Astartes Kill Team
Composition
Your ASTARTES KILL TEAM may take the following operatives:
1 LEADER Operative:
- LIEUTENANT
- Heavy Bolt Pistol, Power Fist
- Plasma Pistol, Master Crafted Power Weapon
- Master-Crafted Bolt Rifle, Bolt Pistol, Fists
- PHOBOS LIEUTENANT
- Master-Crafted Special issue bolt pistol, Combat Knife
- Master-Crafted Bolt Carbine, Bolt Pistol, Paired Combat Blades
- GRAVIS LIEUTENANT
- Boltstorm Gauntlet, Power Fist, Relic Chainsword, Relic Fist
- Master Crafted Heavy Bolt Rifle, Relic Blade, Relic Chainsword
1 SPECIALIST Operative:
- Chaplain
- Apothecary
Up to 2 GUNNER Operatives:
- Heavy Intercessor
- Heavy Bolter; Fists
- Heavy Bolt Rifle; Fists
- Eliminator
- Bolt Sniper Rifle
- Las Fusil
- Instigator Bolt carbine
- Hellblaster
- Desolator
- Castellan Launcher
- Rocket Launcher
- Vengor Launcher
Up to 1 DUELIST Operative:
- Jump Pack Assault Intercessor
- Bladeguard Veteran
Up to 5 ASTARTES KILL TEAM Operatives
- Sternguard Veteran
- Assault Intercessor Grenadier
- Infernus
- Phobos Warrior
Your Kill team may not include more than 6 Operatives. If 2 GUNNERs are taken, Kill Team may only comrpomise of 5 Operatives.
Common Abilities and Options
Astartes Trained:
- During this Operative's activation, it may perform up to two shoot actions or two fight actions. For Shoot actions, at least one weapon used must be a BOLT weapon.
- This operative can be selected for Counteract with a conceal order.
- When determining Control of an objective marker, count this Operative's APL as +1, note this is not an APL modifier.
- During the Select Operative step, select a Primary Skill for the entire team to have, and one Secondary Skill for each operative to use indivbidually.
Parry:
Before the start of the resolve attack dice step, this operative may resolve a block, ignoring the sequence. (If this operative is Fighting, this operative may still resolve another hit after unless other rules state otherwise)
Iron Halo:
Once per turn, this effect can be applied.
When wounds are dealt to this operative, select one result. On a 4+, damage is ignored.
Note if the roll is failed, the abilty may still be used in a different attack.
[AT] Bloodlust:
Melee weapons equipped by this operative gain Rending
[AT] Armour Of Contempt:
When shooting this operative, use one of the following effects.
- If this operative can retain cover saves, halve the damage from one hit result.
- If this operative can retain cover saves, reduce Piercing by 1. (Piercing 1 converts to Piercing Crits 1)
- If this operative cannot retain cover saves, retain a normal save.
- If this operative is on full wounds, -1 damage from each hit dealt.
[AT] Silent Angel:
This operative can perform a charge action with a Conceal order, but cannot perform more than one Fight action in this activation.
[AT] Evasive:
When this operative retaliates, may resolve one effect.
- Before atack dice are resolved, use one hit to block.
- The first hit dealt to this operative deals half damage, or results in the attacking operative to suffer D3 wounds.
[AT] Deadly Aim:
The first time this operative uses a Bolt weapon in this activation, weapon gains Saturate.
[AT] Mobile:
- This operative can perform Fall Back for 1AP
- This Operative can perform a Charge action for -1AP
- This operative can perform a Dash action for free.
[AT] Resolute:
This operative may ignore APL modifiers
Lieutenant
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 9", Lethal 5+, Piercing Crits 1) | 4 | 3+ | 3/5 |
| Plasma Pistol | |||
| Normal (Piercing 1) | 4 | 3+ | 3/5 |
| Overcharge (Piercing 1, Lethal 5+, Hot) | 4 | 3+ | 4/5 |
| Master-Crafted Bolt Rifle (Piercing Crits 1, Torrent 1") | 4 | 3+ | 3/5 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Power Fist (Brutal, Assault*) | 4 | 4+ | 5/7 |
| Master-Crafted Power Weapon | |||
| Execution Stance (Lethal 5+, Shock, Assault*) | 4 | 3+ | 4/7 |
| Deflection Stance (Lethal 5+, Shock, Assault*, Parry*) | 4 | 3+ | 4/4 |
Abilities
2AP: Adaptive TacticsAssaultAstartes TrainedParryOptions
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] ResolutePhobos Lieutenant
A 3
M 7"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Master-Crafted Special Issue Bolt Pistol (Piercing 1, Rng 8", Custom*) | 4 | 2+ | 3/4 |
| Master-Crafted Bolt Carbine (Accurate 1, Lethal 5+) | 4 | 3+ | 3/4 |
| Combat Knife (Severe) | 5 | 3+ | 4/5 |
| Paired Combat Blades (Rending, Parry*) | 5 | 2+ | 3/4 |
Abilities
Astartes TrainedCustomGrapnel Launcher and Grav ChutesParry2AP: Strike and FadeOptions
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] ResoluteGravis Lieutenant
A 3
M 5"
S 3+
W 19
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltstorm Gauntlet (Rng 8", Torrent 2", Saturate, Ceaseless) | 5 | 3+ | 3/4 |
| Master-Crafted Heavy Bolt RIfle | |||
| Stationary (Piercing 1, Rending, Heavy Reposition) | 4 | 2+ | 4/5 |
| Profile | 4 | 4+ | 3/4 |
| Mobile (Piercing Crits 1, Rending) | 4 | 3+ | 4/5 |
| Power Fist (Brutal) | 5 | 4+ | 5/7 |
| Relic Chainsword (Ceaseless, Rending) | 5 | 3+ | 4/6 |
| Relic Blade (Lethal 5+, Rending) | 5 | 3+ | 4/6 |
| Relic Fist (Brutal, Rending) | 4 | 4+ | 5/7 |
Abilities
Astartes TrainedIron HaloOptions
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] ResoluteChaplain
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Absolver Bolt Pistol (Rng 9", Piercing Crits 1) | 4 | 3+ | 3/5 |
| Crozius Arcanum (Shock, Stun) | 4 | 3+ | 4/5 |
Abilities
Astartes Trained1AP: Litany of HateSpiritual LeaderOptions
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] ResoluteApothecary
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Absolver Bolt Pistol (Rng 9", Piercing Crits 1) | 4 | 3+ | 3/5 |
| Reductor Bolt Pistol (Piercing 1, Rng 3") | 4 | 2+ | 4/5 |
| Narthecium (Accurate 1, Severe, Rending) | 3 | 2+ | 3/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Astartes TrainedGene-seed Recovery1AP: MedikitsOptions
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] ResoluteHellblaster
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Incinerator | |||
| Normal (Piercing 1) | 4 | 3+ | 4/6 |
| Overcharged (Piercing 1, Lethal 5+, Hot) | 4 | 3+ | 5/6 |
| Bolt pistol (Rng 8") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Astartes TrainedOptions
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] ResoluteHeavy Intercessor
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolter | |||
| Focused (Piercing Crits 1) | 5 | 3+ | 4/5 |
| Sweeping (Piercing Crits 1, Torrent 1") | 4 | 3+ | 4/5 |
| Heavy Bolt Rifle (Piercing Crits 1, Rending) | 4 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Astartes TrainedIron HaloOptions
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] ResoluteDesolator
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rocket Launcher | |||
| Superfrag (Blast 2", Indirect*) | 4 | 3+ | 3/5 |
| Superkrak (Piercing 1, Indirect*) | 4 | 3+ | 5/5 |
| Bolt pistol (Rng 8") | 4 | 3+ | 3/4 |
| Castellan Launcher (Blast 2", Heavy Dash, Indirect*) | 5 | 4+ | 2/4 |
| Vengor Launcher (Piercing 2, Indirect*) | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Astartes TrainedIndirectOptions
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] ResoluteEliminator
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Sniper Rifle | |||
| Silent Shot (Balanced, Lethal 5+, Devastating 3, Silent, Heavy) | 4 | 2+ | 3/3 |
| Stationary (Devastating 3, Heavy Dash) | 4 | 2+ | 3/3 |
| Mobile (Devastating 1) | 4 | 3+ | 3/3 |
| Las Fusil | |||
| Stationary (Piercing 2, Lethal 5+, Heavy Dash) | 4 | 2+ | 3/4 |
| Mobile (Piercing Crits 1) | 4 | 4+ | 4/4 |
| Instigator Bolt Carbine | |||
| Silent Shot (Accurate 1, Devastating 1, Severe, Lethal 5+, Silent, Heavy Dash) | 4 | 3+ | 3/4 |
| Standard (Accurate 1, Devastating 1, Severe) | 4 | 3+ | 3/4 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Astartes TrainedCamo Cloak1AP: Mark the TargetOptions
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] ResoluteJump Pack Assault Intercessor
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Piercing Crits 1, Rng 8") | 4 | 3+ | 3/4 |
| Chainsword (Ceaseless) | 5 | 3+ | 4/5 |
Abilities
Astartes Trained1AP: Jump1AP: PounceOptions
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] ResoluteBladeguard Veteran
A 3
M 6"
S 2+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Piercing Crits 1, Rng 8") | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Astartes TrainedStormshieldOptions
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] ResoluteSternguard Veteran
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combi Weapon | |||
| Sternguard Bolt Rifle (Piercing Crits 1, Devastating 1, Accurate 1) | 4 | 3+ | 3/3 |
| Combi-Melta (Piercing 2, Devastating 4, Rng 6", Heavy Reposition) | 4 | 4+ | 6/3 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Astartes TrainedBolter DrillOptions
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] ResoluteAssault Intercessor Grenadier
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Piercing Crits 1, Rng 8") | 4 | 3+ | 3/4 |
| Chainsword (Ceaseless) | 5 | 3+ | 4/5 |
Abilities
Astartes TrainedGrenadierOptions
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] ResoluteInfernus
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pyreblaster | |||
| Sweep (Rng 8", Lethal 4+, Saturate, Torrent 2", Stun) | 4 | 2+ | 3/3 |
| Focused (Rng 8", Piercing Crits 1, Severe, Lethal 5+, Devastating 1, Stun) | 4 | 3+ | 3/3 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Astartes TrainedPyre ResistanceOptions
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] ResolutePhobos Warrior
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Custom Bolt Carbine | |||
| Marksman Profile (Lethal 5+) | 4 | 3+ | 3/4 |
| Occulus Profile (Saturate) | 4 | 3+ | 3/4 |
| Volley Profile (Accurate 1, Ceaseless) | 5 | 4+ | 3/4 |
| Combat Blades (Rending, Parry*) | 5 | 2+ | 3/4 |
Abilities
Adaptive GearAstartes TrainedGrapnel GunOptions
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] ResolutePurity Seal
Once per turning point, when a friendly 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.
Captain's Orders
At the start of every Strategic Phase. Roll a D3. If the result is equal to or higher than the Number of the turning point, add 1 Command Point.
Tilting Shields
Up to twice per turning point, when a Friendly Operative is fighting or retaliating, before attack dice are rolled, may use this rule. Opponent cannot retain attack dice of less than 6 as critical successes for this sequence.
Watchful Eyes
Once per battle, when an operative is selecting valid targets for a ranged attack, Chose one weapon to gain Seek Light until the end of the activation or counteract.
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: Auspex Targeting
When a friendly Operative selects an enemy operative for a Ranged attack. May use this ploy.
Until the start of this operative's next activation, ignore Obscuring and Gain Saturate.
Firefight: Insane Bravery
May use this ploy during a Friendly Operative's activation, or Counteract.
This operative may perform a Mission Action or Pick Up Marker action even if in Control Range of an enemy operative.
Firefight: Patient Ambush
Use this firefight ploy when it is your turn to activate a friendly operative. You can skip that activation.
Discard an additional 1 CP for every Turn this Ploy has been used.
Firefight: Transhuman Physiology
Use this firefight ploy when an operative is shooting a friendly operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Strategy Ploys
Strategy: Know No Fear
You can ignore any changes to the stats of friendly ANGEL OF DEATH operatives from being injured.
Strategy: Combat Doctrine
Select one COMBAT DOCTRINE from those presented below. Whenever a friendly ANGEL OF DEATH operative is x, its weapons have the Balanced weapon rule. X is the COMBAT DOCTRINE you selected.
- Devastator Doctrine: Shooting an operative more than 6" from it.
- Tactical Doctrine: Shooting an operative within 6" of it.
- Assault Doctrine: Fighting or retaliating.
Balanced: Can re-roll one Attack die.
Strategy: Ruthless Brawl
When a Friendly Operative finishes fighting, if it wasn't incapacitated, may inflict D3 damage on the enemy operative in that sequence.
Strategy: Oath Of Moment
An enemy operative gains an Oath Of Moment token.
Once per turning point, after rolling attack dice against an enemy operative during a Friendly activation, Operative may add or subtract D3 from one result.
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
Purity Seal:
Once per turning point, when a friendly 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.
Captain's Orders:
At the start of every Strategic Phase. Roll a D3. If the result is equal to or higher than the Number of the turning point, add 1 Command Point.
Tilting Shields:
Up to twice per turning point, when a Friendly Operative is fighting or retaliating, before attack dice are rolled, may use this rule. Opponent cannot retain attack dice of less than 6 as critical successes for this sequence.
Watchful Eyes:
Once per battle, when an operative is selecting valid targets for a ranged attack, Chose one weapon to gain Seek Light until the end of the activation or counteract.
Ploys
Firefight - Auspex Targeting:
When a friendly Operative selects an enemy operative for a Ranged attack. May use this ploy.
Until the start of this operative's next activation, ignore Obscuring and Gain Saturate.
Firefight - Insane Bravery:
May use this ploy during a Friendly Operative's activation, or Counteract.
This operative may perform a Mission Action or Pick Up Marker action even if in Control Range of an enemy operative.
Firefight - Patient Ambush:
Use this firefight ploy when it is your turn to activate a friendly operative. You can skip that activation.
Discard an additional 1 CP for every Turn this Ploy has been used.
Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Strategic - Know No Fear:
You can ignore any changes to the stats of friendly ANGEL OF DEATH operatives from being injured.
Strategic - Combat Doctrine:
Select one COMBAT DOCTRINE from those presented below. Whenever a friendly ANGEL OF DEATH operative is x, its weapons have the Balanced weapon rule. X is the COMBAT DOCTRINE you selected.
- Devastator Doctrine: Shooting an operative more than 6" from it.
- Tactical Doctrine: Shooting an operative within 6" of it.
- Assault Doctrine: Fighting or retaliating.
Balanced: Can re-roll one Attack die.
Strategic - Ruthless Brawl:
When a Friendly Operative finishes fighting, if it wasn't incapacitated, may inflict D3 damage on the enemy operative in that sequence.
Strategic - Oath Of Moment:
An enemy operative gains an Oath Of Moment token.
Once per turning point, after rolling attack dice against an enemy operative during a Friendly activation, Operative may add or subtract D3 from one result.
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.