Necromunda Gangs: Van Saar
Composition
A VAN SAAR KillTeam is composed of:
- 1 VAN SAAR LEADER operative selected from the following list:
- AUGMEK equipped with one of the following options:
- Lascannon*
- Twin-Laspistols
- ARCHAEOTEK equipped with one of the following options:
- Plasma Pistol
- Rad Beamer
- AUGMEK equipped with one of the following options:
- 5 VAN SAAR operatives selected from the following list:
- TEK equipped with one of the following options:
- Multi Melta; Gun Butt**
- Plasma Cannon; Gun Butt**
- Rad Cannon; Gun Butt**
- Grav Gun; Power Knife*
- Meltagun; Power Knife*
- Plasma Gun; Power Knife*
- Long-Las; Power knife
- Lasgun; Power Knife
- NEOTEK equipped with one of the following options:
- Twin-Laspistols
- Twin-Handflamer
- SUBTEK equipped with one of the following options:
- Sub-Carbine Laspistol
- Hand Rader**
- TEK equipped with one of the following options:
- 1 VAN SAAR HIRED ARM operatives selected from the following list:
- ARACHNI-RIG equipped with one of the following options:
- Rad Gun
- Plasma Gun*
- Las Carbine
- COGITATOR CORE-SERVITOR
- CYBERACHNID
- ARACHNI-RIG equipped with one of the following options:
Other than TEK, SUBTEK and CYBERACHNID, your kill team can only include each operative on these lists once.
Your kill team can include up to three TEK and six SUBTEK operatives.
SUBTEK and CYBERACHNID operatives each counts as half a selection.
*You cannot select this option more than once and you cannot select more than 2 of these options combined.
**You cannot select this option more than once and you cannot select more than one of these options combined.
Common Abilities and Options
*Versatile:
Whenever this operative is performing a Shoot action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its Atk dice (not all of it) for this action. After that sequance has ended, this operative can immediately perform another shooting attack against another enemy operative within control range of that target (if any) but must use this weapon for it. In the Roll Attack Dice step of that attack, this operative can only roll the remaining Atk dice. This operative cannot perform another shooting attack if it rolled all the remaining Atk dice of this weapon.
Cyberteknika:
In the Select Operatives phase, select a Cyberteknika rule for each type of operatives for the battle:
-
LEADER (AUGMEK or ARCHAEOTEK):
- That operative’s ranged weapons have the Seek Light weapon rule and enemy operatives within 12 inches cannot be obscured whenever that operative is shooting at them.
- That operative’s ranged weapons have the Punishing weapon rule.
- Add 2 to the Move stat of that operative.
-
TEK and NEOTEK:
- Enemy operative within 8 inches cannot be obscured whenever that operative is shooting at them.
- That operative’s ranged weapons have the Balanced weapon rule.
- Add 1 to the Move stat of that operative.
-
SUBTEK:
- That operative’s ranged weapons have the Rad* weapon rule.
- That operative’s melee weapons have the Balanced weapon rule.
Irradiated:
In the Ready step of each strategy phase after the first, worsen the Save stat of each VAN SAAR operative (excluding HIRED ARM). This is cumulative for each sequential strategy phase.
Friendly VAN SAAR operatives (excluding HIRED ARM) cannot be affected by Rad, Poison, Gas or Toxic rules.
*Rad:
In the Resolve Attack Dice step, if you inflict damage with a critical success, the operative this weapon is being used against gains one of your Rad Tokens (if it does not already have one). Whenever an operative that has one of your Rad Tokens is activated, inflict 1 damage on it and worsen its Save stat by 1.
Arachnid Machine:
This operative cannot perform Pick Up Marker or Mission actions. Whenever determining control of a marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
Ignore any vertical distance whenever this operative is climbing or dropping.
AUGMEK
A 3
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascannon (Hvy(Dash), Dev3, Prc1, PrcCrits2) | 3 | 3+ | 4/4 |
| Twin-Laspistols (Rng 8", *Versatile) | 6 | 3+ | 3/4 |
| Hystar-Pattern Energy Shield (Shock, *Energy Shield) | 3 | 4+ | 3/3 |
Abilities
*Energy Shield*VersatileCameleoline ProtocolCyberteknikaIrradiatedARCHAEOTEK
A 3
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Prc1, Lethal 5+, Hot) | 4 | 3+ | 4/5 |
| Rad Beamer (Rng 8", Prc1, *Rad, *Rad Beam) | 4 | 3+ | 3/3 |
| Spider Rig (Brutal, *Entangle) | 5 | 4+ | 2/4 |
Abilities
*Entangle*Rad*Rad BeamCyberteknikaIrradiatedMaster Of CyberteknikaTEK
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Multi-Melta (Hvy(Dash), Dev4, Prc2) | 4 | 4+ | 6/3 |
| Plasma Cannon | |||
| Standard (Hvy(Dash), Prc1, Blast 2") | 4 | 4+ | 4/6 |
| Supercharge (Hvy(Dash), Prc1, Blast 2", Lethal 5+, Hot) | 4 | 4+ | 5/6 |
| Rad Cannon (Hvy(Dash), Prc1, Blast 2", *Rad) | 5 | 4+ | 4/4 |
| Grav Gun (Prc1, *Grav) | 4 | 3+ | 4/5 |
| Meltagun (Rng 6", Dev4, Prc2) | 4 | 3+ | 6/3 |
| Plasma Gun | |||
| Standard (Prc1) | 4 | 3+ | 4/6 |
| Supercharge (Prc1, Lethal 5+, Hot) | 4 | 3+ | 5/6 |
| Long-Las | |||
| Concealed (Hvy, Dev3, Silent, *Concealed Position) | 4 | 2+ | 3/3 |
| Mobile | 4 | 4+ | 3/4 |
| Stationary (Hvy, Dev3) | 4 | 2+ | 3/3 |
| Lasgun | 4 | 3+ | 2/3 |
| Power Knife (Lethal 5+) | 3 | 4+ | 2/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
*Concealed Position*Grav*RadCyberteknikaIrradiatedTrack TargetNEOTEK
A 2
M 7"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin-Laspistols (Rng 8", *Versatile) | 5 | 3+ | 3/4 |
| Twin-Handflamer | |||
| Twin-Torrent (Rng 6", Saturate, Tor 0", *Twin Torrent) | 4 | 2+ | 3/3 |
| Focused (Rng 6", Saturate, Tor 2") | 4 | 2+ | 3/3 |
| Power Knife (Lethal 5+) | 3 | 4+ | 2/4 |
Abilities
*Twin Torrent*VersatileCyberteknikaFlying GoblinIrradiatedSUBTEK
A 2
M 7"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sub-Carbine Laspistol (Rng 6", Ceaseless) | 4 | 4+ | 2/3 |
| Hand Rader (Rng 6", Saturate, Blast 2", Lim 1, *Rad) | 4 | 3+ | 1/3 |
| Shock Baton (Shock) | 3 | 5+ | 2/3 |
Abilities
*RadCortical StimulantsCyberteknikaIrradiatedARACHNI-RIG
A 2
M 5"
S 4+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Gun | |||
| Standard (Prc1) | 4 | 3+ | 4/6 |
| Supercharge (Prc1, Lethal 5+, Hot) | 4 | 3+ | 5/6 |
| Rad Gun (Rng 6", Prc1, Blast 2", *Rad) | 4 | 2+ | 3/3 |
| Las Carbine (Ceaseless) | 4 | 3+ | 2/3 |
| Mechanical Legs (Brutal) | 5 | 4+ | 3/5 |
Abilities
*RadArachnid MachineHouse Brute2AP: WidowmakerCOGITATOR CORE-SERVITOR
A 2
M 4"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mechanical Arms | 2 | 5+ | 1/2 |
Abilities
Data ScrivenerSecurity MeasuresCYBERACHNID
A 2
M 6"
S 5+
W 4
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Web Thrower (Stun) | 2 | 4+ | 1/2 |
| Fangs (*Poison) | 2 | 4+ | 2/2 |
Abilities
*PoisonArachnid Machine1AP: Nightmare View1AP: Vox JammerBOOBY TRAPS
You can set up to two of your Booby Trap Markers wholly within your territory and more than 2 inches from other markers, access points, and Accessible terrain. The first time a Booby Trap Marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative. Friendly VAN SAAR operatives (excluding HIRED ARM) are ignored for this equipment’s effects (i.e. they cannot trigger it or take damage from it).
GRAV CHUTES
Whenever a friendly VAN SAAR operative (excluding HIRED ARM) is dropping, ignore the vertical distance.
DOOR REMOTE
Select a friendly VAN SAAR operative to have one of your Door Remote Tokens. Whenever a friendly operative has a Door Remote Token, it can perform the Operate Hatch action on a Hatch that is within 6 inches of it (this take precedence over the action range restriction).
HEALTH DISPENSERS
You can set up to two of your Health Dispenser Marker wholly within your territory and more than 2 inches from other markers, access points, and Accessible terrain. Whenever a Health Dispenser MarKer is within the control range of an operative (excluding HIRED ARM or operatives with MACHINE or BEAST rules or DAEMON keyword), that operative can perform a First Aid action.
FIRST AID (1 AP): The operative regains 1D3+1 lost wounds. That operative cannot perform this action while within control range of an enemy operative. Treat this as a Mission action.
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: OVERCHARGER
Use this firefight ploy when a friendly VAN SAAR performs a shooting action. Remove the Hot weapon rule (if any) from the ranged weapon in-use for that action and worsen its Hit stat by 1.
Firefight: AUTO-HEALER
Use this firefight ploy during a friendly VAN SAAR operative’s activation (excluding HIRED ARM). That operative can regain up to 1D3+1 lost wounds.
Firefight: COMM BURST
Use this firefight ploy when a friendly VAN SAAR operative is activated. Until the end of that operative’s activation, add 1 to its APL stat.
Firefight: WEAPONSMITH
Use this firefight ploy when a friendly VAN SAAR operative (excluding HIRED ARM) is activated. Change one equipped ranged weapon (except Grenades from Universal Equipment) to another from its datacard that was not selected during the Select Operatives phase (this takes precedence over any restrictions). The second time this firefight ploy will be used, spend 1 additional CP for it.
Strategy Ploys
Strategy: BATTLEFIELD MATRIX
Whenever a frendly VAN SAAR operative (excluding HIRED ARM) is shooting an enemy operative between the drop zones, its ranged weapon has the Saturate weapon rule.
Strategy: COLD AND CALCULATED
Friendly VAN SAAR operatives (excluding HIRED ARM) within your territory have the Accurate 1 for their ranged weapons.
Strategy: GADGETEER
Select one faction equipment that wasn’t selected during the Select Operatives phase to be used for friendly VAN SAAR operatives (except HIRED ARM) until the end of the turning point. If the selected equipment is BOOBY TRAPS or HEALTH DISPENSERS, you must set it up within control of a friendly VAN SAAR operative along its placment rules (i.e. from Faction Equipment) and you cannot set it up within control range of an enemy operative. At the end of the turning point, remove any tokens or markers related to that equipment from the killzone.
Strategy: HYPER STEALTH
Whenever an operative is shooting a friendly VAN SAAR operative (excluding HIRED ARM); if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. This is not cumulative with improved cover saves from Vantage terrain.
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
BOOBY TRAPS:
You can set up to two of your Booby Trap Markers wholly within your territory and more than 2 inches from other markers, access points, and Accessible terrain. The first time a Booby Trap Marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative. Friendly VAN SAAR operatives (excluding HIRED ARM) are ignored for this equipment’s effects (i.e. they cannot trigger it or take damage from it).
GRAV CHUTES:
Whenever a friendly VAN SAAR operative (excluding HIRED ARM) is dropping, ignore the vertical distance.
DOOR REMOTE:
Select a friendly VAN SAAR operative to have one of your Door Remote Tokens. Whenever a friendly operative has a Door Remote Token, it can perform the Operate Hatch action on a Hatch that is within 6 inches of it (this take precedence over the action range restriction).
HEALTH DISPENSERS:
You can set up to two of your Health Dispenser Marker wholly within your territory and more than 2 inches from other markers, access points, and Accessible terrain. Whenever a Health Dispenser MarKer is within the control range of an operative (excluding HIRED ARM or operatives with MACHINE or BEAST rules or DAEMON keyword), that operative can perform a First Aid action.
FIRST AID (1 AP): The operative regains 1D3+1 lost wounds. That operative cannot perform this action while within control range of an enemy operative. Treat this as a Mission action.
Ploys
Firefight - OVERCHARGER:
Use this firefight ploy when a friendly VAN SAAR performs a shooting action. Remove the Hot weapon rule (if any) from the ranged weapon in-use for that action and worsen its Hit stat by 1.
Firefight - AUTO-HEALER:
Use this firefight ploy during a friendly VAN SAAR operative’s activation (excluding HIRED ARM). That operative can regain up to 1D3+1 lost wounds.
Firefight - COMM BURST:
Use this firefight ploy when a friendly VAN SAAR operative is activated. Until the end of that operative’s activation, add 1 to its APL stat.
Firefight - WEAPONSMITH:
Use this firefight ploy when a friendly VAN SAAR operative (excluding HIRED ARM) is activated. Change one equipped ranged weapon (except Grenades from Universal Equipment) to another from its datacard that was not selected during the Select Operatives phase (this takes precedence over any restrictions). The second time this firefight ploy will be used, spend 1 additional CP for it.
Strategic - BATTLEFIELD MATRIX:
Whenever a frendly VAN SAAR operative (excluding HIRED ARM) is shooting an enemy operative between the drop zones, its ranged weapon has the Saturate weapon rule.
Strategic - COLD AND CALCULATED:
Friendly VAN SAAR operatives (excluding HIRED ARM) within your territory have the Accurate 1 for their ranged weapons.
Strategic - GADGETEER:
Select one faction equipment that wasn’t selected during the Select Operatives phase to be used for friendly VAN SAAR operatives (except HIRED ARM) until the end of the turning point. If the selected equipment is BOOBY TRAPS or HEALTH DISPENSERS, you must set it up within control of a friendly VAN SAAR operative along its placment rules (i.e. from Faction Equipment) and you cannot set it up within control range of an enemy operative. At the end of the turning point, remove any tokens or markers related to that equipment from the killzone.
Strategic - HYPER STEALTH:
Whenever an operative is shooting a friendly VAN SAAR operative (excluding HIRED ARM); if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. This is not cumulative with improved cover saves from Vantage terrain.
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.