Amplitude Assault (v3)
Composition
An AMPLITUDE ASSAULT kill team is composed of:
1 AMPLITUDE ASSAULT operative selected from the following list:
- Lord Kakophonist
- equipped with one of the following options:
- Screamer Pistol; Power Sword
- Dual-wielding Screamer Pistols; Fists
- equipped with one of the following options:
- Disharmonist
- equipped with one of the following options:
- Screamer Pistol; Power Sword
- Sonic Blaster; Fists
- equipped with one of the following options:
- Infernal Enrapturess
5 AMPLITUDE ASSAULT operatives selected from the following list:
- Noise Marine Gunner
- Noise Marine Warrior
- Alluress*
- Tranceweaver*
- Daemonette Icon Bearer
- Daemonette Horn Bearer
- Daemonette Fighter
Other than NOISE MARINE and FIGHTER operatives, your team can only include each operative once.
Your team can only include up to 2 GUNNER operatives.
DAEMONETTE operatives count as half a selection each.
*Your team can only include one of these operatives.
Common Abilities and Options
Astartes:
During each friendly HERETIC ASTARTES operative's activation, it can perform either two Shoot actions or two Fight actions. If the Blastmaster is chosen for the second Shoot action, it costs 2AP to do so.
Each friendly HERETIC ASTARTES operative can counteract regardless of its order.
Loud:
Once this operative changes into an ENGAGED order, it may not be assigned a CONCEALED order until the end of the battle.
Quicksilver speed:
Whenever a friendly HERETIC ASTARTES operative that performed an action in which it moved during this turning point is fighting, worsen the Hit stat of the enemy operative's melee weapons by 1.
Whenever an operative is shooting a friendly HERETIC ASTARTES operative more than 6" from it that performed an action in which it moved during this turning point, worsen the Hit stat of the enemy operative's weapons by 1.
This is not cumulative with being injured.
Daemon:
This operative ignores the Piercing weapon rule.
Swift retreat:
Use this ability when a friendly SLAANESH DAEMON operative is fighting, after you strike with a critical success. End that sequence (any remaining attack dice are discarded) and immediately perform a free Dash or 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 Dash or Fall Back action.
Lord Kakophonist
A 3
M 7"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Screamer Pistol (Rng 6", Saturate, Stun, Dev4, Lethal 5+) | 4 | 2+ | 2/0 |
| Dual-wielding Screamer Pistols (Rng 6", Saturate, Stun, Dev4, Lethal 5+, Balanced) | 5 | 2+ | 2/0 |
| Power Sword (Lethal 5+) | 4 | 3+ | 4/6 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Astartes1AP: Doom SirenLoudQuicksilver speedDisharmonist
A 3
M 7"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Screamer Pistol (Rng 6", Saturate, Stun, Dev4, Lethal 5+) | 4 | 2+ | 2/0 |
| Sonic Blaster (Saturate, Dev4, Stun) | 4 | 3+ | 3/0 |
| Power Sword (Lethal 5+) | 4 | 3+ | 4/6 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Astartes1AP: Bursting eardrumsLoudQuicksilver speedInfernal Enrapturess
A 3
M 6"
S 4+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heartstring Lyre | |||
| Cacophonous Melody (Tor 2", Saturate, Seek Light, Stun, Psychic) | 5 | 3+ | 3/4 |
| Euphonic Blast (Blast 2", Saturate, Piercing 1, Ceaseless, Psychic) | 4 | 3+ | 4/5 |
| Ravaging Claws (Rending, Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
Daemon1AP: Discordant DisruptionEnchanting MelodyGrounded2AP: Harmonic AllignmentSwift RetreatNoise Marine Gunner
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blastmaster | |||
| Treble (Hvy(Reposition), Saturate, Dev6, Stun) | 5 | 3+ | 4/0 |
| Bass (Hvy(Dash), Saturate, Dev4, Tor 2", Stun) | 4 | 3+ | 3/0 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesLoudQuicksilver speedNoise Marine Warrior
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sonic Blaster (Saturate, Dev5, Stun) | 4 | 3+ | 3/0 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesLoudQuicksilver speedAlluress
A 2
M 7"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Oversized Claws (Relentless) | 4 | 2+ | 4/5 |
Abilities
DaemonSlaanesh's thirstSwift retreatTranceweaver
A 2
M 7"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Oversized Claws (Relentless) | 4 | 2+ | 4/5 |
Abilities
DaemonSwift retreat1AP: Symphony of PainTranceweavingDaemonette Icon Bearer
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws (Balanced) | 4 | 3+ | 4/5 |
Abilities
Daemon1AP: Daemonic iconIcon BearerSwift retreatDaemonette Horn Bearer
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws (Balanced) | 4 | 3+ | 4/5 |
Abilities
Daemon1AP: Instrument of ChaosSwift retreatDaemonette Fighter
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws (Balanced) | 4 | 3+ | 4/5 |
Abilities
DaemonSwift retreatEuphoric Combat Stimulant
HERETIC ASTARTES operative may consume this equipment during it's activation and gain an additional 2" to it's movement stat until the end of it's activation. At the start of the next turning point, this operative is considered injured until the end of that turning point.
Glamourweave
Before the first turning point, choose one DAEMONETTE FIGHTER operative to have this equipment until the end of battle. While this operative has a Conceal order, it is always treated as being in Light Cover for the purpose of determining valid targets and retaining Defence dice, regardless of its position in the killzone.
Warp-Amp Cabling
Once per battle, choose one HERETIC ASTARTES operative equipped with a Sonic Blaster or Screamer Pistol. This operative's ranged weapons have the Torrent 1" rule until the end of the turning point.
Torment Venom
Once per battle, when a friendly DAEMON operative fights in combat, you can declare you are using this equipment before the opponent would re-roll any combat dice. If you do, for that combat, your opponent cannot re-roll combat dice.
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.
Firefight Ploys
Firefight: STIMULANT INFUSION - 1CP
Use this Ploy before a NOISE MARINE operative's activation. That operative gains a +1 to it's APL stat until the end of their activation. At the end of their activation, inflict D3 mortal wounds to that operative.
Firefight: PAIN IS POWER - 2CP
Use this Ploy when at least half of the total number of friendly operatives in the Killzone are incapacitated. If at least three quarters are incapacitated, this ploy costs 1CP. Inflict D6+1 mortal wounds to your LEADER. If it is not incapacitated, improve its save characteristic by 1 and add 1 to the attack characteristic of its equipped weapons until the end of the turning point. Furthermore, this operative is never considered injured.
Firefight: SWIFT REFLEXES - 1CP
Use this Ploy when a friendly DAEMON operative is selected as the target of a ranged attack. Until the end of the Turning Point, each time a shooting attack is made against that friendly operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.
Firefight: MESMERISING DANCE - 1CP
Use this ploy when a friendly DAEMON is chosen as the target of a melee attack. Determine the number of retained hits the enemy has:
-
If the enemy has 3 or more hits (normal or critical), you can discard one of their normal hits before resolving damage.
-
If the enemy has fewer than 3 hits, you can resolve one of your successful hits before the attacker resolves theirs (i.e., you strike first).
Strategy Ploys
Strategy: PREY ON THE WEAK - 1CP
Once per battle, until the end of the turning point, when a friendly DAEMON operative performs the Fight action against an injured target, that attack gains the Ceaseless weapon rule.
Strategy: POWER CHORD - 1CP
Until the end of the turning point, every HERETIC ASTARTES operative's ranged weapon has the LETHAL 5+ special rule (if it already doesn't) while shooting a valid target that is no further than 6 inches from them.
Strategy: PAIN IS PLEASURE - 1CP
Until the end of the Turning Point, your operatives may ignore any stat changes from being injured.
Strategy: DISORIENTING FREQUENCY - 1CP
Until the end of the Turning Point, subtract 2" from the Charge and Dash distances of all enemy operatives that start their activation within 6" of a friendly HERETIC ASTARTES.
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
Euphoric Combat Stimulant:
HERETIC ASTARTES operative may consume this equipment during it's activation and gain an additional 2" to it's movement stat until the end of it's activation.
At the start of the next turning point, this operative is considered injured until the end of that turning point.
Glamourweave:
Before the first turning point, choose one DAEMONETTE FIGHTER operative to have this equipment until the end of battle. While this operative has a Conceal order, it is always treated as being in Light Cover for the purpose of determining valid targets and retaining Defence dice, regardless of its position in the killzone.
Warp-Amp Cabling:
Once per battle, choose one HERETIC ASTARTES operative equipped with a Sonic Blaster or Screamer Pistol. This operative's ranged weapons have the Torrent 1" rule until the end of the turning point.
Torment Venom:
Once per battle, when a friendly DAEMON operative fights in combat, you can declare you are using this equipment before the opponent would re-roll any combat dice. If you do, for that combat, your opponent cannot re-roll combat dice.
Ploys
Firefight - STIMULANT INFUSION - 1CP:
Use this Ploy before a NOISE MARINE operative's activation. That operative gains a +1 to it's APL stat until the end of their activation.
At the end of their activation, inflict D3 mortal wounds to that operative.
Firefight - PAIN IS POWER - 2CP:
Use this Ploy when at least half of the total number of friendly operatives in the Killzone are incapacitated. If at least three quarters are incapacitated, this ploy costs 1CP.
Inflict D6+1 mortal wounds to your LEADER. If it is not incapacitated, improve its save characteristic by 1 and add 1 to the attack characteristic of its equipped weapons until the end of the turning point. Furthermore, this operative is never considered injured.
Firefight - SWIFT REFLEXES - 1CP:
Use this Ploy when a friendly DAEMON operative is selected as the target of a ranged attack. Until the end of the Turning Point, each time a shooting attack is made against that friendly operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.
Firefight - MESMERISING DANCE - 1CP:
Use this ploy when a friendly DAEMON is chosen as the target of a melee attack. Determine the number of retained hits the enemy has:
-
If the enemy has 3 or more hits (normal or critical), you can discard one of their normal hits before resolving damage.
-
If the enemy has fewer than 3 hits, you can resolve one of your successful hits before the attacker resolves theirs (i.e., you strike first).
Strategic - PREY ON THE WEAK - 1CP:
Once per battle, until the end of the turning point, when a friendly DAEMON operative performs the Fight action against an injured target, that attack gains the Ceaseless weapon rule.
Strategic - POWER CHORD - 1CP:
Until the end of the turning point, every HERETIC ASTARTES operative's ranged weapon has the LETHAL 5+ special rule (if it already doesn't) while shooting a valid target that is no further than 6 inches from them.
Strategic - PAIN IS PLEASURE - 1CP:
Until the end of the Turning Point, your operatives may ignore any stat changes from being injured.
Strategic - DISORIENTING FREQUENCY - 1CP:
Until the end of the Turning Point, subtract 2" from the Charge and Dash distances of all enemy operatives that start their activation within 6" of a friendly HERETIC ASTARTES.
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.