MOBILE CANNON UNIT - Nemesis operative with Kroot escort
Composition
A MOBILE CANNON UNIT killteam is composed of:
- 1 XV88 BROADSIDE BATTLESUIT
- 2 PATHFINDER operatives from the following list:
-
MV4 SHIELD DRONE - 5 FARSTALKER KINBAND operatives selected from the following list:
-
KILL-BROKER operative with one of the following options: -
Kroot rifle; ritual blade -
Pulse weapon; ritual blade -
BOW-HUNTER -
COLD-BLOOD -
CUT-SKIN -
HOUND -
LONG-SIGHT -
PISTOLIER -
STALKER -
TRACKER -
HEAVY GUNNER with one of the following options: -
Dvorgite skinner; blade -
Londaxi tribalest; blade -
WARRIOR with one of the following options: -
Kroot rifle; blade -
Kroot scattergun; blade
Other than MV4 SHIELD DRONE, HOUND and WARRIOR operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two HOUND and two MV4 SHIELD DRONE operatives.
Common Abilities and Options
Drone:
- This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Markerlight, Reposition and Shoot. It cannot use any weapons that aren’t on its datacard.
- Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower.
- Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.
Escort Drone:
- Use this ability when a friendly T'AU EMPIRE operative (excluding DRONE) is selected as the valid target of a Shoot action and is visible to and within 3" of this operative. If you do, thid operarive become the valid target instead (even if it wouldn’t normally be valid for this) and is only in cover if the original target was. This ability has no effect if the ranged weapon has the Blast or Torrent weapon rule.
Shield Generator:
- This operative ignores the Piercing weapon rule.
- Once per turning point, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.
Farstalkers:
In the Ready step of each Strategy phase, you can change the order of up to three friendly FARSTALKER KINBAND operatives that are not within control range of enemy operatives.
Whenever it’s your turn to counteract, you can change the order of one friendly FARSTALKER KINBAND operative that’s not within control range of enemy operatives instead. This still counts as you counteracting (so activation alternates back to your opponent afterwards), but doesn’t count as that friendly operative’s counteraction for this turning point.
XV88 BROADSIDE BATTLESUIT
A 5
M 6"
S 4+
W 50
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Rail Rifle (twined) (Hvy(Repos), Prc 2, Selection 2, Ceaseless) | 5 | 3+ | 6/7 |
| Close Combat Weapon (Selection 0) | 3 | 4+ | 4/5 |
Abilities
BulkyExtra DefenceTowering SizeOptions
Allegiance: T'au EmpireTrait: ArmouredMV4 Shield Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneEscort DroneShield GeneratorMV4 Shield Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneEscort DroneShield GeneratorCold-Blood
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot Rifle | 4 | 3+ | 3/4 |
| Blade | 3 | 3+ | 3/5 |
Abilities
Cold-BloodedFarstalkersHardyKill-Broker
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot Rifle | 4 | 3+ | 3/4 |
| Pulse Weapon | 4 | 4+ | 4/5 |
| Ritual Blade | 4 | 3+ | 4/5 |
Abilities
Call The KillFarstalkersVictory ShriekCut-Skin
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Cut-Skin's Blades (Ceaseless, Lethal 5+) | 4 | 3+ | 3/5 |
Abilities
FarstalkersSavage AssaultVicious DuellistStalker
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot Scattergun (Rng 6") | 4 | 3+ | 3/3 |
| Stalker's Blade (Bal, Rnd) | 4 | 3+ | 3/5 |
Abilities
FarstalkersStalker2AP: Stealth AttackHound
A 2
M 8"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ripping Fangs (Rnd) | 4 | 3+ | 3/4 |
Abilities
Bad-TemperedBeastFarstalkers1AP: GatherBow-Hunter
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Accelerator Bow | |||
| Fused Arrow (Prc1) | 4 | 3+ | 4/5 |
| Glide Arrow (Silent) | 4 | 3+ | 3/4 |
| Voltaic Arrow (Blast 1") | 4 | 3+ | 3/5 |
| Blade | 3 | 3+ | 3/5 |
Abilities
1AP: EnergiseFarstalkersHeavy Gunner
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dvorgite Skinner (Rng 6", Hvy(Repos), Prc2, Tor 2") | 5 | 2+ | 3/3 |
| Londaxi Tribalest (Hvy(Repos), Prc1, Rnd) | 5 | 4+ | 4/5 |
| Blade | 3 | 3+ | 3/5 |
Abilities
FarstalkersLong-Sight
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot Hunting Rifle | |||
| Concealed (Hvy, Dev3, Silent, *Concealed Position) | 4 | 2+ | 3/3 |
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Hvy, Dev3) | 4 | 2+ | 3/3 |
| Blade | 3 | 3+ | 3/5 |
Abilities
*Concealed PositionFarstalkers1AP: Long-SightPistolier
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dual Kroot Pistols | |||
| Focused (Rng 8", Ceaseless, Lethal 5+) | 4 | 3+ | 3/5 |
| Salvo (Rng 8", *Salvo) | 4 | 3+ | 3/5 |
| Blade | 3 | 3+ | 3/5 |
Abilities
*SalvoFarstalkersQuick DrawTracker
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot Rifle | 4 | 4+ | 3/4 |
| Blade | 3 | 3+ | 3/5 |
Abilities
Farstalkers1AP: From The Eye Above1AP: Marked For The HuntWarrior
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot Rifle | 4 | 4+ | 3/4 |
| Kroot Scattergun (Rng 6") | 4 | 3+ | 3/3 |
| Blade | 3 | 3+ | 3/5 |
Abilities
FarstalkersReady For AnythingPiercing Shot
Once per turning point, when a friendly FARSTALKER KINBAND operative is performing the Shoot action and you select a Kroot rifle, Kroot scattergun or dual Kroot pistols (focused), you can use this rule. If you do, until the end of that action, that weapon has the Piercing 1 weapon rule. You cannot use the Piercing Shot and Toxin Shot rules during the same action.
Trophy
Once per battle, during a friendly FARSTALKER KINBAND operative's activation (excluding HOUND), before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, add 1 to that friendly operative’s APL stat until the end of its activation.
Toxin Shot
Once per turning point, when a friendly FARSTALKER KINBAND operative is performing the Shoot action and you select a Kroot rifle, Kroot scattergun or dual Kroot pistols (focused), you can use this rule. If you do, until the end of that action, that weapon has the Lethal 5+ and Stun weapon rules. You cannot use the Piercing Shot and Toxin Shot rules during the same action.
Meat
Once per turning point, when a friendly FARSTALKER KINBAND operative (excluding HOUND) is activated, if it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains D3+1 lost wounds.
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: POACH
Use this firefight ploy during a friendly FARSTALKER KINBAND operative’s activation. Until the end of that activation, that operative doesn’t have to control a marker to perform the Pick Up Marker or mission actions that usually require this (taking precedence over that action’s conditions – it only needs to contest the marker).
Firefight: SLIP AWAY
Use this firefight ploy during a friendly FARSTALKER KINBAND operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
Firefight: SAVAGE AMBUSH
Use this firefight ploy during the Fight action when a ready friendly FARSTALKER KINBAND operative that has Light or Heavy terrain within its control range is selected to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker).
Firefight: VENGEANCE FOR THE KINBAND
Use this firefight ploy when a friendly FARSTALKER KINBAND operative is incapacitated by an enemy operative. Until the end of the battle, whenever another friendly FARSTALKER KINBAND operative is shooting against, fighting against or retaliating against that enemy operative, that other friendly operative’s weapons have the Relentless weapon rule. You cannot use this ploy again during the battle until that enemy operative is incapacitated. Relentless: Can re-roll any or all Attack dice.
Strategy Ploys
Strategy: BOUND
During each friendly FARSTALKER KINBAND operative’s activation, you can ignore the first vertical distance of 2" they move during one climb up.
Strategy: CUT-THROUTS
Add 1 to the Atk stat of friendly FARSTALKER KINBAND operatives' melee weapons (to a maximum of 5).
Strategy: PREY
Whenever a friendly FARSTALKER KINBAND operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its ranged weapons have the Balanced and Severe weapon rules; if the weapon already has the Balanced weapon rule, it has the Ceaseless and Severe weapon rules instead. Note that operative isn’t restricted from performing those actions after shooting. Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do. Balanced: Can re-roll one Attack die.
Strategy: ROGUE
Whenever an operative is shooting a friendly FARSTALKER KINBAND operative:
Ignore the Saturate weapon rule.
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 instead. This isn’t cumulative with improved cover saves from Vantage terrain.
Saturate: The defender cannot retain Cover saves.
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.
Equipment
Piercing Shot:
Once per turning point, when a friendly FARSTALKER KINBAND operative is performing the Shoot action and you select a Kroot rifle, Kroot scattergun or dual Kroot pistols (focused), you can use this rule. If you do, until the end of that action, that weapon has the Piercing 1 weapon rule.
You cannot use the Piercing Shot and Toxin Shot rules during the same action.
Trophy:
Once per battle, during a friendly FARSTALKER KINBAND operative's activation (excluding HOUND), before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, add 1 to that friendly operative’s APL stat until the end of its activation.
Toxin Shot:
Once per turning point, when a friendly FARSTALKER KINBAND operative is performing the Shoot action and you select a Kroot rifle, Kroot scattergun or dual Kroot pistols (focused), you can use this rule. If you do, until the end of that action, that weapon has the Lethal 5+ and Stun weapon rules.
You cannot use the Piercing Shot and Toxin Shot rules during the same action.
Meat:
Once per turning point, when a friendly FARSTALKER KINBAND operative (excluding HOUND) is activated, if it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains D3+1 lost wounds.
Ploys
Firefight - POACH:
Use this firefight ploy during a friendly FARSTALKER KINBAND operative’s activation. Until the end of that activation, that operative doesn’t have to control a marker to perform the Pick Up Marker or mission actions that usually require this (taking precedence over that action’s conditions – it only needs to contest the marker).
Firefight - SLIP AWAY:
Use this firefight ploy during a friendly FARSTALKER KINBAND operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
Firefight - SAVAGE AMBUSH:
Use this firefight ploy during the Fight action when a ready friendly FARSTALKER KINBAND operative that has Light or Heavy terrain within its control range is selected to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker).
Firefight - VENGEANCE FOR THE KINBAND:
Use this firefight ploy when a friendly FARSTALKER KINBAND operative is incapacitated by an enemy operative. Until the end of the battle, whenever another friendly FARSTALKER KINBAND operative is shooting against, fighting against or retaliating against that enemy operative, that other friendly operative’s weapons have the Relentless weapon rule. You cannot use this ploy again during the battle until that enemy operative is incapacitated.
Relentless: Can re-roll any or all Attack dice.
Strategic - BOUND:
During each friendly FARSTALKER KINBAND operative’s activation, you can ignore the first vertical distance of 2" they move during one climb up.
Strategic - CUT-THROUTS:
Add 1 to the Atk stat of friendly FARSTALKER KINBAND operatives' melee weapons (to a maximum of 5).
Strategic - PREY:
Whenever a friendly FARSTALKER KINBAND operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its ranged weapons have the Balanced and Severe weapon rules; if the weapon already has the Balanced weapon rule, it has the Ceaseless and Severe weapon rules instead. Note that operative isn’t restricted from performing those actions after shooting.
Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Balanced: Can re-roll one Attack die.
Strategic - ROGUE:
Whenever an operative is shooting a friendly FARSTALKER KINBAND operative:
Ignore the Saturate weapon rule.
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 instead. This isn’t cumulative with improved cover saves from Vantage terrain.
Saturate: The defender cannot retain Cover saves.
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.