The Sacred Serpent Magus
Common Abilities and Options
Crossfire:
Whenever a friendly BROOD BROTHER operative is shooting against or fighting against an enemy operative, after resolving all of your attack dice, if that enemy operative is not incapacitated it gains one of your Crossfire tokens.
Whenever a friendly BROOD BROTHER operative is shooting against, fighting against or retaliating against an enemy operative that has any of your Crossfire tokens, you can remove any of those tokens. For each that you do, you can re-roll one of your attack dice.
Group Activation:
Whenever this operative is expended, you must then activate any other ready friendly BROOD BROTHER TROOPER operative (if able) before your opponent activates.
When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives as specified with this rule).
Operatives
1. Zafir 'The Serpent’s Tongue'
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laspistol (Rng 8") | 4 | 3+ | 2/3 |
| Power Weapon and Claw (Balanced, Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
CrossfireCoordinateNotes
Zafir is a charismatic leader among the Genestealer Cult, known for his ability to manipulate both his fellow cultists and unsuspecting Imperial civilians. Originally a skilled military tactician in his former life as an Imperial officer, he now serves the cult as a commander. His words and actions inspire great loyalty and fear in those around him.
2. Caden 'Blinding Flame'
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grenade Launcher | |||
| Frag (Blast 2") | 4 | 4+ | 2/4 |
| Krak (Prc1) | 4 | 4+ | 4/5 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
CrossfireNotes
Caden was once a lowly laborer on Byzantium, but after his Genestealer infection, he was transformed into a deadly servant of the Cult. Armed with a Grenade Launcher, he is able to clear chokepoints, flush out enemies hiding behind cover, or disrupt enemy formations. He is often tasked with softening up heavy resistance before the rest of the team moves in.
3. Fahd 'The Scorched'
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Gun | |||
| Standard (Prc1) | 4 | 4+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Prc1) | 4 | 4+ | 5/6 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
CrossfireNotes
Fahd is one of the more aggressive members of the cult, eager to see the Imperium burn. His Plasma Gun is his weapon of choice, and he uses it to obliterate Imperial targets with devastating precision. His role is to act as a fire support specialist, weakening key targets and breaking through heavily armored positions.
4. Yazid 'The Eternal Flame'
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Large Knife | 4 | 4+ | 3/5 |
Abilities
Broodmind DevotionCrossfireCult IconNotes
Yazid is a high-ranking cultist who is responsible for maintaining morale and guiding the team in their darkest hours. His Icon of the Cult is a symbol of their unyielding faith in the Great Sandworm, and he uses it to empower the team, filling them with religious zeal and conviction.
5. Sariyah 'The Healer'
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
| Gene-Needler (Lethal 5+, Lim1) | 1 | 4+ | 5/7 |
Abilities
CrossfireMedic!1AP: MedikitNotes
Sariyah was once a skilled medic among the lower classes of Byzantium before her transformation into a Brood Brother of the Cult. While not as strong as others, her medical expertise makes her an invaluable asset, ensuring the survival of her fellow cultists by patching up wounds or enhancing their physical capabilities with forbidden practices.
6. Jamal 'The Reaper'
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Demolition Charge (Rng 3", Blast 2", HVY(Repos), Lim1, Prc1, Sat) | 4 | 3+ | 4/6 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
CrossfireFinal DefianceGrenadier1AP: ExplosivesNotes
Jamal is a zealot, fully devoted to the Cult's cause. After the psychic awakening and his transformation into a Brood Brother, he willingly took up the role of Sapper, knowing his only fate would be to give his life for the Great Sandworm. He is armed with explosives and wears a belt filled with detonators, ready to take down Imperial strongholds in a single, glorious act of self-sacrifice.
7. Hakim 'The Silent Death'
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sniper Rifle | |||
| Concealed (Dev3, Hvy, Sil, *Concealed Position) | 4 | 2+ | 3/3 |
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Dev3, Hvy) | 4 | 2+ | 3/3 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Crossfire*Concealed PositionNotes
Hakim is a patient and calculating cultist who can strike from great distances without alerting the enemy. His Sniper Rifle allows him to pick off key Imperial figures before they even know what hit them. He often works in coordination with the Brood Brother Commander and the Primus to target important enemy commanders.
8. Zaydah 'The Voice of the Hive'
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
Crossfire1AP: Jam1AP: SignalNotes
Zaydah is the voice of the Genestealer Cult, ensuring that the team remains in constant contact with the rest of the Cult’s forces. Her Vox-Caster allows her to relay important tactical information, request reinforcements, or call for extraction if needed. She is also trained in Lasgun use for defense.
9. Sami 'The Infiltrator'
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
CrossfireGroup ActivationNotes
Sami is a simple cultist who serves as the backbone of the team. He was one of the first to be indoctrinated into the Genestealer Cult and has proven his loyalty time and time again. Armed with a lasgun and Combat Blade, he is often the first to engage enemies in close combat, distracting them long enough for the rest of the team to strike.
10. Laila 'The Watcher'
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
CrossfireGroup ActivationNotes
Laila is a quiet but deadly member of the cult. She has an uncanny ability to track enemies and identify weak points in enemy defenses. Armed with an lasgun and Combat Blade, Laila supports the team by eliminating any stragglers or enemies who try to flee.
11. Hasan 'The Unseen'
A 2
M 6"
S 5+
W 3
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws (Rnd) | 3 | 4+ | 2/3 |
Abilities
CrossfireElusiveGroup ActivationSmallNotes
Hasan is a psychic Familiar, bound to the will of the Primus. His powers are often used to augment the abilities of the rest of the team. He can shield his allies from harm and even send psychic warnings when enemies are near.
12. Magus Khalil al-Nakheel, “The Maw of the Moon"
A 3
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Bio Dagger (Lethal 4+) | 2 | 4+ | 3/6 |
| Force Stave (Psychic, Shock) | 4 | 4+ | 4/6 |
Abilities
CrossfireSpiritual Leader1AP: Mental Onslaught1AP: Telepathic OverloadNotes
Magus Khalil al-Nakheel, “The Maw of the Moon,” is the shadowed prophet of the Caliphate of the Four-Armed Emperor, leading his chosen warriors across the endless dunes of Nova Byzantium’s Sacred Serpent. Once a mere mortal, his mind has been touched by the will of the Starborn, guiding his followers through both faith and deception. Cloaked in ornate desert robes over his armored carapace, his gas mask hides a visage already warping into something beyond human, his whispered sermons spreading like wildfire through the hive-cities and nomad clans. A master of infiltration and sabotage, he ensures that Imperial convoys vanish beneath the sands, fortresses crumble under insurgent strikes, and entire battalions turn upon each other—unwittingly advancing the Great Devourer’s design.
Inactive Equipment
Covert Disguises
After revealing this equipment option, roll 1D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly BROOD BROTHER BROODGUARD operatives equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone.
Cult Knives
Friendly BROOD BROTHER BROODGUARD operatives have the following melee weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Cult Knife | 3 | 4+ | 3/4 |
Cult Talisman
Once per turning point, when an operative is shooting a friendly BROOD BROTHER operative (Excluding Patriarch), in the roll defence dice step, you can retain one of your normal successes as a critical success instead.
Lookout
STRATEGIC GAMBIT: Select one enemy operative visible to a friendly BROOD BROTHER operative to gain one of your Crossfire tokens.
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: Cult Devotion
Whenever a friendly BROOD BROTHER operative (excluding PATRIARCH) is incapacitated when fighting or retaliating, if you have any unresolved attack dice, you can roll 1D6. If the result is a success as if it were the Roll Attack Dice step of that sequence (i.e, using the same weapon, but with no re-rolls), you can strike the enemy operative in that sequence with one of your unresolved normal successes, or any of your successes instead if the 1D6 result is a critical success. In either case, that friendly operative is removed from the killzone afterwards.
Strategy: Embedded
Whenever an enemy operative is shooting a friendly BROOD BROTHER operative, if you can retain any cover saves as a result of Heavy terrain, you can retain one additional cover save.
Strategy: Pervasive
During friendly BROOD BROTHER operative's activation, you can ignore the first vertical distance of 2" they move during one climb up.
Strategy: Uprising
The first time each friendly BROOD BROTHER operative performs either the Shoot or Fight action during each of its activations, if its order was changed from Conceal to Engage at the start of that activation, the enemy operative selected as the valid target or to fight against gains one of your Crossfire tokens as soon as it is selected (instead of after resolving your attack dice).
This ploy has no effect if that friendly operative was activated within control range of an enemy operative.
Note this ploy cannot come into effect more than once per activation (you cannot use it during both the shoot and the fight action in the same activation).
Firefight Ploys
Firefight: Idolisation
Use this firefight ploy when a friendly BROOD BROTHER operative (excluding LEADER) within 6" of a friendly BROOD BROTHER LEADER or friendly BROOD BROTHER ICONWARD operative is shooting, fighting or retaliating, in the Roll Attack Dice Step. You can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead.
Firefight: Insidious
Use this firefight ploy after an activation. Before the next activation, you can perform a free Dash action with one friendly BROOD BROTHER operative, as long as it is not a valid target for an enemy operative when it starts and ends that action. You cannot use this ploy during the first turning point.
Firefight: Ruthless Coordination
Use this firefight ploy when selecting a valid target for a friendly BROOD BROTHER operative. Until the end of the action, determine Visibility as normal, but you can instead determine intervening (for cover and obscured) from another friendly BROOD BROTHER operative that both that friendly operative and the potential valid target are visible to, but that is not itself within control range of enemy operatives.
Note the friendly operative does not gain the additional benefits of Vantage terrain if the other operative is on it (e.g, to target an enemy operative that has a conceal order that is in cover provided by only Light Terrain.
Firefight: Unquestioning Loyalty
Use this firefight ploy when a friendly BROOD BROTHER LEADER operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly BROOD BROTHER BROODGUARD operative (excluding LEADER) visible to and within 3" of that LEADER operative to become the valid target or to be fought against (as appropriate) instead (even if it normally would not be valid for this. If it is the Fight action, treat that other operative as being within the fighting operative's control range for the duration of that action. If it is the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it is the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
The Sacred Serpent Magus
Zafir 'The Serpent’s Tongue'
Caden 'Blinding Flame'
Fahd 'The Scorched'
Yazid 'The Eternal Flame'
Sariyah 'The Healer'
Jamal 'The Reaper'
Hakim 'The Silent Death'
Zaydah 'The Voice of the Hive'
Sami 'The Infiltrator'
Laila 'The Watcher'
Hasan 'The Unseen'
Magus Khalil al-Nakheel, “The Maw of the Moon"
Equipment
Covert Disguises
After revealing this equipment option, roll 1D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly BROOD BROTHER BROODGUARD operatives equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone.
Cult Knives
Friendly BROOD BROTHER BROODGUARD operatives have the following melee weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Cult Knife | 3 | 4+ | 3/4 |
Cult Talisman
Once per turning point, when an operative is shooting a friendly BROOD BROTHER operative (Excluding Patriarch), in the roll defence dice step, you can retain one of your normal successes as a critical success instead.
Lookout
STRATEGIC GAMBIT: Select one enemy operative visible to a friendly BROOD BROTHER operative to gain one of your Crossfire tokens.
Ploys
Cult Devotion
Strategy PloyWhenever a friendly BROOD BROTHER operative (excluding PATRIARCH) is incapacitated when fighting or retaliating, if you have any unresolved attack dice, you can roll 1D6. If the result is a success as if it were the Roll Attack Dice step of that sequence (i.e, using the same weapon, but with no re-rolls), you can strike the enemy operative in that sequence with one of your unresolved normal successes, or any of your successes instead if the 1D6 result is a critical success. In either case, that friendly operative is removed from the killzone afterwards.
Embedded
Strategy PloyWhenever an enemy operative is shooting a friendly BROOD BROTHER operative, if you can retain any cover saves as a result of Heavy terrain, you can retain one additional cover save.
Pervasive
Strategy PloyDuring friendly BROOD BROTHER operative's activation, you can ignore the first vertical distance of 2" they move during one climb up.
Uprising
Strategy PloyThe first time each friendly BROOD BROTHER operative performs either the Shoot or Fight action during each of its activations, if its order was changed from Conceal to Engage at the start of that activation, the enemy operative selected as the valid target or to fight against gains one of your Crossfire tokens as soon as it is selected (instead of after resolving your attack dice).
This ploy has no effect if that friendly operative was activated within control range of an enemy operative.
Note this ploy cannot come into effect more than once per activation (you cannot use it during both the shoot and the fight action in the same activation).
Idolisation
Firefight PloyUse this firefight ploy when a friendly BROOD BROTHER operative (excluding LEADER) within 6" of a friendly BROOD BROTHER LEADER or friendly BROOD BROTHER ICONWARD operative is shooting, fighting or retaliating, in the Roll Attack Dice Step. You can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead.
Insidious
Firefight PloyUse this firefight ploy after an activation. Before the next activation, you can perform a free Dash action with one friendly BROOD BROTHER operative, as long as it is not a valid target for an enemy operative when it starts and ends that action. You cannot use this ploy during the first turning point.
Ruthless Coordination
Firefight PloyUse this firefight ploy when selecting a valid target for a friendly BROOD BROTHER operative. Until the end of the action, determine Visibility as normal, but you can instead determine intervening (for cover and obscured) from another friendly BROOD BROTHER operative that both that friendly operative and the potential valid target are visible to, but that is not itself within control range of enemy operatives.
Note the friendly operative does not gain the additional benefits of Vantage terrain if the other operative is on it (e.g, to target an enemy operative that has a conceal order that is in cover provided by only Light Terrain.
Unquestioning Loyalty
Firefight PloyUse this firefight ploy when a friendly BROOD BROTHER LEADER operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly BROOD BROTHER BROODGUARD operative (excluding LEADER) visible to and within 3" of that LEADER operative to become the valid target or to be fought against (as appropriate) instead (even if it normally would not be valid for this. If it is the Fight action, treat that other operative as being within the fighting operative's control range for the duration of that action. If it is the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it is the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
Tac Ops
Plant Banner
SecurityReveal: 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
SecurityReveal: 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
SecurityReveal: 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
InfiltrationReveal: 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
InfiltrationReveal: 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
InfiltrationReveal: 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.