Astartes Kill Team

Homebrew by mark4418
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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 TrainedParry
Options
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] Resolute

Adaptive Tactics (2AP): This operative may do one of the following.

ASSAULT FLURRY

  • Immediately perform a free Charge action
  • In the next Fight action made this activcation,
    • If the first hit is used to block, discard an additional successful dice from enemy dice pool
    • If the first hit is used to strike, resolve an additional normal hit immediately before the opponent may resolve a hit.

VOLLEY FIRE

  • Immediately Perform a free Shoot action.
  • Apply one of the effects
    • Weapon gains Torrent 3" (Ignore if weapon has Blast X", Torrent X", X" Devastating X rule)
    • After this attack is resolved, perform an additional free Ranged attack against an the same enemy operative, or an enemy operative within 3" and valid to this operative. This second attack has -1 to BS for the action.

Assault: If the only Ranged weapons this operative has have the Rng X" rule, add 1 to the ATK stat of this weapon until the end of the battle.

Phobos 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 Fade
Options
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] Resolute

Custom: At the start of the Set Up Operatives step, declare one additional Weapon rule for this weapon to have for the battle.

  • 1" Devastating 1
  • Saturate
  • Rending
  • Punishing
  • Stun

Grapnel Launcher and Grav Chutes: This operative treats the vertical distance of all climbs as up to 2", and ignore vertical drop distances.

Strike and Fade (2AP): This changes their order to conceal.

  • Perform a free fight action. After this operative resolves the first hit result, the fight immediately ends. This operative performs a free fall back action, add 1" to the Mov stat for this action.
  • Alternatively, this operative may perform a charge action while under the conceal order, but may only perform one fight action.
Gravis 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 Halo
Options
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] Resolute
Chaplain
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 Leader
Options
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] Resolute

Litany of Hate (1AP): Select an enemy operative within 6" and visible. Friendly operatives deal D3 damage at the start of a fight action against that operative until the end of the turning point.

Spiritual Leader: SUPPORT Friendly operatives within 6" of this operative can add 1 to the damage of the first hit resolved in a Fight or Retaliate.

Apothecary
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: Medikits
Options
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] Resolute

Gene-seed Recovery: Know No Fear Ploy is free if this operative is on the killzone.

Medikits (1AP): Select a friendly operative within control range. Operative gains D3+3 lost wounds.

  • This action cannot be performed within control range of an enemy operative.
Hellblaster
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 Trained
Options
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] Resolute
Heavy 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 Halo
Options
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] Resolute
Desolator
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 TrainedIndirect
Options
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] Resolute

Indirect: When selecting a valid target with this weapon for a ranged attack, operative may choose one of the following effects.

  • Weapon gains Seek and Rng 8", Worsen BS by 1 for this action.
  • Select an operative within 6" with at least part of the base NOT under Vantage terrain, or with an engage order and visible from directly above. If operative's base is under vantage terrain, operative may retain cover saves. Worsen BS by 1 for this action.

When using these effects, ignore venefits of Vantage (Accurate X, Additional Cover rules)

Eliminator
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 Target
Options
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] Resolute

Camo Cloak: Whenever an operative is shooting this operative, ignore the Saturate weapon rule. This operative has the Stealthy CHAPTER TACTIC. If you selected that CHAPTER TACTIC, you can do both of its options (i.e. retain two cover saves – one normal and one critical success).

Mark the Target (1AP): Select one Visible enemy operative. Until the start of this operative's next activation, that operative cannot be Obscured, and ranged weapons used by this operative against that operative gain Saturate.

Jump 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: Pounce
Options
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] Resolute

Jump (1AP): Perform a free Reposition or Fall back action. Instead of moving the model, remove the model and place it within the distance the action would allow horizontally. Deal 1 damage to enemy operatives within control range at the start of this action.

This measurement must pass through accessible terrain, terrain shorter than 3", or not under Vantage terrain.

Pounce (1AP): Perform a free Charge action. Instead of moving the model, remove the model and place it within the distance the action would allow horizontally. Deal D3 damage to enemy operatives within control range at the end of the action.

This measurement must pass through accessible terrain, terrain shorter than 3", or not under Vantage terrain.

Bladeguard 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 TrainedStormshield
Options
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] Resolute

Stormshield: When performing a ranged attack against this operative, reduce Piercing X by 1. (Note Piercing 1, and Piercing Crits X rules are therefore ignored)

When this operative blocks an enemy hit in a Fight or Retaliate, discard an additional Enemy hit result.

Sternguard 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 Drill
Options
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] Resolute

Bolter Drill: After a ranged attack is resolved against this operative, may use this rule.

This operative immediately performs a ranged attack, targetting the Enemy Operative that previously attacked this operative. Change this operative's order to Engaged if neccessary.

Assault 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 TrainedGrenadier
Options
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] Resolute

Grenadier: This operative can use frag and krak grenades (see universal equipment). Doing so does not count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it is doing so, improve the Hit stat of that weapon by 1.

Infernus
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 Resistance
Options
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] Resolute

Pyre Resistance: When this operative is targeted by Torrent X and Blast X weapons, may re-roll any Defence Dice.

Phobos 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 Gun
Options
[AT] Bloodlust[AT] Armour Of Contempt[AT] Silent Angel[AT] Evasive[AT] Deadly Aim[AT] Mobile[AT] Resolute

Adaptive Gear: As a STRATEGIC GAMBIT, may declare one of these to be active.

  • Omni-Scrambler: Select an enemy operative Visible to this operative, or within 6" of this operaitve. D6 enemy operatives must be activated before that operative is able to activate.
  • Multi-Spectrum Array: This operative and friendly Operatives within SUPPORT 4" can ignore Obscuring when performing a Ranged attack.
  • Stocked Utility Equipment: This operative may perform a Stun Grenade or Smoke Grenade action without affecting equipment selection.

Grapnel Gun: This operative may treat vertical distance as 2" when climbing.

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.