Celestian Insidiants
Composition
A CELESTIAN INSIDIANT Killteam is composed of:
- 1 CELESTIAN INSIDIANT SUPERIOR operative with one of the following options:
- Relic condemnor stakethrower; relic bolt pistol; null mace
- Inferno pistol; null mace
- 8 CELESTIAN INSIDIANT operatives selected from the following list:
- ABJUROR
- CENSOR
- CREMATOR
- DENUNCIA
- MORTISANCTUS
- RELIQUARIUS
- WARRIOR
Other than CREMATOR and WARRIOR operatives, your kill team can only include each operative on this list once.
Your kill team can only include up to two CREMATOR operatives.
Common Abilities and Options
Benedictions:
|Benediction|Effect|
|-----|-----|
|Ardour|Until the end of the battle, add 1 to that operative’s APL stat. You cannot select this BENEDICTION for a SUPERIOR operative.|
|Wrath|Until the end of the battle, weapons on that operative’s datacard have the Ceaseless weapon rule.|
|Restoration|That operative regains up to D3+2 lost wounds.|
|Exigence|That operative can immediately perform a free Charge or Dash action (for the former, it cannot move more than 3"), but must end that move closer to that incapacitated INSPIRING operative.|
Inspiration:
Whenever a friendly CELESTIAN INSIDIANT operative:
- Incapacitates an enemy operative that has a Wounds stat of 6 or more, that friendly operative becomes INSPIRING.
- Performs the Charge action, before it moves, it becomes INSPIRING
Whenever a friendly CELESTIAN INSIDIANT operative is INSPIRING, weapons on its datacard have the Severe weapon rule.
Martyrdom:
Whenever an INSPIRING friendly CELESTIAN INSIDIANT operative is incapacitated, before it’s removed from the killzone, select one other friendly CELESTIAN INSIDIANT operative that operative is visible to or within 6" of.
Then, that selected operative gains one BENEDICTION (incapacitated operatives cannot be selected for a BENEDICTION).
Weapons Of The Witch Hunters:
PSYCHIC ranged weapons cannot inflict damage on friendly CELESTIAN INSIDIANT operatives.
For the effects of PSYCHIC actions, friendly CELESTIAN INSIDIANT operatives cannot be selected and are never treated as being within those actions’ required distances. Whenever an operative is within 3" of a friendly CELESTIAN INSIDIANT operative:
- That operative cannot perform PSYCHIC actions or use PSYCHIC additional rules.
- That operative cannot use PSYCHIC ranged weapons.
- PSYCHIC melee weapons have no weapon rules and cannot have Dmg stats higher than 3/4.
Superior
A 3
M 6"
S 3+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Inferno Pistol (Rng 3", Dev3, Prc2) | 4 | 3+ | 4/2 |
| Relic Bolt Pistol (Rng 8", Lethal 5+) | 4 | 3+ | 3/5 |
| Relic Condemnor Stakethrower (Dev2, Lethal 5+, PrcCrit1, Silent, Anti-PSYKER) | 4 | 3+ | 2/2 |
| Null Mace (Shock, Anti-PSYKER) | 4 | 3+ | 4/4 |
Abilities
BenedictionsHoly ExampleInspirationMartyrdom1AP: Spiritual MentorWeapons Of The Witch HuntersAbjuror
A 2
M 6"
S 2+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blessed Sword & Praesidium Protectiva | |||
| Defensive (*Shield) | 4 | 3+ | 4/6 |
| Offensive (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
*ShieldBenedictionsHoly DefenderInspirationMartyrdomWeapons Of The Witch HuntersCensor
A 2
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Virge Of Admonition (Brutal, Shock, Anti-PSYKER) | 4 | 4+ | 5/5 |
Abilities
BenedictionsInspirationMartyrdomNull Field1AP: Nullifying RitualVirge of Admonition Icon BearerWeapons Of The Witch HuntersCremator
A 2
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer | |||
| Standard (Rng 6", Sat, Tor 1") | 4 | 2+ | 3/3 |
| Deluge (Rng 4", Sat, Seek Light, *Tor 0") | 4 | 2+ | 3/3 |
| Null Mace (Shock, Anti-PSYKER) | 4 | 3+ | 4/4 |
Abilities
*Torrent 0"BenedictionsInspirationInspirational PyreMartyrdomWeapons Of The Witch HuntersDenuncia
A 2
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Voice Of Condemnation (Rng 6", Seek, Stun) | 5 | 3+ | 1/1 |
| Staff Of Declamation (Shock) | 4 | 3+ | 3/3 |
Abilities
Accusing ExorcistBenedictionsInspirationMartyrdom1AP: Speak Of Her DeedsWeapons Of The Witch HuntersMortisanctus
A 2
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blessed Broadsword (Lethal 5+, Brutal) | 4 | 3+ | 4/6 |
Abilities
BenedictionsBladed StanceInspirationMartyrdomWeapons Of The Witch HuntersZealous UltimatumReliquarius
A 2
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Condemnor Stakethrower (Dev 1, PrcCrit1, Silent, Anti-PSYKER) | 4 | 3+ | 2/2 |
| Gun Butt | 3 | 3+ | 2/3 |
Abilities
BenedictionsDevotionInspirationMartyrdomSimulacrum Nullificatus Icon BearerWeapons Of The Witch HuntersWarrior
A 2
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Condemnor Stakethrower (Dev1, PrcCrit1, Silent, Anti-PSYKER) | 4 | 3+ | 2/2 |
| Null Mace (Shock, Anti-PSYKER) | 4 | 3+ | 4/4 |
Abilities
BenedictionsInspirationInspired StrikesMartyrdomWeapons Of The Witch HuntersPsyk-Out Grenades
This equipment allows you to select two utility grenades from the utility grenades equipment (see universal equipment) and they must all be stun grenades. If you also select that equipment as normal, you cannot select any stun grenades (i.e. to give you more than two). Whenever an operative takes a stun test as a result of a friendly CELESTIAN INSIDIANT operative performing the Stun Grenade action, if the result is a 3+, also inflict damage on that first operative equal to the dice result halved (rounding up). If that first operative has the PSYKER keyword, inflict damage on it equal to the dice result instead.
Vocifera Mortis
Once per battle, when an INSPIRING friendly CELESTIAN INSIDIANT operative is incapacitated, you can use this rule. If you do, for the Martyrdom faction rule, the other friendly CELESTIAN INSIDIANT operative you select can be one that isn’t visible to or within 6" of that operative.
Saintly Relics
Whenever an attack dice would inflict damage on a friendly CELESTIAN INSIDIANT operative, you can use this rule. If you do, roll one D6, or two D6 if that operative is INSPIRING: if any result is a 6, ignore the damage inflicted from that attack dice. You cannot ignore more than one attack dice per action and two attack dice per battle this way.
Auto-Flagellator
Whenever a friendly CELESTIAN INSIDIANT operative is activated, you can use this rule. If you do, roll one D6 and inflict damage on that operative equal to half the result (rounding up); on a 4+, that operative also becomes INSPIRING. You cannot make more than one friendly operative INSPIRING using this rule per turning point.
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: Suspect & Eliminate
Select one enemy operative or marker. If you select an enemy operative, that operative and each other enemy operative visible to and within 2" of it gains one of your Suspicion tokens until the end of the turning point. If you selected a marker, each enemy operative contesting that marker gains one of your Suspicion tokens until the end of the turning point.
Whenever a friendly CELESTIAN INSIDIANT operative is shooting against or fighting against an operative that has one of your Suspicion tokens, that friendly operative's weapons have the Punishing weapon rule.
Strategy: Wrathful Determination
Whenever an operative is shooting a friendly CELESTIAN INSIDIANT operative that has an Engage order, you can re-roll one of your defence dice.
Strategy: Suffering & Sacrifice
Whenever a wounded friendly CELESTIAN INSIDIANT operative is shooting against, fighting against or retaliating against an enemy operative, its weapons have the Balanced weapon rule.
Strategy: Holy Resilience
Whenever an INSPIRING friendly CELESTIAN INSIDIANT operative is fighting or retaliating, Normal and Critical Dmg of 4 or more inflicts 1 less damage on that friendly operative.
Firefight Ploys
Firefight: Glory To The Martyrs
Use this firefight ploy when a friendly CELESTIAN INSIDIANT operative is incapacitated while fighting or retaliating. You can strike the enemy operative in that sequence with one of yourunresolved successes before it’s removed from the killzone. If that enemy operative is incapacitated as a result, that friendly operative becomes INSPIRING before it’s removed from the killzone and you can resolve the Martyrdom faction rule.
Firefight: Faith & Fury
Use this firefight ploy when a friendly CELESTIAN INSIDIANT operative is fighting and you strike the enemy operative in that sequence with a critical success. After resolving that strike, also inflict D3 damage on each other enemy operative visible to and within 2" of that friendly operative in an order of your choice (roll separately for each). Note that the friendly operative would become INSPIRING if any enemy operatives with a Wounds stat of 6 or more are incapacitated as a result of this damage.
Firefight: Unshakeable Pursuit
Use this firefight ploy during a friendly CELESTIAN INSIDIANT operative’s activation, before or after it performs an action. Until the end of that operative’s activation, you can ignore any changes to its Move stat. If that operative is INSPIRING, add 1" to its Move stat until the end of that activation. If that operative becomes INSPIRING by performing the Charge action, you can use this ploy before it moves to gain the additional movement (this takes precedence over stats not changing during an action).
Firefight: Fervent Hate
Use this firefight ploy after rolling your attack dice for a friendly CELESTIAN INSIDIANT operative, if it’s shooting against, fighting against or retaliating against an enemy operative that doesn’t have the IMPERIUM keyword. That friendly operative’s weapons have the Ceaseless weapon rule until the end of that sequence; if that enemy operative also has the CHAOS and/or PSYKER keyword, that friendly operative’s weapons have the Relentless weapon rule until the end of that sequence instead.
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
Psyk-Out Grenades:
This equipment allows you to select two utility grenades from the utility grenades equipment (see universal equipment) and they must all be stun grenades.
If you also select that equipment as normal, you cannot select any stun grenades (i.e. to give you more than two).
Whenever an operative takes a stun test as a result of a friendly CELESTIAN INSIDIANT operative performing the Stun Grenade action, if the result is a 3+, also inflict damage on that first operative equal to the dice result halved (rounding up).
If that first operative has the PSYKER keyword, inflict damage on it equal to the dice result instead.
Vocifera Mortis:
Once per battle, when an INSPIRING friendly CELESTIAN INSIDIANT operative is incapacitated, you can use this rule.
If you do, for the Martyrdom faction rule, the other friendly CELESTIAN INSIDIANT operative you select can be one that isn’t visible to or within 6" of that operative.
Saintly Relics:
Whenever an attack dice would inflict damage on a friendly CELESTIAN INSIDIANT operative, you can use this rule.
If you do, roll one D6, or two D6 if that operative is INSPIRING: if any result is a 6, ignore the damage inflicted from that attack dice.
You cannot ignore more than one attack dice per action and two attack dice per battle this way.
Auto-Flagellator:
Whenever a friendly CELESTIAN INSIDIANT operative is activated, you can use this rule.
If you do, roll one D6 and inflict damage on that operative equal to half the result (rounding up); on a 4+, that operative also becomes INSPIRING.
You cannot make more than one friendly operative INSPIRING using this rule per turning point.
Ploys
Strategic - Suspect & Eliminate:
Select one enemy operative or marker. If you select an enemy operative, that operative and each other enemy operative visible to and within 2" of it gains one of your Suspicion tokens until the end of the turning point.
If you selected a marker, each enemy operative contesting that marker gains one of your Suspicion tokens until the end of the turning point.
Whenever a friendly CELESTIAN INSIDIANT operative is shooting against or fighting against an operative that has one of your Suspicion tokens, that friendly operative's weapons have the Punishing weapon rule.
Strategic - Wrathful Determination:
Whenever an operative is shooting a friendly CELESTIAN INSIDIANT operative that has an Engage order, you can re-roll one of your defence dice.
Strategic - Suffering & Sacrifice:
Whenever a wounded friendly CELESTIAN INSIDIANT operative is shooting against, fighting against or retaliating against an enemy operative, its weapons have the Balanced weapon rule.
Strategic - Holy Resilience:
Whenever an INSPIRING friendly CELESTIAN INSIDIANT operative is fighting or retaliating, Normal and Critical Dmg of 4 or more inflicts 1 less damage on that friendly operative.
Firefight - Glory To The Martyrs:
Use this firefight ploy when a friendly CELESTIAN INSIDIANT operative is incapacitated while fighting or retaliating.
You can strike the enemy operative in that sequence with one of yourunresolved successes before it’s removed from the killzone.
If that enemy operative is incapacitated as a result, that friendly operative becomes INSPIRING before it’s removed from the killzone and you can resolve the Martyrdom faction rule.
Firefight - Faith & Fury:
Use this firefight ploy when a friendly CELESTIAN INSIDIANT operative is fighting and you strike the enemy operative in that sequence with a critical success.
After resolving that strike, also inflict D3 damage on each other enemy operative visible to and within 2" of that friendly operative in an order of your choice (roll separately for each).
Note that the friendly operative would become INSPIRING if any enemy operatives with a Wounds stat of 6 or more are incapacitated as a result of this damage.
Firefight - Unshakeable Pursuit:
Use this firefight ploy during a friendly CELESTIAN INSIDIANT operative’s activation, before or after it performs an action.
Until the end of that operative’s activation, you can ignore any changes to its Move stat. If that operative is INSPIRING, add 1" to its Move stat until the end of that activation.
If that operative becomes INSPIRING by performing the Charge action, you can use this ploy before it moves to gain the additional movement (this takes precedence over stats not changing during an action).
Firefight - Fervent Hate:
Use this firefight ploy after rolling your attack dice for a friendly CELESTIAN INSIDIANT operative, if it’s shooting against, fighting against or retaliating against an enemy operative that doesn’t have the IMPERIUM keyword.
That friendly operative’s weapons have the Ceaseless weapon rule until the end of that sequence; if that enemy operative also has the CHAOS and/or PSYKER keyword, that friendly operative’s weapons have the Relentless weapon rule until the end of that sequence 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.