, they may complete mission or pick-up actions for 0 AP.
Firefight: Only In Death Does Duty End (1 CP)
Grey Knights routinely battle against immesurable odds; outnumbered and facing limitless horror, they must ensure that their every action counts, even their very last.
Use this ploy when a ready ready GREY KNIGHT operative is put ouf of action. Do not immedaitely remove them from play, instead reduce the operative's APL to 2 and set their number of remaining wounds to 3. If the operative is subsequently put out of action a second time remove them from play; if not they may still be activated as normal, however regardless of any remaining wounds remove them from play at end of their next activation.
Firefight: Suffer not the Daemon (1 CP)
The principal purpose of the Grey Knights order is to eliminate the forces of Chaos. It is a purpose that they commit to with merciless zeal.
Use this firefight ploy after rolling your attack dice for a friendly GREY KNIGHT operative, if it is shooting against or fighting against an operative that has the CHAOS keyword. You can re-roll any of your attack dice.
Firefight: Uncanny Foresight (1 CP)
Some amongst the Grey Knights may be gifted with the talent to glimpse into the immediate future, affording them a pretenatural ability to anticipate and counteract an enemies' actions.
Use this firefight ploy when it is your turn to activate a friendly GREY KNIGHT operative. Instead of making an activation, immediately pass play back to the opponent.
Strategy Ploys
Strategy: Concentrate Power (1 CP)
A squad of Grey Knights works in psychic communion, bolstering and synergising their minds to focus their combined psychic might into whatever form is needed.
This turn, the player may draw an additional Psychic Power Card from the Draw Deck.
Strategy: Telekensis (1 CP)
A common ability available to psykers is the momevent of nearby objects with the mind.
This turn, extend the control range of friendly GREY KNIGHTS by 1" for the purposes of mission, pick-up / drop, and open / close hatch actions.
Strategy: Teleport Ritual (1 CP)
A Grey Knight's reslience to the warp allows them the effective and accurate use of personal teleportation equipment.
Once per battle, the player may use this strategic ploy:
- Select one active objective and place the Teleport Ritual marker within 3" of it.
- During this turn, the next time the Psychic Power "Teleport Blink" is used for a Reposition action, the player may choose to set up the operative anywhere within 1" of the Teleport Ritual Marker.
- When an operative has teleported to the marker or at the end of turn (whichever comes first), remove the marker from play.
Strategy: Visions of Future Fates (1 CP)
The most gifted foreseers amongst the Grey Knights - the Prognosticars - can sometimes provide their brothers with detailed descriptions of events and possible outcomes, long before they actually occur. This provides the Chapter superior battle intellgence, which can be utilised to out-think and out-manoeuvre theif foes.
Once per battle, the GREY KNIGHT player may force their opponent to reveal one of the two choices that they did not select to be their Primary Op.
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
Radiant Blessing:
The Grey Knights possess blessed artefacts of such power that when carried into battle, their enemies literally perceive a blinding aura of psionic radiance.
Once per turning point, when a friendly GREY KNIGHT operative is the target of a shoot or fight action you may use this equipment. If used, the enemy player must reroll one retained success.
Psyonic Amplifier:
Each suit of Grey Knights armour is imbued with arcane mechanisms and engraved with hexagrammatic markings which combine to enhance the wearer's formidable psychic power.
Once per turning point, during its activation a friendly GREY KNIGHT operative may make the Manifest Psychic Power ability a second time, at a cost of 0 AP
Purity Seals:
Purity Seals are ubiquitous amongst the Grey Knights, seen in more number than perhaps any other Space Marine Chapter; with each Knight Brother bearing multiple inscribed rites, wards, and Oaths of Moment.
Once per turning point, when a friendly GREY KNIGHT operative is shooting, fighting, or retaliating, if you roll two or more fails you can discard one of them to retain another as a normal success instead.
Relic Lance:
The armoury vaults on Titan contain some of the most sophisticated and refined wargear created by mankind, reaching all the way back ot the Dark Age of Technology. Honoured Grey Knights may select mastercrafted relic weapontry from the vault - to provide them with every possible edge when fighting the enemies of the Imperium.
Once per turning point, when a friendly GREY KNIGHT operative is shooting and selects a Volkite Lance as their weapon, that weapon gains the Devastating 1 special rule until the end of the action.
Ploys
Firefight - Exaction of Duty (1 CP):
Grey Knights are the elite of the elite, and are utterly peerless in their dedication to acomplish any objective they may be called to complete - no matter how inconceivable.
Use this firefight ploy when activating a friendly GREY KNIGHT operative. Until the end of that operative's activation, they may complete mission or pick-up actions for 0 AP.
Firefight - Only In Death Does Duty End (1 CP):
Grey Knights routinely battle against immesurable odds; outnumbered and facing limitless horror, they must ensure that their every action counts, even their very last.
Use this ploy when a ready ready GREY KNIGHT operative is put ouf of action. Do not immedaitely remove them from play, instead reduce the operative's APL to 2 and set their number of remaining wounds to 3. If the operative is subsequently put out of action a second time remove them from play; if not they may still be activated as normal, however regardless of any remaining wounds remove them from play at end of their next activation.
Firefight - Suffer not the Daemon (1 CP):
The principal purpose of the Grey Knights order is to eliminate the forces of Chaos. It is a purpose that they commit to with merciless zeal.
Use this firefight ploy after rolling your attack dice for a friendly GREY KNIGHT operative, if it is shooting against or fighting against an operative that has the CHAOS keyword. You can re-roll any of your attack dice.
Firefight - Uncanny Foresight (1 CP):
Some amongst the Grey Knights may be gifted with the talent to glimpse into the immediate future, affording them a pretenatural ability to anticipate and counteract an enemies' actions.
Use this firefight ploy when it is your turn to activate a friendly GREY KNIGHT operative. Instead of making an activation, immediately pass play back to the opponent.
Strategic - Concentrate Power (1 CP):
A squad of Grey Knights works in psychic communion, bolstering and synergising their minds to focus their combined psychic might into whatever form is needed.
This turn, the player may draw an additional Psychic Power Card from the Draw Deck.
Strategic - Telekensis (1 CP):
A common ability available to psykers is the momevent of nearby objects with the mind.
This turn, extend the control range of friendly GREY KNIGHTS by 1" for the purposes of mission, pick-up / drop, and open / close hatch actions.
Strategic - Teleport Ritual (1 CP):
A Grey Knight's reslience to the warp allows them the effective and accurate use of personal teleportation equipment.
Once per battle, the player may use this strategic ploy:
- Select one active objective and place the Teleport Ritual marker within 3" of it.
- During this turn, the next time the Psychic Power "Teleport Blink" is used for a Reposition action, the player may choose to set up the operative anywhere within 1" of the Teleport Ritual Marker.
- When an operative has teleported to the marker or at the end of turn (whichever comes first), remove the marker from play.
Strategic - Visions of Future Fates (1 CP):
The most gifted foreseers amongst the Grey Knights - the Prognosticars - can sometimes provide their brothers with detailed descriptions of events and possible outcomes, long before they actually occur. This provides the Chapter superior battle intellgence, which can be utilised to out-think and out-manoeuvre theif foes.
Once per battle, the GREY KNIGHT player may force their opponent to reveal one of the two choices that they did not select to be their Primary Op.
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.