Sanctifiers
Composition
A SANCTIFIER kill team is composed of:
- 1 SANCTIFIER CONFESSOR
- 1 SANCTIFIER CHERUB
- 9 SANCTIFIER operatives selected from the following list:
- CONFLAGRATOR
- DEATH CULT ASSASSIN
- DRILL ABBOT
- MIRACULIST
- MISSIONARY with one of the following options:
- Ministorum flamer; brazier of holy fire
- Ministorum flamer; gun butt; holy relic
- MISSIONARY with one of the following options:
- Meltagun; chainsword; holy relic
- Plasma gun; chainsword; brazier of holy fire
- PERSECUTOR
- PREACHER
- RELIQUANT
- SALVATIONIST
Other than PREACHER operatives, your kill team can only include each operative above once.
Your kill team can only include up to four PREACHER operatives.
You cannot select an option that includes a brazier of holy fire more than once per battle.
Common Abilities and Options
Ministorum Sermon:
STRATEGIC GAMBIT. Select one friendly SANCTIFIER operative. If a friendly CONFESSOR operative hasn’t been incapacitated, you must select it.
Until you use this STRATEGIC GAMBIT again during the battle, that operative has the ORATOR keyword.
Whenever a friendly SANCTIFIER operative is within 3" of a friendly ORATOR operative (or 6" if the ORATOR is a CONFESSOR), that friendly SANCTIFIER operative is benefitting from the SERMON.
Whenever a friendly SANCTIFIER operative is activated within 3" of a friendly ORATOR operative (or 6" if the ORATOR is a CONFESSOR), that friendly SANCTIFIER operative is benefitting from the SERMON until the end of that activation (i.e. even if it then moves more than the distance requirement from the ORATOR operative).
Whenever a friendly SANCTIFIER operative is benefitting from the SERMON, Normal and Critical Dmg of 4 or more inflicts 1 less damage on it.
*Blaze:
If you inflict damage with any critical successes, the operative this weapon is being used against 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. Then that operative’s controlling player selects one of the following:
- Roll one D6: on a 3+, remove that token.
- Subtract 1 from the operative’s APL stat until the end of that activation to remove that token.
Confessor
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mace of Censure (Brutal, Shock) | 4 | 3+ | 5/5 |
Abilities
Commanding DeclamationLead The ProcessionMinistorum SermonCherub
A 2
M 7"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Incentiviser (Shock) | 3 | 5+ | 1/3 |
Abilities
CherubFly1AP: IncentiviseMinistorum SermonConflagrator
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin Hand Flamers | |||
| Focused (Rng 6", Sat, Tor 2", *Blaze) | 4 | 2+ | 3/3 |
| Twin Torrent (Rng 6", Sat, Tor 0", *Twin Torrent, *Blaze) | 4 | 2+ | 3/3 |
| Gun Butts | 4 | 4+ | 2/3 |
Abilities
*Blaze*Twin TorrentMinistorum SermonSanctification RackCult Assassin
A 3
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Throwing Knives (Rng 6", Silent) | 4 | 3+ | 2/5 |
| Ritual Blades | 4 | 2+ | 4/6 |
Abilities
Bladed StanceMinistorum Sermon1AP: Trained AssassinDrill Abbot
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Great Hammer (Brutal, Shock) | 4 | 4+ | 4/4 |
Abilities
Ministorum SermonNull SkullSchola Progenium DisciplinarianPersecutor
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer (Rng 6", Sat, Tor 1", Blaze *) | 4 | 3+ | 3/3 |
| Eviscerator (Brutal) | 4 | 4+ | 5/6 |
Abilities
*BlazeFanatical RetributionMerciless CastigationMinistorum SermonMiraculist
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Holy Light (Rng 8", Dev 3, Lim 1, Prc 1, Sat, *Blaze) | 4 | 2+ | 4/3 |
| Wreath In Fire (Blast 1", Lim 1, Wreathed*, *Blaze) | 4 | 2+ | 4/4 |
| Burning Hands (Brutal, Lim 1, *Blaze) | 1 | 2+ | 7/8 |
| Fists | 1 | 5+ | 1/2 |
Abilities
*Blaze*WreathedMinistorum SermonMiracleMissionary
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Brazier Of Holy Fire (Rng 4", Sat, Tor 1", *Blaze) | 4 | 2+ | 4/4 |
| Meltagun (Rng 6", Dev 4, Prc 2) | 4 | 4+ | 6/3 |
| Ministorum Flamer (Rng 8", Sat, Tor 2", *Blaze) | 4 | 2+ | 4/4 |
| Plasma Gun | |||
| Standard (Prc 1) | 4 | 4+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Prc 1) | 4 | 4+ | 5/6 |
| Brazier Of Holy Fire (Shock, *Blaze) | 4 | 4+ | 4/4 |
| Chainsword | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
*BlazeHoly RelicMinistorum SermonSpread The Word Of The God-EmperorPreacher
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer (Rng 6", Sat, Tor 1", *Blaze) | 4 | 2+ | 3/3 |
| Chainsword | 4 | 4+ | 4/5 |
Abilities
*BlazeDefend The FaithMinistorum SermonReliquant
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer (Rng 6", Sat, Tor 1", *Blaze) | 4 | 2+ | 3/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
*BlazeCult IconImperial Cult DevotionMinistorum SermonSalvationist
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Soulstave | 3 | 5+ | 2/3 |
Abilities
Conversion Field1AP: MedikitMinistorum SermonSanctification Orbs
Once per turning point, one friendly SANCTIFIER operative (excluding CHERUB, DEATH CULT ASSASSIN and MIRACULIST) can perform the following unique action:
SANCTIFICATION ORB (1AP):
-
Select one enemy operative visible to and within 6" of this operative. That operative and each other enemy operative within 1" of it takes a doused test. For an operative to take a doused test, roll one D6: on a 3+, it gains one of your Doused tokens.
-
Whenever a friendly SANCTIFIER operative is shooting against an operative that has one of your Doused tokens with a weapon that has the Blaze weapon rule, that weapon also has the Seek weapon rule.
-
After a friendly SANCTIFIER operative uses a weapon that has the Blaze weapon rule against an enemy operative that has one of your Doused tokens, remove that token (even if the Seek weapon rule wasn’t used).
-
This operative cannot perform this action while within control range of an enemy operative.
Purity Seals
Once per turning point, when a friendly SANCTIFIER operative is shooting or fighting, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Ecclesiarchy Texts
In the Ready step of each Strategy phase, roll 3D6: if the result is less than the remaining wounds of a friendly ORATOR operative, you gain 1CP. Note that this is done before the Gambit step, so if there isn’t a valid ORATOR operative, you cannot use this rule during that turning point (e.g. during the first turning point).
Imperial Cult Symbols
Once per turning point, when an operative is shooting a friendly SANCTIFIER operative that’s benefitting from the SERMON, when you collect your defence dice, you can use this rule. If you do, change one of the attacker’s retained critical successes to a normal success (any weapon rules they’ve already resolved aren’t affected, e.g. Piercing Crits).
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: Fervent Brawl
Whenever a friendly SANCTIFIER operative that’s benefitting from the SERMON is fighting or retaliating, its melee weapons have the Ceaseless weapon rule.
Strategy: Rally The Flock
Each friendly SANCTIFIER operative (excluding ORATOR) that’s benefitting from the SERMON can immediately perform a free Dash or Fall Back action in an order of your choice (choose separately for each and, for the latter, it cannot move more than 3"). Each that does so must end that move closer and visible to (or vice versa) a friendly ORATOR operative. You cannot use this ploy during the first turning point.
Strategy: The Emperor Protects
Whenever an operative is shooting a friendly SANCTIFIER operative that’s benefitting from the SERMON, you can re-roll any of your defence dice results of one result (e.g. results of 2).
Strategy: Zealous Persecution
Whenever a friendly SANCTIFIER operative is fighting during an activation in which it performed the Charge action, its melee weapons have the Lethal 5+ weapon rule.
Firefight Ploys
Firefight: Ardent Eradication
Use this firefight ploy after rolling your attack dice for a friendly SANCTIFIER operative, if it’s shooting against or fighting against an enemy operative that’s within 3" of a friendly ORATOR operative (or 6" if the ORATOR is a CONFESSOR). You can re-roll any of your attack dice.
Firefight: Redeemed Through Fire
Use this firefight ploy when a friendly SANCTIFIER operative that has a weapon with the Blaze weapon rule is incapacitated, before it’s removed from the killzone. Each enemy operative visible to and within 2" of it gains one of your Blaze tokens (if it doesn’t already have one).
Firefight: Rosarius
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly SANCTIFIER operative. Ignore that inflicted damage.
Firefight: Unwavering Devotion
Use this firefight ploy when a friendly SANCTIFIER ORATOR or SANCTIFIER MIRACULIST operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly SANCTIFIER operative (excluding CONFESSOR, MIRACULIST and ORATOR) visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action. If it’s the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
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
Sanctification Orbs:
Once per turning point, one friendly SANCTIFIER operative (excluding CHERUB, DEATH CULT ASSASSIN and MIRACULIST) can perform the following unique action:
SANCTIFICATION ORB (1AP):
-
Select one enemy operative visible to and within 6" of this operative. That operative and each other enemy operative within 1" of it takes a doused test. For an operative to take a doused test, roll one D6: on a 3+, it gains one of your Doused tokens.
-
Whenever a friendly SANCTIFIER operative is shooting against an operative that has one of your Doused tokens with a weapon that has the Blaze weapon rule, that weapon also has the Seek weapon rule.
-
After a friendly SANCTIFIER operative uses a weapon that has the Blaze weapon rule against an enemy operative that has one of your Doused tokens, remove that token (even if the Seek weapon rule wasn’t used).
-
This operative cannot perform this action while within control range of an enemy operative.
Purity Seals:
Once per turning point, when a friendly SANCTIFIER operative is shooting or fighting, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Ecclesiarchy Texts:
In the Ready step of each Strategy phase, roll 3D6: if the result is less than the remaining wounds of a friendly ORATOR operative, you gain 1CP.
Note that this is done before the Gambit step, so if there isn’t a valid ORATOR operative, you cannot use this rule during that turning point (e.g. during the first turning point).
Imperial Cult Symbols:
Once per turning point, when an operative is shooting a friendly SANCTIFIER operative that’s benefitting from the SERMON, when you collect your defence dice, you can use this rule.
If you do, change one of the attacker’s retained critical successes to a normal success (any weapon rules they’ve already resolved aren’t affected, e.g. Piercing Crits).
Ploys
Strategic - Fervent Brawl:
Whenever a friendly SANCTIFIER operative that’s benefitting from the SERMON is fighting or retaliating, its melee weapons have the Ceaseless weapon rule.
Strategic - Rally The Flock:
Each friendly SANCTIFIER operative (excluding ORATOR) that’s benefitting from the SERMON can immediately perform a free Dash or Fall Back action in an order of your choice (choose separately for each and, for the latter, it cannot move more than 3").
Each that does so must end that move closer and visible to (or vice versa) a friendly ORATOR operative. You cannot use this ploy during the first turning point.
Strategic - The Emperor Protects:
Whenever an operative is shooting a friendly SANCTIFIER operative that’s benefitting from the SERMON, you can re-roll any of your defence dice results of one result (e.g. results of 2).
Strategic - Zealous Persecution:
Whenever a friendly SANCTIFIER operative is fighting during an activation in which it performed the Charge action, its melee weapons have the Lethal 5+ weapon rule.
Firefight - Ardent Eradication:
Use this firefight ploy after rolling your attack dice for a friendly SANCTIFIER operative, if it’s shooting against or fighting against an enemy operative that’s within 3" of a friendly ORATOR operative (or 6" if the ORATOR is a CONFESSOR).
You can re-roll any of your attack dice.
Firefight - Redeemed Through Fire:
Use this firefight ploy when a friendly SANCTIFIER operative that has a weapon with the Blaze weapon rule is incapacitated, before it’s removed from the killzone.
Each enemy operative visible to and within 2" of it gains one of your Blaze tokens (if it doesn’t already have one).
Firefight - Rosarius:
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly SANCTIFIER operative. Ignore that inflicted damage.
Firefight - Unwavering Devotion:
Use this firefight ploy when a friendly SANCTIFIER ORATOR or SANCTIFIER MIRACULIST operative is selected as the valid target of a Shoot action or to fight against during the Fight action.
Select one other friendly SANCTIFIER operative (excluding CONFESSOR, MIRACULIST and ORATOR) visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate)
instead (even if it wouldn’t normally be valid for this).
If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action.
If it’s the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
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.