Corsair Voidscarred
Composition
A CORSAIR VOIDSCARRED killteam is composed of:
- 1 CORSAIR VOIDSCARRED Felarch operative with one of the following options:
- Shuriken rifle, shuriken pistol, power weapon
- Neuro Disruptor, Power weapon
- 8 CORSAIR VOIDSCARRED operatives selected from the following list:
- Fate Dealer
- Gunner with one of the following options:
- Blaster (X), Shuriken pistol, fists
- Shredder, Shuriken pistol, fists
- Heavy Gunner with one of the following options:
- Shuriken Cannon, Shuriken pistol, fists
- Wraithcannon (X), Shuriken pistol, fists
- Kurnathi
- Kurnite Hunter
- Shade Runner
- Soul Weaver
- Starstorm Duelist
- Warrior with one of the following options:
- Shuriken pistol, power weapon
- Shuriken rifle, fists
- Way Seeker
Other than Warrior operatives your kill team can only include each operative on this lists once.
(X) Your kill team cannot include both a blaster and a wraithcannon.
Common Abilities and Options
Aeldari Raiders:
Each friendly CORSAIR VOIDSCARRED operative can perform a free Dash action during their activation.
Rifles:
Whenever a friendly CORSAIR VOIDSCARRED operative is shooting with a shuriken rifle or ranger long rifle during an activation in which it has not performed the Charge, Fall Back or Reposition action,
that operative has the Accurate 1 weapon rule. Note that operative is not restricted from performing those actions after shooting.
Felarch
A 2
M 7"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Neuro Disruptor (Rng 8", Prc1, Stun) | 4 | 3+ | 4/5 |
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Shuriken Rifle (Rnd) | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Aeldari RaidersOne Step AheadRiflesVeteran RaiderGunner
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blaster (Prc2) | 4 | 3+ | 4/5 |
| Shredder (Rnd, Tor 2") | 4 | 3+ | 4/5 |
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 2/3 |
Abilities
Aeldari RaidersHeavy Gunner
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Cannon | |||
| Focused (Hvy(Dash), Rnd) | 5 | 3+ | 4/5 |
| Sweeping (Hvy(Dash), Rnd, Tor 1") | 4 | 3+ | 4/5 |
| Wraithcannon (Dev4, Hvy(Dash), Prc2) | 4 | 3+ | 6/3 |
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 2/3 |
Abilities
Aeldari RaidersFate Dealer
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ranger Long Rifle | |||
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Dev3, Hvy, Silent) | 4 | 2+ | 3/3 |
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 2/3 |
Abilities
Aeldari RaidersCamo CloakRiflesKurnathi
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Dual Power Weapons (Ceaseless, Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Aeldari RaidersBladed StanceBlademasterKurnite Hunter
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Faolchu (Rnd, Sat, Seek Light, Silent) | 4 | 3+ | 1/2 |
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Aeldari RaidersErudite HunterFaolchu's BondSoul Weaver
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Aeldari Raiders1AP: Soul Channel1AP: Soul HealShade Runner
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Throwing Blades (Rng 6", Silent) | 4 | 3+ | 2/4 |
| Hekatarii Blades (Ceaseless, Lethal 5+) | 4 | 3+ | 3/5 |
Abilities
Aeldari RaidersBlink PackSlicing AttackStarstorm Duellist
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Pistol (Rng 3", Dev3, Prc2) | 4 | 3+ | 5/3 |
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 2/3 |
Abilities
Aeldari Raiders1AP: Pistol BarrageQuick On The TriggerWay Seeker
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Freezing Grasp (Psychic, Severe, Silent, Stun) | 4 | 3+ | 1/2 |
| Lightning Strike (Psychic, 2" Dev2) | 4 | 3+ | 4/3 |
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Witch Staff (Psychic, Shock) | 4 | 3+ | 3/5 |
Abilities
Aeldari Raiders1AP: Warding Shield1AP: Warp FoldWarrior
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Shuriken Rifle (Rnd) | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
| Fists | 3 | 3+ | 2/3 |
Abilities
Aeldari RaidersProwling RaidersRiflesDiuturnal Mantles
Whenever an operative is shooting a friendly CORSAIR VOIDSCARRED operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule, you can re-roll one of your defence dice. In addition, friendly CORSAIR VOIDSCARRED operatives are not affected by the X" Devastating X weapon rule (i.e, Devastating with a distance) unless they are the target during that sequence.
Mistfield
Once per Turning point, when an operative is shooting a friendly CORSAIR VOIDSCARRED operative more than 3" from it, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the X of the piercing weapon rule by 1 (If any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.
Runes Of Guidance
Once per turning point, whenever a friendly CORSAIR VOIDSCARRED WAY SEEKER or CORSAIR VOIDSCARRED SOUL WEAVER operative is performing a PSYCHIC unique action (excluding Warp Fold), you can use this rule. If you do, until the end of that action, add 3" to its distance requirement. Note this has no effect on PSYCHIC weapons (e.g, the Devastating distance requirement of Lightning Strike).
Star Charts
STRATEGIC GAMBIT
Roll 1D3, if the result is higher than the number of current turning point, you gain 1CP and cannot use this STRATEGIC GAMBIT for the rest of the battle.
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: Mobile Engagement
Whenever an operative is shooting a friendly CORSAIR VOIDSCARRED operative that performed an action in which it moved during this turning point, you can re-roll one of your dice.
Strategy: Outcasts
Whenever a friendly CORSAIR VOIDSCARRED operative is more than 5" from other friendly operative, 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.
Strategy: Plunderers
Up to 1D3 friendly CORSAIR VOIDSCARRED operatives can immediately perform a free Dash action in an order of your choice. This turning point, each that does so cannot perform the Dash action during their activation. You cannot use this ploy during the first Turning point.
Strategy: Piratical Profiteers
Whenever a friendly CORSAIR VOIDSCARRED operative is shooting, fighting or retaliating, if it or the enemy operative in that sequence contests an objective marker or one of your mission markers, that operative's weapons have the Balanced special rule.
Balanced: Can re-roll one Attack die.
Firefight Ploys
Firefight: Contemptuous Adventurer
Use this firefight ploy when you activate your first friendly CORSAIR VOIDSCARRED operative during the turning point, if it is more than 5" from other friendly operatives.
The first time that operative performs either the Shoot or Fight action during that activation, its weapons have the relentless rule.
Note this ploy cannot come into effect more than once per activation (You cannot use it during both the Shoot and Fight action in the same activation).
Relentless: Can re-roll any or all Attack dice.
Firefight: Capricious Flight
Use this firefight ploy during a friendly CORSAIR VOIDSCARRED operative's activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
Firefight: Light Fingers
Use this firefight ploy during a friendly CORSAIR VOIDSCARRED operative's activation. Until the end of that activation, having an enemy operative within its control range does not prevent that friendly operative from performing the Pick Up marker or mission actions.
Firefight: Opportunistic Fighters
Use this Firefight ploy when an enemy operative performs the Fall Back action. Before it moves, inflict 2D3 damage on that operative for each friendly CORSAIR VOIDSCARRED operative within its control range.
Infiltration: Track Enemy
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.
Infiltration: Plant Devices
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.
Infiltration: Steal Intelligence
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.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
Diuturnal Mantles:
Whenever an operative is shooting a friendly CORSAIR VOIDSCARRED operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule, you can re-roll one of your defence dice.
In addition, friendly CORSAIR VOIDSCARRED operatives are not affected by the X" Devastating X weapon rule (i.e, Devastating with a distance) unless they are the target during that sequence.
Mistfield:
Once per Turning point, when an operative is shooting a friendly CORSAIR VOIDSCARRED operative more than 3" from it, at the start of the Roll Defence Dice step, you can use this rule.
If you do, worsen the X of the piercing weapon rule by 1 (If any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.
Runes Of Guidance:
Once per turning point, whenever a friendly CORSAIR VOIDSCARRED WAY SEEKER or CORSAIR VOIDSCARRED SOUL WEAVER operative is performing a PSYCHIC unique action (excluding Warp Fold),
you can use this rule. If you do, until the end of that action, add 3" to its distance requirement. Note this has no effect on PSYCHIC weapons (e.g, the Devastating distance requirement of Lightning Strike).
Star Charts:
STRATEGIC GAMBIT
Roll 1D3, if the result is higher than the number of current turning point, you gain 1CP and cannot use this STRATEGIC GAMBIT for the rest of the battle.
Ploys
Strategic - Mobile Engagement:
Whenever an operative is shooting a friendly CORSAIR VOIDSCARRED operative that performed an action in which it moved during this turning point, you can re-roll one of your dice.
Strategic - Outcasts:
Whenever a friendly CORSAIR VOIDSCARRED operative is more than 5" from other friendly operative, 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.
Strategic - Plunderers:
Up to 1D3 friendly CORSAIR VOIDSCARRED operatives can immediately perform a free Dash action in an order of your choice.
This turning point, each that does so cannot perform the Dash action during their activation. You cannot use this ploy during the first Turning point.
Strategic - Piratical Profiteers:
Whenever a friendly CORSAIR VOIDSCARRED operative is shooting, fighting or retaliating, if it or the enemy operative in that sequence contests an objective marker or one of your mission markers, that operative's weapons have the Balanced special rule.
Balanced: Can re-roll one Attack die.
Firefight - Contemptuous Adventurer:
Use this firefight ploy when you activate your first friendly CORSAIR VOIDSCARRED operative during the turning point, if it is more than 5" from other friendly operatives.
The first time that operative performs either the Shoot or Fight action during that activation, its weapons have the relentless rule.
Note this ploy cannot come into effect more than once per activation (You cannot use it during both the Shoot and Fight action in the same activation).
Relentless: Can re-roll any or all Attack dice.
Firefight - Capricious Flight:
Use this firefight ploy during a friendly CORSAIR VOIDSCARRED operative's activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
Firefight - Light Fingers:
Use this firefight ploy during a friendly CORSAIR VOIDSCARRED operative's activation.
Until the end of that activation, having an enemy operative within its control range does not prevent that friendly operative from performing the Pick Up marker or mission actions.
Firefight - Opportunistic Fighters:
Use this Firefight ploy when an enemy operative performs the Fall Back action. Before it moves, inflict 2D3 damage on that operative for each friendly CORSAIR VOIDSCARRED operative within its control range.
TacOps
Infiltration: Track Enemy
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.
Infiltration: Plant Devices
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.
Infiltration: Steal Intelligence
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.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.