The Gorefangs

THE GOREFANGS – LORE

The Gorefangs were never meant to exist. They were not raised, nor drilled, nor molded like other regiments.

They were condemned.

Born from the bottomless dregs of an Imperial prison world, the 9th Penal Subjugation Detachment-later whispered about as the Gorefangs-was assembled from the worst the system could scrape together: murderers, deserters, heretics, void-pirates, insurgents, mutant-blooded, pit-fighters, cannibals, and those whose crimes were sealed “for morale reasons.” Each convict was marched from their cell in shock-chains, branded with a numbered iron, fitted with a cortex-charge, and thrown a single knife.

Their first briefing was simple:

"Serve. Bleed. Die useful."

No one thought that they might last a month.

**The Breaking of Chains **

But the 9th did not die. Not when they were hurled against a heretek war-forge.

Not when they were ordered to clear a trenchline infested with gene-spliced horrors.

Not when their commissarial overseers had “accidentally” armed the kill-switches during mid-charge.

Something changed in them—something which the Administratum refused to log.

The convicts fought harder, crueller, and with a unity that should've been impossible for men who hated each other and the Imperium in equal measure. They adapted with unnatural speed, ripping weapons from fallen foes, mixing chamber fumes into improvised grenades, using battlefield corpses as both shield and trophy.

Discipline didn’t shape them.

Survival did.

And the Imperium, recognising the utility of monsters, had set them loose time and again.

The Rotten Revelation

It was during the Siege of Ashen Gate that the 9th tore their last tether to Imperial command.

Packed up against a corrupted manufactorum, abandoned by their own officers, and surrounded by warp-tainted foes, the detachment was doomed to die. The commissar who oversaw them ordered their cortex charges detonated… but the detonator did not work.

It failed because someone—no one knows who—had already removed the implants in the night.

It was at that particular moment that the Gorefangs revolted.

By the time morning arrived, the walls of Ashen Gate were slick with the blood of foes and executioners alike. The commissar's skull was nailed to the gate as a warning:

"We choose our own deaths."

From that day on, they marched not as prisoners but as a warband: untethered, unbound, and hungry.

The Becoming

The change came slowly at first.

Faith rotted into blasphemy.

Obedience into savagery. Desperation into something far more dangerous: purpose. They began adorning themselves with the teeth, bones, scalps, and flayed hides of fallen foes. Rituals emerged-strange, instinctive, shared even without words. Before every battle, they would carve sigils into their gear, daubing them with ash and blood. Some swore the markings stirred when no one watched. Others whispered that Gorefangs fought with the fury of men no longer truly mortal. Rumours spread through underhive taverns and trench-fronts:

“They can’t be killed. "They are not afraid of anything."

“They don’t retreat.”

"They eat the hearts of the dead."

"The warp whispers their names."

The Imperial records list them as Missing in Action. Commanders whisper they are accursed.

A different truth altogether is known by those enemies who survived them:

The Gorefangs were reborn in blood. Their Creed

Though they have fragmented roles—chieftain, grenadier, butcher, comms-seer, corpse-tender, enforcer, flenser, sharpshooter, thug, sweeper, gunner, ogryn, trooper—their creed binds them:

"Freedom through fury." Purpose through pain. Glory through gore.” They are no longer a penal legion. They are a weapon. A tribe. A cult forged in trenches and nightmares. A warband answering to no commander, no world, no god save that written in blood across their own history.

The Gorefangs.

The Gorefangs

Common Abilities and Options

Blooded:
You gain one Blooded token:

  • In the ready step of each strategy phase.
  • The first time an enemy operative is incapacitated during each turning point.
  • The first time a friendly operative is incapacitated within 6" of an enemy operative during each turning point.

As a strategic gambit, you can assign any of your unassigned blooded tokens to friendly blooded operatives. Each operative cannot have more than one of your blooded tokens.

Then, if four or more friendly operatives in the killzone have one of your Blooded tokens, you can select one of them to be under the GAZE OF THE GODS until the end of the turning point.

Whenever a friendly BLOODED operative has one of your Blooded tokens, its weapons have the accurate 1 weapon rule. If that friendly BLOODED operative is under the GAZE OF THE GODS, you can retain one of your normal successes as a result of the Accurate 1 weapon rule as a critical success instead.

Operatives

1. Chieftan Zatan
Chieftain
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Improvised Blade
4
3+
2/3
Abilities
Blooded IconBloodedLead With Strength
Notes

Zatan earned the name Chieftan during the sack of Thrymm’s Bastion, where he waded through a flooding trench filled with blood—most of it not his own. An ex-Penal Legion sergeant turned renegade, Zatan commands with cold efficiency, never raising his voice. His followers fear him not because of rage, but because he never wastes a bullet or a breath. He believes the Gorefangs are not warriors, but culling beasts, meant to thin the unworthy from the galaxy.

Blooded Icon: Once per turning point, when a friendly BLOODED operative that has one of your Blooded tokens is incapacitated, if this operative is within 6" of it, you can regain that token.

Lead With Strength: Whenever this operative has one of your Blooded tokens or is wholly within your opponent's territory treat it as if it is under the GAZE OF THE GODS.

BLOODED, CHAOS, CHIEFTAIN, LEADER
2. Drask the Desecrator
Brimstone Grenadier
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Diabolyk Bomb (Rng 6", Blast 2", Dev2, Lim1, Hvy(Repos), Prc1, Sat)
4
3+
4/3
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Frag Grenade (Rng 6", Blast 2", Sat)
4
3+
2/4
Krak Grenade (Rng 6", Piercing 1, Sat)
4
3+
4/5
Abilities
BloodedExplosive DemiseGrenadier
Notes

The shrine was burning behind him, stained glass melting into red and gold rivers. Drask stood over a shattered imperial statue, digging pieces of the aquila from the rubble.

He popped the fragments into his mouth and crunched them between steel teeth.

“Blessed be the broken,” he muttered, dust spilling from his lips.

He defiles every symbol he sees. Some say he does it out of hate. Others whisper he does it out of hunger.

Explosive Demise: If this operative is incapacitated, before it is removed from the killzone, you can use this rule. If you do, roll 2d6, or 1d6 if this operative is within control range of an enemy operative. If any result is a 4+, inflict d3+2 damage on each operative visible 2 and within 2" of this operative. If this operative has not used its Diabolyk Bomb during the battle, inflict d6+2 damage instead.

Grenadier: This operative can use frag and krak grenades (See universal equipment). Doing so does not count towards any limited uses you have (i.e, if you also select those grenades from equipment for other operatives. Whenever it is doing so, improve the Hit stat of that weapon by 1.

BLOODED, CHAOS, BRIMSTONE GRENADIER
3. Draug the Accuser
Butcher
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Power Weapon and Cleaver (Ceaseless, Lethal 5+, *Blood Offering)
4
3+
4/6
Abilities
Blooded*Blood OfferingUnholy Sustenance
Notes

Draug doesn’t just kill—he performs it. He spins, slashes, and murmurs encouragement to the dying. Limbs are flung aside, trophies threaded into his armor, and screams treated as music. Quirk: Talks to his cleaver as if it is a living partner.

*Blood Offering: Whenever this operative is fighting or retaliating with this weapon, the first time you strike with a critical success during that sequence, you gain one Blooded token.

Unholy Sustenance: Whenever this operative is fighting or retaliating, if it incapacitates the enemy operative in that sequence, it regains d3 lost wounds. This is cumulative with the Symbols of Bloody Worship Equipment.

BLOODED, CHAOS, BUTCHER
4. Thrav Two Tongues
Commsman
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Blooded1AP: Sacrilegeous Actuation1AP: Signal
Notes

Thrav interprets the battlefield like a living map of sins. Through vox and static, he judges both allies and enemies. No whisper escapes his notice, no flaw goes unrecorded. He critiques the Gorefangs mid-combat, slicing morale with a single glance or carefully chosen word.

To look into his unblinking gaze is punishment. His presence alone silences hesitation. And yet, he is invaluable: every movement, every misstep is accounted for before it happens.

Sacrilegeous Actuation (1AP): You gain one Blooded token.

This operative cannot perform this action while within control range of an enemy operative, or if it does not have one of your Blooded tokens.

Signal (1AP): SUPPORT: Select one other friendly BLOODED operative (excluding OGRYN) visible to and within 6" of this operative. Until the end of that operative's next activation add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative

BLOODED, CHAOS, COMMSMAN
5. Stitch the Gift-giver
Corpseman
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Stimm Needle (Lethal 5+)
3
5+
1/4
Abilities
BloodedRegular Dosage1AP: Stimms
Notes

Stitch does not see corpses as dead. He sees them as tools, materials, and gifts. Limbs are harvested, organs salvaged, and armor stripped to patch Gorefangs mid-battle. He hums as he works, often singing nursery rhymes in contrast to the horrors around him.

He treats each body like a puzzle, sometimes whispering advice or encouragement. His “patients” survive… but never unchanged. The line between life and death blurs in his hands, and the Gorefangs are the better for it.

Regular Dosage: At the end of the select operative step, if this operative is selected for deployment, you can select one other friendly BLOODED operative to gain a STIMM rule for the battle (Excluding rejuvenated).

Stimm Rules

  • Rejuvenated: The operative regains 2d3 lost wounds.
  • Enraged: The operative's melee weapons have the relentless weapon rule
  • Fortified: Whenever an attack die inflicts damage of 3 or more on the operative, roll one d6; on a 5+ subtract 1 from the inflicted damage.

Stimms (1AP): Select one friendly BLOODED operative within this operative' control range, then select the Rejuvenated STIMM RULE or one other STIMM RULE for that operative to have for that battle. You cannot select each STIMM rule for each operative more than once per battle.

This operative cannot perform this action while within control range of an enemy operative

BLOODED, CHAOS, CORPSEMAN
6. Zarvek the Judgemental
Enforcer
A 2
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Power Fist (Brutal)
4
4+
5/7
Abilities
BloodedGrueling Disciplinarian1AP: Enforce
Notes

Zarvek is discipline incarnate. He does not negotiate. He punishes. Hesitation, failure, or disobedience earns a beating that is as ritualistic as it is brutal. Walls, rubble, and doors become extensions of his weapon: he crushes everything in his path.

His laughter echoes long after the strike. Allies fear him almost as much as enemies, knowing that punishment is only ever delayed, never denied.

Grueling Disciplinarian: Whenever a friendly BLOODED operative is within 6" of this operative, you can ignore any changes to that operative's stats from being injured (Including its weapons' stats). Whenever a friendly BLOODED operative is activated within 6" of this operative, you can ignore any changes to that operative's stats from being injured until the end of its activation (including its weapons' stats).

Enforce (1AP): Select one other friendly BLOODED operative visible to and within 3" of this operative. That operative can immediately perform a 1AP action for free, but it cannot move more than 2" during that action. If the selected operative is a COMMSMAN, it cannot perform the SACRILIGEOUS ACTUATION or SIGNAL action.

This operative cannot perform this action while within control range of an enemy operative

BLOODED, CHAOS, ENFORCER
7. Jurn the Chained one
Ogryn
A 2
M 6"
S 5+
W 16/16
Weapons
ATK
HIT
DMG
Power Maul and Mutant Claw (Rnd, Shock)
4
3+
5/6
Abilities
Avalanche Of MuscleBloodedBruteChem Enhanced
Notes

Jurn carries no shackles. No cuffs. No metal bindings rattling around his wrists.

But anyone who looks into his heavy, tired eyes understands why they call him the Chained One.

Jurn’s chains are inside him.

Once, he served under brutal commanders who treated him like a beast of burden — a tool to break walls and bodies. They trained obedience into his bones. They taught him fear with shock mauls and starvation. They made him strong, but never free.

Avalanche Of Muscle: Whenever this operative endts its move during the Charge action, you can inflict 1D3 damage on one enemy operative within its control range.

Brute: Whenever an opponent is selecting a valid target, if this operative has a conceal order, it cannot use Light Terrain for cover. While this can allow this operative to be targeted (assuming it is visible) it does not remove its cover save (if any).

Chem Enhanced: You can ignore any changes to this operatives APL stat and it is not affected by enemy operatives' Shock and Stun rules.

BLOODED, CHAOS, OGRYN
8. Saskaru the Serpent
Flenser
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Skinning Blades (Ceaseless, *Stalk)
4
3+
3/4
Abilities
Blooded*StalkWretched
Notes

The enemy patrol didn’t hear him. They didn’t see him. They simply died, one by one, throats opened by a blade that flashed only once.

Saskaru dragged the bodies into the dark, leaving no trace but the faint hiss of his respirator.

Some say he was born mute. Others say he just prefers silence.

He never denies either.

*Stalk: Whenever this operative is fighting or retaliating with this weapon, if light or heavy terrain is within its control range, this weapon has the Lethal 5+ rule.

Wretched: This operative can perform the charge action while it has a Conceal order. If this operative is incapacitated during the Fight action, you can strike with one of your unresolved successes before it is removed from the killzone.

BLOODED, CHAOS, FLENSER
9. Riven the True Mercy
Sharpshooter
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Long-Las
Mobile
4
3+
3/4
Stationary (Dev1, Hvy(Dash), Silent)
4
2+
3/3
Bayonet
3
4+
2/3
Abilities
A Name Whispered In BloodBloodedCamo Cloak
Notes

The wounded soldier crawled across the mud, begging for help. Riven knelt beside him, whispering:

“I bring mercy.”

A single shot. A clean death.

Riven walked away without a sound, white paint streaking the barrel of his rifle. Every weapon he uses receives the same mark, the same blessing.

A Name Whispered In Blood: STRATEGIC GAMBIT in the first turning point.

Select one enemy operative. Whenever this operative is shooting that enemy operative treat this operative as if it has one of your Blooded tokens and is under the GAZE OF THE GODS.

Camo Cloak: Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save. This is not cumulative with improved cover saves from vantage terrain.

BLOODED, CHAOS, SHARPSHOOTER
10. Taren the Ram
Thug
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Heavy Club (Brutal)
4
3+
4/4
Abilities
BloodedTough
Notes

The door wasn’t locked. It didn’t matter—Taren charged anyway.

He hit it like a runaway freight train, splintering metal and bone as he crashed into the enemy behind it.

Laughing through the carnage, he rose with blood dripping from his horned helmet.

“Another one!” he shouted. “ FEAR ME!!!” And they should.

Tough: Whenever this operative is fighting or retaliating, or an operative is shooting it, normal damage of 3 or more inflicts 1 less damage on it.

BLOODED, CHAOS, THUG
11. Mara Lead Eater
Trench Sweeper
A 2
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Shotgun (Rng 6")
4
3+
3/3
Bayonet and Shield (*Shield)
3
3+
2/3
Abilities
Blooded*ShieldShielding
Notes

Mara once led a trench-line assault unit so poorly supplied that their only protection was a slab of dented metal scavenged from wrecked armour. They held it in front of them as they advanced, praying it would catch enough rounds for at least one of them to reach the enemy line.

Her squad joked they “ate the bullets” long before the guns ever touched the foe. The shield caught the first mouthful every time — and then they caught the rest. They died clutching that shield, one by one, until only Mara remained.

When her last soldier was executed for refusing yet another suicide rush, Mara rammed that same shield into her commander’s skull and beat him to death with it. For that, she was shackled, branded, and thrown into the penal masses.

The shield never left her side. She reforged it in the ashes of their escape — plated with trench scrap, studded with battlefield teeth, carved with the names of her fallen.

Now with the Gorefangs, Mara advances behind it like a walking bunker of spite. She smashes into enemy lines with the strength of someone who has buried too many friends and survived too many orders meant to erase her.

To her, the shield is not protection. It is a grave marker. It is a promise.

*Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (Instead of one).

Shielding: Whenever this operative is activated, you can use this rule. If you do, until the start of this operative's next activation:

  • Subtract 2" from its Move stat
  • Whenever an operative is shooting this operative, you can re-roll any of your defence dice
BLOODED, CHAOS, TRENCH SWEEPER
12. Nahash the Burner
Gunner
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Sat, Tor 2")
4
2+
3/3
Bayonet
3
4+
2/3
Abilities
Blooded
Notes

He lit the promethium line with a devotional whisper.

“Burn for me.”

Flames rolled across the battlefield like a rising sun, and Nahash spread his arms as the fire washed over everything.

Half his body is melted scar tissue. He treats every flamer like a lover returned from war.

When he speaks to his flamer, he whispers sweet nothings. When he speaks to people, he barely remembers they’re alive.

BLOODED, CHAOS, GUNNER
13. Muzum the Glorious
Gunner
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Meltagun (Rng 6", Dev4, Prc2)
4
4+
6/3
Bayonet
3
4+
2/3
Abilities
Blooded
Notes

Once a forced-labor worker on an orbital refinery, Muzum survived explosions, plasma leaks, and furnace breaches that vaporized entire crews around him. His overseers mocked him as “glorious” for living through disasters no one else did — a title that stuck even after he was condemned for trying to save workers during a reactor breach.

Now with the Gorefangs, Muzum carries a melta with the same grim calm he once used to tend plasma coils. Fire doesn’t frighten him; it’s the only thing in the galaxy that has ever felt familiar. He melts bunkers and armor at point-blank range without hesitation, stepping through smoke and heat like a man walking through memory.

BLOODED, CHAOS, GUNNER
14. Trooper
Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
BloodedGroup Activation
Notes

Among the Gorefangs, a fighter without deeds is not granted a name. The newest recruits — fresh from the prisons, trenches, or chain-gangs — are simply called Troopers until they survive long enough, kill enough, or bleed enough to be worth remembering.

This one is the most recent addition to the warband. Condemned for a crime already forgotten by the Imperium, he arrived with nothing but a rifle and a death sentence. What he lacks in experience, he makes up for with a desperate will to live — and the Gorefangs value that more than skill.

He fights at the edge of every advance, learning the rhythm of violence from men far more scarred than him. If he survives long enough, he may one day earn a name carved into armor. If not, he will be just another body lost in the mud.

Group Activation: Whenever this operative is expended, you must then activate any other ready friendly BLOODED TROOPPER 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).

BLOODED, CHAOS, TROOPER

Equipment

Chaos Sigil

The Reward Earned firefight ploy costs you 0 CP.

Sinister Trophies

Whenever an enemy operative is shooting against, fighting against, or retaliating against a friendly BLOODED operative that has one of your Blooded tokens and is within 2" of it, your opponent cannot re-roll their attack dice results of 1.

Symbols of Bloody Worship

Whenever a friendly BLOODED operative ends an action, if it was not incapacitated but inflicted damage on any enemy operatives during that action, it regains 1 lost wound.

Wicked Blades

Add 1 to both Dmg stats of each friendly BLOODED operative's bayonet, bayonet and shield, and improvised blade for the battle.

Ploys

Bitter Demise
Strategy Ploy

Whenever a friendly BLOODED operative is incapacitated, before it is removed from the killzone, roll 1D3; on a 3 (or 2+ if that friendly operative has one of your Blooded tokens), inflict damage equal to the result on one enemy operative visible to and within 2" of that friendly operative.

Glory Kill
Strategy Ploy

Select one enemey operative visible to a friendly BLOODED operative. Until the end of the turning point, whenever a friendly BLOODED operative is shooting against, fighting against, or retaliating against that enemy operative, its weapons have the Ceaseless weapon rule, or Relentless if that shooting, fighting, or retaliating operative has one of your Blooded tokens.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Relentless: Can re-roll any or all Attack dice.

Malevolent Grit
Strategy Ploy

Whenever an operative is shooting a friendly BLOODED operative that has one of your Blooded tokens or is wholly within your opponent's territory, you can re-roll one of your defence dice.

Reckless Aspirant
Strategy Ploy

Whenever a friendly BLOODED operative that is wholly within your opponent's territory and does not have one of your Blooded tokens is shooting or fighting, its weapons have the Accurate 1 weapon rule.

Whenever a friendly BLOODED operative that has one of your blooded tokens is wholly within your opponent's territory, its weapons have the Punishing weapon rule.
Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.

Callous Disregard
Firefight Ploy

Use this firefight ploy when a friendly BLOODED operative performs the Shoot action and you are selecting a valid target. Having other friendly BLOODED operatives within an enemy operative's control range does not prevent that enemy operative from being selected. Until the end of that action, whenever you discard an attack die as a fail, inflict damage equal to the die result on one friendly operative of your choice within control range of the target.

Dark Favour
Firefight Ploy

Use this firefight ploy when a friendly BLOODED operative that has one of your Blooded tokens is selected as the valid target of a shoot action or to fight against during the Fight action. Select one other friendly BLOODED operative 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 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 special rule.

Moment Of Repute
Firefight Ploy

Use this firefight ploy during the activation fo a friendly BLOODED operative that is under the GAZE OF THE GODS before or after it performs an action.

Until the end of that operative's activation, add 1 to its APL stat.

Reward Earned
Firefight Ploy

Use this firefight ploy when an enemy operative is incapacitated by a friendly BLOODED operative within 2" of it that has one of your Blooded tokens.

You gain one Blooded token.

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.

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.