Cadre Mercenary
Composition
A CADRE MERCENARY Kill Team is composed of:
1 CADRE MERCENARY operative selected from the following list:
- WAR SHAPER operative with one of the following options:
- Dart-bow, Tri-blade and Blade
- Kroot pistol, Prey-hook and Bladestave
- FLESH SHAPER
- TRAIL SHAPER
- VOICE SHAPER
10 CADRE MERCENARY operatives selected from the following list:
- CARNIVORE GUNNER
- CARNIVORE operative with one of the following options:
- Kroot Rifle, Blade
- Kroot Scattergun, Blade
- KROOT HOUND
- KROOTOX RIDER operative with one of the following options:
- Repeater cannon, Krootox fists
- Tanglecannon, Krootox fists
- KROOTOX RAMPAGER
KROOTOX operatives counts as 2 selections.
Other than CARNIVORE and KROOT HOUND operatives, your kill team can only include each operative on this list once.
Your kill team can only include up to 5 KROOT HOUND operatives.
If the enemy kill team has most operatives with one of the following Keywords: GENESTEALER CULT, TYRANID, CHAOS, NECRON or DAEMON, your Kill Team can select an additional CARNIVORE operative.
Common Abilities and Options
Feast (1AP):
Whenever this operative is fighting or retaliating and incapacitates an enemy operative within control range of this operative; after it is removed from the killzone, you can perform this action, if you do this operative regains D3+1 lost wounds.
This action cannot be done after incapacitating enemy operatives with Keywords GENESTEALER CULT, TYRANID, CHAOS, NECRON or DAEMON.
This operative cannot perform this action while within control range of an enemy operative.
Masters of Camouflage:
Whenever an operative is shooting a friendly CADRE MERCENARY operative that is at least 6" away and you can retain any cover saves, you can retain one additional cover save.
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.
Brute Strength:
When this operative performs a Reposition, Dash, Fall Back or Charge action.
This operative can move through Light parts of a terrain feature as if they were not there.
This operative can move within control range of other operatives as if they were not there, but must finish the move following all requirements specified by that action.
Monster:
This operative cannot use any weapons that are not on its datacard, or perform unique actions. 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).
War Shaper
A 3
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dart-Bow and Tri-Blade | |||
| Tri-Blade (Rng 8", Tor 2", Rnd, Lim1) | 4 | 3+ | 2/3 |
| Dart-Bow (Dev2, PrcCrit1, Sil) | 4 | 3+ | 2/3 |
| Kroot pistol (Rng 8") | 4 | 3+ | 3/4 |
| Prey-Hook (Rng 8", Severe, Stun, Lim1) | 4 | 4+ | 3/5 |
| Ritual Blade | 4 | 3+ | 4/5 |
| Bladestave (Brutal) | 5 | 4+ | 4/5 |
Abilities
1AP: FeastMasters of CamouflageRoot of HonourWar LeaderFlesh Shaper
A 3
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot scattergun (Rng 6") | 4 | 3+ | 3/3 |
| Twin ritualistic blades (Ceaseless, Rnd) | 4 | 3+ | 4/5 |
Abilities
1AP: FeastMasters of CamouflageRites of FeastingRitual ButcheryTrail Shaper
A 3
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot rifle | 4 | 3+ | 3/4 |
| Ritualistic Blade | 4 | 3+ | 4/5 |
Abilities
1AP: FeastKroot AmbushMasters of CamouflageTrail FindingVoice Shaper
A 3
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Vawk's Talon (Psychic, Dev2, Lethal 5+) | 4 | 3+ | 4/2 |
| Shamanic Stave (Shock) | 4 | 3+ | 3/5 |
Abilities
1AP: FeastForetold HuntMasters of Camouflage1AP: Psychic Illusions1AP: Vawk's CallCarnivore Gunner
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Tanglebomb Launcher (Blast 2") | 4 | 4+ | 2/5 |
| Blade | 3 | 3+ | 3/4 |
Abilities
1AP: FeastMasters of CamouflageCarnivore
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot rifle | 4 | 4+ | 3/4 |
| Kroot Scattergun (Rng 6") | 4 | 3+ | 3/3 |
| Blade | 3 | 3+ | 3/4 |
Abilities
1AP: FeastMasters of CamouflageHound
A 2
M 8"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ripping Fangs (Rnd) | 4 | 3+ | 3/4 |
Abilities
Beast1AP: GatherHunting HoundsLoping PounceMasters of CamouflageKrootox Rider
A 3
M 6"
S 4+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Repeater cannon | |||
| Focused (PrcCrit1) | 5 | 3+ | 4/5 |
| Sweeping (PrcCrit1, Tor 1") | 4 | 3+ | 4/5 |
| Tanglecannon (Blast 2", Sat, Hvy(Dash)) | 4 | 3+ | 3/5 |
| Krootox fists (Brutal) | 4 | 3+ | 4/6 |
Abilities
Avalanche of MuscleBrute StrengthMonsterKrootox Rampager
A 3
M 7"
S 4+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Hunting Javelin (Rng 6", Silent) | 4 | 3+ | 4/5 |
| Krootox fists (Brutal) | 4 | 3+ | 4/6 |
Abilities
Avalanche of MuscleBrute StrengthMonsterSkinning Blades
Once per turning point, a friendly KROOT operative can use the following Melee Weapon:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Skinning Blades | 4 | 3+ | 3/5 | *Flay Alive |
*Flay Alive = If this weapon resolves any critical stikes on an enemy that the action "Feast" can be performed on, after this fight/retaliation if this operative isn't incapacitated it regains D3 lost wounds.
Vulture Kindred
Once per turning point, when a friendly CARNIVORE operative performs an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring horizontal distance only. Note that it gains no additional distance when performing the Charge action.
It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).
Sure-Foot Charm
Once per turning point, when a friendly KROOT operative is expended, you can then activate one other ready friendly KROOT operative within 2" and Visible to this 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 in succession with this rule).
Hunting Bolas (X2)
Your friendly KROOT operatives can perform the following action, however your kill team can only perform the following action 2 times during the battle.
THROW BOLAS (1 AP):
- Select one enemy operative visible to and within 6" of this operative, then roll 1D6: on a 3+, the enemy cannot perform Reposition, Charge or Fall Back in their next activation.
- Each operative can only perform this action once. 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.
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: The Grisly Feast
Use this firefight ploy when a friendly CADRE MERCENARY operative would perform the "Feast" action. Add 1 to that friendly operative’s APL for this turning point.
Firefight: Quarry Can’t Hide
Use this firefight ploy when a friendly CADRE MERCENARY operative wants to shoot an obscured enemy, for this action that enemy isn't obscured.
Firefight: Primal Savagery
Use this firefight ploy when a friendly KROOTOX operative is incapacitated while fighting or retaliating.
You can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.
Firefight: Feral Leap
Use this firefight ploy after a friendly KROOT operative performs the Fight action (and optionally the "Feast" action), if it’s no longer within control range of enemy operatives. That friendly operative can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but cannot move more than 3" during that action.
Strategy Ploys
Strategy: Fieldcraft
This Strategic Ploy costs 2CP. Objective markers under friendly CADRE MERCENARY operative's control at the beginning of the turning point remain under your control even if no operatives are near them. If an enemy operative contests one of these objectives it returns to normal and is in enemy control.
Strategy: Eye on the Prey
Whenever a friendly CADRE MERCENARY operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its ranged weapons have the Balanced and Severe weapon rules;
If the weapon already has the Balanced weapon rule, it has the Ceaseless and Severe weapon rules instead.
Note that operative isn’t restricted from performing those actions after shooting.
Strategy: Guerrilla Warriors
If a friendly CADRE MERCENARY operative performs a Fight action, yet after it they are still in control range of an enemy, they can roll a D6, if the dice rolls above the enemy's APL the friendly CADRE MERCENARY operative can perform the Fall Back action for 1 less AP.
(If there are multiple enemies in control range pick the one with the highest APL and increase it by 1 for each additional enemy)
Strategy: Killing Strike
Friendly CADRE MERCENARY operatives' melee weapons have the Balanced weapon rule (this cumulates with Ritual Butchery).
Balanced: Can re-roll one Attack die.
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
Skinning Blades:
Once per turning point, a friendly KROOT operative can use the following Melee Weapon:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Skinning Blades | 4 | 3+ | 3/5 | *Flay Alive |
*Flay Alive = If this weapon resolves any critical stikes on an enemy that the action "Feast" can be performed on, after this fight/retaliation if this operative isn't incapacitated it regains D3 lost wounds.
Vulture Kindred:
Once per turning point, when a friendly CARNIVORE operative performs an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring horizontal distance only. Note that it gains no additional distance when performing the Charge action.
It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).
Sure-Foot Charm:
Once per turning point, when a friendly KROOT operative is expended, you can then activate one other ready friendly KROOT operative within 2" and Visible to this 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 in succession with this rule).
Hunting Bolas (X2):
Your friendly KROOT operatives can perform the following action, however your kill team can only perform the following action 2 times during the battle.
THROW BOLAS (1 AP):
- Select one enemy operative visible to and within 6" of this operative, then roll 1D6: on a 3+, the enemy cannot perform Reposition, Charge or Fall Back in their next activation.
- Each operative can only perform this action once. 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.
Ploys
Firefight - The Grisly Feast:
Use this firefight ploy when a friendly CADRE MERCENARY operative would perform the "Feast" action. Add 1 to that friendly operative’s APL for this turning point.
Firefight - Quarry Can’t Hide:
Use this firefight ploy when a friendly CADRE MERCENARY operative wants to shoot an obscured enemy, for this action that enemy isn't obscured.
Firefight - Primal Savagery:
Use this firefight ploy when a friendly KROOTOX operative is incapacitated while fighting or retaliating.
You can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.
Firefight - Feral Leap:
Use this firefight ploy after a friendly KROOT operative performs the Fight action (and optionally the "Feast" action), if it’s no longer within control range of enemy operatives. That friendly operative can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but cannot move more than 3" during that action.
Strategic - Fieldcraft:
This Strategic Ploy costs 2CP. Objective markers under friendly CADRE MERCENARY operative's control at the beginning of the turning point remain under your control even if no operatives are near them. If an enemy operative contests one of these objectives it returns to normal and is in enemy control.
Strategic - Eye on the Prey:
Whenever a friendly CADRE MERCENARY operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its ranged weapons have the Balanced and Severe weapon rules;
If the weapon already has the Balanced weapon rule, it has the Ceaseless and Severe weapon rules instead.
Note that operative isn’t restricted from performing those actions after shooting.
Strategic - Guerrilla Warriors:
If a friendly CADRE MERCENARY operative performs a Fight action, yet after it they are still in control range of an enemy, they can roll a D6, if the dice rolls above the enemy's APL the friendly CADRE MERCENARY operative can perform the Fall Back action for 1 less AP.
(If there are multiple enemies in control range pick the one with the highest APL and increase it by 1 for each additional enemy)
Strategic - Killing Strike:
Friendly CADRE MERCENARY operatives' melee weapons have the Balanced weapon rule (this cumulates with Ritual Butchery).
Balanced: Can re-roll one Attack die.
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.