Astartes Strike Team

Homebrew by Menities

An Astartes Strike Team is a small, elite strike force drawn from the superhuman warriors of the Adeptus Astartes, deployed for missions where surgical precision, overwhelming skill, and absolute loyalty are required. Unlike full squads used in conventional warfare, Kill Teams are highly specialized, often pulled from different companies or even multiple squads to create a perfect blend of expertise.

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Composition

An ASTARTES STRIKE TEAM Kill Team is composed of:

  • 1 ASTARTES STRIKE TEAM operative selected from the following list:
    • SPACE MARINE CAPTAIN
    • SPACE MARINE APOTHECARY
    • REIVER LIEUTENANT
    • STERNGUARD VETERAN SERGEANT
    • ELIMINATOR SERGEANT
    • INFILTRATOR SERGEANT
    • INCURSOR SERGEANT
    • REIVER SERGEANT with one of the following options:
      • Special issue bolt pistol; combat knife
      • Bolt carbine; fists
    • ASSAULT INTERCESSOR SERGEANT with one option from each of the following:
      • Hand flamer or heavy bolt pistol
      • Chainsword, power fist, power weapon or thunder hammer
      • Or the following option:
        • Plasma pistol; chainsword
    • INTERCESSOR SERGEANT with one option from each of the following:
      • Auto bolt rifle, bolt rifle or stalker bolt rifle
      • Chainsword, fists, power fist, power weapon or thunder hammer
  • 5 ANGEL OF DEATH operatives selected from the following list:
    • ASSAULT INTERCESSOR GRENADIER
    • ASSAULT INTERCESSOR WARRIOR
    • ELIMINATOR SNIPER*
    • HEAVY INTERCESSOR GUNNER*
      • Heavy bolter; fists
      • Multi-melta; fists
    • INTERCESSOR GUNNER with one of the following options:
      • Auxiliary grenade launcher; auto bolt rifle; fists
      • Auxiliary grenade launcher; bolt rifle; fists
      • Auxiliary grenade launcher; stalker bolt rifle; fists
      • Plasma incinerator; bolt pistol; fists
      • Pyreblaster; bolt pistol; fists
    • INTERCESSOR WARRIOR with one of the following options:
      • Auto bolt rifle; fists
      • Bolt rifle; fists
      • Stalker bolt rifle; fists

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

*You cannot select more than one of these operatives combined.

Common Abilities and Options

Astartes:
During each friendly ASTARTES STRIKE TEAM operative's activation, it can perform either two Shoot actions or two Fight actions. If it's a Bolt Sniper Rifle, Las Fusil, Multi-Melta, Plasma Incinerator, Pyreblaster, Heavy Bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly ASTARTES STRIKE TEAM operative can counteract regardless of its order.

Tactical Advantage:
You can do each of the following once per battle:

  • When rolling-off to decide initiative, if this operative is in the killzone, you can re-roll your dice.
  • You can use a firefight ploy for 0CP if this is the specified ASTARTES STRIKE TEAM operative (including Command Re-roll if the attack or defence dice was rolled for this operative).

Terror:
Whenever an enemy operative is within 3" of friendly REIVER operatives, your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions.

Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of friendly REIVER operatives. Note this is not a change to the APL stat, so any changes are cumulative with this.

Camo Cloak:
Whenever an operative is shooting this operative, ignore the Saturate weapon rule.

Optics (1AP):
Until the start of this operative's next activation, whenever it is shooting, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

Stealthy:
Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. This is not cumulative with improved cover saves from Vantage terrain.

Omni-Scrambler:
STRATEGIC GAMBIT if a friendly INFILTRATOR operative is in the killzone. Select one enemy operative visible to a friendly INFILTRATOR operative, or within 6" of a friendly VOXBREAKER operative. In the following Firefight phase, that enemy operative cannot be activated or perform actions until one of the following is true:

  • Your opponent has activated a number of enemy operatives equal to the number of friendly INFILTRATOR operatives in the killzone when this STRATEGIC GAMBIT was used.
  • It is the last enemy operative to be activated.

Multi-Spectrum Array:
Whenever a friendly INCURSOR operative is shooting, enemy operatives cannot be obscured.

Grav-Chute and Grapnel Launcher:
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.

Doctrine Warfare:
You can do each of the following once per battle:

  • Whenever you would use the Combat Doctrine strategy ploy and then select Assault, if this operative is in the killzone, it costs you 0CP.
  • Whenever you would use the Combat Doctrine strategy ploy and then select Tactical, if this operative is in the killzone, it costs you 0CP.

Vanguard:
Once per turning point, one friendly ASTARTES STRIKE TEAM operative with this rule can perform the Pick Up Marker or a mission action for 1 less AP.

Space Marine Captain
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, Lethal 5+, Prc1)
4
3+
4/5
Power Fist (Brutal)
5
3+
5/7
Abilities
AstartesHeroic LeaderIron Halo

Heroic Leader: Once per turning point, you can do one of the following:

  • Use a firefight ploy for 0CP if this is the specified ASTARTES STRIKE TEAM operative (excluding Command Re-roll).
  • Use the Combat Doctrine strategy ploy when you activate a friendly ASTARTES STRIKE TEAM operative if this operative is in the killzone and isn’t within control range of enemy operatives (pay its CP cost as normal). Note that you cannot do so if you’ve already used that ploy during this turning point.
  • Use the Adjust Doctrine firefight ploy for 0CP if this operative is in the killzone and isn’t within control range of enemy operatives.

Iron Halo: Once per battle, when an attack die inflicts Normal Damage on this operative, you can ignore that inflicted damage.

ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, TACTICUS, LEADER, SPACE MARINE CAPTAIN
Space Marine Apothecary
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Absolver Bolt Pistol (Rng 9", PrcCrit1)
4
3+
4/5
Reductor Pistol (Rng 1", Prc2)
4
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesMedic!1AP: Narthecium

Medic!: The first time during each turning point that another friendly ASTARTES STRIKE TEAM operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative is not incapacitated, has 1D3 wounds remaining, and cannot be incapacitated for the remainder of that action.

After that action, that friendly operative can immediately perform a free Dash action, but must end that move with this operative's control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends.

You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

Narthecium (1AP): Select one friendly ASTARTES STRIKE TEAM operative within this operative's control range to regain up to 1D3+3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, TACTICUS, LEADER, SPACE MARINE, APOTHECARY
Reiver Lieutenant
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Master-Crafted Special Issue Bolt Pistol (Rng 8", Lethal 5+, Prc1)
4
3+
3/4
Combat Knife
5
3+
4/5
Abilities
AstartesHeadhunterTactical AdvantageTerror

Headhunter: This operative can perform the Charge action while it has a Conceal order

ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, PHOBOS, LEADER, REIVER, LIEUTENANT
Sternguard Veteran Sergeant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Combi-Melta
Bolter (Tor 1")
4
3+
3/4
Melta (Rng 6", Dev4, Lim1, Prc2)
4
3+
6/3
Fists
4
3+
3/4
Abilities
AstartesRelic of the Chapter

Relic of the Chapter: Normal and Critical Dmg of 3 or more inflicts 1 less damage on this operative.

ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, TACTICUS, LEADER, STERNGUARD VETERAN, SERGEANT
Eliminator Sergeant
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Instigator Bolt Carbine
Heavy (Hvy(Dash), PrcCrit1, Silent)
4
2+
3/4
Mobile (PrcCrit1, Silent)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesCamo Cloak1AP: OpticsStealthyTactical Advantage
ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, PHOBOS, LEADER,
Infiltrator Sergeant
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Marksman Bolt Carbine (Lethal 5+)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesOmni-ScramblerTactical Advantage
ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, PHOBOS, LEADER, INFILTRATOR, SERGEANT
Incursor Sergeant
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Occulus Bolt Carbine (Sat)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesMulti-Spectrum ArrayTactical Advantage
ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, PHOBOS, LEADER, INCURSOR, SERGEANT
Reiver Sergeant
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Bolt Carbine (Acc1)
4
3+
3/4
Special Issue Bolt Pistol (Rng 8", Prc1)
4
3+
3/4
Combat Knife
4
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesGrav-Chute and Grapnel LauncherTactical AdvantageTerror
ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, PHOBOS, LEADER, REIVER, SERGEANT
Assault Intercessor Sergeant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Hand Flamer (Rng 6", Sat, Tor 1")
4
2+
3/3
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Chainsword
5
3+
3/4
Power Fist (Brutal)
5
4+
5/7
Power Weapon (Lethal 5+)
5
3+
4/6
Thunder Hammer (Shock, Stun)
5
4+
5/6
Abilities
AstartesDoctrine Warfare
ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, TACTICUS, LEADER, ASSAULT INTERCESSOR, SERGEANT
Intercessor Sergeant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Auto Bolt Rifle (Tor 1")
4
3+
3/4
Bolt Rifle (PrcCrit1)
4
3+
3/4
Stalker Bolt Rifle
Heavy (Hvy(Dash), Lethal 5+, PrcCrit1)
4
3+
3/5
Mobile
4
3+
3/4
Chainsword
5
3+
3/4
Fists
4
3+
3/4
Power Fist (Brutal)
5
4+
5/7
Power Weapon (Lethal 5+)
5
3+
4/6
Thunder Hammer (Shock, Stun)
5
4+
5/6
Abilities
AstartesDoctrine Warfare
ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, TACTICUS, LEADER, INTERCESSOR, SERGEANT
Eliminator Sniper
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Bolt Sniper Rifle
Executioner (Hvy(Dash), Sat, Seek Light, Silent)
4
2+
3/4
Hyperfrag (Blast 1", Hvy(Dash), Silent)
4
2+
2/4
Mortis (Dev3, Hvy(Dash), Prc1, Silent)
4
2+
3/3
Las Fusil (Dev3, Hvy, Prc2)
4
2+
4/4
Fists
4
3+
3/4
Abilities
AstartesCamo Cloak1AP: OpticsStealthy
ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, PHOBOS, ELIMINATOR, SNIPER
Infiltrator Warrior
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Marksman Bolt Carbine (Lethal 5+)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesOmni-ScramblerVanguard
ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, PHOBOS, INFILTRATOR, WARRIOR
Incursor Warrior
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Occulus Bolt Carbine (Sat)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesMulti-Spectrum ArrayVanguard
ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, PHOBOS, INCURSOR, WARRIOR
Reiver Warrior
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Bolt Carbine (Acc1)
4
3+
3/4
Special Issue Bolt Pistol (Rng 8", Prc1)
4
3+
3/4
Combat Knife
4
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesGrav-Chute and Grapnel LauncherTerrorVanguard
ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, PHOBOS, REIVER, WARRIOR
Assault Intercessor Grenadier
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Chainsword
5
3+
3/4
Frag Grenade (Rng 6", Blast 2", Sat)
4
3+
2/4
Krak Grenade (Rng 6", Prc1, Sat)
4
3+
4/5
Abilities
AstartesGrenadier

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

ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, TACTICUS, LEADER, ASSAULT INTERCESSOR, GRENADIER
Assault Intercessor Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Chainsword
5
3+
3/4
Abilities
Astartes
ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, TACTICUS, LEADER, ASSAULT INTERCESSOR, WARRIOR
Heavy Intercessor Gunner
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Heavy Bolter
Focused (PrcCrit1)
5
3+
4/5
Profile (PrcCrit1, Tor 1")
4
3+
4/5
Multi-Melta (Rng 6", Dev4, Prc2)
4
3+
6/3
Fists
4
3+
3/4
Abilities
Astartes
ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, GRAVIS, HEAVY INTERCESSOR, GUNNER
Intercessor Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Auto Bolt Rifle (Tor 1")
4
3+
3/4
Auxiliary Grenade Launcher
Frag (Blast 2")
4
3+
2/4
Krak (Prc1)
4
3+
4/5
Bolt Pistol (Rng 8")
4
3+
3/4
Bolt Rifle (PrcCrit1)
4
3+
3/4
Stalker Bolt Rifle
Heavy (Hvy(Dash), Lethal 5+, PrcCrit1)
4
3+
3/5
Mobile
4
3+
3/4
Plasma Incinerator
Standard (Prc1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Prc1)
4
3+
5/6
Pyreblaster
Standard (Rng 8", Sat, Tor 2")
5
2+
3/3
Deluge (Rng 4", Sat, Seek Light)
4
2+
3/3
Fists
4
3+
3/4
Abilities
Astartes
ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, TACTICUS, INTERCESSOR, GUNNER
Intercessor Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Auto Bolt Rifle (Tor 1")
4
3+
3/4
Bolt Rifle (PrcCrit1)
4
3+
3/4
Stalker Bolt Rifle
Heavy (Hvy(Dash), Lethal 5+, PrcCrit1)
4
3+
3/5
Mobile
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes
ASTARTES STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, TACTICUS, INTERCESSOR, WARRIOR
Equipment

Chapter Reliquaries:
You can use the Wrath of Vengeance firefight ploy for 0CP if the specified friendly operative has an Engage order.


Combat Blades:
Friendly ASTARTES STRIKE TEAM operatives have the following melee weapon:

NameATKHITDMG
Combat Blade53+3/4

Purity Seals:
Once per turning point, when a friendly ASTARTES STRIKE TEAM operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Melta Bomb:
| Name | ATK | HIT | DMG | WR | |--------|--------|--------|--------|--------| | Melta Bomb | 4 | 3+ | 5/3 | Rng 3", Dev3, Hvy(Repos), Lim1, Prc2 |


Auspex:
Once per turning point, when a friendly ASTARTES STRIKE TEAM operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.


Tilting Shields:
Once per turning point, when a friendly ASTARTES STRIKE TEAM operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).


Ploys

Firefight - Adjust Doctrine:
Use this firefight ploy during a friendly ASTARTES STRIKE TEAM operative's activation, before or after it performs an action. If you have used the Combat Doctrine strategy ploy during this turning point, change the COMBAT DOCTRINE you selected.


Firefight - Shock Assault:
Use this firefight ploy when a friendly ASTARTES STRIKE TEAM operative is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:

Its melee weapon has the Shock weapon rule. The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).

Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).


Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly ASTARTES STRIKE TEAM operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - Wrath Of Vengeance:
Use this firefight ploy when a friendly ASTARTES STRIKE TEAM operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.


Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly ASTARTES STRIKE TEAM operatives from being injured.


Strategic - Combat Doctrine:
Select one COMBAT DOCTRINE from those presented below. Whenever a friendly ASTARTES STRIKE TEAM operative is x, its weapons have the Balanced weapon rule. X is the COMBAT DOCTRINE you selected.

  • Devastator Doctrine: Shooting an operative more than 6" from it.
  • Tactical Doctrine: Shooting an operative within 6" of it.
  • Assault Doctrine: Fighting or retaliating.

Balanced: Can re-roll one Attack die.


Strategic - Guerrila Warfare:
Friendly PHOBOS operatives can perform the following unique action:

Guerrila Warfare (1 AP): Change this operative’s order.

An operative cannot perform this action while within control range of an enemy operative.


Strategic - Indomitus:
Whenever an operative is shooting a friendly ASTARTES STRIKE TEAM operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.