Blood Angels Death Company
Composition
A DEATH COMPANY Killteam is composed of:
1 DEATH COMPANY operative selected from the following list:
- CAPTAIN with one option from each of the following: Inferno Pistol or Heavy Bolt Pistol Power Fist, Sanguinary Chainsword or Power Weapon
- SERGEANT with one option from each of the following: Inferno Pistol, Heavy Bolt Pistol or Plasma Pistol Power Fist, Sanguinary Chainsword, Power Sword or Thunder Hammer
4 DEATH COMPANY operatives selected from the following list:
- JUMP CHAPLAIN
- SANGUINARY PRIEST
- DUELLER
- REAPER
- BLOODDRINKER
- INFERNAL
- GUNNER
- WARRIOR
Other than WARRIOR operatives, your kill team can only include each operative on this list once. You cannot have more than one JUMP PACK operative. You cannot take both a SANGUINARY PRIEST and a JUMP CHAPLAIN. Your kill team cannot include more than three weapons with the Piercing X (excluding Piercing Crits X) weapon rule combined.
Common Abilities and Options
Berserker Astartes:
During each friendly Death COMPANY 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 DEATH COMPANY operative can counteract regardless of its order. If a friendly DEATH COMPANY operative has moved towards the enemy deployment zone during it's turn, it can perform an additional 1AP action for free during their counteraction, but both actions must be different.
Black Rage:
As a STRATEGIC GAMBIT, a number of friendly DEATH COMPANY operatives can enter the Black Rage based on the turning point as follows: TP1 = 1, TP2 = 1, TP3 = 2, TP4+ = 2.
Once a DEATH COMPANY operative has entered the Black Rage, it gains the following rules:
- This operative cannot perform the Pick Up Marker or mission actions (excluding Operate Hatch). If it’s carrying a marker, it must immediately perform the Place Marker action for 0AP (this takes precedence over all other rules).
- Normal and Critical Dmg of 4 or more inflicts 1 less damage on this operative.
- Its melee weapons gain the the Ceaseless and Lethal 5+ weapon rules. If an operative already has the Lethal 5+ weapon rule, they gain Relentless instead.
When a friendly DEATH COMPANY operative enters the Black Rage, they will always attack the nearest possible enemy target and take 1 DMG at the end of their turn.
Jump Pack:
Whenever this operative performs an action in which it moves, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring the horizontal distance only (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.
Captain
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Inferno Pistol (Rng 4", Prc2, Dev3) | 4 | 3+ | 5/3 |
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Power Fist (Brutal) | 5 | 3+ | 5/7 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Sanguinary Chainsword (Rending) | 5 | 3+ | 4/5 |
Abilities
Berserker AstartesBlack RageIron HaloTragic LeaderSergeant
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Inferno Pistol (Rng 4", Prc2, Dev3) | 4 | 3+ | 5/3 |
| Heavy Bolt Pistol (Rng 8". PrcCrit1) | 4 | 3+ | 3/4 |
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharged (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Power Fist (Brutal) | 5 | 4+ | 3/4 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Sanguinary Chainsword (Rending) | 5 | 3+ | 4/5 |
| Thunder Hammer (Shock, Stun) | 5 | 4+ | 5/6 |
Abilities
Berserker AstartesBlack RageEdgerunnerRage-filled StaminaJump Chaplain
A 3
M 8"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Absolvor Bolt Pistol (Rng 8", PrcCrit 1, Lethal 5+) | 4 | 3+ | 3/5 |
| Crozius Arcanum (Shock, Stun, Severe) | 5 | 3+ | 5/5 |
Abilities
Berserker AstartesBlack RageFury UnboundJump PackSanguinary Priest
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Absolvor Bolt Pistol (8", PrcCrit 1, Lethal 5+) | 4 | 3+ | 3/5 |
| Sanguinary Chainsword (Rending) | 5 | 3+ | 4/5 |
Abilities
Berserker AstartesBlack Rage1AP: Blood VialMedic!Sanguine RitesDueller
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit 1) | 4 | 3+ | 3/4 |
| Mastercrafted Power Weapon (Lethal 5+, Rending) | 5 | 3+ | 4/6 |
Abilities
Berserker AstartesBlack RageVampiric ReflexesReaper
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Astartes Eviscerator (Brutal, Severe, *Gory Retribution) | 5 | 3+ | 5/6 |
Abilities
*Gory RetributionBerserker AstartesBlack RageBlooddrinker
A 3
M 8"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Sanguinary Chainsword (Rending) | 5 | 3+ | 4/5 |
Abilities
Berserker AstartesBlack Rage1AP: BloodthirstJump PackInfernal
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer | |||
| Default (Rng 6", Sat, Tor 1") | 4 | 2+ | 3/3 |
| Deluge (Rng 4", Sat, Seek Light) | 4 | 2+ | 3/3 |
| Infernal Grenade ((Rng 6", Blast 2", Dev2, Lim1, Sat, *Inferno) | 5 | 3+ | 3/3 |
| Chainsword | 5 | 3+ | 4/5 |
| Krak Grenade (Rng 6", Piercing 1, Sat) | 4 | 3+ | 4/5 |
| Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 3+ | 4/5 |
Abilities
*InfernoBerserker AstartesBlack RageGrenadierGunner
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Rifle (PrcCrit1) | 4 | 3+ | 3/4 |
| Auto Bolt Rifle (Tor 1") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Berserker AstartesBlack RageThe Traitor In SightWarrior
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit 1) | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
Berserker AstartesBlack ThirstLast StandPurity Seals
Once per turning point, when a friendly DEATH COMPANY 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.
Blood Chalice
Once per turning point a friendly DEATH COMPANY operative can use this equipment. When they do, they ignore and remove any changes to their APL stats.
Blood-Drop Amulets
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly DEATH COMPANY operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.
Mark Of The Damned
Once per turning point, when a friendly DEATH COMPANY operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6+ as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
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: An Honourable Death In Combat
Use this firefight ploy when a friendly DEATH COMPANY operative has been incapacitated during a fight action. They can immediatly use one of their remaining successful hits in the sequence before being removed from play.
Firefight: Transhuman Physiology
Use this firefight ploy when an operative is shooting a friendly DEATH COMPANY operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight: Rending Chains
Use this firefight ploy when you resolve a critical success for a friendly DEATH COMPANY operative that is attacking with a CHAIN weapon (Sanguinary Chainsword, Chainsword, Eviscerator). Inflict D3 additional damage.
Firefight: Shattering Impact
Use this firefight ploy when a DEATH COMPANY operative charges an enemy operative. The enemy operative takes 2 DMG. If the DEATH COMPANY operative has the JUMP PACK keyword, they deal D3+2 DMG instead.
Strategy Ploys
Strategy: And They Shall Know No Fear
You can ignore any changes to the stats of friendly DEATH COMPANY operatives from being injured.
Strategy: Indomitus
Whenever an operative is shooting a friendly DEATH COMPANY operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Strategy: Company Of The Dead
Select up to 2 friendly DEATH COMPANY operatives that have entered the BLACK RAGE. Until the end of the turning point, they gain +1" to their movement and gain another APL for whenever they are on an objective marker. Note that this doesn't actually increase their APL, it merely counts for the purpose of controlling the objective marker.
Strategy: Bloodsurge
Whenever a friendly DEATH COMPANY operative is in melee combat with an enemy operative on the enemy board half, they gain the Severe keyword
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
Purity Seals:
Once per turning point, when a friendly DEATH COMPANY 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.
Blood Chalice:
Once per turning point a friendly DEATH COMPANY operative can use this equipment. When they do, they ignore and remove any changes to their APL stats.
Blood-Drop Amulets:
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly DEATH COMPANY operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.
Mark Of The Damned:
Once per turning point, when a friendly DEATH COMPANY operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6+ as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
Ploys
Firefight - An Honourable Death In Combat:
Use this firefight ploy when a friendly DEATH COMPANY operative has been incapacitated during a fight action. They can immediatly use one of their remaining successful hits in the sequence before being removed from play.
Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly DEATH COMPANY operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight - Rending Chains:
Use this firefight ploy when you resolve a critical success for a friendly DEATH COMPANY operative that is attacking with a CHAIN weapon (Sanguinary Chainsword, Chainsword, Eviscerator). Inflict D3 additional damage.
Firefight - Shattering Impact:
Use this firefight ploy when a DEATH COMPANY operative charges an enemy operative. The enemy operative takes 2 DMG. If the DEATH COMPANY operative has the JUMP PACK keyword, they deal D3+2 DMG instead.
Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly DEATH COMPANY operatives from being injured.
Strategic - Indomitus:
Whenever an operative is shooting a friendly DEATH COMPANY operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Strategic - Company Of The Dead:
Select up to 2 friendly DEATH COMPANY operatives that have entered the BLACK RAGE. Until the end of the turning point, they gain +1" to their movement and gain another APL for whenever they are on an objective marker. Note that this doesn't actually increase their APL, it merely counts for the purpose of controlling the objective marker.
Strategic - Bloodsurge:
Whenever a friendly DEATH COMPANY operative is in melee combat with an enemy operative on the enemy board half, they gain the Severe keyword
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.