Exaction Squad
Composition
An EXACTION SQUAD KillTeam is composed of:
- 1 EXACTION SQUAD PROCTOR-EXACTANT operative with one of the following options:
- Combat shotgun; repression baton
- Shotpistol; dominator maul & assault shield
- 10 EXACTION SQUAD operatives selected from the following list:
- CASTIGATOR
- CHIRURGANT
- LEASHMASTER
- R-VR CYBER-MASTIFF
- MALOCATOR
- MARKSMAN
- REVELATUM
- SUBDUCTOR
- VIGILANT
- VOX-SIGNIFIER
- GUNNER with one of the following options:
- Grenade launcher; repression baton
- Heavy stubber; repression baton
- Webber; repression baton
Other than GUNNER, SUBDUCTOR and VIGILANT operatives, your kill team can only include each operative on this list once.
Your kill team can only include up to two GUNNER operatives (each must have a different option) and up to four SUBDUCTOR operatives.
Common Abilities and Options
*Repress:
Whenever this operative is using this weapon:
- Each of your blocks can be allocated to block two unresolved successes (instead of one).
- If this operative is retaliating, you resolve the first attack dice (i.e. defender instead of attacker).
Marked For Justice:
STRATEGIC GAMBIT Select one enemy operative to be your mark for the turning point.
Whenever a friendly EXACTION SQUAD operative is shooting against, fighting against or retaliating against your mark, that friendly operative’s weapons have the Punishing weapon rule.
Whenever your mark is incapacitated, you can select a new enemy operative to be your mark for the turning point (and can continue to do so during this turning point).
Ruthless Efficiency:
Whenever a friendly EXACTION SQUAD operative is shooting (excluding with frag or krak grenades) and you’re selecting a valid target, you can use this rule.
If you do, having other friendly EXACTION SQUAD operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.
Proctor-Exactant
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Close Range (Rng 6") | 4 | 2+ | 4/4 |
| Long Range | 4 | 4+ | 2/2 |
| Shot Pistol (Rng 8") | 4 | 3+ | 3/3 |
| Dominator Maul & Assault Shield (Lethal 5+, Shock, *Repress) | 4 | 3+ | 4/4 |
| Repression Baton | 3 | 3+ | 2/3 |
Abilities
*RepressAssault Shield0AP: Deploy Nuncio-AquilaMarked For JusticeNuncio-AquilaRuthless EfficiencyCastigator
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Excruciator Maul (Rnd, Shock) | 4 | 3+ | 5/5 |
Abilities
Castigator's ArrestEngendered FocusMarked For JusticeRuthless EfficiencyZealous DedicationChirurgant
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Marked For JusticeMedic!1AP: MedikitRuthless EfficiencyGunner
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grenade Launcher (Prc1) | 5 | 4+ | 4/5 |
| Heavy Stubber | |||
| Focused (Hvy(Dash)) | 5 | 4+ | 4/5 |
| Sweeping (Hvy(Dash), Tor1") | 4 | 4+ | 4/5 |
| Webber (Rng 12", Severe, Stun) | 4 | 3+ | 4/5 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Marked For JusticeRuthless EfficiencyLeashmaster
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Shotpistol (Rng 8") | 4 | 4+ | 3/3 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Attack PatternHandlerMarked For Justice0AP: R-VR CommandRuthless EfficiencyR-VR Cyber-Mastiff
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mechanical Bite (Lethal 5+) | 4 | 4+ | 3/5 |
Abilities
0AP: ApprehendBeastMarked For JusticeRuthless EfficiencyMalocator
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Acute FocusMarked For JusticeRuthless Efficiency1AP: VeriscantMarksman
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Executioner Shotgun | |||
| Concealed (Dev4, Hvy, Silent, *Concealed Position) | 4 | 2+ | 4/0 |
| Mobile | 4 | 3+ | 4/4 |
| Stationary (Dev4, Hvy) | 4 | 2+ | 4/0 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
*Concealed PositionMarked For Justice1AP: OpticsRuthless EfficiencyRevelatum
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped Shot Pistol | |||
| Short Range (Rng 8", Lethal 5+) | 4 | 3+ | 3/3 |
| Long Range | 4 | 3+ | 3/3 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
First In The FieldMarked For JusticeRuthless Efficiency1AP: SpotSubductor
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shot Pistol (Rng 8") | 4 | 4+ | 3/3 |
| Shock Maul & Assault Shield (Shock, *Repress) | 4 | 4+ | 4/4 |
Abilities
*RepressMarked For JusticeRuthless EfficiencyStubborn SubjugatorVigilant
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Close Quarters VigilanceMarked For JusticeRuthless EfficiencyVox-Signifier
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Marked For JusticeRuthless Efficiency1AP: SignalManacles
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly EXACTION SQUAD operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation or counteraction (no AP are spent on it), and you cannot use this rule again during this turning point.
Strobing Phosphor-Lumen
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly EXACTION SQUAD operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.
Special Issue Shells
Up to twice per turning point, when a friendly EXACTION SQUAD operative is performing the Shoot action and you select a combat shotgun, executioner shotgun, scoped shotpistol or shotpistol, you can use this rule. If you do, select one of the following weapon rules for that weapon to have until the end of that action:
- Saturate.
- Piercing 1, but only if the target has a Save stat of 3+ or better.
- Torrent 1", but you cannot select more than one secondary target.
Reinforced Mirror-Visor
You can ignore any changes to the APL stats of friendly EXACTION SQUAD operatives, and they aren’t affected by enemy operatives’ Shock weapon rule.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Strategy Ploys
Strategy: Dispense Justice
Whenever a friendly EXACTION SQUAD operative is fighting or retaliating, if it hasn’t moved more than its Move stat during the activation, or if it’s a counteraction, its melee weapons have the Ceaseless weapon rule.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Strategy: Guilt Reveals Itself
Whenever you’re selecting a valid target for a friendly EXACTION SQUAD operative, enemy operatives within 4" of it cannot be in cover (instead of 2"). While this can allow such operatives to be targeted (assuming they’re visible), it does not remove their cover save (if any), unless the friendly EXACTION SQUAD operative is within 2" as normal.
Strategy: Inviolate Jurisdiction
Whenever an operative is shooting a friendly EXACTION SQUAD operative that’s within 2" of an objective marker or an enemy operative, you can re-roll one of your defence dice.
Strategy: Terminal Decree
Whenever a friendly EXACTION SQUAD operative is shooting an enemy operative within 6" of it, or whenever a friendly EXACTION SQUAD GUNNER operative is shooting, that friendly operative’s ranged weapons have the Balanced weapon rule.
Balanced: Can re-roll one Attack die.
Firefight Ploys
Firefight: Brutal Backup
Use this firefight ploy during a friendly EXACTION SQUAD operative’s activation, before or after it performs an action. Select one enemy operative within its control range. One other friendly EXACTION SQUAD operative can immediately perform a free Fight action, but it can only fight against that enemy operative.
Firefight: Execution Order
Use this firefight ploy when an enemy operative performs a mission action (excluding Operate Hatch). Alternatively, use it at the end of the Firefight phase and select one enemy operative that controls an objective marker.
In either case, the next time your opponent would activate that enemy operative, you can interrupt that activation and activate a ready friendly EXACTION SQUAD operative. If you do, during that activation, that friendly operative must fight against or shoot against that enemy operative, and cannot do so against any other enemy operatives until it does (if this isn’t possible, that friendly operative’s activation is cancelled).
After completing that friendly operative’s activation, continue that enemy operative’s activation (if possible). You cannot use this firefight ploy again until that enemy operative is activated or incapacitated.
Firefight: Exact Punishment
Use this firefight ploy after an enemy operative shoots against or fights against a friendly EXACTION SQUAD operative within 6" of it, and that friendly operative isn’t incapacitated as a result. That friendly operative can immediately perform either a free Shoot or a free Fight action, but other enemy operatives cannot be selected as a valid target or to fight against during that action (note that secondary targets from the Blast weapon rule can still be targeted).
Firefight: Long Arm Of The Emperor's Law
Use this firefight ploy when a friendly EXACTION SQUAD operative is performing the Shoot action and you select a weapon with the Range x weapon rule (excluding frag or krak grenade). Until the end of that action, add 3" to x.
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
Manacles:
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly EXACTION SQUAD operative, if no other enemy operatives are within that friendly operative’s control range,
you can use this rule.
If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative.
If any result is a 4+, that enemy operative cannot perform that action during that activation or counteraction (no AP are spent on it), and you cannot use this rule again during this turning point.
Strobing Phosphor-Lumen:
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly EXACTION SQUAD operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.
Special Issue Shells:
Up to twice per turning point, when a friendly EXACTION SQUAD operative is performing the Shoot action and you select a combat shotgun, executioner shotgun, scoped shotpistol or shotpistol, you can use this rule.
If you do, select one of the following weapon rules for that weapon to have until the end of that action:
- Saturate.
- Piercing 1, but only if the target has a Save stat of 3+ or better.
- Torrent 1", but you cannot select more than one secondary target.
Reinforced Mirror-Visor:
You can ignore any changes to the APL stats of friendly EXACTION SQUAD operatives, and they aren’t affected by enemy operatives’ Shock weapon rule.
Ploys
Strategic - Dispense Justice:
Whenever a friendly EXACTION SQUAD operative is fighting or retaliating, if it hasn’t moved more than its Move stat during the activation, or if it’s a counteraction, its melee weapons have the Ceaseless weapon rule.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Strategic - Guilt Reveals Itself:
Whenever you’re selecting a valid target for a friendly EXACTION SQUAD operative, enemy operatives within 4" of it cannot be in cover (instead of 2").
While this can allow such operatives to be targeted (assuming they’re visible), it does not remove their cover save (if any), unless the friendly EXACTION SQUAD operative is within 2" as normal.
Strategic - Inviolate Jurisdiction:
Whenever an operative is shooting a friendly EXACTION SQUAD operative that’s within 2" of an objective marker or an enemy operative, you can re-roll one of your defence dice.
Strategic - Terminal Decree:
Whenever a friendly EXACTION SQUAD operative is shooting an enemy operative within 6" of it, or whenever a friendly EXACTION SQUAD GUNNER operative is shooting, that friendly operative’s ranged weapons have the Balanced weapon rule.
Balanced: Can re-roll one Attack die.
Firefight - Brutal Backup:
Use this firefight ploy during a friendly EXACTION SQUAD operative’s activation, before or after it performs an action.
Select one enemy operative within its control range. One other friendly EXACTION SQUAD operative can immediately perform a free Fight action, but it can only fight against that enemy operative.
Firefight - Execution Order:
Use this firefight ploy when an enemy operative performs a mission action (excluding Operate Hatch).
Alternatively, use it at the end of the Firefight phase and select one enemy operative that controls an objective marker.
In either case, the next time your opponent would activate that enemy operative, you can interrupt that activation and activate a ready friendly EXACTION SQUAD operative. If you do, during that activation, that friendly operative must fight against or shoot against that enemy operative, and cannot do so against any other enemy operatives until it does (if this isn’t possible, that friendly operative’s activation is cancelled).
After completing that friendly operative’s activation, continue that enemy operative’s activation (if possible). You cannot use this firefight ploy again until that enemy operative is activated or incapacitated.
Firefight - Exact Punishment:
Use this firefight ploy after an enemy operative shoots against or fights against a friendly EXACTION SQUAD operative within 6" of it, and that friendly operative isn’t incapacitated as a result.
That friendly operative can immediately perform either a free Shoot or a free Fight action, but other enemy operatives cannot be selected as a valid target or to fight against during that action
(note that secondary targets from the Blast weapon rule can still be targeted).
Firefight - Long Arm Of The Emperor's Law:
Use this firefight ploy when a friendly EXACTION SQUAD operative is performing the Shoot action and you select a weapon with the Range x weapon rule (excluding frag or krak grenade). Until the end of that action, add 3" to x.
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.