Void-Dancer Troupe
Composition
A VOID-DANCER TROUPE killteam is composed of:
- 1 VOID-DANCER TROUPE LEAD PLAYER operative with one option from each of the following:
- Fusion pistol, neuro disruptor or shuriken pistol
- Blade, caress, embrace, kiss or power weapon
- 7 VOID-DANCER TROUPE operatives selected from the following list:
- DEATH JESTER
- PLAYER with one option from each of the following:
- Fusion pistol, neuro disruptor or shuriken pistol
- Blade, caress, embrace or kiss
- SHADOWSEER with hallucinogen grenade and one of the following options:
- Neuro disruptor; miststave
- Shuriken pistol; miststave
Other than PLAYER operatives, your kill team can only include each operative on this list once. Your kill team can only include up to one fusion pistol and up to one neuro disruptor.
Common Abilities and Options
Harlequin's Panoply:
Whenever an operative is shooting a friendly VOID-DANCER TROUPE 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.
Whenever a friendly VOID-DANCER TROUPE operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).
Friendly VOID-DANCER TROUPE operatives can move within control range of enemy operatives (they must still start and end the move following all requirements for that move).
Saedath:
As a STRATEGIC GAMBIT in the first turning point, you must select an ALLEGORY (Epic or Melodrama below) for your kill team for the battle, and one friendly VOID-DANCER TROUPE operative to have the PIVOTAL ROLE for the battle.
Whenever a friendly operative has the PIVOTAL ROLE, it has the ACCOLADE rule of your ALLEGORY for the battle.
As a STRATEGIC GAMBIT in each subsequent turning point, you can select one friendly VOID-DANCER TROUPE operative to gain the ACCOLADE rule of your ALLEGORY for the battle.
Once per turning point, when a friendly operative that has the PIVOTAL ROLE completes the performance of your ALLEGORY, you can select a friendly VOID-DANCER TROUPE operative to gain the ACCOLADE rule of your ALLEGORY for the battle.
Epic
- Performance:
The operative incapacitates an enemy operative while fighting. - Accolade:
Whenever this operative is fighting, its melee weapons have the Balanced weapon rule.
Melodrama
- Performance:
The operative incapacitates an enemy operative while shooting. - Accolade:
The operative’s ranged weapons have the Balanced weapon rule.
Lead Player
A 3
M 7"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Pistol (Rng 3", Dev3, Prc2) | 4 | 3+ | 5/3 |
| Neuro Disruptor (Rng 8", Prc1, Stun) | 4 | 3+ | 4/5 |
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Blade | 5 | 3+ | 4/6 |
| Caress (Rnd) | 5 | 3+ | 4/5 |
| Embrace (Brutal) | 5 | 3+ | 4/5 |
| Kiss | 5 | 3+ | 3/7 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Harlequin's PanoplyLead The PerformanceSaedathDeath Jester
A 3
M 7"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shrieker Cannon | |||
| Focused (Rnd, Hvy(Repos), *Humbling Cruelty) | 5 | 3+ | 4/5 |
| Sweeping (Rnd, Hvy(Dash), Tor2", *Humbling Cruelty) | 4 | 3+ | 4/5 |
| Shrieker Blade (Rnd) | 4 | 3+ | 3/4 |
Abilities
*Humbling CrueltyHarlequin's PanoplySaedathPlayer
A 3
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Pistol (Rng 3", Dev3, Prc2) | 4 | 3+ | 5/3 |
| Neuro Disruptor (Rng 8", Prc1, Stun) | 4 | 3+ | 4/5 |
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Blade | 5 | 3+ | 4/6 |
| Caress (Rnd) | 5 | 3+ | 4/5 |
| Embrace (Brutal) | 5 | 3+ | 4/5 |
| Kiss | 5 | 3+ | 3/7 |
Abilities
Harlequin's PanoplyLuck Of The Laughing GodSaedathShadowseer
A 3
M 7"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hallucinogen Grenade (Rng 6", Blast 2", Lethal 5+, Seek Light, Silent, Stun) | 4 | 3+ | 1/1 |
| Neuro Disruptor (Rng 8", Prc1, Stun) | 4 | 3+ | 4/5 |
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Miststave (Shock) | 4 | 3+ | 4/4 |
Abilities
1AP: Fog Of DreamsHarlequin's Panoply1AP: Mirror Of MindsSaedathWraithbone Talisman
Once per turning point, when a friendly VOID-DANCER TROUPE 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.
Shrieker Toxic Rounds
Once per turning point, when a friendly VOID-DANCER TROUPE operative is performing the Shoot action and you select a shuriken pistol or shrieker cannon (focused), you can use this rule. If you do, until the end of that action, that weapon has the Devastating 1 weapon rule.
Death Mask
Keep a Tragedy tally. Whenever a friendly VOID-DANCER TROUPE operative that has an ACCOLADE rule is incapacitated, add 1 to your Tragedy tally. When your Tragedy tally reaches 3, you gain 1CP and stop that tally.
Understudy's Mask
Once per battle, when you activate a friendly VOID-DANCER TROUPE operative, if the friendly operative that has the PIVOTAL ROLE has been incapacitated, you can use this rule. If you do, that activated operative has the PIVOTAL ROLE for 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: Cegorach's Jest
Whenever a friendly VOID-DANCER TROUPE operative is fighting or retaliating and your opponent strikes with a normal success, you can roll one D6:
if the result is less than the Hit stat of your opponent’s selected weapon, that strike is a block instead (ignore the Brutal weapon rule, if relevant) and you cannot use this rule for the rest of the sequence.
Strategy: Darting Salvo
Whenever a friendly VOID-DANCER TROUPE operative performs the Reposition action during its activation, 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 Reposition action can be used after it does so).
Strategy: Prismatic Blur
Whenever an operative is shooting a friendly VOID-DANCER TROUPE operative that performed an action in which it moved during this turning point, you can re-roll one of your defence dice.
Strategy: Rising Crescendo
Friendly VOID-DANCER TROUPE operatives can perform the Dash action during the same activation in which they performed the Charge action, but not vice versa (i.e. not Dash then Charge).
Firefight Ploys
Firefight: Domino Field
Use this firefight ploy when an operative is shooting a friendly VOID-DANCER TROUPE operative, during the Resolve Defence Dice step. You can allocate one of your rolled successful dice to block all of your opponent's attack dice with matching results (e.g. one of your successful defence dice results of 5 can be used to block all successful attack dice results of 5).
Firefight: Elusive Target
Use this firefight ploy during a friendly VOID-DANCER TROUPE operative’s activation. 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 terrain) except being within 2".
Firefight: Murderous Entrance
Use this firefight ploy when a friendly VOID-DANCER TROUPE operative is fighting during an activation in which it performed the Charge action, after you strike. You can immediately resolve another of your normal successes as a strike (before your opponent), or a critical success if there are none.
Firefight: The Curtain Falls
Use this firefight ploy when a friendly VOID-DANCER TROUPE operative is fighting, after you strike with a critical success, if the enemy operative is not incapacitated. End that sequence (any remaining attack dice are discarded) and immediately perform a free Fall Back action up to 3" with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Fall Back action.
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
Wraithbone Talisman:
Once per turning point, when a friendly VOID-DANCER TROUPE 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.
Shrieker Toxic Rounds:
Once per turning point, when a friendly VOID-DANCER TROUPE operative is performing the Shoot action and you select a shuriken pistol or shrieker cannon (focused), you can use this rule.
If you do, until the end of that action, that weapon has the Devastating 1 weapon rule.
Death Mask:
Keep a Tragedy tally. Whenever a friendly VOID-DANCER TROUPE operative that has an ACCOLADE rule is incapacitated, add 1 to your Tragedy tally. When your Tragedy tally reaches 3, you gain 1CP and stop that tally.
Understudy's Mask:
Once per battle, when you activate a friendly VOID-DANCER TROUPE operative, if the friendly operative that has the PIVOTAL ROLE has been incapacitated, you can use this rule.
If you do, that activated operative has the PIVOTAL ROLE for the battle.
Ploys
Strategic - Cegorach's Jest:
Whenever a friendly VOID-DANCER TROUPE operative is fighting or retaliating and your opponent strikes with a normal success, you can roll one D6:
if the result is less than the Hit stat of your opponent’s selected weapon, that strike is a block instead (ignore the Brutal weapon rule, if relevant) and you cannot use this rule for the rest of the sequence.
Strategic - Darting Salvo:
Whenever a friendly VOID-DANCER TROUPE operative performs the Reposition action during its activation, 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 Reposition action can be used after it does so).
Strategic - Prismatic Blur:
Whenever an operative is shooting a friendly VOID-DANCER TROUPE operative that performed an action in which it moved during this turning point, you can re-roll one of your defence dice.
Strategic - Rising Crescendo:
Friendly VOID-DANCER TROUPE operatives can perform the Dash action during the same activation in which they performed the Charge action, but not vice versa (i.e. not Dash then Charge).
Firefight - Domino Field:
Use this firefight ploy when an operative is shooting a friendly VOID-DANCER TROUPE operative, during the Resolve Defence Dice step.
You can allocate one of your rolled successful dice to block all of your opponent's attack dice with matching results (e.g. one of your successful defence dice results of 5 can be used to block all successful attack dice results of 5).
Firefight - Elusive Target:
Use this firefight ploy during a friendly VOID-DANCER TROUPE operative’s activation. 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 terrain) except being within 2".
Firefight - Murderous Entrance:
Use this firefight ploy when a friendly VOID-DANCER TROUPE operative is fighting during an activation in which it performed the Charge action, after you strike.
You can immediately resolve another of your normal successes as a strike (before your opponent), or a critical success if there are none.
Firefight - The Curtain Falls:
Use this firefight ploy when a friendly VOID-DANCER TROUPE operative is fighting, after you strike with a critical success, if the enemy operative is not incapacitated.
End that sequence (any remaining attack dice are discarded) and immediately perform a free Fall Back action up to 3" with that operative (then the Fight action ends).
That operative can do so even if it’s performed an action that prevents it from performing the Fall Back action.
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.