Cult of Chaos
Composition
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Common Abilities and Options
Infernal Pact:
Once per battle, when a friendly CHAOS operative is activated within 6'' of this operative, you can use this ability. If you do, change that operative’s Marks of Chaos keyword.
Available Equipment:
- Frag Grenade
- Krak Grenade
- Covert Guise
- Grisly Trophy
- Sacrificial Dagger
Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly CULTIST operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
Squad Tactics:
Whenever this operative is within 3'' of any other friendly GUARDSMAN operatives, add 1 to both Dmg stats of this operative's weapons and they have the Accurate 1 weapon rule.
Daemon:
This operative ignores the Piercing weapon rule.
Frenzy:
Whenever a friendly BEASTMAN operative that does not have one of your Frenzy tokens would be incapacitated during the battle, it is not incapacitated and it gains one of your Frenzy tokens. All remaining attack dice are discarded (including yours if this operative is fighting or retaliating). If it has a Conceal order, change it to Engage.
Whenever a friendly BEASTMAN operative has one of your Frenzy tokens:
- It is only incapacitated as detailed below.
- It cannot have a Conceal order.
- It is injured.
- For the purpose of determining control of markers and areas of the killzone, treat its APL stat as 1. This takes precedence over any stat changes.
A friendly BEASTMAN operative that has one of your Frenzy tokens is incapacitated when one of the following is met:
- Its activation or counteraction ends.
- An enemy operative is fighting against or retaliating against it and your opponent strikes with a critical success.
- An enemy operative is fighting against or retaliating against it and your opponent strikes it for a second time with a normal success. Note this can be strikes from two different Fight actions.
- An enemy operative is shooting it and Critical Dmg is inflicted on it.
- The battle ends (resolve this before any victory conditions that resolve at the end of the battle).
Mutations:
Pick 1 Mutation:
-
Deformed Wings: Whenever this operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically). Whenever this operative is dropping, ignore the vertical distance.
-
Fleet: Add 1" to this operative’s Move stat.
-
Chitinous: Improve this operative’s Save stat by 1.
-
Sinewed: Whenever this operative ends its move during the Charge action, you can inflict 1 damage on one enemy operative within its control range, or D3 damage instead if this operative is a TORMENT.
-
Horned You can ignore any changes to the Hit stat of this operative’s melee weapons from being injured. This operative’s melee weapons have the Brutal weapon rule.
-
Barbed Whenever this operative is fighting or retaliating:
- Enemy operatives cannot assist.
- The first time you strike during that sequence, also inflict 1 damage on each other enemy operative within this operative’s control range, or D3 damage instead if this operative is a TORMENT.
CORE
A 0
M 0"
S 0+
W 1
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| SİKİŞ | 1 | 1+ | 0/0 |
Abilities
Mark of ChaosOptions
BLOOD FOR THE BLOOD GOD (Strategic Ploy)EXCESSIVE SPEED (Strategic Ploy)CONTAGION (Strategic Ploy)GLISTENING BARRAGE (Strategic Ploy)Cult Demagogue
A 3
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Tainted Bolt Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Plasma Pistol | |||
| Standard (Prc1, Rng 8") | 4 | 3+ | 3/5 |
| Supercharged (Hot, Lethal 5+, Prc1, Rng 8") | 4 | 3+ | 4/5 |
| Scoped Bolt Pistol (Rng 12'') | 4 | 3+ | 3/4 |
| Inferno Pistol (Rng 3'', Devastating 3, Prc 2) | 4 | 3+ | 5/3 |
| Hand Flamer (Rng 6", Sat, Tor 1") | 4 | 2+ | 3/3 |
| Diabolical Stave (Shock, Stun) | 4 | 3+ | 3/6 |
| Accursed Claw (Brutal) | 4 | 4+ | 5/7 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Incite Slaughter (1 AP)Incite Urgency (1 AP)Infernal PactStrategise (1 AP)Rogue Psyker
A 3
M 6"
S 5+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Fireblast (Psychic, Blast 2", 1" Dev1, Sat) | 4 | 3+ | 3/4 |
| Life Siphon (Psychic, Sat, *Siphon Life) | 4 | 4+ | 3/4 |
| Staff | 4 | 3+ | 3/5 |
Abilities
Malign InfluenceManifest Psychic Power (1AP)Siphon LifeCultist Champion [15R]
A 2
M 6"
S 6+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Tainted Auto Pistol (Rng 8", Lethal 5+) | 4 | 3+ | 2/4 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Hand Flamer (Rng 6", Sat, Tor 1") | 4 | 2+ | 3/3 |
| Chainsword | 4 | 3+ | 3/4 |
| Bionic Claw (Brutal) | 4 | 4+ | 3/6 |
| Accursed Greatblade (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Available EquipmentGroup ActivationOptions
SICKENING AURA (Strategic Ploy)CREATURES OF NIGHTMARE (Strategic Ploy)EXALTATION IN PAIN (Strategic Ploy)FERVENT ONSLAUGHT (Strategic Ploy)STRIKE FROM WITHIN (Tactical Ploy)FRENZIED DEMISE (Tactical Ploy)ACCURSED GIFTS (Tactical Ploy)UNLEASH THE DAEMON (Tactical Ploy)Renegade Sergeant [20R]
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolter | 4 | 3+ | 3/4 |
| Auto Pistol | 4 | 3+ | 2/3 |
| Bolt Pistol | 4 | 3+ | 3/5 |
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Crude Blade | 4 | 3+ | 2/3 |
| Chainsword | 4 | 3+ | 4/5 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
| Paired Power Weapons (Ceaseless, Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Available EquipmentDirectSquad TacticsOptions
OVERCHARGE LASGUNS (Strategic Ploy)DIRTY FIGHTERS (Strategic Ploy)GLORY KILL (Strategic Ploy)RECKLESS ASPIRANT (Strategic Ploy)CALLOUS DISREGARD (Tactical Ploy)REWARD EARNED (Tactical Ploy)DARK FAVOUR (Tactical Ploy)DEADLY DEMISE (Tactical Ploy)Fury [17R]
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Daemonic Claws | 4 | 3+ | 4/6 |
Abilities
Available EquipmentDaemonDaemon of Chaos UndividedOptions
DAEMONSIGHT (Strategic Ploy)PREY ON THE WEAK (Strategic Ploy)SYMBOL OF TERROR (Strategic Ploy)REALITY SHIFT (Strategic Ploy)WARP WALK (Tactical Ploy)DAEMONIC MOCKERY (Tactical Ploy)EPHEMERAL REGENERATION (Tactical Ploy)TIME SURGE (Tactical Ploy)Beastman Ironhorn [20R]
A 2
M 6"
S 4+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Corrupted Pistol (Rng 8'', Rnd) | 4 | 4+ | 2/3 |
| Plasma Pistol | |||
| Default (Prc1, Rng 8") | 4 | 4+ | 3/5 |
| Profile (Hot, Lethal 5+, Prc1, Rng 8") | 4 | 4+ | 4/5 |
| Bludgeon (Brutal) | 4 | 3+ | 4/4 |
| Chainblade (Rnd) | 4 | 3+ | 4/5 |
Abilities
Available EquipmentFrenzyOptions
AMBUSH (Strategic Ploy)PELTING FIREPOWER (Strategic Ploy)RECKLESS DETERMINATION (Strategic Ploy)VIOLENT TEMPERAMENT (Strategic Ploy)ANIMALISTIC FURY (Tactical Ploy)BLOODSENSE (Tactical Ploy)RUTHLESS RAMPAGE (Tactical Ploy)WILD RAGE (Tactical Ploy)Chaos Marine Champion [35R]
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Tainted Bolt Pistol (Rng 8'', Rnd) | 4 | 3+ | 3/5 |
| Plasma Pistol | |||
| Standard (Prc1, Rng 8") | 4 | 3+ | 3/5 |
| Supercharge (Hot, Lethal 5+, Prc1, Rng 8") | 4 | 3+ | 4/5 |
| Chainblade (Rnd) | 5 | 3+ | 4/5 |
| Powerweapon (Lethal 5+) | 5 | 4+ | 4/6 |
| Powermaul (Shock) | 4 | 3+ | 4/6 |
| Powerfist (Brutal) | 5 | 4+ | 5/7 |
Abilities
Available EquipmentInfernal PactOptions
MALICIOUS VOLLEYS (Strategic Ploy)HATEFUL ASSAULT (Strategic Ploy)NIGHTMARE MANIFEST (Strategic Ploy)LET THE GALAXY BURN! (Strategic Ploy)DEATH TO THE FALSE EMPEROR (Tactical Ploy)TRANSHUMAN PHYSIOLOGY (Tactical Ploy)WARP INFUSED (Tactical Ploy)VETERAN OF THE LONG WAR (Tactical Ploy)Cultist Devotee [10R]
A 2
M 6"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Auto Pistol (Rng 8") | 4 | 4+ | 2/3 |
| Crude Melee Weapon | 4 | 4+ | 2/3 |
Abilities
Available EquipmentGroup ActivationRenegade Guardsman [15R]
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Flamer (Rng 8", Sat, Tor 2") | 4 | 2+ | 3/3 |
| Meltagun (Rng 6", Dev4, Prc2) | 4 | 4+ | 6/3 |
| Plasma Gun | |||
| Standard (Prc1) | 4 | 4+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Prc1) | 4 | 4+ | 5/6 |
| Grenade Launcher | |||
| Frag (Blast 2") | 4 | 4+ | 2/4 |
| Krak (Prc1) | 4 | 4+ | 4/5 |
| Long-Las | |||
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Dev1, Hvy(Dash), Silent) | 4 | 2+ | 3/3 |
| Shotgun (Rng 6") | 4 | 3+ | 3/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
Available EquipmentSquad TacticsBeastman [15R]
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Auto Pistol (Rng 8'') | 4 | 4+ | 2/3 |
| Bludgeon (Brutal) | 4 | 4+ | 4/4 |
| Cleaver | 4 | 4+ | 4/5 |
| Skull Cleaver (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
Available EquipmentFrenzyMutant [15R]
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blasphemous Appendages (Ceaseless, Rending) | 4 | 4+ | 3/4 |
Abilities
MutationsRenegade Ogryn [30R]
A 2
M 6"
S 5+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ripper Gun (Rng 8", Punishing) | 4 | 3+ | 4/5 |
| Brutal Assault Weapons (Rnd, Shock) | 4 | 3+ | 5/6 |
| Bayonet | 4 | 3+ | 4/5 |
Abilities
Avalanche Of MuscleBruteChem EnhancedChaos Marine [30R]
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolter | 4 | 3+ | 3/4 |
| Bolt Pistol (Rng 8'') | 4 | 3+ | 3/4 |
| Flamer (Rng 8", Sat, Tor 2") | 4 | 2+ | 3/3 |
| Meltagun (Rng 6", Dev4, Prc2) | 4 | 3+ | 6/3 |
| Plasma Gun | |||
| Standard (Prc1) | 4 | 3+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Prc1) | 4 | 3+ | 5/6 |
| Heavy Bolter (Heavy, Tor 1'', Ceaseless) | 5 | 3+ | 4/5 |
| Reaper Chaincannon (Prc1, Heavy) | 4 | 3+ | 3/5 |
| Missile Launcher | |||
| Krak (Prc1, Weapon) | 4 | 3+ | 5/7 |
| Frag (Blast 2'', Heavy) | 4 | 3+ | 3/5 |
| Fists | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
| Twin Accursed Weapon (Lethal 5+) | 5 | 3+ | 3/5 |
| Heavy Chain Weapon (Brutal) | 5 | 4+ | 5/7 |
Abilities
Available EquipmentTorment [25R]
A 2
M 6"
S 5+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hideous Mutations (Ceaseless, Rnd) | 5 | 4+ | 4/5 |
Abilities
MutationsBloodletter [12R]
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hellblade (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Available EquipmentDaemonPlaguebearer [12R]
A 2
M 4"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plaguesword | 4 | 3+ | 4/6 |
Abilities
Available EquipmentDaemonDisgustingly ResilientNew AbilityDaemonette [12R]
A 2
M 8"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws (Relentless) | 4 | 3+ | 4/5 |
Abilities
Available EquipmentDaemonPink Horror [12R]
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Coruscating Flames | 4 | 3+ | 3/4 |
| Claws | 4 | 4+ | 3/4 |
Abilities
Available EquipmentDaemonSplitBlue Horror [10R]
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fizzing Flames (Ranger 6'') | 4 | 4+ | 2/3 |
| Claws | 4 | 4+ | 2/3 |
Abilities
Available EquipmentDaemonFrag Grenade [2R]
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Frag Grenade | 4 | 3+ | 2/3 | Lim, Sat, Blast 2'', Rng 6'' |
Piercing Claws [2R]
Select one claws the operative is equipped with. Add 1 to that weapon’s Critical Damage characteristic and it gains the Rending critical hit rule for the battle.
Warded Armour [3R]
Change the operative’s Save characteristic to 2+ for the battle. In the Resolve Successful Hits step of a combat or shooting attack, if an attack dice inflicts damage on this operative, its Save characteristic is changed back to its normal characteristic for the rest of the battle.
Commspack [2R]
The operative can perform the following action for the battle:
- Signal (1 AP): SUPPORT. Select one other friendly CHAOS operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.
Icon Of Chaos [2R]
The operative gains the following ability for the battle:
- Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
Chem-Breather [1R]
The operative gains the following ability for the battle:
- Chem-breather: You can ignore any or all modifiers to this operative’s APL and it is not affected by the Stun critical hit rule.
Alluring Musk [3R]
he operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Alluring Musk | 5 | 2+ | 1/1 | Stun, Rng 6'' |
Sacrificial Dagger [3R]
The operative gains the following ability for the battle:
- Sacrificial Offering: Once per Turning Point, when this operative incapacitates an enemy operative in combat, this operative can regain up to 4 lost wounds.
Wicked Blade [1R]
Select a bayonet or improvised blade the operative is equipped with. Add 1 to that weapon’s Normal Damage characteristic for the battle.
Beast Pelt [1R]
The operative gains the following ability for the battle:
- Beast Pelt: Each time a shooting attack is made against this operative, if the ranged weapon has the Blast or Torrent special rule, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice. This operative is unaffected by the Splash critical hit rule.
Suspensor System [3R]
The operative gains the following ability for the battle:
- Suspensor System: The Heavy special rule of ranged weapons the operative is equipped with is treated differently. Instead, an operative cannot move more than 6'' in the same activation in which it performs a Shoot action with any of those ranged weapons.
Trophy Weapon [1R]
Select a crude melee weapon or pistol the operative is equipped with. Add 1 to both Damage characteristics of that weapon for the battle.
Unholy Talisman [3R]
The operative gains the following ability for the battle:
- Unholy Talisman: This operative ignores the Piercing weapon rule.
Corrupted Weapon [2R]
Select one bludgeon or cleaver the operative is equipped with (note that you cannot select skullcleaver or triple cleavers). That weapon gains the Rending critical hit rule for the battle.
Brass Horns [1R]
The operative gains the following ability for the battle:
- Brass Horns: Each time this operative fights in combat, in the Roll Attack Dice step of that combat, if it performed a Charge action during that activation, you can re-roll one of your attack dice.
Pox Bomb [3R]
The operative can perform the following action for the battle:
- Pox Bomb (1 AP): Select one point in the killzone within 6'' of this operative. Roll one D6 for each operative within 2'' of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative. If the result is a 3+, also inflict damage on that enemy operative equal to the dice result halved (rounding up).
War Gong [2R]
The operative gains the following ability for the battle:
- War Gong: Whenever an attack dice would inflict Critical Dmg on a friendly BEASTMAN operative within 3" of this operative, if this operative doesn’t have one of your Frenzy tokens, you can choose for that attack dice to inflict Normal Dmg instead.
Instrument Of Chaos [2R]
The operative can perform the following action during the battle:
- Instrument of Chaos (1AP): Until the end of the Turning Point, each time a friendly DAEMON operative performs a Normal Move or Charge action, it can move an additional 1''.
Tainted Rounds [3R]
Select one boltgun, bolt pistol or tainted bolt pistol the operative is equipped with. Add 1 to both Damage characteristics of that weapon.
Incendiary Shell [2R]
A shotgun the operative is equipped with gains the following special rule for the battle:
- Incendiary Shells: Each time this weapon is selected to shoot with, you can choose to fire incendiary shells. If you do so, for that shooting attack:
- This weapon gains the Blast 1'' special rule.
- Subtract 1 from this weapon’s Normal Damage characteristic.
Ritual Dagger [2R]
The operative is equipped with the following melee weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Ritual Dagger | 3 | 4+ | 3/6 | Bal |
Death's Heads [1R]
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Death's Heads | 4 | 3+ | 3/5 | Range 6'' |
Hot-Shot Capacitor Pack [2R]
Modify the operative’s ranged weapons for the battle as follows:
- Add 1 to both Damage characteristics of lasguns and laspistols this operative is equipped with.
Diabolyk Bomb [4R]
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Diabolyk Bomb | 4 | 3+ | 4/3 | Range 6", Blast 2", Devastating 2, Limited 1, Heavy (Reposition only), Piercing 1, Saturate |
Trinket of Flux [2R]
Select one coruscating flames or fizzing flames the operative is equipped with. Add 1 to that weapon’s Damage characteristics for the battle.
War Paint [2R]
The operative gains the following ability for the battle:
- War Paint: You can ignore any or all modifiers to this operative’s Movement and APL characteristics.
Armour Plate [2R]
The operative gains the following ability for the battle:
- Armour Plates: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice results of 1.
Shield
The operative gains the following abilities for the battle:
- Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).
- Shielding: Whenever this operative is activated, you can use this rule. If you do, until the start of this operative’s next activation:
- Subtract 2" from its Move stat.
- Whenever an operative is shooting this operative, you can re-roll any of your defence dice.
Krak Grenade [3R]
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Krak Grenade | 4 | 3+ | 4/5 | Lim, Sat, Piercing 1, Rng 6'' |
Rancid Vomit [3R]
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Rancid Vomit | 5 | 2+ | 2/3 | Range 6'', Tor 1'' |
Malefic Blade [2R]
The operative is equipped with the following melee weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Malefic Blade | 5 | 3+ | 3/5 |
Covert Guise [2R]
The operative gains the following ability for the battle:
- Covert Guise: At the end of the Scouting step, if this operative is wholly within your drop zone, it can perform a free Dash action.
Corrupted Rounds [1R]
Select one autopistol the operative is equipped with. That weapon gains the Rending critical hit rule for the battle.
Stimms [3R]
The operative gains the MEDIC keyword until the start of the next battle and can perform the following action during the battle:
- Stimms (1 AP): Select one friendly CHAOS operative within this operative’s control range, then select the Rejuvenated STIMM rule, or one other STIMM rule for that operative to have for the battle. You cannot select each STIMM rule for each operative more than once per battle. This operative cannot perform this action while within control range of an enemy operative.
- Rejuvenated: The operative regains up to 2D3 lost wounds.
- Enraged: The operative’s melee weapons have the Relentless weapon rule.
- Fortified: Whenever this operative would lose a wound, roll one D6: on a 6, that wound is not lost.
Scorched Skull [3R]
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Scorched Skull | 4 | 4+ | 4/5 | Piercing 1 |
Grisly Trophy [3R]
The operative gains the following ability for the battle:
- Grisly Trophy: While this operative is Visible to and within of an enemy operative, subtract 1 from the Attacks characteristic of ranged and melee weapons that enemy operative is equipped with.
Sinister Trophy [3R]
The operative gains the following ability for the battle:
- Sinister Trophy: While an enemy operative is within Engagement Range of this operative, subtract 1 from the Attacks characteristic of melee weapons it is equipped with.
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.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
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
Frag Grenade [2R]:
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Frag Grenade | 4 | 3+ | 2/3 | Lim, Sat, Blast 2'', Rng 6'' |
Piercing Claws [2R]:
Select one claws the operative is equipped with. Add 1 to that weapon’s Critical Damage characteristic and it gains the Rending critical hit rule for the battle.
Warded Armour [3R]:
Change the operative’s Save characteristic to 2+ for the battle. In the Resolve Successful Hits step of a combat or shooting attack, if an attack dice inflicts damage on this operative, its Save characteristic is changed back to its normal characteristic for the rest of the battle.
Commspack [2R]:
The operative can perform the following action for the battle:
- Signal (1 AP): SUPPORT. Select one other friendly CHAOS operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.
Icon Of Chaos [2R]:
The operative gains the following ability for the battle:
- Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
Chem-Breather [1R]:
The operative gains the following ability for the battle:
- Chem-breather: You can ignore any or all modifiers to this operative’s APL and it is not affected by the Stun critical hit rule.
Alluring Musk [3R]:
he operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Alluring Musk | 5 | 2+ | 1/1 | Stun, Rng 6'' |
Sacrificial Dagger [3R]:
The operative gains the following ability for the battle:
- Sacrificial Offering: Once per Turning Point, when this operative incapacitates an enemy operative in combat, this operative can regain up to 4 lost wounds.
Wicked Blade [1R]:
Select a bayonet or improvised blade the operative is equipped with. Add 1 to that weapon’s Normal Damage characteristic for the battle.
Beast Pelt [1R]:
The operative gains the following ability for the battle:
- Beast Pelt: Each time a shooting attack is made against this operative, if the ranged weapon has the Blast or Torrent special rule, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice. This operative is unaffected by the Splash critical hit rule.
Suspensor System [3R]:
The operative gains the following ability for the battle:
- Suspensor System: The Heavy special rule of ranged weapons the operative is equipped with is treated differently. Instead, an operative cannot move more than 6'' in the same activation in which it performs a Shoot action with any of those ranged weapons.
Trophy Weapon [1R]:
Select a crude melee weapon or pistol the operative is equipped with. Add 1 to both Damage characteristics of that weapon for the battle.
Unholy Talisman [3R]:
The operative gains the following ability for the battle:
- Unholy Talisman: This operative ignores the Piercing weapon rule.
Corrupted Weapon [2R]:
Select one bludgeon or cleaver the operative is equipped with (note that you cannot select skullcleaver or triple cleavers). That weapon gains the Rending critical hit rule for the battle.
Brass Horns [1R]:
The operative gains the following ability for the battle:
- Brass Horns: Each time this operative fights in combat, in the Roll Attack Dice step of that combat, if it performed a Charge action during that activation, you can re-roll one of your attack dice.
Pox Bomb [3R]:
The operative can perform the following action for the battle:
- Pox Bomb (1 AP): Select one point in the killzone within 6'' of this operative. Roll one D6 for each operative within 2'' of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative. If the result is a 3+, also inflict damage on that enemy operative equal to the dice result halved (rounding up).
War Gong [2R]:
The operative gains the following ability for the battle:
- War Gong: Whenever an attack dice would inflict Critical Dmg on a friendly BEASTMAN operative within 3" of this operative, if this operative doesn’t have one of your Frenzy tokens, you can choose for that attack dice to inflict Normal Dmg instead.
Instrument Of Chaos [2R]:
The operative can perform the following action during the battle:
- Instrument of Chaos (1AP): Until the end of the Turning Point, each time a friendly DAEMON operative performs a Normal Move or Charge action, it can move an additional 1''.
Tainted Rounds [3R]:
Select one boltgun, bolt pistol or tainted bolt pistol the operative is equipped with. Add 1 to both Damage characteristics of that weapon.
Incendiary Shell [2R]:
A shotgun the operative is equipped with gains the following special rule for the battle:
- Incendiary Shells: Each time this weapon is selected to shoot with, you can choose to fire incendiary shells. If you do so, for that shooting attack:
- This weapon gains the Blast 1'' special rule.
- Subtract 1 from this weapon’s Normal Damage characteristic.
Ritual Dagger [2R]:
The operative is equipped with the following melee weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Ritual Dagger | 3 | 4+ | 3/6 | Bal |
Death's Heads [1R]:
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Death's Heads | 4 | 3+ | 3/5 | Range 6'' |
Hot-Shot Capacitor Pack [2R]:
Modify the operative’s ranged weapons for the battle as follows:
- Add 1 to both Damage characteristics of lasguns and laspistols this operative is equipped with.
Diabolyk Bomb [4R]:
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Diabolyk Bomb | 4 | 3+ | 4/3 | Range 6", Blast 2", Devastating 2, Limited 1, Heavy (Reposition only), Piercing 1, Saturate |
Trinket of Flux [2R]:
Select one coruscating flames or fizzing flames the operative is equipped with. Add 1 to that weapon’s Damage characteristics for the battle.
War Paint [2R]:
The operative gains the following ability for the battle:
- War Paint: You can ignore any or all modifiers to this operative’s Movement and APL characteristics.
Armour Plate [2R]:
The operative gains the following ability for the battle:
- Armour Plates: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice results of 1.
Shield:
The operative gains the following abilities for the battle:
- Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).
- Shielding: Whenever this operative is activated, you can use this rule. If you do, until the start of this operative’s next activation:
- Subtract 2" from its Move stat.
- Whenever an operative is shooting this operative, you can re-roll any of your defence dice.
Krak Grenade [3R]:
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Krak Grenade | 4 | 3+ | 4/5 | Lim, Sat, Piercing 1, Rng 6'' |
Rancid Vomit [3R]:
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Rancid Vomit | 5 | 2+ | 2/3 | Range 6'', Tor 1'' |
Malefic Blade [2R]:
The operative is equipped with the following melee weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Malefic Blade | 5 | 3+ | 3/5 |
Covert Guise [2R]:
The operative gains the following ability for the battle:
- Covert Guise: At the end of the Scouting step, if this operative is wholly within your drop zone, it can perform a free Dash action.
Corrupted Rounds [1R]:
Select one autopistol the operative is equipped with. That weapon gains the Rending critical hit rule for the battle.
Stimms [3R]:
The operative gains the MEDIC keyword until the start of the next battle and can perform the following action during the battle:
- Stimms (1 AP): Select one friendly CHAOS operative within this operative’s control range, then select the Rejuvenated STIMM rule, or one other STIMM rule for that operative to have for the battle. You cannot select each STIMM rule for each operative more than once per battle. This operative cannot perform this action while within control range of an enemy operative.
- Rejuvenated: The operative regains up to 2D3 lost wounds.
- Enraged: The operative’s melee weapons have the Relentless weapon rule.
- Fortified: Whenever this operative would lose a wound, roll one D6: on a 6, that wound is not lost.
Scorched Skull [3R]:
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Scorched Skull | 4 | 4+ | 4/5 | Piercing 1 |
Grisly Trophy [3R]:
The operative gains the following ability for the battle:
- Grisly Trophy: While this operative is Visible to and within of an enemy operative, subtract 1 from the Attacks characteristic of ranged and melee weapons that enemy operative is equipped with.
Sinister Trophy [3R]:
The operative gains the following ability for the battle:
- Sinister Trophy: While an enemy operative is within Engagement Range of this operative, subtract 1 from the Attacks characteristic of melee weapons it is equipped with.
Ploys
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
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.