Nemesis Claw
Composition
A NEMESIS CLAW KillTeam is composed of:
- 1 NEMESIS CLAW Visionary with one of the following options:
- Bolt pistol, power fist
- Bolt pistol, power maul
- Bolt pistol, power weapon
- Plasma Pistol, Nostraman Chainblade
- 5 Nemesis Claw operatives selected from the following list:
- Fearmonger
- Gunner with one of the following options:
- Bolt Pistol, Flamer, Fists
- Bolt Pistol, Meltagun, Fists
- Bolt Pistol, Plasma Gun, Fists
- Bolt Pistol, Flamer, Fists
- Heavy Gunner with one of the following options:
- Bolt Pistol, Heavy Bolter, Fists
- Bolt Pistol, Missile Launcher, Fists
- Screecher
- Skinthief
- Ventrilokar
- Warrior with one of the following options:
- Bolt pistol, Chainsword
- Boltgun, Fists
Common Abilities and Options
Astartes:
During each friendly NEMESIS CLAW operative's activation, it can perform either 2 Shoot actions or 2 Fight actions.
If it is 2 shoot actions, a bolt pistol, boltgun or scoped bolt pistol must be selected for at least one of them.
Each friendly NEMESIS CLAW operative can counteract regardless of its order.
In Midnight Clad:
Whenever an enemy operative is shooting a friendly NEMESIS CLAW operative, that friendly operative is obscured if both of the following are true:
- It is more than 8" from enemy operatives it is visible to.
- It has Heavy Terrain within its control range, or any part of its base is underneath Vantage terrain.
Visionary
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Prc1, Hot, Lethal 5+) | 4 | 3+ | 4/5 |
| Nostraman Chainblade (Rnd) | 5 | 3+ | 4/5 |
| Power Fist (Brutal) | 5 | 4+ | 5/7 |
| Power Maul (Shock) | 5 | 3+ | 4/6 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
AstartesIn Midnight Clad1AP: PremonitionPrescienceFearmonger
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped Bolt Pistol | |||
| Short Range (Rng 8", Lethal 5+) | 4 | 3+ | 3/4 |
| Long Range | 4 | 3+ | 3/4 |
| Terrorchem Vial (Rng 6", Blast 2", Dev3, Lim1, Sat, *Terrorchem) | 5 | 3+ | 2/0 |
| Tainted Blade (*Terrorchem) | 5 | 3+ | 3/5 |
Abilities
*TerrochemAstartesIn Midnight Clad1AP: Poison ObjectiveTerrochem PoisonGunner
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Flamer (Rng 8", Sat, Tor 2") | 4 | 2+ | 3/3 |
| Meltagun (Rng 6", Dev4, Prc2) | 4 | 3+ | 6/3 |
| Plasma Gun | |||
| Standard (Prc1) | 4 | 3+ | 4/6 |
| Supercharge (Prc1, Hot, Lethal 5+) | 4 | 3+ | 5/6 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesIn Midnight CladHeavy Gunner
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Heavy Bolter | |||
| Focused (Hvy(Repos), PrcCrit1) | 5 | 3+ | 4/5 |
| Sweeping (Hvy(Repos), PrcCrit1, Tor 1") | 4 | 3+ | 4/5 |
| Missile Launcher | |||
| Frag (Hvy(Repos), Blast 2") | 4 | 3+ | 3/5 |
| Krak (Hvy(Repos), Prc1) | 4 | 3+ | 5/7 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesIn Midnight CladScreecher
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lightning Claws (Ceaseless, Lethal 5+) | 5 | 3+ | 4/5 |
Abilities
Appetite For CrueltyAstartesIn Midnight CladScreecherSkinthief
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Nostraman Chainglaive (Rnd) | 5 | 3+ | 4/6 |
Abilities
AstartesFlay Them AliveIn Midnight CladTyrant Of The Skinning PitsVentrilokar
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
Astartes1AP: Disconcerting MimicryIcon BearerIn Midnight CladWarrior
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Boltgun | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesCruel TormentorIn Midnight CladChain Snare
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly NEMESIS CLAW 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 operative 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.
Comms Jammer
Whenever an enemy operative is within 3" of a friendly NEMESIS CLAW operative, that enemy operative's APL stat cannot be added to. Note that this does not affect APL stats that have already been changed.
Flayed Skin
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly NEMESIS CLAW operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.
Grisly Trophy
Once per Battle, when a friendly NEMESIS CLAW operative incapacitates an enemy operative within 2" of it, you can use this rule. If you do, that friendly operative gains one of your Grisly Trophy tokens (if it does not already have one). Whenever a friendly NEMESIS CLAW operative that has one of your Grisly Trophy tokens is visible to and within 2" of an enemy operative, subtract 1 from the ATK stat of that enemy operative's weapons.
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: Preysight
Whenever you are selecting a valid target for a friendly NEMESIS CLAW operative, enemy operatives within 6" cannot use Light terrain for cover. While this can allow such operatives to be targeted (assuming they are visible), it does not remove their cover save (if any).
Strategy: Return To Darkness
One friendly NEMESIS CLAW operative can immediately perform a free Fall Back or Reposition action, but it must end that move with Heavy terrain within its Control range, or any part of its base underneath Vantage terrain. In addition, it cannot move more than 4" during that action and it cannot end that move closer to enemy operatives (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, ignore Wall terrain when determining this).
Strategy: The Black Hunt
Whenever a friendly NEMESIS CLAW operative is shooting against, fighting against or retaliating against a wounded enemy operative, you can re-roll one of your attack dice.
Strategy: We Have Come For You
Whenever a friendly NEMESIS CLAW operative is activated, if the first action it performs during that activation is the Charge action, when it ends its move during that action, you can inflict D3 damage on one enemy operative within its control range.
Firefight Ploys
Firefight: Dirty Fighter
Use this firefight ploy when a friendly NEMESIS CLAW operative is retaliating, at the start of the Resolve Attack Dice step. You can resolve one of your successes before the normal order. If you do you cannot resolve any other successes during that sequence.
Firefight: Death To The False Emperor
Use this firefight ploy after rolling your attack dice for a friendly NEMESIS CLAW operative, if it’s shooting against, fighting against or retaliating against an enemy operative that has the IMPERIUM keyword. That friendly operative's weapons have the Ceaseless weapon rule until the end of the sequence; if that enemy operative also has the Adeptus Astartes keyword, that friendly operative's weapons have the Relentless weapon rule until the end of that sequence instead.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Relentless: Can re-roll any or all Attack dice.
Firefight: Proclivity For Murder
Use this firefight ploy after a friendly NEMESIS CLAW operative incapacitates an enemy operative whin its control range. That friendly operative can immediately perform a free Charge or Dash action (for the former, it cannot move more than 3") even if it has performed an action that prevents it from performing the Charge or Dash action.
Firefight: Vox Scream
Use this firefight ploy when your opponent would activate an enemy operative that is visible to a friendly NEMESIS CLAW operative. Roll one D6; if the result is higher than that enemy operative's APL stat, your opponent cannot activate it during this activation; if the result is less than or equal to that enemy operative's APL stat, this ploy is not used, the CP spent on it is refunded and you cannot use this ploy again during this turning point. If there are no other enemy operatives eligible to be activated, this ploy has no effect.
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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
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 Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
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.
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.
Equipment
Chain Snare:
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly NEMESIS CLAW 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 operative 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.
Comms Jammer:
Whenever an enemy operative is within 3" of a friendly NEMESIS CLAW operative, that enemy operative's APL stat cannot be added to. Note that this does not affect APL stats that have already been changed.
Flayed Skin:
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly NEMESIS CLAW operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.
Grisly Trophy:
Once per Battle, when a friendly NEMESIS CLAW operative incapacitates an enemy operative within 2" of it, you can use this rule.
If you do, that friendly operative gains one of your Grisly Trophy tokens (if it does not already have one).
Whenever a friendly NEMESIS CLAW operative that has one of your Grisly Trophy tokens is visible to and within 2" of an enemy operative, subtract 1 from the ATK stat of that enemy operative's weapons.
Ploys
Strategic - Preysight:
Whenever you are selecting a valid target for a friendly NEMESIS CLAW operative, enemy operatives within 6" cannot use Light terrain for cover.
While this can allow such operatives to be targeted (assuming they are visible), it does not remove their cover save (if any).
Strategic - Return To Darkness:
One friendly NEMESIS CLAW operative can immediately perform a free Fall Back or Reposition action, but it must end that move with Heavy terrain within its Control range, or any part of its base underneath Vantage terrain.
In addition, it cannot move more than 4" during that action and it cannot end that move closer to enemy operatives (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, ignore Wall terrain when determining this).
Strategic - The Black Hunt:
Whenever a friendly NEMESIS CLAW operative is shooting against, fighting against or retaliating against a wounded enemy operative, you can re-roll one of your attack dice.
Strategic - We Have Come For You:
Whenever a friendly NEMESIS CLAW operative is activated, if the first action it performs during that activation is the Charge action, when it ends its move during that action, you can inflict D3 damage on one enemy operative within its control range.
Firefight - Dirty Fighter:
Use this firefight ploy when a friendly NEMESIS CLAW operative is retaliating, at the start of the Resolve Attack Dice step.
You can resolve one of your successes before the normal order. If you do you cannot resolve any other successes during that sequence.
Firefight - Death To The False Emperor:
Use this firefight ploy after rolling your attack dice for a friendly NEMESIS CLAW operative, if it’s shooting against, fighting against or retaliating against an enemy operative that has the IMPERIUM keyword. That friendly operative's weapons have the Ceaseless weapon rule until the end of the sequence; if that enemy operative also has the Adeptus Astartes keyword, that friendly operative's weapons have the Relentless weapon rule until the end of that sequence instead.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Relentless: Can re-roll any or all Attack dice.
Firefight - Proclivity For Murder:
Use this firefight ploy after a friendly NEMESIS CLAW operative incapacitates an enemy operative whin its control range.
That friendly operative can immediately perform a free Charge or Dash action (for the former, it cannot move more than 3") even if it has performed an action that prevents it from performing the Charge or Dash action.
Firefight - Vox Scream:
Use this firefight ploy when your opponent would activate an enemy operative that is visible to a friendly NEMESIS CLAW operative. Roll one D6; if the result is higher than that enemy operative's APL stat, your opponent cannot activate it during this activation; if the result is less than or equal to that enemy operative's APL stat, this ploy is not used, the CP spent on it is refunded and you cannot use this ploy again during this turning point. If there are no other enemy operatives eligible to be activated, this ploy has no effect.
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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
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 Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
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.
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.