Mandrakes
Composition
A MANDRAKE killteam is composed of:
- 1 MANDRAKE Nightfiend
- 8 MANDRAKE operatives selected from the following list:
- Abyssal
- Chooser of the Flesh
- Dirgemaw
- Shadeweaver
- Warrior
Other than Warrior operatives, your Killteam can only include each operative once.
Common Abilities and Options
*Soulstrike:
Successful defence dice are determined differently. Each result that is equal to or less than the target's APL stat is a success and is retained.
Each result that is higher than the target's APL stat is a fail and is discarded.
Each result of a 1 is always a critical success. Each other success is a normal success. Each result of 6 is always a fail.
Shadow Passage:
Once per turning point, one friendly MANDRAKE operative WITHIN SHADOW can use a SHADOW PASSAGE when it performs the reposition action.
If it does, do not move it. Instead, remove it from the killzone and set it back up WITHIN SHADOW.
When you set it back up it cannot:
- Be within control range of an enemy operative.
- Be a valid target for an enemy operative.
- Perform the shoot or fight action until the start of the next turning point.
Umbral Entities:
Whenever an operative is shooting a friendly MANDRAKE operative, ignore the Piercing weapon rule. Whenever a friendly MANDRAKE operative is WITHIN SHADOW, improve its Save stat by 1.
Within Shadow:
An operative is WITHIN SHADOW if any of the following are true:
- It is within 1" of Heavy Terrain that is not lower than it.
- Any part of its base is underneath Vantage terrain.
- A Shadow Portal marker is within its control range (See SHADEWEAVER operative).
Nightfiend
A 2
M 7"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
| Huskblade (Lethal 5+, Shock) | 5 | 3+ | 4/6 |
Abilities
*SoulstrikeHarrowing WhispersOubliexShadow PassageUmbral EntitiesWithin ShadowChooser Of The Flesh
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
| Baleblade (Brutal, Lethal 5+) | 4 | 3+ | 5/6 |
Abilities
*SoulstrikePart CollectorShadow PassageSoul HarvestUmbral EntitiesWithin ShadowAbyssal
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Balesurge | |||
| Blast (Blast 2", *Soulstrike) | 5 | 3+ | 3/4 |
| Burn (Lethal 5+, *Soulstrike) | 5 | 3+ | 3/4 |
| Glimmersteel Blade (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
*SoulstrikeBalefireShadow PassageUmbral EntitiesWithin Shadow1AP: Wreathe In BalefireDirgemaw
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
| Horrifying Scream (Rng 6", Dev 2, Seek Light, Stun, *Soulstrike) | 5 | 2+ | 2/2 |
| Glimmersteel Blade (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
*SoulstrikeHaunting Focus1AP: Pareidolic ProjectionShadow PassageUmbral EntitiesWithin ShadowShadeweaver
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
| Glimmersteel Blade (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
*SoulstrikeShadow PassageShadow PortalUmbral Entities1AP: Weave DarknessWithin ShadowWarrior
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
| Glimmersteel Blade (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
*SoulstrikeShadow PassageShadow WarriorUmbral EntitiesWithin ShadowBone Darts
Once per turning point, a friendly MANDRAKE operative can use the following ranged weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Bone Dart | 4 | 3+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Rending, Silent |
Chain Snare
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly MANDRAKE operative, if no other enemy operatives are within that friendly operative's control range, you can use this rule. If you do, roll 2D6, or 1D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy cannot perform that action during that activation or counteraction (No AP are spent on it), and you cannot use this rule again during this turning point.
Shadow Glyph
Once per turning point, when a friendly MANDRAKE operative is activated WITHIN SHADOW, you can use this rule. If you do, until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g, Seek, Vantage Point) except being within 2".
Soul Gem
Once per turning point, when a friendly MANDRAKE operative is performing the Shoot action and you select a Baleblast, you can use this rule. If you do, until the end of that action, that weapon has the Blast 1" rule.
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: Blade in the Dark
Each friendly MANDRAKE operative can perform the Charge action while it has a Conceal order if it starts or ends that action WITHIN SHADOW.
Strategy: Creeping Horror
After each enemy operative's activation, before the next operative is activated, you can perform a free Dash action with one friendly MANDRAKE operative that has a Conceal order if it starts and ends that action WITHIN SHADOW. You cannot use this ploy during the first turning point, and each friendly operative can only be selected for this ploy once per turning point.
Strategy: Gloaming Shroud
Whenever an operative is shooting a friendly MANDRAKE operative that is WITHIN SHADOW, you can retain one of your defence dice as a normal success without rolling it (In addition to a cover save, if any).
Strategy: Inescapable Nightmare
Whenever a friendly MANDRAKE operative is shooting, fighting or retaliating, if it is WITHIN SHADOW you can re-roll one of your attack dice.
Firefight Ploys
Firefight: Nowhere to Hide
Use this firefight ploy during a friendly MANDRAKE operative's activation, when it performs an action in which it moves. Until the end of that activation, that operative can move through parts of terrain features as if they were not there, but it cannot move more than its Move stat if it’s the Charge action and must end those moves in a location it can be placed.
Firefight: Shadow's Bite
Use this firefight ploy when an enemy operative performs the Fight action in an activation in which it has performed the Charge action, and selects a friendly MANDRAKE operative WITHIN SHADOW to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e, defender instead of attacker).
Firefight: Soul Feast
Use this firefight ploy when a friendly MANDRAKE operative is shooting against, fighting against or retaliating against an enemy operative within 6" of it, at the end of the Resolve Attack Dice Step. That friendly operative regains a number of lost wounds equal to that enemy operative's APL stat, multiplied by the number of your attack dice that inflicted damage during that sequence. Excess attack dice are ignore (i.e, if the enemy operative is incapacitated before remaining attack dice are resolved).
You cannot use this ploy if that friendly MANDRAKE operative is incapacitated.
Firefight: Slither Out Of Sight
Use this firefight ploy at the end of any operative's activation. Select one friendly MANDRAKE operative that has an Engage order and is WITHIN SHADOW. Change that operative's order to Conceal.
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
Bone Darts:
Once per turning point, a friendly MANDRAKE operative can use the following ranged weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Bone Dart | 4 | 3+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Rending, Silent |
Chain Snare:
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly MANDRAKE operative,
if no other enemy operatives are within that friendly operative's control range, you can use this rule.
If you do, roll 2D6, or 1D6 if that enemy operative has a higher Wounds stat than that friendly operative.
If any result is a 4+, that enemy cannot perform that action during that activation or counteraction (No AP are spent on it), and you cannot use this rule again during this turning point.
Shadow Glyph:
Once per turning point, when a friendly MANDRAKE operative is activated WITHIN SHADOW, you can use this rule.
If you do, until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g, Seek, Vantage Point) except being within 2".
Soul Gem:
Once per turning point, when a friendly MANDRAKE operative is performing the Shoot action and you select a Baleblast, you can use this rule.
If you do, until the end of that action, that weapon has the Blast 1" rule.
Ploys
Strategic - Blade in the Dark:
Each friendly MANDRAKE operative can perform the Charge action while it has a Conceal order if it starts or ends that action WITHIN SHADOW.
Strategic - Creeping Horror:
After each enemy operative's activation, before the next operative is activated, you can perform a free Dash action with one friendly MANDRAKE operative that has a Conceal order if it starts and ends that action WITHIN SHADOW.
You cannot use this ploy during the first turning point, and each friendly operative can only be selected for this ploy once per turning point.
Strategic - Gloaming Shroud:
Whenever an operative is shooting a friendly MANDRAKE operative that is WITHIN SHADOW, you can retain one of your defence dice as a normal success without rolling it (In addition to a cover save, if any).
Strategic - Inescapable Nightmare:
Whenever a friendly MANDRAKE operative is shooting, fighting or retaliating, if it is WITHIN SHADOW you can re-roll one of your attack dice.
Firefight - Nowhere to Hide:
Use this firefight ploy during a friendly MANDRAKE operative's activation, when it performs an action in which it moves.
Until the end of that activation, that operative can move through parts of terrain features as if they were not there, but it cannot move more than its Move stat if it’s the Charge action and must end those moves in a location it can be placed.
Firefight - Shadow's Bite:
Use this firefight ploy when an enemy operative performs the Fight action in an activation in which it has performed the Charge action,
and selects a friendly MANDRAKE operative WITHIN SHADOW to fight against.
In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e, defender instead of attacker).
Firefight - Soul Feast:
Use this firefight ploy when a friendly MANDRAKE operative is shooting against, fighting against or retaliating against an enemy operative within 6" of it, at the end of the Resolve Attack Dice Step.
That friendly operative regains a number of lost wounds equal to that enemy operative's APL stat, multiplied by the number of your attack dice that inflicted damage during that sequence.
Excess attack dice are ignore (i.e, if the enemy operative is incapacitated before remaining attack dice are resolved).
You cannot use this ploy if that friendly MANDRAKE operative is incapacitated.
Firefight - Slither Out Of Sight:
Use this firefight ploy at the end of any operative's activation.
Select one friendly MANDRAKE operative that has an Engage order and is WITHIN SHADOW.
Change that operative's order to Conceal.
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.