Novitiates
Composition
A NOVITIATES killteam is composed of:
- 1 NOVITIATE SUPERIOR operative with one of the following options:
- Plasma pistol; power weapon
- Relic boltgun; gun butt
- Relic bolt pistol; power weapon
- 9 NOVITIATE operatives selected from the following list:
- CONDEMNOR
- DIALOGUS
- DUELLIST
- EXACTOR
- HOSPITALLER
- PENITENT
- PRECEPTOR
- PRONATUS
- PURGATUS
- RELIQUARIUS
- MILITANT with one of the following options:
- Autopistol; Novitiate blade
- Autogun; gun butt
Other than MILITANT and PURGATUS operatives, your kill team can only include each operative on this list once.
Your kill team can only include up to two PURGATUS operatives.
Common Abilities and Options
Acts Of Faith:
In the Ready step of each Strategy phase, you gain a number of Faith points equal to half the number of friendly NOVITIATE operatives that have not been incapacitated (rounding up).
Whenever a friendly NOVITIATE operative is shooting, fighting or retaliating, or an operative is shooting it, in the Roll Attack Dice (or Roll Defence Dice step if an operative is shooting it),
you can spend your Faith points to use one ACT OF FAITH.
You cannot use more than one ACT OF FAITH per sequence, and their costs and effects are as follows:
- GUIDANCE - 1 FAITH POINT
You can re-roll one of your dice. - BLESSING - 2 FAITH POINTS
You can retain one of your normal successes as a critical success instead. - INTERVENTION - 3 FAITH POINTS
You can retain one of your fails as a normal success instead of discarding it.
Superior
A 3
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Relic Bolt Pistol (Rng 8", Lethal 5+) | 4 | 3+ | 3/5 |
| Relic Boltgun (Lethal 5+) | 4 | 3+ | 3/5 |
| Gun Butt | 3 | 3+ | 2/3 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Acts Of FaithInspirational ExampleCondemnor
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Condemnor Stakethrower (Dev2, PrcCrit1, Sil, *Anti-PSYKER) | 4 | 3+ | 3/3 |
| Null Rod (Shock, *Anti-PSYKER) | 4 | 4+ | 3/3 |
Abilities
*Anti-PsykerActs Of FaithNull RodDialogus
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Dialogus Stave (Shock) | 4 | 4+ | 3/3 |
Abilities
Acts Of Faith0AP: Auto-Broadcaster1AP: Stirring RhetoricDuellist
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Duelling Blades (Ceaseless, *Riposte) | 4 | 3+ | 4/5 |
Abilities
*RiposteActs Of FaithExactor
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Neural Whips (Rng 3", Lethal 5+, Stun) | 5 | 3+ | 2/3 |
| Neural Whips (Lethal 5+, Shock) | 5 | 3+ | 2/3 |
Abilities
Acts Of Faith1AP: Whip Into FrenzyHospitaller
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Surgical Saw (Lethal 5+, Rnd) | 4 | 4+ | 2/3 |
Abilities
Acts Of Faith1AP: Chirurgeon's ToolsMedic!Militant
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autogun | 4 | 4+ | 2/3 |
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Gun Butt | 3 | 4+ | 2/3 |
| Novitiate Blade | 4 | 4+ | 4/5 |
Abilities
Acts Of FaithMilitant FaithPenitent
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Penitent Eviscerator (Brutal, *Zealous Rage) | 4 | 4+ | 5/6 |
Abilities
*Zealous RageAbsolution Through DestructionActs Of FaithPreceptor
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mace Of The Righteous (Brutal, Severe) | 4 | 4+ | 5/5 |
Abilities
Acts Of FaithGlorious HymnalUnflinching ExamplePronatus
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Acts Of FaithDivine AcquisitionRelic SeekerPurgatus
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ministorum Flamer (Rng 8", Sat, Tor 2") | 4 | 2+ | 4/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Acts Of FaithPurge With FlameReliquarius
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Acts Of FaithIcon Bearer1AP: Raise IconIcon Of Faith
Once per turning point, you can use up to two ACTS OF FAITH during a sequence, but each one must be different. This takes precedence over the normal ACTS OF FAITH rules.
Sanctified Rounds
Whenever a friendly NOVITIATE operative is shooting with an autogun, autopistol, relic bolt pistol or relic boltgun, if you spend a Faith point, that weapon has the Piercing Crits 1 weapon rule until the end of that sequence.
Auto-Chastisers
Once per turning point, when a friendly NOVITIATE operative is shooting, fighting or retaliating, in the Roll Attack Dice step, you can inflict 1-3 damage on that friendly operative (but not enough to incapacitate it). If you do, you can use one ACT OF FAITH for free during that sequence with a Faith points cost no more than the damage you inflicted from this rule.
Holy Embrocations
You can ignore any changes to the Move stat of friendly NOVITIATE operatives from being injured.
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: Ardent Vengeance
Whenever a friendly NOVITIATE operative is shooting against, fighting against or retaliating against an expended enemy operative, that friendly operative’s weapons have the Punishing weapon rule.
Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Strategy: Blessed Rejuvenation
Whenever you spend Faith points, at the end of that action, the friendly operative you spent them on can regain up to D3 lost Wounds. Note this ploy has no effect if that operative was incapacitated during that action, or if the ACT OF FAITH doesn’t cost any Faith points, e.g. Auto-chastisers equipment.
Strategy: Defenders Of The Faith
Whenever an operative is shooting against, fighting against or retaliating against a friendly NOVITIATE operative that contests an objective marker, in the Resolve Attack Dice step of that sequence, you can halve the damage inflicted (rounding up and to a minimum of 2) on that friendly operative from one normal success.
Strategy: Righteous Advance
Up to one third of the friendly NOVITIATE operatives in the killzone (rounding down, to a minimum of 1) can immediately perform a free Dash action in an order of your choice, but each that does so must end that move closer to its closest enemy operative, its closest objective marker or your opponent’s drop zone (you can choose separately for each).
You cannot use this ploy during the first turning point.
Firefight Ploys
Firefight: Blinding Aura
Use this firefight ploy when an enemy operative is performing the Shoot action and selects a friendly NOVITIATE operative as the valid target. Until the end of that activation/counteraction, while that friendly operative is more than 2" from that enemy operative, your opponent cannot select it as a valid target. If there are no other valid targets that your opponent can select, that action ends (it’s not cancelled, so that operative has still performed it). Note this ploy has no effect if it’s not the selected operative, e.g. if it’s a secondary target from the Blast weapon rule.
Firefight: Blazing Inferno
Use this firefight ploy when a friendly NOVITIATE operative is shooting with a Ministorum flamer and you inflict damage with any critical successes. The target gains one of your Blaze tokens (if it doesn’t already have one). Whenever an operative that has one of your Blaze tokens is activated:
- Inflict D3 damage on it.
- Its controlling player can subtract 1 from that operative’s APL stat until the end of that activation to remove that token. Note that this must be done before that operative performs any actions during that activation.
Firefight: Guided By Faith
Use this firefight ploy when a friendly NOVITIATE operative is performing the Shoot action and you’re selecting a ranged weapon. Until the end of that action, whenever that operative is shooting an operative within 6" of it, that weapon has the Seek Light weapon rule.
Seek Light: When selecting a valid target, operatives cannot use light terrain for cover. While this can allow such operatives to be targeted (assuming they are Visible), it does not remove their Cover save (if any).
Firefight: Glorious Martyrdom
Use this firefight ploy when a friendly NOVITIATE operative is incapacitated, before it is removed from the killzone. For each enemy operative visible to and within 2" of it, you gain 1 Faith point and inflict D3 damage on that enemy operative (roll separately for each).
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.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
Icon Of Faith:
Once per turning point, you can use up to two ACTS OF FAITH during a sequence, but each one must be different. This takes precedence over the normal ACTS OF FAITH rules.
Sanctified Rounds:
Whenever a friendly NOVITIATE operative is shooting with an autogun, autopistol, relic bolt pistol or relic boltgun, if you spend a Faith point, that weapon has the Piercing Crits 1 weapon rule until the end of that sequence.
Auto-Chastisers:
Once per turning point, when a friendly NOVITIATE operative is shooting, fighting or retaliating, in the Roll Attack Dice step,
you can inflict 1-3 damage on that friendly operative (but not enough to incapacitate it).
If you do, you can use one ACT OF FAITH for free during that sequence with a Faith points cost no more than the damage you inflicted from this rule.
Holy Embrocations:
You can ignore any changes to the Move stat of friendly NOVITIATE operatives from being injured.
Ploys
Strategic - Ardent Vengeance:
Whenever a friendly NOVITIATE operative is shooting against, fighting against or retaliating against an expended enemy operative, that friendly operative’s weapons have the Punishing weapon rule.
Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Strategic - Blessed Rejuvenation:
Whenever you spend Faith points, at the end of that action, the friendly operative you spent them on can regain up to D3 lost Wounds.
Note this ploy has no effect if that operative was incapacitated during that action, or if the ACT OF FAITH doesn’t cost any Faith points, e.g. Auto-chastisers equipment.
Strategic - Defenders Of The Faith:
Whenever an operative is shooting against, fighting against or retaliating against a friendly NOVITIATE operative that contests an objective marker,
in the Resolve Attack Dice step of that sequence, you can halve the damage inflicted (rounding up and to a minimum of 2) on that friendly operative from one normal success.
Strategic - Righteous Advance:
Up to one third of the friendly NOVITIATE operatives in the killzone (rounding down, to a minimum of 1) can immediately perform a free Dash action in an order of your choice,
but each that does so must end that move closer to its closest enemy operative, its closest objective marker or your opponent’s drop zone (you can choose separately for each).
You cannot use this ploy during the first turning point.
Firefight - Blinding Aura:
Use this firefight ploy when an enemy operative is performing the Shoot action and selects a friendly NOVITIATE operative as the valid target.
Until the end of that activation/counteraction, while that friendly operative is more than 2" from that enemy operative, your opponent cannot select it as a valid target.
If there are no other valid targets that your opponent can select, that action ends (it’s not cancelled, so that operative has still performed it).
Note this ploy has no effect if it’s not the selected operative, e.g. if it’s a secondary target from the Blast weapon rule.
Firefight - Blazing Inferno:
Use this firefight ploy when a friendly NOVITIATE operative is shooting with a Ministorum flamer and you inflict damage with any critical successes.
The target gains one of your Blaze tokens (if it doesn’t already have one). Whenever an operative that has one of your Blaze tokens is activated:
- Inflict D3 damage on it.
- Its controlling player can subtract 1 from that operative’s APL stat until the end of that activation to remove that token. Note that this must be done before that operative performs any actions during that activation.
Firefight - Guided By Faith:
Use this firefight ploy when a friendly NOVITIATE operative is performing the Shoot action and you’re selecting a ranged weapon.
Until the end of that action, whenever that operative is shooting an operative within 6" of it, that weapon has the Seek Light weapon rule.
Seek Light: When selecting a valid target, operatives cannot use light terrain for cover. While this can allow such operatives to be targeted (assuming they are Visible), it does not remove their Cover save (if any).
Firefight - Glorious Martyrdom:
Use this firefight ploy when a friendly NOVITIATE operative is incapacitated, before it is removed from the killzone. For each enemy operative visible to and within 2" of it, you gain 1 Faith point and inflict D3 damage on that enemy operative (roll separately for each).
TacOps
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.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.