Warpdivers
Composition
Common Abilities and Options
Bombardment:
Strategems with this rule select targets based on Vantage terrain. Targets with no vantage terrain above their base, considered Visible and out of cover. Targets with partial vantage covering their base are considered Visible and in cover. Targets with full coverage over their base but is still visible from above are considered Visible in heavy cover. Targets not visible from above are considered not visible and therefore not valid targets.
Dive:
This operative can perform a Dash action for free during their activations and Fall Back for 1 less AP.
Strategem:
Select one of the following effects to resolve on a Strategem marker.
Cooldown: You cannot use an option if it has already been used in the turning point or the prior turning point.
- Las-Bombardment: Place a Las-Bombardment marker wholly within 1" of Strategem Marker, before Removing Strategem Marker. For all operatives within 4" horizontally to Las-bombardment marker, Inflict 2D3+3 damage to operatives visible and out of cover, 2D3-1 damage to operatives visible and in cover, and D3 damage to operatives visible in heavy cover, if Operative in heavy cover can roll a successful save, damage is ignored.
- Earthshaker Rounds: Place an Earthshaker Rounds marker within control range of Strategem marker before removing the Strategem Marker. For all operatives within 3" horizontally to Earthshaker Rounds marker, Inflict D6+3 damage to operatives visible and out of cover, 2D3 damage to operatives in cover, D3+1 damage to operatives in heavy cover. Inflict an additional 1 damage to operatives within control range of each operative originally targeted by this rule.
- Smoke Shells: Place 4 Smoke grenade tokens within 3" horizontally of Strategem marker and not under vantage terrain before removing the Strategem marker. Each smoke grenade marker must be at least outside of 1" from other Smoke grenade markers.
- Resupply Drop: Place 2 Ammo Cache markers within 2" horixontally of Strategem marker and not under vantage terrain before removing the strategem marker. When an operative performs the Ammo Resupply action on one of these markers, remove the Ammo Cache marker.
- Stun Shells: Roll to stun grenade operatives within 3" horizontally, adding 1 to the result if target operative is out of cover, and automatically failing if not visible or in heavy cover.
Strategem Beacon (0AP):
Place a strategem marker within 7" and visible to this operative, or within control range of a visible point within 6" of this operative. Select a Strategem effect to apply to the marker.
You cannot perform this action within control range of enemy operatives. If with Conceal order, spend an additional 1AP for this action.
Commander
A 2
M 7"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Supercharged Lasrifle (Rending, Devastating 2) | 4 | 2+ | 3/4 |
| Plasma Pistol | |||
| Standard (Rng 6", Piercing 1) | 4 | 3+ | 4/4 |
| Overcharged (Rng 8", Piercing 1, Lethal 5+, Hot) | 4 | 3+ | 5/5 |
| Gun Butt | 3 | 4+ | 3/3 |
| Chainsword | 4 | 3+ | 4/5 |
Abilities
BombardmentDiveOverwatchStrategem0AP: Strategem BeaconTactical OversightGunner
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Melta Gun (Rng 7", Piercing 2, Devastating 4) | 4 | 3+ | 6/3 |
| Plasma Gun | |||
| Standard (Piercing 1) | 4 | 3+ | 4/6 |
| Overcharged (Piercing 1, Lethal 5+, Hot) | 4 | 3+ | 5/6 |
| Gun Butt | 3 | 4+ | 3/3 |
Abilities
BombardmentDiveStrategem0AP: Strategem BeaconHeavy Gunner
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Stubber | |||
| Focused (Heavy Dash, Piercing Crits 1, Devastating 1) | 5 | 3+ | 3/4 |
| Sweeping (Heavy Dash, Piercing Crits 1, Torrent 1") | 4 | 3+ | 3/4 |
| Suppressive (Heavy, Piercing 1, Torrent 1", Lethal 5+, Devastating 2, Stun) | 5 | 4+ | 1/2 |
| Missile Launcher | |||
| Frag (Heavy Dash, Blast 3") | 4 | 3+ | 3/5 |
| Krak (Heavy Dash, Piercing 1, Blast 1") | 4 | 3+ | 5/6 |
| Anti-Materiel Rifle | |||
| Silent (Heavy, Devastating 3, Lethal 5+, Suppressed*, Silent) | 4 | 2+ | 4/3 |
| Stationary (Heavy, Devastating 3, Lethal 5+) | 4 | 3+ | 4/3 |
| Mobile (Heavy Reposition, Accurate 1, Devastating 1) | 4 | 4+ | 3/3 |
| Gun Butt | 3 | 4+ | 3/3 |
Abilities
BombardmentDive1AP: Focused ShotsStrategem0AP: Strategem BeaconSuppressed*Veteran
A 2
M 7"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Lascarbine (Severe, Rending) | 4 | 3+ | 3/4 |
| Hot-shot Lasrifle | |||
| Scoped (Heavy Reposition, Lethal 5+) | 4 | 3+ | 3/4 |
| Mobile (Severe) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 3/3 |
Abilities
BombardmentDiveEmperor ProtectsStrategem0AP: Strategem BeaconMedic
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Lascarbine (Severe, Rending) | 4 | 3+ | 3/4 |
| Hot-shot Lasrifle | |||
| Scoped (Heavy Reposition, Lethal 5+) | 4 | 3+ | 3/4 |
| Mobile (Severe) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 3/3 |
Abilities
BombardmentCombat Stim StockDiveStrategem0AP: Strategem BeaconLoader
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Lascarbine (Severe, Rending) | 4 | 3+ | 3/4 |
| Hot-shot Lasrifle | |||
| Scoped (Heavy Reposition, Lethal 5+) | 4 | 3+ | 3/4 |
| Mobile (Severe) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 3/3 |
Abilities
BombardmentDiveStockedStrategem0AP: Strategem BeaconMarksman
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Suppressed Long-Las | |||
| Stationary (Heavy, Silent, Devastating 3) | 4 | 2+ | 3/3 |
| Mobile | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 3/3 |
Abilities
BombardmentDivePatienceStrategem0AP: Strategem BeaconScout
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Lascarbine (Severe, Rending) | 4 | 3+ | 3/4 |
| Hot-shot Lasrifle | |||
| Scoped (Heavy Reposition, Lethal 5+) | 4 | 3+ | 3/4 |
| Mobile (Severe) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 3/3 |
Abilities
0AP: Auspex Pulse scannerBombardmentDiveOrbital ScannersStrategem0AP: Strategem BeaconGrenadier
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Lascarbine (Severe, Rending) | 4 | 3+ | 3/4 |
| Hot-shot Lasrifle | |||
| Scoped (Heavy Reposition, Lethal 5+) | 4 | 3+ | 3/4 |
| Mobile (Severe) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 3/3 |
Abilities
BombardmentDiveGrenadierMelta mineStrategem0AP: Strategem BeaconObserver
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Lascarbine (Severe, Rending) | 4 | 3+ | 3/4 |
| Hot-shot Lasrifle | |||
| Scoped (Heavy Reposition, Lethal 5+) | 4 | 3+ | 3/4 |
| Mobile (Severe) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 3/3 |
Abilities
Bombardment0AP: DirectDiveStrategem0AP: Strategem BeaconTrooper
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Lascarbine (Severe, Rending) | 4 | 3+ | 3/4 |
| Hot-shot Lasrifle | |||
| Scoped (Heavy Reposition, Lethal 5+) | 4 | 3+ | 3/4 |
| Mobile (Severe) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 3/3 |
Abilities
BombardmentDiveOrbital AquisitionsStrategem0AP: Strategem BeaconCombat Knives
Friendly Warpdiver melee weapons gain Severe rule and add 1 to Crit damage stat.
Padded Armour
Add 1 to Warpdiver Operative's wound stat and reduce damage greater than 4 inflicted on this operative by 1.
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: Surprise Strike
Use this firefight ploy when a friendly Warpdiver operative is retaliating.
This operative may resolve one hit result immediately, and deal +1 damage.
Firefight: Flanking Shot
Use this firefight ploy after rolling your attack dice for a friendly Warpdiver operative, if it’s shooting an operative that either cannot retain any cover saves, or is wholly within enemy territory. You can re-roll any of your attack dice.
Firefight: Reactionary Methods
Use this firefight ploy at the start of the Firefight phase. One friendly Warpdiver operative can immediately perform a 1AP action for free, but it cannot move during that action. You cannot use this ploy if you are the player with initiative.
Firefight: Reckless Defiance
Use this firefight ploy when a friendly Warpdiver operative is incapacitated. It may perform one free action before being removed from the killzone. Assume injury unless stated otherwise.
Strategy Ploys
Strategy: Rapid Assault
X = Half the total number of friendly Warpdiver operatives not incapacitated at the start of the Strategic Phase, rounded up.
The first X operatives to activate have balanced keyword for all weapons.
Strategy: Evasive Manuevers
Once during the turning point,
- When an enemy operative resolves a charge action against this operative with an engaged order, one friendly operative within control range of that operative may be moved 2" and change the order to Engage if not already.
- At the start of an enemy operative's activation, change a Friendly Operative's order to Conceal.
Strategy: Elimination Protocol
When a friendly operative is outside of 6" and had a Conceal order before starting the activation, or is targeting an enemy operative that cannot retain cover saves, weapon gains Devastating 1 if without Piercing X rule.
Strategy: Primary Objective
Select an objective marker or mission marker. Until the Strategic Phase of the next turning point, total friendly operative's APL is counted as +1 for the sake of contesting and control, and enemy operative's spend an additional 1 AP for mission actions when within 2" of the marker.
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
Combat Knives:
Friendly Warpdiver melee weapons gain Severe rule and add 1 to Crit damage stat.
Padded Armour:
Add 1 to Warpdiver Operative's wound stat and reduce damage greater than 4 inflicted on this operative by 1.
Ploys
Firefight - Surprise Strike:
Use this firefight ploy when a friendly Warpdiver operative is retaliating.
This operative may resolve one hit result immediately, and deal +1 damage.
Firefight - Flanking Shot:
Use this firefight ploy after rolling your attack dice for a friendly Warpdiver operative, if it’s shooting an operative that either cannot retain any cover saves, or is wholly within enemy territory. You can re-roll any of your attack dice.
Firefight - Reactionary Methods:
Use this firefight ploy at the start of the Firefight phase. One friendly Warpdiver operative can immediately perform a 1AP action for free, but it cannot move during that action. You cannot use this ploy if you are the player with initiative.
Firefight - Reckless Defiance:
Use this firefight ploy when a friendly Warpdiver operative is incapacitated. It may perform one free action before being removed from the killzone. Assume injury unless stated otherwise.
Strategic - Rapid Assault:
X = Half the total number of friendly Warpdiver operatives not incapacitated at the start of the Strategic Phase, rounded up.
The first X operatives to activate have balanced keyword for all weapons.
Strategic - Evasive Manuevers:
Once during the turning point,
- When an enemy operative resolves a charge action against this operative with an engaged order, one friendly operative within control range of that operative may be moved 2" and change the order to Engage if not already.
- At the start of an enemy operative's activation, change a Friendly Operative's order to Conceal.
Strategic - Elimination Protocol:
When a friendly operative is outside of 6" and had a Conceal order before starting the activation, or is targeting an enemy operative that cannot retain cover saves, weapon gains Devastating 1 if without Piercing X rule.
Strategic - Primary Objective:
Select an objective marker or mission marker. Until the Strategic Phase of the next turning point, total friendly operative's APL is counted as +1 for the sake of contesting and control, and enemy operative's spend an additional 1 AP for mission actions when within 2" of the marker.
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.