Skaventide

Homebrew by Raddarat

Whether it's the result of warp mutation of local fauna, a lesser xenos species, a deformed Tyranid fleet, or something not from this dimension, the ever-growing Skaven threat has begun to spread its dirty claws across the stars. Very little is known about the origins of these creatures, as Imperial records never noted anything similar before M41; some suggest they may be related to the equally devious xenos Stryxis, though this hypothesis is clearly inconclusive. Curiously, Skaven appear to possess previously unseen psychic properties, capable of eroding into ruin everything in their path, even the memory of their existence from the face of the galaxy...

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Composition

A SKAVENTIDE killteam is composed of:

3 SKAVENTIDE operatives selected from the following list:

  • GREY SEER
  • CLAW LORD
  • ARCH-WARLOCK
  • MASTER MOULDER
  • DEATHMASTER
  • PLAGUE PRIEST

Number these 3 operatives from 1 to 3, roll a D3 to pick at random the current Leader of the killteam due to the evershifting hierarchy in skaven society.

10 SKAVENTIDE operatives selected from the following list:

  • Rat Ogor (counts as two selections)
  • Rat Ogor with Warpfire Gun (counts as two selections) (1)
  • Doom-Flayer (counts as two selections)
  • Heavy Weapon Team with Ratling Gun (counts as two selections)
  • Heavy Weapon Team with Warpfire Thrower (counts as two selections)
  • Heavy Weapon Team with Warpvolt Scourger (counts as two selections)
  • Stormvermin
  • Acolyte Globadier
  • Clanrat Musician (1)
  • Clanrat Standard Bearer (1)
  • Clanrat with Crude Weapon and Shield
  • Clanrat with Claws and Stolen Gun
  • Skaven Slave (counts as half a selection)
  1. (1): You can only select this operative once in the list.

You cannot select more than 10 Skaven Slaves.

You cannot select more than 1 Heavy Weapon Team

Common Abilities and Options

Fear Musk:
Whenever an enemy operative Charges and Fights in the same activation this Operative, and there are no other friendly SKAVENTIDE operatives visible to and within 6" of this operative, in the Resolve Attack Dice step of that sequence, the first time you use a dice, it must be a parry.

Self-Centred:
Whenever a friendly SKAVENTIDE operative is shooting and you’re selecting a valid target, you can use this rule. If you do, having other friendly SKAVENTIDE operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected. However, every shooting dice that fails, shoots the closest friendly SKAVENTIDE operative within the enemy’s control range. Rolls of "1" count as criticals. The friendly SKAVENTIDE operative getting shot cannot roll defence dices due to the unexpected attack.

Heavy Weapon:
This operative cannot use any weapons that are not on its datacard, or perform unique actions. This operative cannot have a Conceal order. It cannot provide combat support. When drawing a Visibility line from this operative, draw it from any part of the miniature.

*Crude Shield:
Whenever this operative is fighting or retaliating with this weapon, your first block can be allocated to block two unresolved successes (Instead of one).

Group Activation:
Whenever this operative is expended, you must then activate any other ready friendly SLAVE or CLANRAT operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives as specified with this rule).

Grey Seer
A 2
M 7"
S 4+
W 6
Weapons
ATK
HIT
DMG
Psychic Casts
Wither (Psychic, Rng 7", Sat, Severe)
4
3+
3/4
Warp Lightning (Psychic, Rng 8", Sat, Blast 1")
4
2+
2/3
Warpstone Staff (Shock)
4
4+
2/4
Abilities
(Leader Ability) Conclave of Seers0AP: Consume WarpstoneFear MuskMasterclanSelf-Centred

(Leader Ability) Conclave of Seers: If this operative is rolled the Leader, your team obtains the following attribute:

  • Only once each Turning Point, one of the other 2 friendly COMPETITOR operatives can use one of the Psychic Weapons of this operative.
  • Both friendly COMPETITOR operatives gain the Keyword PSYKER.

Consume Warpstone (0AP): For the rest of this activation this operative gains Ceaseless for all their Psychic Weapons. However this operative immediately takes D3 damage.

Ceaseless = You can re-roll any of your attack dice results of one result (e.g. results of 2).

This operative cannot perform this action while within control range of an enemy operative.

Masterclan: When rolling to decide the Leader of the team, if this operative is one of the 3 Competitors yet the dice roll doesn't pick this operative, you may reroll the dice once if you want to.

SKAVENTIDE, SKAVEN, COMPETITOR, PSYKER, GREY SEER
Claw Lord
A 2
M 7"
S 4+
W 6
Weapons
ATK
HIT
DMG
Stolen Master-crafted Pistol (Rng 12", Lethal 5+)
4
3+
2/4
Warpforged Blade (Severe, *Cornered Rat)
4
4+
4/5
Abilities
(Leader Ability) Mors Claw-Horde*Cornered Rat1AP: Gnash-Gnaw on their Bones!Self-Centred

(Leader Ability) Mors Claw-Horde: If this operative is rolled the Leader, your team obtains the following attribute:

  • Whenever friendly SKAVENTIDE operatives would suffer from the "Fear Musk" they can roll 1D6, on a 5+ they do not suffer it.
  • When a friendly SKAVENTIDE operatives charges, your melee weapon gets Rending for that activation.

Rending = If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.

*Cornered Rat: If this operative is wounded this weapon's ATK is 5.

Gnash-Gnaw on their Bones! (1AP): Select one other friendly SKAVENTIDE operative visible to and within 3" of this operative. That operative can immediately perform a 1AP action for free, but it cannot move more than 2" during that action.

This operative cannot perform this action while within control range of an enemy operative

SKAVENTIDE, SKAVEN, COMPETITOR, CLAW LORD
Arch-Warlock
A 2
M 7"
S 4+
W 6
Weapons
ATK
HIT
DMG
Warpfire Gauntlet (Rng 8")
4
3+
3/4
Stormcage Halberd (Lethal 5+)
4
4+
4/6
Crushing Piston-claw (Brutal)
4
5+
5/7
Abilities
(Leader Ability) Skryre PrototypesFear MuskScience-Sorcery-DEATH!Self-Centred

(Leader Ability) Skryre Prototypes: If this operative is rolled the Leader, your team obtains the following attribute:

  • When a friendly SKAVENTIDE operatives shoots, you can roll 1D6:
  • 1    Kaboom! = Weapon explodes, operative suffers 2D3 damage and the shoot action is not performed but the AP is still spent doing nothing.
    
  • 2+  More Power! = For this shoot action the DMG of the weapon is increased by +0/1.
    
  • 6    More-More Power! = In addition to "More Power", for this shoot action the DMG of the weapon is increased by +1/0.
    

Science-Sorcery-DEATH!: Visible friendly SKAVENTIDE operatives within 2" of this operative gain Balanced for their ranged weapons.

Balanced = You can re-roll one of your attack dice.

SKAVENTIDE, SKAVEN, COMPETITOR, ARCH-WARLOCK
Master Moulder
A 2
M 7"
S 4+
W 6
Weapons
ATK
HIT
DMG
Warpsyringe Pistol (Rng 7", Lethal 5+)
3
4+
1/4
Arsenal of Mutation (Ceaseless)
4
4+
3/4
Abilities
(Leader Ability) Moulder's MutantsFear Musk1AP: Flesh-GraftingSelf-Centred

(Leader Ability) Moulder's Mutants: If this operative is rolled the Leader, roll a dice for one of the following mutation rules for friendly SKAVENTIDE operatives to have for the battle:

  • 1-2 Regeneration: At the start of every Turning Point friendly SKAVENTIDE operatives can heal 1 wound.
  • 3-4 Extra Limbs: Pick Up Action costs 0AP.
  • 5-6 Spikes: Whenever an enemy operative is fighting or retaliating against a friendly SKAVENTIDE operative, if your opponent discards any attack dice as a fail, inflict 1 damage on that enemy operative.

Flesh-Grafting (1AP): Select one friendly SKAVENTIDE operative within this operative' control range, that operative regains 2d3 lost wounds.

This operative cannot perform this action while within control range of an enemy operative

SKAVENTIDE, SKAVEN, COMPETITOR, MASTER MOULDER
Deathmaster
A 2
M 7"
S 4+
W 6
Weapons
ATK
HIT
DMG
Eshin Throwing Stars (Rng 6", Silent)
4
3+
2/4
Weeping Blade (Ceaseless, *Stalk)
4
3+
3/4
Abilities
(Leader Ability) Eshin AssassinsAcrobaticsSelf-CentredShadowy Killer

(Leader Ability) Eshin Assassins: If this operative is rolled the Leader, your team obtains the following attribute:

  • Friendly SKAVEN operatives within control range of Heavy terrain count in Cover, however, only if they arent within 6" of enemy operatives.
  • Only once per game each friendly SKAVEN operatives can perform the Charge action while they have a Conceal order. If they do so, after the Charge action is resolved, they are given an Engage order.

Acrobatics: Whenever this operative is fighting or retaliating and a Light or Heavy terrain is within its control range, this weapon has the Lethal 5+ weapon rule.

Shadowy Killer: This operative can perform the Charge action while it has a Conceal order. If it does so, after the Charge action is resolved, it is given an Engage order.

SKAVENTIDE, SKAVEN, COMPETITOR, DEATHMASTER
Plague Priest
A 2
M 6"
S 4+
W 6
Weapons
ATK
HIT
DMG
Plague Wind (Psychic, Sat, Severe, Tor 1")
5
3+
1/3
Warpstone-tipped Staff (Shock, Stun)
4
4+
3/4
Abilities
(Leader Ability) Plague Monks1AP: Book of WoesFear MuskPestilential AuraSelf-Centred

(Leader Ability) Plague Monks: If this operative is rolled the Leader, your team obtains the following attribute:

  • Whenever an enemy operative is within 2" of a friendly SKAVENTIDE operative, worsen the Hit stat of that enemy operative’s weapons by 1. This isn’t cumulative with being injured.

Book of Woes (1AP): Select an enemy operative within 6", roll a 1D6: If you roll a 1-3 nothing happens, if you roll 4-5 the enemy suffers D3 damage, if you roll a 6 the enemy suffers D3+1 damage.

This operative cannot perform this action while within control range of an enemy operative or when counteracting.

Pestilential Aura: Whenever an enemy operative is within 2" of this operatives, worsen the Hit stat of that enemy operative’s weapons by 1. This isn’t cumulative with being injured.

SKAVENTIDE, SKAVEN, COMPETITOR, PSYKER, PLAGUE PRIEST
Rat Ogor
A 2
M 6"
S 5+
W 13
Weapons
ATK
HIT
DMG
Warpfire Gun (Rng 8", Sat, Tor 2")
4
2+
2/2
Claws, Blades and Fangs (Rnd, Shock)
4
4+
5/6
Abilities
Avalanche of MuscleChem-enhancedMonster0AP: Unleash Warp-Fury

Avalanche of Muscle: Whenever this operative ends its move during the Charge action, you can inflict D3 damage on one enemy operative within its control range.

Chem-enhanced: You can ignore any changes to this operative’s APL stat and it’s not affected by enemy operatives’ Shock and Stun weapon rules.

Monster: This operative cannot use any weapons that are not on its datacard, or perform unique actions (excluding Unleash Warp-Fury). Whenever your opponent is selecting a valid target, if this operative has a conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any).

Unleash Warp-Fury (0AP): This operative suffers D6 damage. Then, for the rest of this Turning Point this operative's "Claws, Blades and Fangs" weapon gains +1 to ATK.

SKAVENTIDE, MONSTER, RAT OGOR
Doom-Flayer
A 3
M 7"
S 5+
W 10
Weapons
ATK
HIT
DMG
Whirling Blades (Brutal)
5
3+
4/6
Abilities
DoomwheelHeavy WeaponWhirling Death

Doomwheel: This operative can move through Light parts of a terrain feature as if they were not there. This operative can move around, across and over other operatives (and their bases) as if they were not there, but must finish the move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).

Whirling Death: Whenever this operative ends its move during the Charge action, you can inflict D3 damage on one enemy operative within its control range.

SKAVENTIDE, VEHICLE, DOOM-FLAYER
Heavy Weapon Team
A 2
M 4"
S 5+
W 10
Weapons
ATK
HIT
DMG
Ratling Gun (Hvy(Dash), Punishing, Tor 1")
4
4+
2/3
Warpfire Thrower (Hvy(Dash), Rng 8", Sat, Tor 2")
5
2+
2/2
Warpvolt Scourger (Hvy(Dash), *Lightning, Rnd, Dev, Blast 1")
2D3
4+
3/2
Rusty Knife
3
5+
2/3
Abilities
*Lightning1AP: Abandon weaponFear MuskHeavy WeaponSelf-Centred

*Lightning: When using this weapon the lightining bolt will always target the closest Visible Operative to this Heavy Weapon Team, be they friend or enemy.

Abandon weapon (1AP): Remove this operative from the killzone and replace it with 2 new friendly CLANRAT operatives placed within 1" of where this operative was located. If this operative uses this action while being Injured replace it with only 1 new friendly CLANRAT operative rather than 2.

This operative cannot perform this action while within control range of an enemy operative.

SKAVENTIDE, HEAVY WEAPON TEAM
Stormvermin
A 2
M 7"
S 5+
W 6
Weapons
ATK
HIT
DMG
Polearm
4
4+
4/5
Abilities
Elite BodyguardSelf-Centred

Elite Bodyguard: When a Visible friendly SKAVENTIDE operative within 2" that isn't a CLANRAT or SLAVE is selected as the valid target of a Shoot action or to fight against during the Fight action, this operative can swap places with the friendly SKAVENTIDE operative and become the valid target to get shot or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). This operative can only do this once per game.

This cannot be used if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.

SKAVENTIDE, SKAVEN, STORMVERMIN
Acolyte Globadier
A 2
M 7"
S 5+
W 5
Weapons
ATK
HIT
DMG
Poisoned Wind Globe (Rng 6", Blast 2", Dev2, Hvy(Dash), Sat)
4
4+
2/3
Rusty Knife
3
5+
2/3
Abilities
Explosive DemiseFear MuskGrenadierSelf-Centred

Explosive Demise: Whenever this operative is incapacitated during a battle, roll 1D6. If any result is a 4+, this operative performs a free Shoot action with its Poisoned Wind Globe before it is removed from the Killzone.

Grenadier: This operative can use frag and krak grenades (See universal equipment). Doing so does not count towards any limited uses you have (i.e, if you also select those grenades from equipment for other operatives. Whenever it is doing so, improve the Hit stat of that weapon by 1.

SKAVENTIDE, SKAVEN, GLOBARIER
Clanrat Musician
A 2
M 7"
S 5+
W 5
Weapons
ATK
HIT
DMG
Bludgeon (Stun)
4
5+
3/3
Abilities
Fear MuskSelf-Centred1AP: Sound of Ruin

Sound of Ruin (1AP): Select one ready enemy operative that is a valid target for this operative, or visible to this operative instead if you spend 1 additional AP. Roll 1D6, until the end of the turning point, that enemy operative cannot be activated or perform actions until it is the last enemy operative to be activated, or until your opponent has activated a number of enemy operatives after this action equal to the roll (whichever comes first)

This operative cannot perform this action while within control range of an enemy operative.

SKAVENTIDE, SKAVEN, MUSICIAN
Clanrat Standard Bearer
A 2
M 7"
S 5+
W 5
Weapons
ATK
HIT
DMG
Crude Knife and Shield (*Crude Shield)
3
5+
2/3
Abilities
*Crude Shield13th IconFear MuskSelf-Centred

13th Icon: Whenever determining control of a marker within 6" of this operative, treat the total APL stat of friendly SKAVENTIDE operatives that control it as 1 higher if at least one friendly SKAVENTIDE operative contests that marker. Note this is not a change to the APL stat, so any changes are cumulative with this.

SKAVENTIDE, SKAVEN, STANDARD BEARER
Clanrat
A 2
M 7"
S 5+
W 5
Weapons
ATK
HIT
DMG
Stolen Gun
4
4+
2/3
Crude Weapon and Shield (*Crude Shield)
4
5+
2/4
Claws
3
4+
1/3
Abilities
*Crude ShieldFear MuskGroup ActivationSelf-Centred
SKAVENTIDE, SKAVEN, CLANRAT
Skaven Slave
A 2
M 7"
S 6+
W 4
Weapons
ATK
HIT
DMG
Improvised Weapon
4
5+
2/4
Abilities
ExpendableFear MuskGroup ActivationSelf-CentredSlave

Expendable: This operative is ignored for your opponent's kill/elimination op (when it is incapacitated, and when determining your starting number of operatives). It is also ignored for victory conditions and scoring VPs that require operatives to "escape", "survive", or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operative must escape/survive/ be incapacitated, etc).

Slave: This operative cannot use Ploys or Equipments. Whenever determining control of a marker treat the APL stat of this operative as 1.

SKAVENTIDE, SKAVEN, SLAVE
Equipment

Screaming Bell:
This Equipment counts as 2 Equipment selections. At the start of every Turning Point you can ring once the Bell situated outside the Killzone, to do so roll a number of D6 equal to the current Turning Point, then obtain an effect based on the total value rolled:

  • 1-3 = The first friendly SKAVENTIDE operative activated in this Turning Point gains 1" to their Move stat for that activation.
  • 4-6 = For this Turning Point "Fear Musk" doesn't take effect even if the friendly SKAVENTIDE operatives within 6" isn't Visible due to the Skaven being able to smell each other's presence.
  • 7-9 = You earn 1CP immediately after ringing the bell.
  • 10-12 = For this Turning Point if a friendly SKAVENTIDE operative charges and fights an enemy and there are no other visible enemies within 6", the enemy's first dice in the fight must be spent parrying.
  • 13 = For this Turning Point; Worsen the Hit stat of all enemy operative’s weapons by 1. This isn’t cumulative with being injured. All friendly SKAVENTIDE operatives ignore being injured.
  • 14+ = The Bell breaks and cannot be used again. Worsen the Hit stat of all friendly SKAVENTIDE operative’s weapons by 1 for this Turning Point. This isn’t cumulative with being injured.

Skavenstew:
Once per Turning point a friendly SKAVENTIDE operative can use this equipment. If it does, it suffers D3 damage, however, until the end of the Turning Point, increase the ATK of its weapons by 1.


Rod of Corruption:
Once per battle, a friendly SKAVEN operative can use the following Melee Weapon:

NameATKHITDMGWR
Rod of Corruption16+0/1*Very-Very Dead, *Corrupted

*Very-Very Dead = A rod of foul energy which mere touch by those not rotten enough will instantly dissolve them into a festering pile of rotten flesh, quite quite dead. If this weapon retains any critical success immediately inflicts 13 damage on the operative this weapon is being used against.

*Corrupted = No stats of this weapon can be improved by any means.


Call the Rat Swarm:
Once per turning point, a friendly SKAVEN operative can use the following Ranged Weapon:

NameATKHITDMGWR
Rat Swarm55+1/1Rng 6", Stun

Range 6" = Range limit of the weapon is 6".

Stun = If you retain any critical hits, subtract 1 from APL of target until the end of its next activation.


Ploys

Firefight - Backstabbing Allies:
Use this firefight ploy when an opponent fights or shoots your Leader, if there is a friendly COMPETITOR operative within 6" and Visible to the Leader, the Leader is immediately incapacitated. This is ignored for your opponent's kill/elimination op. The selected friendly COMPETITOR operative becomes the Leader, activating their special Leader ability. The incapacitated Leader's ability is lost.


Firefight - Always Three Clawsteps Ahead:
Use this firefight ploy after an opponent uses a firefight ploy (excluding one that costs 0CP). The next time they would use that ploy, they must spend 1 additional CP to do so (at which point this effect ends). You cannot use this ploy again during the battle until its effect has ended.


Firefight - Will of the Horned Rat:
Use this firefight ploy when a friendly SKAVENTIDE operative is activated. Until the end of that operative’s activation, add 1 to its APL stat. Friendly PSYKER operatives can use this firefight ploy for free once per game.


Firefight - Too Quick To Hit-Hit:
Use this firefight ploy after an opponent charges a friendly SKAVENTIDE operative that is ready. Immediately perform a Fall Back action except don’t use the active operative’s Move stat — it can move up to 3" instead.


Strategic - Lead from the Back:
Whenever an operative is shooting a friendly COMPETITOR operative that’s within 3" of a friendly SKAVENTIDE operative, you can re-roll one of your defence dices. Using a friendly SLAVE operative, immediately incapacitates the friendly SLAVE operative after the re-roll.


Strategic - Scurry Away:
During this Turning Point up to 4 friendly SKAVENTIDE operatives that have a Conceal order and are more than 3" from enemy operatives can at the end of any activation perform a free Dash action that must end not within 3" of enemy operatives. Each operative can only do one Dash. Operatives that count as two selections in the list count as two operatives.


Strategic - Strength in Numbers:
Whenever a friendly SKAVENTIDE operative is shooting an operative that another friendly SKAVENTIDE operative has already shot during this turning point, that first friendly operative's ranged weapon gains Balanced.

Balanced: Can re-roll one Attack die.


Strategic - Overwhelming Mass:
As a STRATEGIC GAMBIT in any turning point after the first. Select one incapacitated friendly CLANRAT operative (or 2 friendly SLAVE operatives) and set it up wholly within your dropzone with all its wounds remaining.


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.