Awakened Phalanx
Composition
Operative Selection
↘ 1 AWAKENED PHALANX operative selected from the following list:
- OVERLORD EXACTOR
- OVERLORD RESTITUTOR
- ROYAL WARDEN
↘ 2 AWAKENED PHALANX SCARAB SWARM operatives
↘ 5 AWAKENED PHALANX operatives selected from the following list:
- DEATHMARK
- FLAYED ONE
- IMMORTAL with one of the following options:
- Gauss blaster; bayonet
- Tesla carbine; bayonet
- LYCHGUARD EXECUTIONER
- LYCHGUARD SENTINEL
- TRIARCH PRAETORIAN with one of the following options:
- Particle caster; voidblade
- Rod of covenant
- WARRIOR* with one of the following options:
- Gauss flayer; combat attachment
- Gauss reaper; combat attachment
Other than FLAYED ONE and WARRIOR operatives, your kill team can only include each operative on this list once.
* These operatives count as half a selection each, meaning you can select two of them and it is treated as one selection in total.
Common Abilities and Options
Living Metal:
In the Ready step of each Strategy phase, after resolving all other rules in this step, each friendly AWAKENED PHALANX operative regains up to D3 lost wounds.
My Will Be Done (1AP):
SUPPORT. Select one other friendly AWAKENED PHALANX 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, or if a friendly operative has already performed My Will Be Done during this turning point.
Reanimation Protocols:
The first time each friendly AWAKENED PHALANX operative, excluding SCARAB SWARM operatives, is incapacitated, before it’s removed from the killzone, place one of your Reanimation markers within its control range. Then remove it as incapacitated, also removing any tokens and rules effects it had.
In the Ready step of each Strategy phase, select one of your Reanimation markers and roll one D6: • on a 1-2, leave that Reanimation marker in the killzone and repeat this process with a different one of your Reanimation markers, if any • on a 3+, an operative is REANIMATED
You can only select each of your Reanimation markers once per turning point, and once you roll a 3+, you don’t select any more for that turning point.
Whenever an operative is REANIMATED: • set up the operative that Reanimation marker was placed for wholly within 3” of that marker and not within control range of enemy operatives • it has 1 wound remaining • it has an order of your choice and is ready • remove that Reanimation marker
For the purposes of the kill op, your opponent treats your starting number of AWAKENED PHALANX operatives as 6. REANIMATED operatives don’t retroactively change any other VPs your opponent has scored.
Royal Presence:
Whenever determining control of a marker, treat this operative’s APL stat as 4. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
OVERLORD EXACTOR
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Tachyon arrow (Dev 3, Heavy (Dash only), Lim 1, Piercing 2) | 4 | 3+ | 5/3 |
| Overlord’s blade (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
Living Metal1AP: My Will Be DoneReanimation ProtocolsRoyal PresenceOVERLORD RESTITUTOR
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Overlord’s blade (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
Living Metal1AP: My Will Be DoneReanimation ProtocolsResurrection OrbRoyal PresenceTranslocation ShroudROYAL WARDEN
A 3
M 5"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Relic gauss blaster (Piercing 1) | 5 | 3+ | 4/6 |
| Bayonet | 4 | 3+ | 3/4 |
Abilities
Adaptive StrategyEngrammatic Logic1AP: Interstitial CommandLiving MetalReanimation ProtocolsSCARAB SWARM
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mandibles | 5 | 4+ | 1/2 |
Abilities
Living MetalScuttlerDEATHMARK
A 2
M 5"
S 3+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Synaptic Disintegrator (Dev 2, Heavy (Dash only), Piercing 1, Severe) | 4 | 2+ | 4/3 |
| Fists | 3 | 3+ | 3/4 |
Abilities
DeathmarkedLiving Metal1AP: Multi-Dimensional VisionReanimation ProtocolsFLAYED ONE
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flayer Claws (Rending) | 5 | 3+ | 4/5 |
Abilities
Flesh HungerLiving MetalReanimation ProtocolsIMMORTAL
A 2
M 5"
S 3+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Gauss Blaster (Piercing 1) | 4 | 3+ | 4/5 |
| Tesla Carbine (2" Dev 1) | 5 | 3+ | 3/3 |
| Bayonet | 4 | 3+ | 3/4 |
Abilities
Living MetalReanimation ProtocolsSteadfastLYCHGUARD EXECUTIONER
A 2
M 5"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Warscythe (Brutal, Lethal 5+) | 4 | 3+ | 5/6 |
Abilities
Executioner ProtocolsLiving MetalReanimation ProtocolsLYCHGUARD SENTINEL
A 2
M 5"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hyperphase Sword & Dispersion Shield (Lethal 5+, Shield*) | 4 | 3+ | 4/5 |
Abilities
*ShieldLiving MetalReanimation ProtocolsSentinel ProtocolsTRIARCH PRAETORIAN
A 2
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Particle Caster (Range 8”, Dev 1) | 4 | 3+ | 4/3 |
| Rod of Covenant (Range 8”, Piercing 1) | 4 | 3+ | 4/5 |
| Voidblade (Rending) | 4 | 3+ | 4/5 |
| Rod of Covenant (Shock) | 4 | 3+ | 4/5 |
Abilities
Living MetalReanimation ProtocolsRelentless CombatantNECRON WARRIOR
A 2
M 5"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Gauss Flayer (Piercing 1) | 4 | 4+ | 3/4 |
| Gauss Reaper (Range 8”, Piercing 1) | 4 | 3+ | 3/4 |
| Combat Attachment | 3 | 4+ | 3/4 |
Abilities
Living MetalPhalanx CohortReanimation ProtocolsTesla Weave
Once per turning point, when an enemy operative ends the Charge action with friendly AWAKENED PHALANX operatives within its control range, you can use this rule. If you do, inflict D3+1 damage on that enemy operative.
Quantum Deflection Matrix
Once per turning point, when an operative is shooting a friendly AWAKENED PHALANX operative, in the Roll Defence Dice step, you can retain one of your normal successes as a critical success instead.
Disruption Fields
Friendly AWAKENED PHALANX operatives’ melee weapons have the Shock weapon rule.
Hyperphase Displacer
Once per turning point, when an operative is shooting a friendly AWAKENED PHALANX operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 until the end of that sequence.
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: Reanimated Function
Use this firefight ploy when determining control of a marker. Select one of your Reanimation markers. Until the start of the next turning point, whenever determining control of a marker, treat that Reanimation marker as a friendly AWAKENED PHALANX operative that has an APL stat of 1. For the purposes of the Martyrs tac op, this ploy has no effect.
Firefight: Dimensional Ambush
Use this firefight ploy during a friendly AWAKENED PHALANX DEATHMARK operative’s activation, if it has a Conceal order. During that activation, that operative can perform the Guard action regardless of the killzone and while it has a Conceal order, but when you perform the free Shoot or Fight action during the interruption, you must change its order to Engage.
Firefight: Living Lightning
Use this firefight ploy when a friendly AWAKENED PHALANX IMMORTAL GUARDIAN operative is performing the Shoot action and you select a tesla carbine. Until the end of that action, that weapon doesn’t have the 2” from its Devastating weapon rule but has the Blast 2” weapon rule.
Firefight: From the Skin-Dimension
Use this firefight ploy during the Set Up Operatives step if your kill team includes one or more friendly FLAYED ONE operatives. You can only use this ploy once. One friendly FLAYED ONE operative need not be set up. At the end of any turning point after the first, set that operative up wholly within 1” of terrain and more than 6” from enemy operatives, in a location it can be placed. It has an order of your choice.
Strategy Ploys
Strategy: Relentless Onslaught
Whenever a friendly AWAKENED PHALANX operative is shooting an operative within 8” of it, that friendly operative’s ranged weapons have the Balanced weapon rule.
Strategy: Undying Androids
Whenever an operative is shooting a friendly AWAKENED PHALANX operative, if you cannot retain any cover saves, you can retain one of your defence dice as a normal success without rolling it.
Strategy: Methodical Elimination
Friendly AWAKENED PHALANX operatives’ melee weapons have the Accurate 1 weapon rule. Whenever a friendly AWAKENED PHALANX operative is fighting during an activation in which it hasn’t moved more than its Move stat, or whenever it’s retaliating, its melee weapons have Accurate 2 instead.
Strategy: Command the Phalanx
SUPPORT. Each other friendly AWAKENED PHALANX operative, excluding SCARAB SWARM operatives, visible to and within 6” of a friendly ROYAL WARDEN, OVERLORD EXACTOR or OVERLORD RESTITUTOR can immediately perform a free Dash action in an order of your choice.
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
Tesla Weave:
Once per turning point, when an enemy operative ends the Charge action with friendly AWAKENED PHALANX operatives within its control range, you can use this rule. If you do, inflict D3+1 damage on that enemy operative.
Quantum Deflection Matrix:
Once per turning point, when an operative is shooting a friendly AWAKENED PHALANX operative, in the Roll Defence Dice step, you can retain one of your normal successes as a critical success instead.
Disruption Fields:
Friendly AWAKENED PHALANX operatives’ melee weapons have the Shock weapon rule.
Hyperphase Displacer:
Once per turning point, when an operative is shooting a friendly AWAKENED PHALANX operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 until the end of that sequence.
Ploys
Firefight - Reanimated Function:
Use this firefight ploy when determining control of a marker. Select one of your Reanimation markers. Until the start of the next turning point, whenever determining control of a marker, treat that Reanimation marker as a friendly AWAKENED PHALANX operative that has an APL stat of 1. For the purposes of the Martyrs tac op, this ploy has no effect.
Firefight - Dimensional Ambush:
Use this firefight ploy during a friendly AWAKENED PHALANX DEATHMARK operative’s activation, if it has a Conceal order. During that activation, that operative can perform the Guard action regardless of the killzone and while it has a Conceal order, but when you perform the free Shoot or Fight action during the interruption, you must change its order to Engage.
Firefight - Living Lightning:
Use this firefight ploy when a friendly AWAKENED PHALANX IMMORTAL GUARDIAN operative is performing the Shoot action and you select a tesla carbine. Until the end of that action, that weapon doesn’t have the 2” from its Devastating weapon rule but has the Blast 2” weapon rule.
Firefight - From the Skin-Dimension:
Use this firefight ploy during the Set Up Operatives step if your kill team includes one or more friendly FLAYED ONE operatives. You can only use this ploy once. One friendly FLAYED ONE operative need not be set up. At the end of any turning point after the first, set that operative up wholly within 1” of terrain and more than 6” from enemy operatives, in a location it can be placed. It has an order of your choice.
Strategic - Relentless Onslaught:
Whenever a friendly AWAKENED PHALANX operative is shooting an operative within 8” of it, that friendly operative’s ranged weapons have the Balanced weapon rule.
Strategic - Undying Androids:
Whenever an operative is shooting a friendly AWAKENED PHALANX operative, if you cannot retain any cover saves, you can retain one of your defence dice as a normal success without rolling it.
Strategic - Methodical Elimination:
Friendly AWAKENED PHALANX operatives’ melee weapons have the Accurate 1 weapon rule. Whenever a friendly AWAKENED PHALANX operative is fighting during an activation in which it hasn’t moved more than its Move stat, or whenever it’s retaliating, its melee weapons have Accurate 2 instead.
Strategic - Command the Phalanx:
SUPPORT. Each other friendly AWAKENED PHALANX operative, excluding SCARAB SWARM operatives, visible to and within 6” of a friendly ROYAL WARDEN, OVERLORD EXACTOR or OVERLORD RESTITUTOR can immediately perform a free Dash action in an order of your choice.
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.