Cult of Perfection
Composition
1 operative from the following list:
- LORD EXULTANT with one option from each of the following: Plasma pistol, bolt pistol, or rapture lash Power sword, power fist, power spear
- LORD KAKOPHONIST with one of the following options: Screamer pistol and power sword Two screamer pistols and fists
4 operatives from the following list:
- NOISE MARINE with Sonic Blaster
- NOISE MARINE with Blastmaster
- FLAWLESS BLADE with Blissblade
- FLAWLESS BLADE with Bliss sabres
None of these operatives can be selected more than once.
6 operatives from the following list:
- CULTIST MUTATRIX
- CULTIST BRUTOR
- CULTIST ELIXIS
- CULTIST SUPPLICANT
Other than the CULTIST SUPPLICANT no operative can be selected more than once.
Common Abilities and Options
Arrogant Astartes:
When there are no other friendly EMPEROR'S CHILDREN operatives within 6” of a friendly EMPEROR'S CHILDREN operatives, it can do the following:
- Perform 2 shoot or fight actions
- Counteract regardless of their order, they can also change their order before or after acting
Princes of Excess:
- EMPEROR’S CHILDREN operatives may not perform the PICK UP action, or MISSION actions
- EMPEROR’S CHILDREN operatives weapons have BALANCED if 1 or more CULTIST operatives are within their control zone at the beginning of an activation.
- EMPEROR’S CHILDREN operatives may perform a free DASH or REPOSITION action if they start their activation with 2 or more CULTIST operatives within their control zone
- EMPEROR’S CHILDREN operatives can be targeted by the WILLING SACRIFICE ploy for 0CP if there are 3 or more CULTIST operatives within their control zone.
- For the purposes of this rule, each CULTIST operative can only be counted once (in other words if a CULTIST operative is within controle range of two EMPORER’S CHILDREN operatives, it can only confer this rule on one of them)
Ecstatic Performance (1AP):
If this operative has 1 or more CULTIST operatives within it's control range it can use this ability. Doing so grants CEASELESS to their ranged weapons for the remainder of this activation.
Lethal Display (1AP):
If this operative has 1 or more CULTIST operatives within it's control range it may use this ability. Doing so grants it's melee weapons RENDING for the remainder of the activation.
Expendable Drudges:
- CULTIST operatives do not count towards enemy kill or tac ops
- When a friendly EMPEROR’S CHILDREN operatives is targeted for the shoot action, if a CULTIST operative is within their control zone, that CULTIST operative may be substituted as the target instead, even if they would not otherwise be a valid target. This does not affect TORRENT or BLAST weapons.
- CULTIST operatives can perform the DASH action, PICK UP action or mission actions for 1 less AP
Lord Exultant
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Prc1, Lethal 5+) | 4 | 3+ | 4/5 |
| Bolt Pistol (RNG 8") | 4 | 3+ | 3/4 |
| Rapture Lash (Ceaseless, Shock, RNG 4") | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Power Fist (Brutal, Shock) | 4 | 3+ | 4/6 |
| Power Spear (Brutal, Severe) | 4 | 3+ | 3/6 |
Abilities
Arrogant AstartesDuellist of Great RenownNeeds MustPrinces of ExcessLord Kakophonist
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Screamer Pistol (Tor 1", Sat, Rng 6") | 4 | 2+ | 3/4 |
| Two Screamer Pistols (Tor 2", Sat, Rng 6") | 5 | 2+ | 3/4 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Two Screamer Pistols (point blank) (Severe, Prc1) | 4 | 3+ | 3/4 |
Abilities
Arrogant AstartesBlissful ChorusOrchestra of PainPrinces of ExcessNoise Marine with Sonic Blaster
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sonic Blaster (Tor 2") | 4 | 3+ | 3/4 |
| Knives and Fists | 4 | 3+ | 3/4 |
Abilities
Arrogant Astartes1AP: Ecstatic PerformancePrinces of ExcessNoise Marine with Blastmaster
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blast Master | |||
| Varied Frequency (Tor 2", Prc1) | 5 | 3+ | 4/6 |
| Singe Frequency (Lethal 5+, Prc1) | 5 | 3+ | 5/6 |
| Knives and Fists | 4 | 3+ | 3/4 |
Abilities
Arrogant Astartes1AP: Ecstatic PerformancePrinces of ExcessFlawless Blade with Blissblade
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blissblade (Brutal) | 5 | 3+ | 6/7 |
Abilities
Arrogant Astartes1AP: Lethal DisplayPrinces of ExcessFlawless Blade with Bliss Sabres
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bliss Sabres (Shock) | 5 | 3+ | 4/5 |
Abilities
Arrogant Astartes1AP: Lethal DisplayPrinces of ExcessCultist Mutatrix
A 1
M 5"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Needle Pistol (rng 8", Dev1) | 3 | 4+ | 2/2 |
| Claws | 3 | 3+ | 3/3 |
Abilities
1AP: Delicate CaressesExpendable DrudgesGrasping TentaclesCultist Brutor
A 1
M 5"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (rng 8") | 3 | 4+ | 2/2 |
| Great Weapon (Severe) | 4 | 3+ | 3/4 |
Abilities
Expendable DrudgesSolid MassTwisted PerfectionCultist Elixis
A 1
M 5"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Toxin Injector (Rng 3", prc1) | 3 | 4+ | 2/3 |
| Toxin Injector (Lethal 5+) | 3 | 4+ | 3/4 |
Abilities
1AP: Combat DrugsExpendable DrudgesLife SyphonCultist Supplicant
A 1
M 5"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (rng 8") | 3 | 4+ | 2/2 |
| Blades | 3 | 4+ | 2/2 |
Abilities
Cowering ThrallExpendable DrudgesMob of DevoteesEnticing Musk
Once per battle when an enemy operative performs a PICK UP or MISSION action while within 6” of and visible to a friendly EMPEROR’S CHILDREN operative you can use this equipment. Each player rolls a D6, if the EMPEROR'S CHILDREN player rolls higher, that action was performed by that friendly operative (in other words, if it would generate VP they go to the EMPEROR’S CHILDREN player). If it was a PICK UP action the picked up marker is now held by the EMPEROR’S CHILDREN operative. If the MISSION action requires a decision (for example in the action MOVE THE ORB) then that decision is made by the EMPEROR’S CHILDREN player.
Screaming Blades
Once per turning point when a friendly FLAWLESS BLADE operative is fighting or retaliating you can use this equipment. Doing so gives their melee weapons DEVASTATING 1 for the remainder of the action.
Eye of Fulgrim
Once per turning point, when a friendly EXULTANT or KAKOPHONIST operative incapacitates an enemy operative, gain 1CP.
Shattering Harmonics
Once per turning point when a friendly NOISE MARINE operative is shooting with a Sonic Blaster, that weapon has the 1” DEVASTATING 1 rule.
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: Willing Sacrifice
Once per battle when a friendly EMPEROR’S CHILDREN operative is incapacitated and has at least 1 CULTIST operative within it’s control range, you can use this ploy. If you do that operative is not removed, but instead is reduced to 1 wound and may not be incapacitated for the remainder of this activation. 1 CULTIST operative within control range of this operative is then
Firefight: Slavish Devotion
Once per turning point when activating a CULTIST operative you can expend that operative and increase the APL of one EMPEROR’S CHILDREN operative within the control range of that operative by 1 for the remainder of the turning point. Once per battle this ploy may be used for 0CP if instead of expending the CULTIST operative, you perform the OPEN HATCH action with it.
Firefight: Notice me, Master!
Once per turning point, when activating a CULTIST operative, unless it is a BRUTOR, it counts as 2 operatives for the purposes of the PRINCES OF EXCESS rule and the BLISSFUL CHOIR ability.
Firefight: Annointed with My Pain
Once per turning point, when activating a CULTIST operative, deal D3 damage to it and increace the PIERCING of one friendly EMPEROR’S CHILDREN operative within their control range by 1 to a maximum of 2 (in other words weapons without PIERCING gain PIERCING 1 and weapons with PIERCING 1 gain PIERCING 2)
Strategy Ploys
Strategy: In the Shadow of Greatness
For the purposes of selecting a valid target, if the target is a CULTIST, treat EMPEROR’S CHILDREN operatives as light cover (in other words, if a CULTIST operative has a CONCEAL order and an EMPEROR’S CHILDREN operative is within 1” of it and is between it and the enemy operative attempting to target them, it is not a valid target).
Strategy: Shield of Flesh
Until the start of the next strategy phase, the EXPENDABLE DRUDGES rule does affect BLAST and TORRENT weapons. In such cases, if the EMPEROR’S CHILDREN operative is the primary target, nominate a CULTIST to be the primary target instead, and when/if that EMPEROR’S CHILDREN operative is selected as a secondry target, nominate a CULTIST to be the secondary target instead, even if that would mean that CULTIST gets targeted twice. If there are no valid CULTISTS left, the target cannot be changed.
Strategy: Intoxicating Agonies
Until the start of the next strategy phase, friendly EMPEROR’S CHILDREN operatives can ignore the penalties from being wounded.
Strategy: Horde of Eager Supplicants
At the start of the next Strategy phase as a STRATEGIC GAMBIT set up all friendly CULTIST operatives that were incapacitated during this turning point within your deployment zone. This may only be used once per battle.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Equipment
Enticing Musk:
Once per battle when an enemy operative performs a PICK UP or MISSION action while within 6” of and visible to a friendly EMPEROR’S CHILDREN operative you can use this equipment. Each player rolls a D6, if the EMPEROR'S CHILDREN player rolls higher, that action was performed by that friendly operative (in other words, if it would generate VP they go to the EMPEROR’S CHILDREN player). If it was a PICK UP action the picked up marker is now held by the EMPEROR’S CHILDREN operative. If the MISSION action requires a decision (for example in the action MOVE THE ORB) then that decision is made by the EMPEROR’S CHILDREN player.
Screaming Blades:
Once per turning point when a friendly FLAWLESS BLADE operative is fighting or retaliating you can use this equipment. Doing so gives their melee weapons DEVASTATING 1 for the remainder of the action.
Eye of Fulgrim:
Once per turning point, when a friendly EXULTANT or KAKOPHONIST operative incapacitates an enemy operative, gain 1CP.
Shattering Harmonics:
Once per turning point when a friendly NOISE MARINE operative is shooting with a Sonic Blaster, that weapon has the 1” DEVASTATING 1 rule.
Ploys
Firefight - Willing Sacrifice:
Once per battle when a friendly EMPEROR’S CHILDREN operative is incapacitated and has at least 1 CULTIST operative within it’s control range, you can use this ploy. If you do that operative is not removed, but instead is reduced to 1 wound and may not be incapacitated for the remainder of this activation. 1 CULTIST operative within control range of this operative is then
Firefight - Slavish Devotion:
Once per turning point when activating a CULTIST operative you can expend that operative and increase the APL of one EMPEROR’S CHILDREN operative within the control range of that operative by 1 for the remainder of the turning point. Once per battle this ploy may be used for 0CP if instead of expending the CULTIST operative, you perform the OPEN HATCH action with it.
Firefight - Notice me, Master!:
Once per turning point, when activating a CULTIST operative, unless it is a BRUTOR, it counts as 2 operatives for the purposes of the PRINCES OF EXCESS rule and the BLISSFUL CHOIR ability.
Firefight - Annointed with My Pain:
Once per turning point, when activating a CULTIST operative, deal D3 damage to it and increace the PIERCING of one friendly EMPEROR’S CHILDREN operative within their control range by 1 to a maximum of 2 (in other words weapons without PIERCING gain PIERCING 1 and weapons with PIERCING 1 gain PIERCING 2)
Strategic - In the Shadow of Greatness:
For the purposes of selecting a valid target, if the target is a CULTIST, treat EMPEROR’S CHILDREN operatives as light cover (in other words, if a CULTIST operative has a CONCEAL order and an EMPEROR’S CHILDREN operative is within 1” of it and is between it and the enemy operative attempting to target them, it is not a valid target).
Strategic - Shield of Flesh:
Until the start of the next strategy phase, the EXPENDABLE DRUDGES rule does affect BLAST and TORRENT weapons. In such cases, if the EMPEROR’S CHILDREN operative is the primary target, nominate a CULTIST to be the primary target instead, and when/if that EMPEROR’S CHILDREN operative is selected as a secondry target, nominate a CULTIST to be the secondary target instead, even if that would mean that CULTIST gets targeted twice. If there are no valid CULTISTS left, the target cannot be changed.
Strategic - Intoxicating Agonies:
Until the start of the next strategy phase, friendly EMPEROR’S CHILDREN operatives can ignore the penalties from being wounded.
Strategic - Horde of Eager Supplicants:
At the start of the next Strategy phase as a STRATEGIC GAMBIT set up all friendly CULTIST operatives that were incapacitated during this turning point within your deployment zone. This may only be used once per battle.
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.