Whispering Shadows
Composition
An WHISPERIN SHADOWS KillTeam is composed of:
-
1 SHADOW operative selected from the following list:
- CAPTAIN equipped with one of the following options:
- Banestrike Combi-Bolter
- Needle Pistol
- VIGILATOR
- CAPTAIN equipped with one of the following options:
-
5 SHADOW operatives selected from the following list:
- CHRYTHSAOR
- SHADEBLADE
- MAYHEM
- SPLINTER
Other than SPLINTER and SHADEBLADE operative, your kill team can only include each operative on this list once.
Common Abilities and Options
Astartes:
During each friendly SHADOW operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a Bolt weapon or Viper's Bite must be selected for at least one of them. If it is the Nemesis Bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.
Each friendly SHADOW operative can counteract regardless of its order.
Hydra Dominatus:
In the Ready step of each strategy phase, you can remove a friendly SHADOW operative's model that is not within control range of an enemy operative from the killzone (place a 32mm base in its place for reference) and set up an incapacitated friendly operative's model in its place (as centered as poosible on that 32mm base) according to the following rules:
-
That friendly operative must have the same order as the incapacitated friendly operative.
-
That friendly operative can only use rules and actions from the incapacitated operative' datacard (except for OBFUSCATION PROTOCOLS).
-
That friendly operative cannot use its datacard's weapons and can only use the weapons from that incapacitated friendly operative's datacard (excluding Nemesis Bolter) along any Grenades (i.e. Universal Equipment) (if any).
-
The wounds of that friendly operative is the same as it is with no changes.
-
You cannot use this rule if there are no incapacitated friendly operatives that are removed from the killzone, or that incapacitated friendly operative is a SHADOW CHRYTHSAOR operative.
CAPTAIN
A 3
M 7"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Banestrike Combi-Bolter | |||
| Standard Rounds | 4 | 3+ | 3/4 |
| Banestrike Rounds (Rng 8", Prc1) | 4 | 3+ | 3/4 |
| Needle Pistol (Rng 3", PrcCrits2, Silent, *Toxic) | 4 | 2+ | 1/4 |
| Power Dagger (Lethal 5+) | 4 | 3+ | 2/4 |
Abilities
*ToxicAstartesHydra DominatusInfiltration TacticsObfuscation ProtocolsVIGILATOR
A 3
M 7"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Nemesis Bolter | |||
| Kraken Tempest Rounds (Hvy, PrcCrits1, Saturate, Blast 2") | 4 | 3+ | 2/4 |
| Banestrike Rounds (Rng 8", Hvy(Repos), Saturate, Seek Light, Prc1) | 4 | 3+ | 3/4 |
| Hydra's Teeth Rounds (Hvy(Dash), Saturate, Seek Light, Silent, Dev3) | 4 | 2+ | 3/3 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Power Dagger (Lethal 5+) | 4 | 3+ | 2/4 |
Abilities
AstartesCalm And CalculativeHydra DominatusTrack TargetCHRYTHSAOR
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Viper's Bite (Rng 8", Saturate, PrcCrits1, Tor 1") | 4 | 3+ | 3/4 |
| Mind Burn (Psychic, Saturate, Seek, Stun) | 5 | 4+ | 1/1 |
| Lightning Arc (Psychic, Saturate, 1" Dev1) | 4 | 4+ | 2/3 |
| Power Dagger (Lethal 5+) | 4 | 3+ | 2/4 |
Abilities
AstartesHydra Dominatus2AP: Mutable Tactics1AP: Temporal ManipulationSHADEBLADE
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Shadeblade (Ceaseless, Severe) | 4 | 3+ | 4/5 |
Abilities
Astartes2AP: HeadhunterHydra DominatusMAYHEM
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Banestrike Combi-Bolter | |||
| Standard Rounds | 4 | 3+ | 3/4 |
| Banestrike Rounds (Rng 8", Prc1) | 4 | 3+ | 3/4 |
| Power Dagger (Lethal 5+) | 4 | 3+ | 2/4 |
Abilities
AstartesHydra DominatusMelta-MineProximity MineSPLINTER
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Banestrike Combi-Bolter | |||
| Standard Rounds | 4 | 3+ | 3/4 |
| Banestrike Rounds (Rng 8", Prc1) | 4 | 3+ | 3/4 |
| Power Dagger (Lethal 5+) | 4 | 3+ | 2/4 |
Abilities
AstartesHydra Dominatus1AP: SabotageSeek And DestroyCAMELEOLINE CLOAKS
Whenever an enemy operative is shooting a friendly SHADOW operative:
-
If that friendly operative has an Engage order and is in cover; in the Roll Defence Dice step of that sequance, you can re-roll one of your defence dice.
-
Ignore the Saturate weapon rule.
FALSE REPORTS
Once per battle; at the end of the Ready step of a strategy phase, if your opponent selected a strategy ploy or more, you can replace one of them with a different strategy ploy from your opponent’s options. If it is not possible; select one of the strategy ploys your opponent selected, that ploy cannot be used for the turning point and any CP spent for that ploy is not refunded.
VENOM SPHERES
Once per turning point, a friendly SHADOW operative can use the following ranged weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Venom Sphere | 4 | 2+ | 2/3 |
| Weapon Rules | |||
| Rng 6", Saturate, Blast 2", PrcCrits1, *Toxic |
*Toxic: Whenever this operative is using this weapon against an enemy operative; if you retained a critical success, add 1 to both Dmg stats of this weapon until the end of that sequence.
HYDRA'S WAIL
Whenever an enemy operative is within 6 inches of a friendly SHADOW operative, that enemy operative's APL stat cannot be added to. Note that this does not affect APL stats that have already been changed.
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: SEED THE CORRUPTION
Use this firefight ploy when your opponent attempts to use a firefight ploy, that firefight ploy costs 1 addiotional CP until the end of the turning point. This ploy costs you 1 additional CP for each previous time you've used it during the battle (e.g, 1 CP the first time you would use it, 2CP the second time, etc).
Firefight: LIKE ITS SHADOW
Use this firefight ploy when an enemy operative is shooting a friendly SHADOW operative that is within 1 inch of a heavy terrrain. That friendly operative is obscured except if it is within 2 inches of enemy operatives.
Firefight: SPREAD THE PARANOIA
Use this firefight ploy when an enemy operative is performing a Shoot action and selects a friendly SHADOW operative within 6 inches of it as a valid target (or a primary target). Instead, your opponent must select another but the nearest operative to it as the valid target. If there are no other valid targets, that enemy operative cannot perform that Shoot action. This ploy costs you 1 additional CP for each previous time you've used it during the battle (e.g, 1 CP the first time you would use it, 2CP the second time, etc).
Firefight: ONTO THE NEXT PHASE
Use this firefight ploy when a friendly SHADOW operative is within 3 inches of a Mission marker that you control. That friendly operative can immediately perform a free Dash action.
Strategy Ploys
Strategy: I AM ALPHARIUS
Whenever a friendly SHADOW operative is selected as the valid target of a shoot action; you can select one other friendly operative visible to and within 3 inches of that first friendly operative to become the valid target (as appropriate) instead, even if it normally would not be valid for this. that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it is the shoot action and the ranged weapon has the Blast or Torrent special rule.
Strategy: DISTURBING PRECISION
Friendly SHADOW operatives' weapons wholly within your opponent's territory have the Accurate 1 weapon rule.
Strategy: BREWING DEATH
Friendly SHADOW operatives that did not move during thier activation in the turning point, until the start of their next activations, while each friendly operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2 inches.
Strategy: PLAN A OR PLAN DEAD
Whenever you control a number of Mission markers more than your opponent, friendly SHADOW operatives within 3 inches of a Mission marker have the Silent weapon rule for their ranged weapons.
Whenever you control a number of Mission markers equal to or less than your opponent, friendly SHADOW operatives within 3 inches of a Mission marker have the Severe weapon rule for their ranged weapons.
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
CAMELEOLINE CLOAKS:
Whenever an enemy operative is shooting a friendly SHADOW operative:
-
If that friendly operative has an Engage order and is in cover; in the Roll Defence Dice step of that sequance, you can re-roll one of your defence dice.
-
Ignore the Saturate weapon rule.
FALSE REPORTS:
Once per battle; at the end of the Ready step of a strategy phase, if your opponent selected a strategy ploy or more, you can replace one of them with a different strategy ploy from your opponent’s options. If it is not possible; select one of the strategy ploys your opponent selected, that ploy cannot be used for the turning point and any CP spent for that ploy is not refunded.
VENOM SPHERES:
Once per turning point, a friendly SHADOW operative can use the following ranged weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Venom Sphere | 4 | 2+ | 2/3 |
| Weapon Rules | |||
| Rng 6", Saturate, Blast 2", PrcCrits1, *Toxic |
*Toxic: Whenever this operative is using this weapon against an enemy operative; if you retained a critical success, add 1 to both Dmg stats of this weapon until the end of that sequence.
HYDRA'S WAIL:
Whenever an enemy operative is within 6 inches of a friendly SHADOW operative, that enemy operative's APL stat cannot be added to. Note that this does not affect APL stats that have already been changed.
Ploys
Firefight - SEED THE CORRUPTION:
Use this firefight ploy when your opponent attempts to use a firefight ploy, that firefight ploy costs 1 addiotional CP until the end of the turning point. This ploy costs you 1 additional CP for each previous time you've used it during the battle (e.g, 1 CP the first time you would use it, 2CP the second time, etc).
Firefight - LIKE ITS SHADOW:
Use this firefight ploy when an enemy operative is shooting a friendly SHADOW operative that is within 1 inch of a heavy terrrain. That friendly operative is obscured except if it is within 2 inches of enemy operatives.
Firefight - SPREAD THE PARANOIA:
Use this firefight ploy when an enemy operative is performing a Shoot action and selects a friendly SHADOW operative within 6 inches of it as a valid target (or a primary target). Instead, your opponent must select another but the nearest operative to it as the valid target. If there are no other valid targets, that enemy operative cannot perform that Shoot action. This ploy costs you 1 additional CP for each previous time you've used it during the battle (e.g, 1 CP the first time you would use it, 2CP the second time, etc).
Firefight - ONTO THE NEXT PHASE:
Use this firefight ploy when a friendly SHADOW operative is within 3 inches of a Mission marker that you control. That friendly operative can immediately perform a free Dash action.
Strategic - I AM ALPHARIUS:
Whenever a friendly SHADOW operative is selected as the valid target of a shoot action; you can select one other friendly operative visible to and within 3 inches of that first friendly operative to become the valid target (as appropriate) instead, even if it normally would not be valid for this. that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it is the shoot action and the ranged weapon has the Blast or Torrent special rule.
Strategic - DISTURBING PRECISION:
Friendly SHADOW operatives' weapons wholly within your opponent's territory have the Accurate 1 weapon rule.
Strategic - BREWING DEATH:
Friendly SHADOW operatives that did not move during thier activation in the turning point, until the start of their next activations, while each friendly operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2 inches.
Strategic - PLAN A OR PLAN DEAD:
Whenever you control a number of Mission markers more than your opponent, friendly SHADOW operatives within 3 inches of a Mission marker have the Silent weapon rule for their ranged weapons.
Whenever you control a number of Mission markers equal to or less than your opponent, friendly SHADOW operatives within 3 inches of a Mission marker have the Severe weapon rule for their ranged weapons.
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.