Assassin Execution Force (The Others)

Assassin Execution Force (The Others)

Common Abilities and Options

From The Shadows:
Whenever a friendly ASSASSIN EXECUTION FORCE ASSASSIN operative is the target of a shooting attack, for that sequance, ignore the Piercing and Saturate weapon rules. Whenever An ASSASSIN EXECUTION FORCE ASSASSIN operative counteracts, you can change its order and it can perform a free Dash or Fall Back action (to a maximum of 3 inches)(this takes precedence over any other rule).

Inhuman Speed (1AP):
Perform a free Fall Back action. This operative can perform this action in the same activation in which it performed a Reposition or Charge action.

*Toxic:
Whenever this operative is using this weapon against an enemy operative; if you retained a critical success, add 1 to both Dmg stats of this weapon until the end of that sequence.

*Poison:
In the Resolve Attack Dice step, if you inflict damage with any success, the operative this weapon is being used against gains one of your Poison Tokens (if it does not already have one). Whenever an operative that has one of your Poison Tokens is activated, inflict 1 damage on it.

Auto-Scribe:
Whenever this operative contests an objective marker or one of your mission markers, it spends 1 less AP to control it. This operative cannot perform any actions other than Shoot, Charge, Dash, Fall Back, Reposition and Mission actions. It cannot retaliate or assist. Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2 inches)

Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly SERVO-SKULL operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal.

Monotask-Skull:
In the Select Operatives phase; if this operative is selected to be in your killteam. Select one role from the following options for this operative to have for the battle:

  • COMBAT: Whenever a friendly ASSASSIN EXCUTION FORCE ASSASSIN operative within control range of this operative is shooting, fighting or retaliating against an enemy operative, add 1 to the Atk stat of that friendly operative’s weapons.

  • RECON: Whenever an enemy operative is visible to and within 8 inches of this operative, that operative cannot be obscured.

  • MEDIC: Whenever a friendly ASSASSIN EXCUTION FORCE ASSASSIN operative that is within control range of this operative becomes wounded, that operative can immediately regain up to 1D3 lost wounds at the end of the sequance in which that operative lost its wounds.

  • VOX: Whenever a friendly ASSASSIN EXCUTION FORCE ASSASSIN operative is within 6 inches of this operative, add 1 to that operative’s APL stat.

During the Set-Up Operatives phase, this operative can be attached to a friendly ASSASSIN EXCUTION FORCE ASSASSIN operative within its control range (only 1 SERVO-SKULL operative can be attached for each ASSASSIN operative). Whenever this operative is attached to that operative, it is not a valid target for the Shoot or Fight actions, it cannot perform any action, its base must touch that operative’s base and if that operative moves, this operative moves the same distance with that operative when the latter moves regardless of its Move stat. If it cannot be placed touching that operative’s base, then this operative detaches itself and cannot move along it.

Hover:
Whenever this operative is climbing a terrain, ignore up to the first 2 inches of that climb.

Operatives

1. ADAMUS
ADAMUS
A 3
M 7"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Combi-Needlespine Blaster
Needlespine Blaster (Rng 3", Prc2, Silent, Ceaseless, Hot, *Toxic, *Combi-Bolt Pistol)
4
4+
3/4
Bolt Pistol (Rng 8")
4
3+
3/4
Nemesii Blade (Lethal 4+)
4
2+
3/5
Abilities
From The Shadows1AP: Inhuman Speed*ToxicThe Adamus Doctrine*Combi-Bolt Pistol

The Adamus Doctrine: You can use each of the following rules and Unique action for this operative during the battle:

  • HYPER SENSE

Once per turning point when this operative is the target of a shooting attack, you can ignore the damage of 1 normal success or 1 critical success if this operative is with a Conceal order.

  • GRENAD-ATION

This operative can use Frag, Krak, Smoke and Stun grenades (see Universal Equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a Frag or Krak grenade, improve the Hit stat of that weapon by 1.

  • DECAPITATION STRIKE (2 AP)

Perform a free Charge action. After that action ends, select an enemy operative with an Engage order and within control range of this operative to inflict 2D6 damage on it, or 2D3 if that enemy operative has a Conceal order.

*Combi-Bolt Pistol: This weapon profile can be used in a Shoot action durirng the same turning point in which a Shoot action was performed using a Bolt Pistol weapon profile (or vice versa).

ASSASSIN EXCUTION FORCE, ASSASSIN, ADAMUS; 32
2. VENENUM
VENENUM
A 3
M 7"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Toxin Injector
Toxic (Rng 3", PrcCrit1, Tor 1", *Toxic)
4
2+
2/2
Poison (Rng 3", PrcCrit1, Seek Light, *Poison)
4
2+
2/2
Gas (Rng 3", Blast 2", *Gas)
-
-
-/-
Poison Globe (Rng 6", Saturate, Blast 2", Lim 1, *Neurotoxins, *Poison)
4
3+
1/1
Hookfang (Ceaseless, *Neurotoxins, *Poison)
4
3+
2/3
Abilities
1AP: Inhuman Speed*Poison*NeurotoxinsThe Venenum DoctrineFrom The Shadows*Toxic*Gas

*Neurotoxins: Each time a friendly operative fights with this weapon, in the Roll Attack Dice step of that combat, for each critical success retained, roll a number of D6 equal to the number of wounds the target has. On each 5+, inflict 1 wound on the enemy operative.

The Venenum Doctrine: You can use each of the following rules and Unique action for this operative during the battle:

  • SUBTELTY AND SUBTERFUGE

This operative is obsecured (except when it is within 2 inches of an enemy operative). Whenever this operative performs a Fall Back action, you can change its order to Conceal (if possible).

  • A TASTE OF THEIR OWN

Ignore the effects of Poison, Toxic and Gas rules on this operative. Ignore any changes to this operative’s stats from being injured.

  • ARTISAN ALCHEMY (1 AP)

Select a weapon rule from the following options for one of this operative’s ranged weapons to have until the end of the turning point:

A) Poison Synth: A ranged weapon which has the Poison weapon rule has the Ceasless weapon rule. Add 1 Atk die to that weapon.

B) Toxic Synth: A ranged weapons which has the Toxic weapon rule has the Ceasless weapon rule. Add 1 Atk die to that weapon.

C) Exotic Synth: A ranged weapon has the Paralyze* weapon rule.

*Paralyze: In the Resolve Attack Dice step, if you inflict damage with any critical success using this weapon, the operative this weapon is being used against is expended if it was ready, or subtract a number equal to its APL stat until the end of its next activation if it was expended (this takes precedence over the APL stat reduction restrection).

*Gas: Whenever this weapon is used for a Shoot action, do not roll for attack dice. Instead, roll 1D6. If the result does not equal or beat the Save stat of the target. that target gains one of your Gas Tokens. Whenever an operative has one of your Gas Tokens, it is injured.

ASSASSIN EXCUTION FORCE, ASSASSIN, VENENUM; 32
3. VANUS
VANUS
A 3
M 4"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Psyber-Eagle (Seek Light, Saturate, Rending, Stun, Silent)
4
3+
1/2
Netfly-Swarm (Rng 9", Saturate, Silent, *Netfly)
6
4+
1/1
Servo-Arm
3
4+
2/4
Abilities
*NetflySympatric DataspikeThe Vanus DoctrineNoosphere InterloperFrom The Shadows

*Netfly: Whenever this operative is using this weapon against an enemy operative; that operative is a valid target even if it is not visible to this operative (this takes precedence over any restrictions) and if you retained a critical success, that operative gains one of your Netfly Tokens (if it does not have already). Whenever an enemy operative that has one of your Netfly Tokens performs a Shoot action, its target is obsecured (except if it is within 2 inches of that enemy operative).

Sympatric Dataspike: For INFO-CYTE only. In the Ready step of of the first strategy phase, select a strategy or firefight ploy to be used for 0 CP whenever this operative is in the killzone. This operative can perform each of the following Unique actions/rules once per turning point:

  • DATA SCRIVENER

If this operative is in the killzone and your opponent uses a firefight ploy during the turning point (excluding Command Re-roll), you gain 1CP.

  • EYE-RAT (1 AP)

Enemy operatives within 9 inches of this operative cannot use light terrain for cover, and/or heavy terrain for cover if they are within 4 inches of this operative until the end of the turning point. While this can allow such operatives to be targeted (assuming they are visible), it does not remove their cover save (if any).

  • DATA MANIPULATOR (1 AP)

Roll a 1D6 and compare the result to the number of the current turning point; if the result is:

A) Higher: your opponent loses 1CP.

B) Equal: your opponent loses 1CP and you gain 1 CP.

C) Less: inflict damage on this operative equal to the result.

The Vanus Doctrine: In the Select Operative phase and if you select this operative to be in your killteam, select a role from the following for this operative for the battle:

  • INFO-CYTE
  • CRYPTOCRAT

This operative can have up to 2 ASSASSIN EXECUTION FORCE SERVO-SKULL operatives attached to it (i.e. from MONOTASK-SKULL rule).

Noosphere Interloper: For CRYPTOCRAT only. Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3 inches of this operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this. Whenever an enemy operative is within 3 inches of this operative, your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker, Place Marker and Mission actions. This operative can perform each of the following Unique actions once per turning point:

  • VACUUM CHAMBER (1 AP)

Place one of your Vacuum Chamber Markers within an enclosure (e.g Gallowdark Killzone room of 4 or more parts of Wall terrain where all Hatches are closed) if this operative controls a part of terrain feature within that enclosure during its activation. Whenever an operative (excluding ASSASSIN EXCUTION FORCE operatives) activates and/or performs an action inside an enclosure where it has a Vacuum Chamber Marker within it, inflict 1 damage on it. Whenever a Hatch inside that enclosure has been opened, remove that Vaccum Chamber Marker from the killzone. This operative cannot perform this action while within control range of an enemy operative.

  • PITCH BLACK (1 AP)

Place one of your Pitch Black Markers within an enclosure (e.g Gallowdark Killzone room of 4 or more parts of Wall terrain where all Hatches are closed) or Stronghold if this operative controls a part of terrain feature within that enclosure or Stronghold. Whenever a friendly ASSASSIN EXCUTION FORCE operative is within that enclosure or Stronghold, that operative is obscured except if an enemy operative is within 2 inches of it. This operative cannot perform this action while within control range of an enemy operative.

  • DOOR REMOTE (1 AP)

Perform a free Operate Hatch action for a Hatch (i.e. in Gallowdark killzone) within 6 inches of this operative (this take precedence over the action range restriction).

  • VOX JAMMER (1 AP)

Select an enemy operative within 3 inches of this operative, that enemy operative's APL stat cannot be added to. Note that this does not affect the APL stats that have already been changed.

ASSASSIN EXCUTION FORCE, ASSASSIN, VANUS; 32
4. MAERORUS
MAERORUS
A 3
M 7"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Scything Talons & Rending Claws (Rending, Punishing, *Entangle, *Tyranid Strain)
5
3+
5/6
Abilities
UnstableStalker1AP: Inhuman Speed*Xenos Strain*Entangle*Toxic*Poison*Madness

Unstable: Whenever this operative is shooting, fighting or retaliating. In the Roll Attack Dice step; whenever you discard an attack die as a fail, inflict normal damage on one other friendly operative of your choice within control range of the target. This operative can change its order to Conceal whenever it is injured only (if possible).

Stalker: This operative can perform the Charge action while it has a Conceal order. It can move through enemy operatives and within control range of them. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).

*Xenos Strain: This operative cannot use nor benefit from FROM THE SHADOWS faction rule. In the Select Operatives phase and if you select this operative to be in your killteam, select a Xenos Strain rule from the following for this operative for the battle:

  • *Tyranid Strain: Whenever this operative incapicitates an enemy operative, it regains a 1D6 lost wounds or you can add 1D3 to its Wound stat if it was not wounded. If its Wound stat reaches 14+, worsen the Save stat of it by 1. This operative can perform two Fight actions and cannot perform Pick-up Marker, Place Marker or Mission actions. Any weapon that has this rule can be selected in the Select Operatives phase if this Xenos Strain rule was selected.

  • *Barbarus Strain: Ignore any changes to this operative’s stats from being injured and any effects on this operative from the Stun, Shock, Piercing 1, Piercing Crits 1, Poison, Toxic and Gas rules. Subtract 1 from its Move stat. Any weapon that has this rule can be selected in the Select Operatives phase if this Xenos Strain rule was selected.

  • *Drukhari Strain: Add 1 to this operative’s Move stat, Improve the Hit stat of all of its weapons by 1 when it is injured. Subtract 2 of its Wound stat. Any weapon that has this rule can be selected in the Select Operatives phase if this Xenos Strain rule was selected.

  • *Asuryani Strain: Add 1 to this operative’s Move stat. Ignore the Piercing rule. This operative can perform the Fall Back action for 1 less AP. Subtract 1 from its Wound and Save stats. Any weapon that has this rule can be selected in the Select Operatives phase if this Xenos Strain rule was selected.

*Entangle: Whenever this operative is performing a Fight action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its Atk dice (not all of it) for this action. After this action has ended, this operative can immediately perform a free Fight action against another enemy operative (if any) but must use this weapon for it. In the Roll Attack Dice step of that action, this operative can only roll the remaining Atk dice. This operative cannot perform the free Fight action if it rolled all the Atk dice of this weapon.

*Madness: Whenever this weapon is being used in a shooting attack against an enemy operative; if you retained a success, that enemy operative gains one of your Madness Token. Whenever an enemy operative that has one of your Madness Tokens; worsen the Hit stat of that enemy operative’s weapons by 1 and whenever it performs a Shoot or Fight action, your opponent can only select the nearest valid operative to it to be the target of those actions.

ASSASSIN EXCUTION FORCE, ASSASSIN, MAERORUS; 32
5. SERVO-SKULL
SERVO-SKULL
A 2
M 8"
S 5+
W 3/3
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
2
5+
2/3
Abilities
Auto-ScribeGroup ActivationMonotask-SkullHover
ASSASSIN EXCUTION FORCE, DRONE, SERVO-SKULL; 25
6. SERVO-SKULL
SERVO-SKULL
A 2
M 8"
S 5+
W 3/3
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
2
5+
2/3
Abilities
Auto-ScribeGroup ActivationMonotask-SkullHover
ASSASSIN EXCUTION FORCE, DRONE, SERVO-SKULL; 25

Equipment

EXITUS AMMUNTION

For friendly ASSASSIN EXECUTION FORCE VINDICARE operatives only. That operative can use each of the following Exitus Rifle weapon profiles for the battle:

NameATKHITDMG
Shield-Breaker Rounds42+4/1
Weapon Rules
Hvy, Dev4, Lethal 5+, Silent, Lim1
NameATKHITDMG
Hellfire Rounds43+3/4
Weapon Rules
Hvy, Blast 2", Lethal 5+, Dev1, Lim1
NEEDLE RIFLE

For friendly ASSASSIN EXECUTION FORCE ADAMUS operatives only. That operative is equipped with the following ranged weapon for the battle:

NameATKHITDMG
Needle Rifle42+1/4
Weapon Rules
Rng 6", Silent, PrcCrit2, *Toxic

*Toxic: Whenever this operative is using this weapon against an enemy operative; if you retained a critical success, add 1 to both Dmg stats of this weapon until the end of that sequence.

PARALYSIS DARTS

For friendly ASSASSIN EXECUTION FORCE VENENUM operatives only. That operative is equipped with the following ranged weapon for the battle:

NameATKHITDMG
Paralysis Darts42+2/4
Weapon Rules
Rng 6", Silent, Lethal 5+, *Paralyze

*Paralyze: In the Resolve Attack Dice step, if you inflict damage with any critical success using this weapon, the operative this weapon is being used against is expended if it was ready, or subtract a number equal to its APL stat until the end of its next activation if it was expended (this takes precedence over any APL stat reduction restrictions).

POISON BLADE

For friendly ASSASSIN EXECUTION FORCE CALLIDUS operatives only. That operative is equipped with the following ranged weapon for the battle:

NameATKHITDMG
Poison Blade42+2/3
Weapon Rules
Rng 4", Lethal 4+, Silent, Lim2, *Poison

*Poison: In the Resolve Attack Dice step, if you inflict damage with any critical success, the operative this weapon is being used against gains one of your Poison Tokens (if it does not already have one). Whenever an operative that has one of your Poison Tokens is activated, inflict 1 damage on it.

PSY-OUT GRENADE

For friendly ASSASSIN EXECUTION FORCE CULEXUS operatives only. That operative is equipped with the following ranged weapon for the battle:

NameATKHITDMG
Psyk-Out Grenade42+1/2
Weapon Rules
Rng 6", Blast 1", Seek, 1" Dev1, Lim1, *Psyk-Out

*Psyk-Out: Whenever you inflict damage on an operative using this weapon, change that operative’s order (if it has a Conceal order, change it to an Engage order and vice versa. If that operative has the PSYKER or DAEMON keyword, the X in the Devastating X weapon rule of this weapon is 3 (instead of 1) and ignore the distance X” of that weapon rule for that operative only.

MELTA BOMB

For friendly ASSASSIN EXECUTION FORCE EVERSOR operatives only. That operative is equipped with the following ranged weapon for the battle:

NameATKHITDMG
Melta-Bomb42+6/3
Weapon Rules
Rng 3", Blast 2", Prc2, Dev4, Saturate, Lim1
CLUTCH EGG

For a friendly ASSASSIN EXECUTION FORCE MAERORUS (Tyranid Strain) operative only. Once per battle; in the Ready step of a strategy phase, you can place a Clutch Egg Marker within control range of that operative. Roll 2D6, on 9+, you can set up one other friendly ASSASSIN EXECUTION FORCE MAERORUS (Tyranid Strain) operative in the killzone (place it as centered as possible to where you placed the Clutch Egg Marker) then remove that marker from the killzone. Otherwise, you can keep using this rule in the Ready step of the next strategy phase until you succeed. That additional friendly operative cannot contest markers or areas of the killzone, and is ignored for your opponent’s kill/elimination op (when it is incapacitated). It is also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

DIGI-LASER

For friendly ASSASSIN EXECUTION FORCE VANUS operatives only. That operative is equipped with the following ranged weapon for the battle:

NameATKHITDMG
Digi-Laser34+4/5
Weapon Rules
Rng 3", PrcCrit1, Seek, Lethal 5+, Lim1

Ploys

AN ARMY OF ONE
Firefight Ploy

Use this firefight ploy when an enemy operative is performing a charge action and end their move within the control range of a friendly ASSASSIN EXECUTION FORCE VINDICARE operative. That friendly operative can immediately perform a free Fall Back (up to its Move stat) if it was ready, or up to 3 inches if it was expended. Subtract 1 from that friendly operative’s APL stat until the end of its next activation.

PARIAH’S GAZE
Firefight Ploy

Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE CULEXUS operative makes a shooting attack. Add 1 to both Dmg stats of this operative's ranged weapons for that sequence.

STIM OVERLOAD
Firefight Ploy

Use this firefight ploy during a friendly ASSASSIN EXECUTION FORCE EVERSOR operative's activation. That operative can perform a free Charge action and a free Fight action. These actions can be performed even if that operative already performed a Charge or a Fight action (this takes precedence over action restrictions). When it does so, roll 2D6. On 2-6, Inflict 2D3 damage on it.

LIGHTNING REFLEXES
Firefight Ploy

Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE CALLIDUS operative is fighting, after you strike with a critical success. End that sequence (any remaining attack dice are discarded) and immediately perform a free Dash or Fall Back action up to 3 inches with that friendly operative (then the Fight action ends). That operative can do so even if it has performed an action that prevents it from performing the Dash or Fall Back action.

AN OLD TERRAN TRADITION
Firefight Ploy

Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE ADAMUS operative performs a Fight action, worsen the Hit stat of that enemy operative and other enemy operatives cannot assist. Add 1 to both Dmg stats of that friendly operative’s melee weapons for that action.

POISONED BLOOD
Firefight Ploy

Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE VENENUM operative is fighting or retaliating; if an attack die inflicts damage on that operative, roll a 1D6. On 4+, each enemy operative within control range of that operative gains one of your Poison Tokens (roll separately for each).

TERMINATION ORDER
Firefight Ploy

Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE VANUS operative is activated. Select one operative to have one of your Termination Order Tokens. Whenever a friendly operative is shooting or fighting an operative that has one of your Termination Order Tokens, you can re-roll any or all of your Atk dice. Note that friendly operatives are eligible to have that token and other friendly operatives can perform those actions against them (this takes precedence over any actions’ restrictions).

NO ESCAPE, ONLY DEATH
Firefight Ploy

Use this Firefight ploy when an enemy operative performs a Fall Back action while within control range of a friendly ASSASSIN EXECUTION FORCE MAERORUS operative. If you do, roll a 1D6. On 3+, that enemy operative cannot perform the Fall Back action (and any AP spent for that action is not refunded). Then, you can immediately interrupt that enemy operative’s activation and perform a Fight action. But you must select that enemy operative as the valid target for that action.

ADVANCED ACROBATICS
Strategy Ploy

Select one friendly ASSASSIN EXECUTION FORCE ASSASSIN operative. Whenever that operative is selected as the target of a shooting attack, in the Resolve Defense Dice step, improve its Save stat by 1.

ORDER TO KILL
Strategy Ploy

Select up to 3 enemy operatives for each to have one of your Marked Tokens. Whenever a friendly ASSASSIN EXECUTION FORCE ASSASSIN operative performs a Fight or Shoot action against an enemy operative that has one of your Marked Tokens and that enemy operative is not incapacitated as a result of that action, repeat that action (spend 1 AP for that repeated action). If all the enemy operatives with your Marked Tokens are incapacitated by the end of the turning point, you gain 1 CP. In the Ready step of the next strategy phase, remove all the Marked Tokens from their designated enemy operatives.

THE EMPEROR’S KNIVES
Strategy Ploy

Whenever a friendly ASSASSIN EXECUTION FORCE ASSASSIN operative is retaliating, in the Roll Attack Dice step of that sequence, you can re-roll any or all of your Atk dice results of 1.

HYPER METABOLISM
Strategy Ploy

For each friendly ASSASSIN EXECUTION FORCE ASSASSIN operative, select one of the rules below:

A) The selected operative regains 2D3 lost wounds.

B) Whenever an A dice inflicts damage on that selected operative, roll a 1D6. On 4+, subtract 1 from that inflicted damage.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.

Track Enemy
Infiltration

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.

Plant Devices
Infiltration

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.

Steal Intelligence
Infiltration

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.

Flank
Recon

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.

Retrieval
Recon

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.
Scout Enemy Movement
Recon

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.