Exodite Dragon Masters

The Exodite Dragon Masters are elite Aeldari cavalry hunters who ride bonded drakesteeds into battle. At the ceremonial heart of every Dragon Master triad are three clan champions bonded in a harmony of martial, spiritual and strategic skills, bolstered by the strength and speed of their ferocious mounts and the keen senses of their Drakolithes.

Composition

A EXODITE DRAGON MASTERS killteam is composed of:

  • 1 EXODITE DRAGON MASTER CLANBLADE operative

  • 1 EXODITE DRAGON MASTER LEYSTALKER operative

  • 1 EXODITE DRAGON MASTER STONESINGER operative

  • 2 EXODITE DRAGON MASTER DRAKOLITHE operatives

Common Abilities and Options

Draconic Cavalry Tactics:
Dragon Master triads send forth their Drakolithes to flush out the prey before surging from ambush. The riders' drakesteeds possess acute hunting instincts, while from their elevated positions the Exodites can strike down prey who seek to stay out of reach.

When setting up an EXODITE DRAGON MASTER kill team before the battle, the first third of your kill team must be friendly DRAKOLITHE operatives set up as normal. Each friendly EXODITE DRAGON MASTER MOUNTED operative thereafter must be set up in reserve: place it to one side instead of in the killzone.

In the first Firefight phase, each friendly EXODITE DRAGON MASTER MOUNTED operative set up in reserve is activated as normal. When it is, set it up in a location it can be placed on the killzone floor with its base touching your killzone edge (it's no longer in reserve). The operative is treated as performing the Turn action (spend the AP accordingly), then continue its activation as normal.

Drakesteed Agility:
Dragon Masters guide their drakesteeds in rushing charges or banking turns to home in on their prey.

EXODITE DRAGON MASTER MOUNTED operatives cannot perform the Charge, Dash, Fall Back or Reposition actions; instead they can perform the Sprint and Turn unique actions.

Mercurial Speed:
Controlled breeding and harsh environments have granted drakesteeds powerful muscles. At their master's command, they can switch from poised stillness to breakneck lunges too fast for the eye to follow.

Each friendly EXODITE DRAGON MASTER operative has a SPEED that has three levels: SPEED 3-, SPEED 4+ and SPEED 7+. An operative can only have one SPEED level at a time, and it starts the battle with SPEED 3-.

An EXODITE DRAGON MASTER MOUNTED operative has SPEED 3- if either of the following are true:

  • It ends the Sprint action and it either moved backwards or less than 4" forwards.

  • It ends its activation without performing the Sprint action.

An EXODITE DRAGON MASTER MOUNTED operative has SPEED 4+ if it ends the Sprint action and moved 4" or more during that action, or SPEED 7+ instead if it moved 7" or more during that action.

Whenever an operative is shooting a friendly EXODITE DRAGON MASTER operative, if that friendly operative has SPEED 4+, you can retain one of your defence dice as a normal success without rolling it; if it has SPEED 7+, you can retain one as a critical success instead.

EXODITE DRAGON MASTER DRAKOLITHE operatives' SPEED changes as described on their datacard.

Sprint (0AP):
Move the active operative to a location it can be placed. This must be directly forwards or backwards in one or more straight-line increments, and increments are always rounded up to the nearest inch. It cannot move more than 9" forwards or 3" backwards per activation, and it cannot move more than 12" per turning point.

Before or after one of the increments, you can pivot the active operative up to 45°. This doesn't use any of its movement allowance, and it can then continue its movement with any remaining move distance.

The active operative cannot climb or finish the move on Vantage terrain higher than 2" from the killzone floor. It can move through operatives and it treats terrain parts less than 2" tall as Accessible terrain. Whenever it moves through an equipment terrain feature, remove that terrain feature from the battle.

An operative cannot perform this action while counteracting. For the purposes of your opponent's rules, mission rules and killzone rules, this action is treated as the Reposition action, or the Charge action if the active operative ends the action within control range of an enemy operative.

Turn (1AP):
Pivot the active operative up to 45°. This doesn't use any of its movement allowance.

An operative cannot perform this action while counteracting. For the purposes of your opponent's rules, mission rules and killzone rules, this action is treated as the Dash action, or the Charge action if the active operative ends the action within control range of an enemy operative.

Clanblade
A 4
M 12"
S 3+
W 24
Weapons
ATK
HIT
DMG
Solar Carbine (Dev 1)
4
3+
3/3
Drakesteed Fangs & Talons (Brutal)
6
3+
3/5
Moonblades (Lethal 5+)
5
3+
4/6
Abilities
Clanblade UpgradesDraconic Cavalry TacticsDrakesteed AgilityMercurial SpeedScaleshield0AP: Sprint1AP: Turn
Options
Moonsong CullSpeartip Of The ClanBladed StanceSpectral NimbusFocused Reflection

Clanblade Upgrades: When this operative is selected for the battle, select up to two different Clanblade Upgrade rules (see Faction Rules) to be added to its datacard for the battle.

Scaleshield: Whenever an operative is shooting this operative, and no attack dice are retained as critical successes, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

Moonsong Cull: The mythic weapons after which moonblades are named were said to sing louder with every soul thread they severed. Some Clanblades emulate this haunting dirge, surging from prey to prey with the screams and arterial sprays of their foes ever in their wake.

Once during each of this operative's activations, after it's performed the Sprint action forwards and incapacitated an enemy operative during the Fight action, if it's no longer within control range of enemy operatives, you can use this rule. If you do, it can immediately perform a free Sprint action forwards using any remaining move distance it had from that first Sprint action, but it cannot pivot during that free action. That operative can perform two Sprint actions during its activation to do so, and its SPEED is measured by the distance moved during both Sprint actions combined. The operative cannot have performed any other actions between those actions.

Speartip Of The Clan: It is the Clanblade's ritual role amongst their triad to lead the charge into their prey. The most storied exemplars hit their targets like a celestial lance, speed itself honed as much as any weapon in their arsenal.

Whenever this operative is fighting:

  • If it has SPEED 4+, the first time you strike with a normal success during that sequence, inflict 1 additional damage.

  • If it has SPEED 7+, add 1 to the Normal Dmg stat of melee weapons on its datacard.

Bladed Stance: Clanblades sharpen their martial skills by hunting some of the most dangerous dragons. These are creatures of such speed and strength that only those with reactions swift enough to blunt and deflect their first strike ever survive the encounter.

Whenever this operative is fighting or retaliating with its moonblades, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

Spectral Nimbus: Those Clanblades fated to endure the deadliest trials master their control of the scaleshield's energies. They become skilled in imbuing their own psychic gifts through its haptic controls, projecting a warding nimbus of empyric energy that can cast aside what should be the most grievous of wounds.

Once per turning point, when this operative is fighting or retaliating, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).

Focused Reflection: With preternatural reactions and expert tilts of their scaleshield, the Clanblade is capable of angling the refracted energy of an honourless foe's shots right back at them.

Whenever an enemy operative is shooting this operative while within 6" of it, if you allocate one or more critical successes to block your opponent's attack dice, you can use this rule. If you do, after the action, before incapacitated operatives are removed (including this one, if relevant), inflict 1 damage on that enemy operative for each critical success allocated this way.

75EXODITE DRAGON MASTER, AELDARI, MOUNTED, CLANBLADE
Leystalker
A 4
M 12"
S 3+
W 24
Weapons
ATK
HIT
DMG
Long Rifle
Mobile (Dev 1)
4
3+
3/3
Stationary (Dev 3, *Aimed)
4
2+
3/3
Drakesteed Fangs & Talons (Brutal)
6
3+
3/5
Hunting Blade (Lethal 5+)
3
3+
3/5
Abilities
*AimedDraconic Cavalry TacticsDrakesteed AgilityImplacable DarkscaleLeystalker UpgradesMercurial Speed0AP: Sprint1AP: Turn
Options
Fated ShotNexus SentinelNomad ExecutionerElusive PhantasmGloaming Mantle

*Aimed: This operative cannot use this weapon during an activation in which it moved more than 3", and it cannot move more than 3" during an activation in which it used this weapon. This weapon rule has no effect on preventing the Guard action.

Implacable Darkscale: You can ignore any changes to this operative's drakesteed fangs & talons weapon's Hit stat from being injured.

Leystalker Upgrades: When this operative is selected for the battle, select up to two different Leystalker Upgrade rules (see Faction Rules) to be added to its datacard for the battle.

Fated Shot: Some Leystalkers read hidden paths in a world's ley lines for more than themselves. They trace the route of a precision shot so that it lances through gusting fumes and lashing vegetation, whispering safely past allies and into the most vulnerable spot of a foe's defences.

Once per turning point, when this operative performs the Shoot action and you select a profile of its long rifle, you can use this rule. If you do, select one of the following rules for it to have until the end of that sequence:

  • Enemy operatives cannot be obscured.

  • Having other friendly EXODITE DRAGON MASTER operatives within an enemy operative's control range doesn't prevent that enemy operative from being selected as a valid target.

Nexus Sentinel: Where lines of power converge - whether the vivid leys of an Exodite world or the muted energies of natural flows - Leystalkers can access sensory perceptions of incredible breadth and acuity. Few enemies can approach such a site held by a Leystalker without detection.

Once per turning point, this operative can perform the Guard action during its activation regardless of the killzone if it has SPEED 3- (see close quarters rules, Kill Team Core Book).

Whenever this operative performs a point-blank shot as a result of the Guard action, don't worsen the Hit stat of its weapons as a result of performing a point-blank shot.

Nomad Executioner: Those who think to outmanoeuvre hunting groups of Dragon Masters are rapidly tracked down by the triads' exceptionally dexterous marksmen. Leystalkers unlimber, load, aim and fire their long rifles in single, graceful movements on the move, already seeking out their next target before the first victim falls.

Whenever this operative is performing the Sprint action, it can perform the Shoot action during that action (it must do so in a location it can be placed, and any remaining move distance it had from that Sprint action can be used after it does so). Note that as the Shoot action occurs before the Sprint action ends, for that Shoot action, this operative's SPEED is whatever it had before beginning the Sprint action.

Elusive Phantasm: Leystalkers are constantly on the move. They scout the triad's hunting ground, seek the foe's position and test their strengths, all while slipping through the enemy's clutches again and again. Their skills have led a number of the Exodites' foes to believe them some kind of insubstantial spirit. While the enemy's paranoia grows, a Leystalker is already drawing a bead on them from yet another unexpected angle.

At the end of each Firefight phase, if this operative isn't within control range of enemy operatives, it can perform a free Sprint or Turn action, but it cannot move more than 3" during that action and its SPEED remains the same. Note that it must still have the necessary amount of movement allowance remaining this turning point.

Gloaming Mantle: Masters of merging with their environment and invoking the cloaking energies of hidden ley lines, Leystalkers can fade from the scrutiny of those attempting to hunt them as if mantling themselves in a supernatural gloaming.

Whenever an operative is shooting this operative from more than 8" away, if you cannot retain any cover saves, you can retain one of your defence dice as a normal success without rolling it; if you can retain any cover saves, you can retain one cover save as a critical success instead.

75EXODITE DRAGON MASTER, AELDARI, MOUNTED, LEYSTALKER
Stonesinger
A 4
M 12"
S 3+
W 24
Weapons
ATK
HIT
DMG
Solar Carbine (Dev 1)
4
3+
3/3
Venomcrest Spit (Rng 8", Severe, Tor 2")
4
3+
3/4
Drakesteed Fangs & Talons (Brutal)
6
3+
3/5
Stone Stave (PSYCHIC, Lethal 5+, Shock, Stun)
4
3+
3/5
Abilities
Draconic Cavalry TacticsDrakesteed AgilityMercurial Speed1AP: Song Of Renewal0AP: SprintStonesinger Upgrades1AP: Turn
Options
Wails Of The WorldCleansing Of The Pale MoonSow The SeedsWind's GraceEarthen Wrath

Song Of Renewal (1AP): PSYCHIC. Select one friendly EXODITE DRAGON MASTER operative visible to this operative. That operative regains up to 2D3 lost wounds.

PSYCHIC. Alternatively, each friendly EXODITE DRAGON MASTER operative can regain up to D3 lost wounds.

This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

Stonesinger Upgrades: When this operative is selected for the battle, select up to two different Stonesinger Upgrade rules (see Faction Rules) to be added to its datacard for the battle.

Wails Of The World: A keening lament emitted by a Stonesinger signals their abhorrence of the foe. It rises in a reverberating wail until the air around the enemy and the ground beneath them shudder. Those without the agility to retain their footing risk being claimed by sudden crevasses, struck by tumbling rocks or mired in viscous flows of formerly solid matter.

WAILS OF THE WORLD (1AP). PSYCHIC. Select one enemy operative visible to this operative. Subtract 2" from the Move stat of that operative and each other enemy operative within 2" of it until the end of their next activations respectively (this isn't cumulative with being injured). MOUNTED operatives are unaffected.

Roll 2D3 separately for each of those operatives: inflict damage on that operative equal to the difference between the result and their new Move stat (this takes precedence over stats not changing during an action). MOUNTED operatives are unaffected.

This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

Cleansing Of The Pale Moon: The Stonesinger weaves a psychic skirl of purification. Toxins are purged and anguish is soothed as the long-lost Maiden Moon is invoked.

CLEANSING OF THE PALE MOON (1AP). PSYCHIC. Select one friendly EXODITE DRAGON MASTER operative visible to this operative. Remove one rules effect or stat change your opponent has applied to it (e.g. Poison token, -1APL, cannot be activated or perform actions, etc.) This cannot allow it to regain lost wounds, remove mission pack rules or ignore the effects of being injured.

This operative cannot perform this action while within control range of an enemy operative. Note that unlike this operative's other unique action upgrades, it can perform this action more than once per turning point.

Sow The Seeds: Quickening the slow rhythms of plant life, unnaturally motile vines and roots burst forth, marking sites as under the Stonesinger's dominance.

Once per turning point, during this operative's activation, before or after it performs an action, you can use this rule. If you do, select one objective marker it controls. Until this operative is incapacitated, until you use this rule again or until an enemy operative controls that marker (whichever comes first), this operative is treated as contesting that marker with an APL of 1 and controlling it for the purposes of mission actions and victory conditions (even if it's not within this operative's control range). Note that this could allow this operative to perform a mission action that would require it to control that marker.

Wind's Grace: With swirling zephyrs, the psyker blurs their allies' forms to shield them.

WIND'S GRACE (1AP). PSYCHIC. Select one friendly EXODITE DRAGON MASTER operative visible to this operative. Until the start of this operative's first activation in the next turning point, until it's incapacitated or until it performs this action again (whichever comes first), that selected operative's SPEED is one higher (i.e. if it would have SPEED 3-, it has SPEED 4+; if it would have SPEED 4+, it has SPEED 7+).

This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

Earthen Wrath: A Stonesinger's eldritch gesture can command eruptions of rocky shards or liquefy once solid ground to engulf the foe.

This operative has the following ranged weapon:

NameATKHITDMG
Earthen Wrath43+4/3
Weapon Rules
Dev 2, Saturate, *Earthen Wrath

*Earthen Wrath: If the target is in cover, this weapon has the Lethal 5+ weapon rule.

75EXODITE DRAGON MASTER, AELDARI, MOUNTED, PSYKER, STONESINGER
Drakolithe
A 2
M 8"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fangs & Talons (Rending)
4
3+
3/4
Abilities
BeastDraconic Cavalry TacticsPreternatural Evasion

Beast: This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Guard, Pick Up Marker, Place Marker, Reposition and mission actions. This operative cannot perform the Pick Up Marker, Place Marker or mission actions unless there's a friendly LEYSTALKER operative that isn't incapacitated. It cannot use any weapons that aren't on its datacard.

Preternatural Evasion: Whenever this operative performs the Charge, Fall Back or Reposition action, if it ends that action more than 2" from its previous location, it has SPEED 4+; if it ends more than 5" from its previous location, it has SPEED 7+ instead. Whenever this operative ends its activation, if it didn't gain SPEED 4+ or SPEED 7+ during that activation, it has SPEED 3-. Note that it's the distance from the previous location, not the distance moved (in other words it cannot just circle back to its previous location and gain high SPEED).

32EXODITE DRAGON MASTER, AELDARI, DRAKOLITHE
Equipment

Dragonscale Mesh:
These unique suits of mesh armour incorporate the glittering, crystalline scales of elder dragons and can withstand even esoteric assaults.

Once per turning point, when an operative is shooting a friendly EXODITE DRAGON MASTER MOUNTED operative, in the Roll Defence Dice step, you can retain one of your normal successes as a critical success instead.


Clan Talismans:
Potent talismans may invoke celestial myths, bear the blessings of clan lords, or carry arcane technology and psychic sigils. Such tokens instil a resolve to fight for the clan with exquisite grace and finesse.

Once per turning point, when a friendly EXODITE DRAGON MASTER MOUNTED operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Lileathan Crystal Matrices:
Exceptionally rare crystals from the hardest to reach maiden worlds focus the shots of the Exodites' laser weaponry into searing beams.

Once per turning point, when a friendly EXODITE DRAGON MASTER operative is performing the Shoot action and you select a solar carbine or a profile of its long rifle, you can use this rule. If you do, until the end of that activation, that weapon has the Piercing 1 weapon rule.


Spirit Stones:
Spirit stones carrying the souls of a former triad are priceless artefacts whose occupants provide wisdom to their living peers. Should the bearer of such treasures fall in battle, their comrades fight all the harder to recover their stone and those of the long departed. Such a collection of the clan's most powerful souls cannot be allowed to slip into the enemy's profane clutches.

Whenever a friendly EXODITE DRAGON MASTER MOUNTED operative is incapacitated, you gain 1CP.


Ploys

Strategic - Wind-Swift Precision:
Dragon Masters are superior mounted marksmen. At high speed, they intuitively exploit slivers of calm amidst their drakesteeds' gait to deliver pinpoint shots into stunned foes.

Whenever a friendly EXODITE DRAGON MASTER operative is shooting, if it has SPEED 4+, its ranged weapons have the Balanced weapon rule.


Strategic - Draconic Fury:
In rapid hit-and-run lunges or daring thrusts through enemy lines, the poise and balance of Exodites and their dragons at speed are legendary.

Whenever a friendly EXODITE DRAGON MASTER operative is fighting:

  • If it has SPEED 4+, its melee weapons have the Balanced weapon rule.

  • If it has SPEED 7+, its melee weapons have the Ceaseless weapon rule.


Strategic - Sinuous Flux:
Dragon Masters on the hunt are frighteningly evasive predators. The expert riders, as well as their reptilian mounts and hunting beasts, weave and coil to elude the foe's attacks.

Whenever an enemy operative is shooting a friendly EXODITE DRAGON MASTER operative more than 6" from it, if that friendly operative has SPEED 4+ or SPEED 7+, your opponent cannot re-roll their attack dice.


Strategic - Ride Them Down:
Drakesteeds are large and ferocious beasts, utterly deadly when their slashing talons and rending fangs are magnified by crushing impact.

Once during each friendly EXODITE DRAGON MASTER MOUNTED operative's activation, whenever it ends its move during the Sprint action:

  • If it moved 4" or more during that action, you can inflict 1 damage on one enemy operative within its control range.

  • If it moved 7" or more during that action, or it's a CLANBLADE operative, you can inflict D3 damage on one enemy operative within its control range instead.


Firefight - Survivalist Spirit:
Dragon Masters have endured long lives of gruelling trials. Their deep reserves of spiritual resilience harden them against many hurts.

Use this firefight ploy during a friendly EXODITE DRAGON MASTER MOUNTED operative's activation or counteraction, before or after it performs an action. Until the start of its next activation, you can ignore any changes to that operative's weapon stats from being injured.


Firefight - Leap:
The preternatural agility and corded muscles of drakesteeds enable them to rapidly reposition in a single, nimble motion.

Use this firefight ploy when a friendly EXODITE DRAGON MASTER MOUNTED operative performs the Sprint action. Instead of moving that operative, remove it from the killzone and set it back up in a location it can be placed within 1" horizontally of its original location. This distance cannot be measured through terrain features more than 2" tall, and that operative cannot be set up on Vantage terrain higher than 2" from the killzone floor. That operative is treated as having moved 3" for the purposes of its movement allowance and has SPEED 3-.


Firefight - Feral Hunger:
With the scent of blood and fear in the air, the Exodites will willingly unleash their carnivorous dragons' most vicious and feral instincts.

Use this firefight ploy after rolling your attack dice for a friendly EXODITE DRAGON MASTER operative, if it's fighting against a wounded enemy operative with its Drakesteed fangs & talons or fangs & talons. You can re-roll any of your attack dice.


Firefight - Riding Mastery:
Dragon Masters' command of their drakesteeds is paired with the exceptional dexterity and athleticism of their own species. In defence of their clan's future, Dragon Masters can perform incredible feats of manoeuvre while surging through hostile territory.

Use this firefight ploy when a friendly EXODITE DRAGON MASTER MOUNTED operative performs the Sprint action during its activation. During that action, that operative can perform the Pick Up Marker, Place Marker or a mission action (you can determine control during that action to do so), and any remaining move distance it had from that Sprint action can be used after it does so.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

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

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

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


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.