Rogue Trader
Composition
A ROGUE TRADER killteam is composed of:
- 1 ROGUE TRADER LORD CAPTAIN equipped with one of the following options:
- Imperium Weapons
- Xenos Weapons
- Chaos Weapons
- 5 ROGUE TRADER RETINUE operatives selected from the following list:
- MAGOS EXPLORATOR equipped with one of the following options:
- Ancient Plasma Rifle
- Melta-Ultima
- BATTLE SISTER equipped with one of each of the following options:
- Hand Flamer or Relic Boltgun; Relic Chainsword
- Relic Heavy Flamer or Relic Multi-Melta; Gun Butt
- UNSANCTIONED PSYKER
- SENESCHAL equipped with one of the following options:
- Coffinmaker Sledge
- Elite Power Sword
- INTERROGATOR
- VOX MASTER
- NAVIGATOR
- SMUGGLER equipped with one of each of the following options:
- Bloodburner, Shuriken Pistol or Splinter Pistol.
- Aeldari Chainsword or Master-Crafted Hekatarii Blade.
- ASURYANI OUTCAST
- DRUKHARI DRACON equipped with one of the following options:
- Kabalite Splinter Rifle; Twin-Venom Blades.
- Blast Pistol; Bloodthirster Blade.
- MASTER OF WHISPERS
- WORD BEARER
- SPACE WOLF equipped with one of the following options:
- Heavy Bolter; Chainsword.
- Boltgun; Grin Of The Iron Wolf.
- DEATH CULT ASSASSIN
- ARBITER PROCTOR
- FERVOURED MINISTORUM PRIEST equipped with one of the following options:
- Melta-Pistol.
- Twin-Flamer Pistols.
- CORRUPT PROTECTORATE NOBLE
- EXILED CRYPTEK equipped with one of the following options:
- Aeonstave
- Abyssal Lance
- Staff Of Light
- Tremorglaive
- Plasmic Lance
- Voltaic Staff
- HARELQUIN SOLITAIRE
- KROOT NOMAD equipped with one of the following options:
- Kroot Rifle
- Accelerator Bow
- Dual Kroot Pistols
- FREEBOOTA GIT equipped with one of the following options:
- Blunderbuss; Blunt Sword An' Fist
- Slugga; Big Choppa
- GENESTEALER AGENT
- FALLEN KINDRED equipped with one of the following options:
- Wroughtlock Revolvers
- APM Launcher
- GUARDSMAN equipped with one of the following options:
- Grenade Launcher*
- Flamer*
- Hot-Shot Lasgun
- MAGOS EXPLORATOR equipped with one of the following options:
- 1 ROGUE TRADER COMPANION operative selected from the following list:
- HERALD
- NOMOS
- CYBER-MASTIFF
Other than GUARDSMAN operative, Your kill team can include each operative on these lists once.
GUARDSMAN, HERALD, NOMOS and CYBER-MASTIFF opratives count as half a selection.
*You cannot select this option more than once.
Common Abilities and Options
*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.
*Bleed:
In the Roll Attack Dice; if you retained any criitical success, the target gains one of your Bleed Tokens. Whenever an operative that has one of your Bleed Token is activated, inflict 1 damage on it and subtract 1 from its Move stat.
LORD CAPTAIN
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Imperium | |||
| Overcharged Plasma Pistol (Rng 8", Prc1, Lethal 5+) | 4 | 3+ | 4/5 |
| Promise Of Freedom Stub Revolver (Rng 6", PrcCrit2) | 4 | 3+ | 2/3 |
| Negotiator Pistol Las Pistol (Rng 6", Acc1) | 4 | 3+ | 2/4 |
| Xenos | |||
| Shuriken Pistol (Rng 8", Rending) | 4 | 3+ | 3/4 |
| Blast Pistol (Rng 8", Prc2) | 4 | 3+ | 3/4 |
| Ion Pistol (Rng 8", PrcCrit1, Acc1) | 4 | 4+ | 3/4 |
| Chaos | |||
| Warpflame Pistol (Rng 8", Saturate, Dev1, Tor 2") | 4 | 2+ | 3/3 |
| Inherent Blasphemy Bolt Pistol (Rng 8", Severe) | 4 | 3+ | 3/4 |
| Mark Of Royalty (Rng 3", PrcCrit2) | 4 | 5+ | 2/2 |
| Imperium | |||
| Ryza-Pattern Chainsword (Ceaseless) | 4 | 3+ | 4/5 |
| Righteous Justice Power Sword (Lethal 5+) | 4 | 3+ | 5/6 |
| Fatebringer Sword (Brutal) | 4 | 4+ | 3/7 |
| Xenos | |||
| Ghost Power Sword (Severe, Shock) | 4 | 3+ | 4/5 |
| Bloodseeker Klaive (Lethal 4+) | 4 | 3+ | 3/5 |
| Chaos | |||
| Tainted Chainsword (Rending) | 4 | 3+ | 4/5 |
| Edge Of The Irrevocable Force Sword (Psychic, Punishing) | 4 | 4+ | 5/6 |
| Life-Drainer Sword (Psychic, Severe, *Life Drain) | 4 | 2+ | 3/4 |
Abilities
*Life DrainLordship Of The StarsVoice Of CommandMAGOS EXPLORATOR
A 2
M 4"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ancient Plasma Rifle | |||
| Standard (Prc1) | 4 | 3+ | 4/6 |
| Supercharge (Prc2, Lethal 5+, Hot) | 4 | 3+ | 5/6 |
| Blast Zone (Prc1, Blast 2") | 4 | 4+ | 3/5 |
| Melta-Ultima | |||
| Focused (Rng 8", Dev4, Prc2) | 4 | 3+ | 6/3 |
| Infernal Blast (Rng 8", Dev2, Prc2, Blast 2") | 4 | 4+ | 4/3 |
| Omnissian Axe (Lethal 5+) | 4 | 4+ | 3/5 |
Abilities
Let The Cycle Be Discontinued1AP: Machine Spirit CommunionOmnissiah's TearsSchematicalsBATTLE SISTER
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer (Rng 6", Saturate, Tor 2") | 4 | 3+ | 3/3 |
| Relic Heavy Flamer (Hvy(Dash), Rng 6", Saturate, Tor 2") | 6 | 2+ | 3/3 |
| Relic Multi-Melta (Hvy(Dash), Rng 10", Dev3, Prc2, Blast 2") | 4 | 4+ | 6/4 |
| Relic Boltgun (Lethal 5+) | 4 | 3+ | 3/5 |
| Relic Chainsword (Punishing) | 4 | 3+ | 3/5 |
| Gun Butt | 3 | 3+ | 2/3 |
Abilities
2AP: Furious RecitalKnow No HeresyRevel In SlaughterUNSANCTIONED PSYKER
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ignite (Saturate, Seek Light, Dev2) | 4 | 3+ | 4/4 |
| Molten Beam (Saturate, Dev2, *Beam) | 4 | 2+ | 3/3 |
| Psychic Shriek (Saturate, Stun, Tor 1") | 5 | 4+ | 2/4 |
| Psychic Staff (Psychic, Shock) | 4 | 4+ | 4/5 |
Abilities
*BeamPerils Of The Warp1AP: Prophetic Intervention1AP: Warp AnomalySENESCHAL
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Master-Crafted Autopistol (Rng 8", PrcCrit1) | 4 | 4+ | 2/4 |
| Coffinmaker Sledge (Brutal) | 4 | 4+ | 5/6 |
| Elite Power Sword (Lethal 5+, *Counter) | 4 | 3+ | 4/6 |
Abilities
*Counter1AP: Covering BulwarkUnyielding GuardINTERROGATOR
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Elite Las Pistol (Rng 10", Prc1) | 4 | 4+ | 3/4 |
| Roaring Thunder Hammer (Brutal, Shock, *Smite) | 4 | 4+ | 5/6 |
| Interrogator Knife (Severe, *Injure) | 1 | 3+ | 1/3 |
Abilities
*Injure*SmiteHymns Of Hatred0AP: Sacred RitualVOX MASTER
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dead-Shot Stub Revolver (Rng 10", Acc1) | 4 | 3+ | 2/3 |
| Serrated Mono-Knife (Severe) | 4 | 3+ | 2/3 |
Abilities
1AP: Orbital BombardmentRelay OrdersNAVIGATOR
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lidless Stare (Rng 8", Saturate, Seek Light, Tor 3") | 4 | 4+ | 2/4 |
| Orchestrated Firestorm (*Orchestrated Firestorm) | 1 | 3+ | -/- |
| Warp Guide Staff (Psychic, Stun, Shock) | 3 | 4+ | 1/3 |
Abilities
*Orchestrated Firestorm2AP: Held In My GazeThreads And FaultsSMUGGLER
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bloodburner (Rng 3", PrcCrit1, *Bloodburn) | 4 | 3+ | 3/4 |
| Negotiator Pistol (Acc1) | 4 | 3+ | 3/4 |
| Shuriken Pistol (Rng 8", Rending) | 4 | 3+ | 3/4 |
| Splinter Pistol (Rng 8", *Toxic) | 4 | 3+ | 3/4 |
| Aeldari Chainsword (Lethal 4+) | 4 | 3+ | 3/5 |
| Master-Crafted Hekatarii Blade (Acc2) | 4 | 3+ | 4/5 |
Abilities
*Bloodburn*ToxicCost Effective1AP: Cunning PursuitThat Is Mine, Shereen!ASURYANI OUTCAST
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Aeldari Relic Long Rifle | |||
| Mobile (PrcCrit1) | 4 | 3+ | 3/4 |
| Dead Eye Shot (Hvy, Dev3, Silent, PrcCrit1, *Overpenetration) | 4 | 2+ | 3/3 |
| Power Knife (Lethal 5+) | 4 | 4+ | 2/4 |
Abilities
*OverpenetrationHot On The Trail1AP: In My Sight0AP: Mark Of The HuntDRUKHARI DRACON
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kabalite Splinter Rifle (Lethal 5+, *Bleed) | 4 | 3+ | 2/4 |
| Blast Pistol (Rng 8", Prc2) | 4 | 3+ | 3/4 |
| Twin-Venom Blades (Lethal 4+, Ceaseless) | 4 | 3+ | 4/5 |
| Bloodthirster Blade (Severe, *Bleed) | 4 | 3+ | 3/4 |
Abilities
*BleedDaring Dispatch0AP: Joyful TorturePrey On The WeakMASTER OF WHISPERS
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Needle Pistol (Rng 3", PrcCrits2, Silent, *Toxic) | 4 | 2+ | 1/4 |
| Chain Lightning (1" Dev1, Tor 2") | 4 | 4+ | 3/3 |
| Ritual Knife (Severe) | 3 | 4+ | 2/4 |
Abilities
*ToxicDark Blessing1AP: Eye Of Oblivion2AP: Whispers Of ChangeWORD BEARER
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Warp-Twisted Bolt Pistol (Rng 8", PrcCrit1, *Blaze) | 4 | 3+ | 3/4 |
| Heavy Flamer (Hvy(Repos), Rng 6", Saturate, Tor 2") | 6 | 2+ | 2/2 |
| Accursed Crozius (Brutal, *Fanatic) | 4 | 3+ | 4/5 |
Abilities
*Blaze*FanaticFanatic AstarteMaster Of Profane ZealSPACE WOLF
A 2
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | 4 | 3+ | 3/4 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Heavy Bolter (Hvy(Repos), PrcCrit1) | 5 | 3+ | 4/5 |
| Grin Of The Iron Wolf (Brutal, *Bleed) | 4 | 4+ | 5/7 |
| Chainsword | 4 | 3+ | 3/4 |
Abilities
*BleedGo For The ThroatPack Hunter Astarte1AP: Powerful KickSurvival InstinctDEATH CULT ASSASSIN
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin-Death Cult Blades (Lethal 5+, *Blade Dance) | 5 | 3+ | 4/5 |
Abilities
*Blade Dance1AP: Death From AboveRaining BloodUnmatched DevotionARBITER PROCTOR
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Standard Rounds (Rng 8") | 4 | 3+ | 4/4 |
| Grisly Adjudication (Rng 8", PrcCrit1, Rending) | 4 | 3+ | 2/2 |
| Fulminating Shot (Rng 8", Saturate) | 4 | 3+ | 3/3 |
| Shock Maul & Assault Shield (Shock, *Shield) | 4 | 4+ | 3/3 |
| Foehammer Pistol (Rng 8", Stun) | 4 | 4+ | 3/3 |
Abilities
*ShieldAstute Hand Of The Lex ImperialisHandlerCYBER-MASTIFF
A 2
M 7"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mechanical Bite (Lethal 5+) | 4 | 4+ | 3/5 |
FERVOURED MINISTORUM PRIEST
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mark Of Royalty (Rng 3", PrcCrit2) | 4 | 5+ | 2/2 |
| Melta-Pistol (Rng 6", Dev3, Prc2, Blast 1") | 4 | 4+ | 4/3 |
| Twin-Flamer Pistols (Rng 6", Saturate, Tor 1", *Twin-Flamer) | 4 | 4+ | 3/4 |
| Relic Chainsword (Rending) | 4 | 5+ | 3/5 |
Abilities
*Twin-FlamerThe Cleansing1AP: War HymnCORRUPT PROTECTORATE NOBLE
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Relic Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Prc1, Lethal 5+, Hot) | 4 | 3+ | 4/5 |
| Burst (Rng 8", Prc1, Blast 2") | 4 | 4+ | 3/5 |
| Mark Of Royalty (Rng 3", PrcCrit2) | 4 | 5+ | 2/2 |
| Tainted Power Axe (Rending) | 4 | 3+ | 4/5 |
Abilities
Blood For The Blood God!Skulls For The Skull Throne!EXILED CRYPTEK
A 2
M 4"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Aeonstave (Blast 2", Lethal 5+, Stun) | 5 | 3+ | 3/3 |
| Abyssal Lance (Blast 2", 2" Dev1, Prc2) | 5 | 3+ | 2/2 |
| Staff Of Light (Rending) | 6 | 3+ | 3/4 |
| Tremorglaive | |||
| Part Matter (Prc1, PrcCrit2) | 4 | 3+ | 4/5 |
| Quake (Blast 2", Seek Light, Stun) | 5 | 3+ | 1/2 |
| Plasmic Lance (Prc1, Dev1) | 6 | 4+ | 4/5 |
| Voltaic Staff (Saturate, Seek, Dev1, Stun) | 4 | 3+ | 2/3 |
| Transdimensional Isolator (*Dimensional Banishment) | 3 | 4+ | -/- |
| Aeonstave (Lethal 5+, Shock) | 4 | 4+ | 3/4 |
| Abyssal Lance (Dev1) | 4 | 4+ | 4/4 |
| Staff Of Light (Rending) | 4 | 4+ | 3/5 |
| Tremorglaive (Severe, Shock, Stun) | 4 | 4+ | 4/5 |
| Plasmic Lance (Lethal 5+, Punishing) | 4 | 4+ | 3/5 |
| Voltaic Staff (Shock, Stun) | 4 | 4+ | 4/6 |
Abilities
*Dimensional BanishmentDisciplines Of Techno-SorceryLiving MetalReanimation ProtocolNOMOS
A 3
M -
S 2+
W 1
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shock Wave (Shock, Stun) | 3 | 2+ | 1/1 |
Abilities
1AP: Omni-Present1AP: SynchronizationUnshardedHARELQUIN SOLITAIRE
A 2
M 7"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Caress (Rending, Acc2) | 5 | 3+ | 4/6 |
| Kiss (Lethal 3+) | 1 | 3+ | 0/2D6+3 |
Abilities
Acrobatic OnslaughtLuck Of The Laughing GodKROOT NOMAD
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot Rifle | |||
| Piercing Shot (Prc1) | 4 | 3+ | 3/4 |
| Toxin Shot (Stun, *Toxic) | 4 | 4+ | 3/4 |
| Accelerator Bow | |||
| Fused Arrow (Prc1) | 4 | 3+ | 4/5 |
| Glide Arrow (Silent) | 4 | 3+ | 3/4 |
| Voltaic Arrow (Blast 1") | 4 | 3+ | 3/5 |
| Dual Kroot Pistols | |||
| Focused (Rng 8", Ceaseless, Lethal 5+) | 4 | 3+ | 3/4 |
| Salvo (Rng 8", *Salvo) | 4 | 3+ | 3/4 |
| Cut-Skin's Blades (Ceaseless, Lethal 5+) | 4 | 3+ | 3/4 |
Abilities
*Salvo*Toxic1AP: CannibalizeCold-Blooded SavageFarstalkerFREEBOOTA GIT
A 2
M 5"
S 5+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blunderbuss (Rng 5", Tor 1", Lim2) | 5 | 5+ | 4/4 |
| Slugga | 4 | 5+ | 3/4 |
| Explosive Squiglet (Rng 6", Lim1) | 4 | 4+ | 4/5 |
| Big Choppa (Punishing) | 4 | 3+ | 5/6 |
| Blunt Sword An' Fist (Brutal) | 4 | 3+ | 3/5 |
Abilities
1AP: SCRAP 'EMTIZ ALL 'BOUT DA LOOTTUFF GITGENESTEALER AGENT
A 3
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Liberator Autostubs | |||
| Hypersense (Rng 6", Saturate, Seek Light, *Hypersense) | 5 | 3+ | 3/4 |
| Long Range (PrcCrit1, Rending) | 4 | 4+ | 3/4 |
| Short Range (Rng 8", Prc1, Rending) | 5 | 3+ | 3/4 |
| Kelermorph Knife (Rending) | 3 | 4+ | 3/4 |
Abilities
*HypersenseCult AgentLOST KINDRED
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Wroughtlock Revolvers (Rng 9", Balanced, Lethal 5+) | 4 | 3+ | 3/5 |
| APM Launcher | |||
| Armour Piercing (Hvy(Repos), Prc1) | 5 | 4+ | 4/5 |
| Breaching (Hvy(Repos), Blast 2") | 5 | 4+ | 3/5 |
| Entrencher | 3 | 4+ | 3/4 |
Abilities
Grisly KillerMinefieldGUARDSMAN
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grenade Launcher | |||
| Frag (Blast 2") | 4 | 3+ | 2/4 |
| Krak (Prc1) | 4 | 3+ | 4/5 |
| Flamer (Rng 8", Saturate, Tor 2") | 4 | 2+ | 3/3 |
| Hot-Shot Lasgun | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Part Of The Crew, Part Of The ShipHERALD
A 2
M 8"
S 5+
W 3
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Electric Shock (Servo-Skull) (Stun) | 3 | 5+ | 1/2 |
| Incentiviser (Cherub) (Shock) | 3 | 5+ | 1/3 |
| Steel Talons (Cyber-Eagle) (Severe) | 2 | 3+ | 2/4 |
Abilities
Floating OraclesHerald Of His LordshipELUCIDATOR
Once per turning point, when an enemy operative within 8 inches of a friendly ROGUE TRADER LORD CAPTAIN and has the "AELDARI", "T'AU EMPIRE", "ORK", "NECRON" or "VOTANN" keyword gains 1 additional AP or if your opponent uses a firfight ploy for that enemy operative, you can immediately counteract with that friendly operative.
SCARAB SWARM
For a friendly ROGUE TRADER EXILED CRYPTEK operative. This operative has the following ranged weapon for the battle.
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Scarab Swarm | 6 | 4+ | 1/3 |
| Weapon Rules | |||
| Rng 3", Lethal 5+, Silent, *Swarm |
*Swarm: When selecting a valid target, that target does not have to be visible to this operative. In the Roll Defence step, Your opponent cannot roll its defence dice if this weapon is being used for that sequence. This weapon can be used in shooting attacks while this operative is within control range of enemy operatives and you can Improve its Hit stat for that sequence.
IMPROVED COORDINATES UPLINK
For a friendly ROGUE TRADER VOX MASTER operative. If that operative is in the killzone; whenever a friendly operative is shooting an enemy operative between the drop zones, its ranged weapon has the Saturate weapon rule.
BLOOD PHIAL
For a friendly ROGUE TRADER DEATH CULT ASSASSIN operative. Once per battle, place one of your Blood Markers within 6 inches of that operative.
ARTIFACT
For a friendly ROGUE TRADER SMUGGLER, INTERROGATOR, MASTER OF WGISPERS, LOST KINDRED, ASURYANI OUTCAST or DRUKHARI DRACON operative. Select one of the following Artifacts for that operative to use once per battle:
-
XENOS: Select a ranged weapon with the Piercing Crits 1 or 2 weapon rule has the Piercing 1 or 2 weapon rule respectively for one shooting attack.
-
CHAOS: Select a ranged weapon has the Devastating 1 weapon rule for one shooting attack.
-
ARCHEOTEK: Remove the Range weapon rule of a ranged weapon of that operative for one shooting attack.
EMPEROR'S WRATH ROUNDS
For friendly ROGUE TRADER BATTLE SISTER, SPACE WOLF, SENESCHAL and LORD CAPTAIN (with the Dogmatic Alignment from the LORDSHIP OF THE STARS rule) operatives. Each of those operatives' ranged weapons have the *Blaze weapon rule for one shooting attack once per turning point.
*Blaze: If you retain any critical success, the operative this weapon is being used against gains one of your Blaze Tokens (if it doesn’t already have one). When an operative that has one of your Blaze Tokens is activated, inflict 1D3 damage on it then remove the token from it.
THESSERIUM
For a friendly ROGUE TRADER UNSANCTIONED PSYKER operative. During that operative's activation, you can select one enemy operative within 6 inches of that operative, then select one of the following for that enemy operative (you can only select each option once per battle):
-
Until the end of the next activation, subtract 1 from its APL stat.
-
Perform a free dash with it (specify the location for your opponent to move it to).
This operative cannot use this rule while within control range of an enemy operative.
DATA CRYPT
For a friendly ROGUE TRADER MAGOS EXPLORATOR operative. That operative can perform Mission actions for 1 less AP.
TROPHY
Whenever a friendly ROGUE TRADER KROOT NOMAD operative has one of your Meat Markers within its control range, you can remove that marker from the killzone. That operative gains one of your Trophy Tokens. Whenever that operative has one of your Trophy Tokens is activated, add 1 to its APL stat.
BLASTING CHARGES
Once per turning point, a friendly ROGUE TRADER GENESTEALER or GUARDSMAN operative can use the following ranged weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Blasting Charge | 4 | 4+ | 3/5 |
| Weapon Rules | |||
| Rng 4", Blast 1", Saturate |
FRESH CANVAS
For a friendly ROGUE TRADER NAVIGATOR operative. Once per turning point, select one enemy operative that is visible to that operative to not be obscured until the end of the turning point.
MEDKITS
Once per turning point when a friendly ROGUE TRADER operative (excluding MAGOS EXPLORATOR, EXILED CRYPTEK, WORD BEARER, SPACE WOLF, KROOT NOMAD, FREEBOOTA GIT and COMPANION) is activated. If it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains 1D3+1 lost wounds.
FUNGUS RUM
Once per turning point, during a friendly ROGUE TRADER FREEBOOTA GIT operative's activation, it can regain 1D3 lost wounds and you can ignore any changes to its APL stats until the end of the turning point.
COMMBEAD
For friendly ROGUE TRADER ARBITER PROCTOR operative. Once per turning point, Add 1 to the APL stat of that operative until the end of its next activation when another friendly operative within 6 inches of that operative performs a Shoot, Fight or 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: VEIL OF BLADES
Use this firefight ploy during a friendly ROGUE TRADER DEATH CULT ASSASSIN operative's activation. select one enemy operative this operative is a valid target to it. Until the end of the turning point, this operative is obscured if it was the target of a shooting attack performed by that enemy operative and if that enemy operative performs a Fight action and selects that friendly operative as its target, you can resolve one of your successes before the normal order. If you do, that success must be used to block.
Firefight: MANTLE OF AGONY
Use this firefight ploy during a friendly ROGE TRADER DRUKHARI DRACON activation. If that operative is injured, ignore any changes to its stats from being injured, add 1 to its Move stat and improve its Hit stat by 1 until the end of the turning point.
Firefight: TAUNTING OPPORTUNITY
Use this firefight ploy when a friendly ROGUE TRADER LORD CAPTAIN operative that is within 3 inches of a friendly ROGUE TRADER SENESCHAL operative is selected as the valid target of a Shoot action or to fight against during a Fight action, that operative becomes the valid target or to be fought against (as appropriate) instead, even if it normally would not be valid for this. If it is a Shoot action, that operative is only in cover or obscured if the original target was. If it is a Fight action, treat that operative as being within the fighting operative's control range for the duration of that action. This rule has no effect if it is a Shoot action and the ranged weapon has Blast or Torrent special rule.
Firefight: BODY OF FLAMES
Use this firefight ploy when an enemy operative is shooting a friendly ROGUE TRADER UNSANCTIONED PSYKER operative and your opponent selects a Melta, Plasma or Las weapon for that attack. Halve the damage inflicted from that weapon on that friendly operative (excluding the damage from the Devastating weapon rule). In addiotion, that friendly operative ignores any Piercing weapon from any weapons used against it until the end of the turning point. Inflict 1 damage on each operative within control range of this operative.
Firefight: LEAVE NO WITNESS
Use this firefight ploy after an enemy operative that is visible to and within 6 inches of a friendly ROGUE TRADER INTERROGATOR operative performs a Fallback action. Add to that friendly operative's ranged weappons the Poison* and Toxic* weapon rules and it can immediately perform a Shoot action but must select that enemy operative (if possible) as its valid target and worsen the Hit stat of its selected ranged weapon by 1 unttil the end of that action.
*Poison: In the Resolve Attack Dice step, if you inflict damage with any critical success, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.
*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.
Firefight: MASTERY OF TIME
Use this firefight ploy when a friendly ROGUE TRADER NAVIGATOR is activated. Select a friendly operative that is visible to and within 6 inches of that operative to counteract, or select an enemy operative that is visible to and within 6 inches of that operative (the NAVIGATOR) to not to be activated but instead, it can counteract when it is to be activated.
Firefight: MARKED FOR JUSTICE
Use this firefight ploy when a friendly ROGUE TRADER ARBITER PROCTOR is activated. Select one valid target to that operative. Until the end of the turning point, whenever that operative is shooting, fighting or retaliating against that target, that operative's weapons have the Ceaseless weapon rule.
Firefight: FINEST HOUR!
Use this firefight ploy during a friendly ROGUE TRADER LORD CAPTAIN activation. Select one expended friendly operative to activate again. If you will use this ploy again during the battle, you must spend 1 additional CP.
Firefight: MOTIVE FORCE RESERVES
Use this firefight ploy when a friendly ROGUE TRADER MAGOS EXPLORATOR operative is activated. Add 1 to that operative's Move stat and increase the range requiremnt of the MACHINE SPIRIT COMMUNION rule by 7 (10 instead of 3).
Firefight: HEROIC ACT OF FAITH
Use this firefight ploy during a friendly ROGUE TRADER BATTLE SISTER operative's activation. That operative can perform a free Shoot or Fight action if it is wholly within your opponent's territory or if it is injured.
Firefight: WILD HUNT
Use this firefight ploy during a friendly ROGUE TRADER ASURYANI OUTCAST operative's activation or counteraction. That operative can perform a number of free Shoot actions equal to the number of enemy operatives that have your Marked Tokens but must select those enemy operatives as its targets and must be a different target for each action. That friendly operative cannot perform the Shoot action again during the turning point.
Firefight: FENRYS HJOLDA!
Use this firefight ploy when a friendly ROGUE TRADER SPACE WOLF operative is activated. If there are three or less friendly operatives remaining in the killzone, ignore any changes to its stat for being injured and add 1 to its Save stat until the end of the turning point.
Firefight: VISION OF DOOM
Use this firefight ploy during a friendly ROGUE TRADER MASTER OF WHISPERS operative's activation. Until the end of the turning point, worsen the Hit stat of enemy operatives within 1D6 inches of this operative and friendly operatives performing actions do not trigger the guard actions of enemy operatives within 9 inches of this operative.
Firefight: $@&!... I MEAN... WHAT AN UNFORTUNATE INCOVENIENICE!
Use this firefight ploy when a friendly ROGUE TRADER SMUGGLER operative is injured or has 3 or more enemy operatives within 6 inches of it. That friendly operative can immediately perform a Reposition or Fallback action but it cannot end that move closer to enemy operatives.
Firefight: LET THE WORLD BURN!
Use this firefight ploy when a friendly ROGUE TRADER WORD BEARER operative is shooting or fighting an enemy operative that has one of your Blaze Tokens. That friendly operative's weapons have the Punishing weapon rule for that sequence.
Firefight: BLOOD OF MARTYRS
Use this firefight ploy when you use any other firefight ploy during the turning point and if a friendly ROGUE TRADER MINISTORUM PRIEST operative is in the killzone. Until the end of the turnning point, improve the Save stat of each operative with the "IMPERIUM" keyword by 1. This ploy costs 0 CP if there are 3 or less friendly operatives with that keyword in the killzone.
Firefight: HUNT THEM ALL DOWN!
Use this firefight ploy when a friendly ROGUE TRADER CORRUPT PROTECTORATE NOBLE operative is activated. That operative can perform a free Fight action. If it incapacitated an enemy operative during that action, it can perform another free Fight action (but no more of that free action even if it incapacitated an enemy operative again). If you use this ploy again, you must spend 1 addiitional CP for it.
Firefight: REASON-DEFYING TECHNOLOGIST
Use this firefight ploy if a friendly ROGUE TRADER EXILED CRYPTEK operative is in the killzone. Select a Mission marker your opponent controls. Until the end of the turning point, your opponent cannot control that marker. This ploy costs 0 CP if that friendly operative is within 6 inches of that marker.
Firefight: THE MAESTRO AND THE PLAYER
Use this firefight ploy when a friendly ROGUE TRADER HARLEQUIN SOLITAIRE operative is fighting during an activation in which it performed the Charge action, after you strike. You can immediately resolve another of your normal successes as a strike (before your opponent), or a critical success if there are none. At any point during that sequence; if you strike with a critical success and the enemy operative is not incapacitated, you can end that sequence (any remaining attack dice are discarded) and immediately perform a free Fall Back action with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Fall Back action. If you use this ploy again, you must spend 1 additional CP for it.
Firefight: EPIPHANY
Use this firefight ploy during the battle if a friendly ROGUE TRADER NOMOS operative is in the killzone and when an opponent uses a strategy or firefight ploy (excluding Command Re-roll or one that costs 0CP). Their ploy isn’t used, the CP spent on it is refunded and they cannot use that ploy again during this turning point. This ploy cannot be used to stop the same ploy more than once per battle.
Firefight: AM DA KAPTIN NOW!
Use this Firefight ploy when a friendly ROGUE TRADER FREEBOOTA GIT operative has 3 or more of your Loot Markers. Until the end of the battle, add 1 to that operative's APL stat and improvve its Save stat by 1.
Firefight: A PLAN GENERATIONS IN THE MAKING
Use this firefight ploy if a friendly ROGUE TRADER GENESTEALER AGENT operative is in the killzone and when an enemy operative is incapacitated. That friendly operative can immediately perform a free Dash and Mission action.
Firefight: SAVAGE AMBUSH
Use this firefight ploy during the Fight action when a ready friendly ROGUE TRADER KROOT NOMAD operative that has Light or Heavy terrain within its control range is selected to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker). If that enemy operative is incapacitated during that sequence, that friendly operative can immediately perform the Cannibalize action.
Firefight: DAUNTLESS ADVENTURER
Use this firefight ploy when a friendly ROGUE TRADER LOST KINDRED operative performs a Shoot action. If it has not moved during the activation, or if it is its counteraction, Its ranged weapons has the Ceaseless weapon rule. Note this operative is not restricted from moving after shooting.
Firefight: INSIDIOUS SCHEME
Use this firefight ploy when a friendly ROGUE TRADER MASTER OF WHISPERS operative is selected as the valid target of a shooting attack or to fight against. That friendly operative is not a valid target. Instead, your opponent must select the closest enemy operative to the enemy operative performing the shooting attack as the vaild target, or the closest friendly operative to that earlier friendly operative as the valid target if that operative is closer to that enemy operative (the shooter). This ploy has no effect if the ranged weapon used in that shooting attack has the Blast or Torrent weapon rule.
Firefight: FIELD RADIO
Use this firefight ploy during a friendly ROGUE TRADER VOX MASTER operative's activation. Select a friendly operative visible to that operative to add 1 to its APL stat until the end of its next activation. If that VOX MASTER operative is visible to and within 3 inches of a friendly LORD CAPTAIN operative, this ploy costs 1 less CP.
Strategy Ploys
Strategy: THE AUGURY
Enemy operatives wholly within your opponent's territory cannot normally change their orders to Conceal and those wholly within your territory cannot normally have Conceal orders (this takes precedence over any rule). Note that if an action was performed in which an enemy operative ended its move wholly within your territory; after that action ends, change its order to Engage (if possible).
Strategy: EMPEROR'S TAROT
You and your opponent roll a 1D6 but do not reveal the results. Instead, you predict the result of your opponent and vice versa. If your prediction was closer to your opponent's result than his to yours, you can start as first during the firefight phase of the turning point (regardless of who has the initiative). Otherwise, your opponent can start first.
If your result was one of the following, you can select one of your opponent's operatives to change its order to Engage (if possible) or one of your operatives to change its order to Conceal (if possible) in accordance to the closest interpretation of the description of the result for the selected operative:
-
1: The Hound, The Lantern or The Commander.
-
2: The Young Warrior, The Inquisitor or The Magus.
-
3: The Monster, The Dishonoured Scion or The Aquila.
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4: The Falling Star, The Blind Seer or The Lord of Swords.
-
5: The High Priest, The Fiend or The Lost Child.
-
6: The Martyr, The Harlequin or The Warlock.
Strategy: GOD-EMPEROR PROTECTS!
If you select the Dogmatic Alignment (i.e. from the LORDSHIP OF THE STARS rule), you can re-roll any of your defence dice results of one result (e.g. results of 2) for friendly ROGUE TRADER operatives with the "IMPERIUM" keyword.
Strategy: GRAND STRATEGEM
For the Strategy phase of the first turning point. Place up to 3 of the following Strategem Markers wholly within your territory and 2 inches away from other mission markers:
-
FRONTLINE: Improve the Save stat for each friendly ROGUE TRADER operative that has this marker within its control range.
-
BACKLNE: You can retain one cover save as a critical success for each friendly ROGUE TRADER operative that has this marker within its control range. This is not cumulative with improved cover saves from vantage terrain.
-
REAR: You can re-roll an attack die for each friendly ROGUE TRADER operative that has this marker within its control range.
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.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
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
ELUCIDATOR:
Once per turning point, when an enemy operative within 8 inches of a friendly ROGUE TRADER LORD CAPTAIN and has the "AELDARI", "T'AU EMPIRE", "ORK", "NECRON" or "VOTANN" keyword gains 1 additional AP or if your opponent uses a firfight ploy for that enemy operative, you can immediately counteract with that friendly operative.
SCARAB SWARM:
For a friendly ROGUE TRADER EXILED CRYPTEK operative. This operative has the following ranged weapon for the battle.
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Scarab Swarm | 6 | 4+ | 1/3 |
| Weapon Rules | |||
| Rng 3", Lethal 5+, Silent, *Swarm |
*Swarm: When selecting a valid target, that target does not have to be visible to this operative. In the Roll Defence step, Your opponent cannot roll its defence dice if this weapon is being used for that sequence. This weapon can be used in shooting attacks while this operative is within control range of enemy operatives and you can Improve its Hit stat for that sequence.
IMPROVED COORDINATES UPLINK:
For a friendly ROGUE TRADER VOX MASTER operative. If that operative is in the killzone; whenever a friendly operative is shooting an enemy operative between the drop zones, its ranged weapon has the Saturate weapon rule.
BLOOD PHIAL:
For a friendly ROGUE TRADER DEATH CULT ASSASSIN operative. Once per battle, place one of your Blood Markers within 6 inches of that operative.
ARTIFACT:
For a friendly ROGUE TRADER SMUGGLER, INTERROGATOR, MASTER OF WGISPERS, LOST KINDRED, ASURYANI OUTCAST or DRUKHARI DRACON operative. Select one of the following Artifacts for that operative to use once per battle:
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XENOS: Select a ranged weapon with the Piercing Crits 1 or 2 weapon rule has the Piercing 1 or 2 weapon rule respectively for one shooting attack.
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CHAOS: Select a ranged weapon has the Devastating 1 weapon rule for one shooting attack.
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ARCHEOTEK: Remove the Range weapon rule of a ranged weapon of that operative for one shooting attack.
EMPEROR'S WRATH ROUNDS:
For friendly ROGUE TRADER BATTLE SISTER, SPACE WOLF, SENESCHAL and LORD CAPTAIN (with the Dogmatic Alignment from the LORDSHIP OF THE STARS rule) operatives. Each of those operatives' ranged weapons have the *Blaze weapon rule for one shooting attack once per turning point.
*Blaze: If you retain any critical success, the operative this weapon is being used against gains one of your Blaze Tokens (if it doesn’t already have one). When an operative that has one of your Blaze Tokens is activated, inflict 1D3 damage on it then remove the token from it.
THESSERIUM:
For a friendly ROGUE TRADER UNSANCTIONED PSYKER operative. During that operative's activation, you can select one enemy operative within 6 inches of that operative, then select one of the following for that enemy operative (you can only select each option once per battle):
-
Until the end of the next activation, subtract 1 from its APL stat.
-
Perform a free dash with it (specify the location for your opponent to move it to).
This operative cannot use this rule while within control range of an enemy operative.
DATA CRYPT:
For a friendly ROGUE TRADER MAGOS EXPLORATOR operative. That operative can perform Mission actions for 1 less AP.
TROPHY:
Whenever a friendly ROGUE TRADER KROOT NOMAD operative has one of your Meat Markers within its control range, you can remove that marker from the killzone. That operative gains one of your Trophy Tokens. Whenever that operative has one of your Trophy Tokens is activated, add 1 to its APL stat.
BLASTING CHARGES:
Once per turning point, a friendly ROGUE TRADER GENESTEALER or GUARDSMAN operative can use the following ranged weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Blasting Charge | 4 | 4+ | 3/5 |
| Weapon Rules | |||
| Rng 4", Blast 1", Saturate |
FRESH CANVAS:
For a friendly ROGUE TRADER NAVIGATOR operative. Once per turning point, select one enemy operative that is visible to that operative to not be obscured until the end of the turning point.
MEDKITS:
Once per turning point when a friendly ROGUE TRADER operative (excluding MAGOS EXPLORATOR, EXILED CRYPTEK, WORD BEARER, SPACE WOLF, KROOT NOMAD, FREEBOOTA GIT and COMPANION) is activated. If it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains 1D3+1 lost wounds.
FUNGUS RUM:
Once per turning point, during a friendly ROGUE TRADER FREEBOOTA GIT operative's activation, it can regain 1D3 lost wounds and you can ignore any changes to its APL stats until the end of the turning point.
COMMBEAD:
For friendly ROGUE TRADER ARBITER PROCTOR operative. Once per turning point, Add 1 to the APL stat of that operative until the end of its next activation when another friendly operative within 6 inches of that operative performs a Shoot, Fight or Mission action.
Ploys
Firefight - VEIL OF BLADES:
Use this firefight ploy during a friendly ROGUE TRADER DEATH CULT ASSASSIN operative's activation. select one enemy operative this operative is a valid target to it. Until the end of the turning point, this operative is obscured if it was the target of a shooting attack performed by that enemy operative and if that enemy operative performs a Fight action and selects that friendly operative as its target, you can resolve one of your successes before the normal order. If you do, that success must be used to block.
Firefight - MANTLE OF AGONY:
Use this firefight ploy during a friendly ROGE TRADER DRUKHARI DRACON activation. If that operative is injured, ignore any changes to its stats from being injured, add 1 to its Move stat and improve its Hit stat by 1 until the end of the turning point.
Firefight - TAUNTING OPPORTUNITY:
Use this firefight ploy when a friendly ROGUE TRADER LORD CAPTAIN operative that is within 3 inches of a friendly ROGUE TRADER SENESCHAL operative is selected as the valid target of a Shoot action or to fight against during a Fight action, that operative becomes the valid target or to be fought against (as appropriate) instead, even if it normally would not be valid for this. If it is a Shoot action, that operative is only in cover or obscured if the original target was. If it is a Fight action, treat that operative as being within the fighting operative's control range for the duration of that action. This rule has no effect if it is a Shoot action and the ranged weapon has Blast or Torrent special rule.
Firefight - BODY OF FLAMES:
Use this firefight ploy when an enemy operative is shooting a friendly ROGUE TRADER UNSANCTIONED PSYKER operative and your opponent selects a Melta, Plasma or Las weapon for that attack. Halve the damage inflicted from that weapon on that friendly operative (excluding the damage from the Devastating weapon rule). In addiotion, that friendly operative ignores any Piercing weapon from any weapons used against it until the end of the turning point. Inflict 1 damage on each operative within control range of this operative.
Firefight - LEAVE NO WITNESS:
Use this firefight ploy after an enemy operative that is visible to and within 6 inches of a friendly ROGUE TRADER INTERROGATOR operative performs a Fallback action. Add to that friendly operative's ranged weappons the Poison* and Toxic* weapon rules and it can immediately perform a Shoot action but must select that enemy operative (if possible) as its valid target and worsen the Hit stat of its selected ranged weapon by 1 unttil the end of that action.
*Poison: In the Resolve Attack Dice step, if you inflict damage with any critical success, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.
*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.
Firefight - MASTERY OF TIME:
Use this firefight ploy when a friendly ROGUE TRADER NAVIGATOR is activated. Select a friendly operative that is visible to and within 6 inches of that operative to counteract, or select an enemy operative that is visible to and within 6 inches of that operative (the NAVIGATOR) to not to be activated but instead, it can counteract when it is to be activated.
Firefight - MARKED FOR JUSTICE:
Use this firefight ploy when a friendly ROGUE TRADER ARBITER PROCTOR is activated. Select one valid target to that operative. Until the end of the turning point, whenever that operative is shooting, fighting or retaliating against that target, that operative's weapons have the Ceaseless weapon rule.
Firefight - FINEST HOUR!:
Use this firefight ploy during a friendly ROGUE TRADER LORD CAPTAIN activation. Select one expended friendly operative to activate again. If you will use this ploy again during the battle, you must spend 1 additional CP.
Firefight - MOTIVE FORCE RESERVES:
Use this firefight ploy when a friendly ROGUE TRADER MAGOS EXPLORATOR operative is activated. Add 1 to that operative's Move stat and increase the range requiremnt of the MACHINE SPIRIT COMMUNION rule by 7 (10 instead of 3).
Firefight - HEROIC ACT OF FAITH:
Use this firefight ploy during a friendly ROGUE TRADER BATTLE SISTER operative's activation. That operative can perform a free Shoot or Fight action if it is wholly within your opponent's territory or if it is injured.
Firefight - WILD HUNT:
Use this firefight ploy during a friendly ROGUE TRADER ASURYANI OUTCAST operative's activation or counteraction. That operative can perform a number of free Shoot actions equal to the number of enemy operatives that have your Marked Tokens but must select those enemy operatives as its targets and must be a different target for each action. That friendly operative cannot perform the Shoot action again during the turning point.
Firefight - FENRYS HJOLDA!:
Use this firefight ploy when a friendly ROGUE TRADER SPACE WOLF operative is activated. If there are three or less friendly operatives remaining in the killzone, ignore any changes to its stat for being injured and add 1 to its Save stat until the end of the turning point.
Firefight - VISION OF DOOM:
Use this firefight ploy during a friendly ROGUE TRADER MASTER OF WHISPERS operative's activation. Until the end of the turning point, worsen the Hit stat of enemy operatives within 1D6 inches of this operative and friendly operatives performing actions do not trigger the guard actions of enemy operatives within 9 inches of this operative.
Firefight - $@&!... I MEAN... WHAT AN UNFORTUNATE INCOVENIENICE!:
Use this firefight ploy when a friendly ROGUE TRADER SMUGGLER operative is injured or has 3 or more enemy operatives within 6 inches of it. That friendly operative can immediately perform a Reposition or Fallback action but it cannot end that move closer to enemy operatives.
Firefight - LET THE WORLD BURN!:
Use this firefight ploy when a friendly ROGUE TRADER WORD BEARER operative is shooting or fighting an enemy operative that has one of your Blaze Tokens. That friendly operative's weapons have the Punishing weapon rule for that sequence.
Firefight - BLOOD OF MARTYRS:
Use this firefight ploy when you use any other firefight ploy during the turning point and if a friendly ROGUE TRADER MINISTORUM PRIEST operative is in the killzone. Until the end of the turnning point, improve the Save stat of each operative with the "IMPERIUM" keyword by 1. This ploy costs 0 CP if there are 3 or less friendly operatives with that keyword in the killzone.
Firefight - HUNT THEM ALL DOWN!:
Use this firefight ploy when a friendly ROGUE TRADER CORRUPT PROTECTORATE NOBLE operative is activated. That operative can perform a free Fight action. If it incapacitated an enemy operative during that action, it can perform another free Fight action (but no more of that free action even if it incapacitated an enemy operative again). If you use this ploy again, you must spend 1 addiitional CP for it.
Firefight - REASON-DEFYING TECHNOLOGIST:
Use this firefight ploy if a friendly ROGUE TRADER EXILED CRYPTEK operative is in the killzone. Select a Mission marker your opponent controls. Until the end of the turning point, your opponent cannot control that marker. This ploy costs 0 CP if that friendly operative is within 6 inches of that marker.
Firefight - THE MAESTRO AND THE PLAYER:
Use this firefight ploy when a friendly ROGUE TRADER HARLEQUIN SOLITAIRE operative is fighting during an activation in which it performed the Charge action, after you strike. You can immediately resolve another of your normal successes as a strike (before your opponent), or a critical success if there are none. At any point during that sequence; if you strike with a critical success and the enemy operative is not incapacitated, you can end that sequence (any remaining attack dice are discarded) and immediately perform a free Fall Back action with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Fall Back action. If you use this ploy again, you must spend 1 additional CP for it.
Firefight - EPIPHANY:
Use this firefight ploy during the battle if a friendly ROGUE TRADER NOMOS operative is in the killzone and when an opponent uses a strategy or firefight ploy (excluding Command Re-roll or one that costs 0CP). Their ploy isn’t used, the CP spent on it is refunded and they cannot use that ploy again during this turning point. This ploy cannot be used to stop the same ploy more than once per battle.
Firefight - AM DA KAPTIN NOW!:
Use this Firefight ploy when a friendly ROGUE TRADER FREEBOOTA GIT operative has 3 or more of your Loot Markers. Until the end of the battle, add 1 to that operative's APL stat and improvve its Save stat by 1.
Firefight - A PLAN GENERATIONS IN THE MAKING:
Use this firefight ploy if a friendly ROGUE TRADER GENESTEALER AGENT operative is in the killzone and when an enemy operative is incapacitated. That friendly operative can immediately perform a free Dash and Mission action.
Firefight - SAVAGE AMBUSH:
Use this firefight ploy during the Fight action when a ready friendly ROGUE TRADER KROOT NOMAD operative that has Light or Heavy terrain within its control range is selected to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker). If that enemy operative is incapacitated during that sequence, that friendly operative can immediately perform the Cannibalize action.
Firefight - DAUNTLESS ADVENTURER:
Use this firefight ploy when a friendly ROGUE TRADER LOST KINDRED operative performs a Shoot action. If it has not moved during the activation, or if it is its counteraction, Its ranged weapons has the Ceaseless weapon rule. Note this operative is not restricted from moving after shooting.
Firefight - INSIDIOUS SCHEME:
Use this firefight ploy when a friendly ROGUE TRADER MASTER OF WHISPERS operative is selected as the valid target of a shooting attack or to fight against. That friendly operative is not a valid target. Instead, your opponent must select the closest enemy operative to the enemy operative performing the shooting attack as the vaild target, or the closest friendly operative to that earlier friendly operative as the valid target if that operative is closer to that enemy operative (the shooter). This ploy has no effect if the ranged weapon used in that shooting attack has the Blast or Torrent weapon rule.
Firefight - FIELD RADIO:
Use this firefight ploy during a friendly ROGUE TRADER VOX MASTER operative's activation. Select a friendly operative visible to that operative to add 1 to its APL stat until the end of its next activation. If that VOX MASTER operative is visible to and within 3 inches of a friendly LORD CAPTAIN operative, this ploy costs 1 less CP.
Strategic - THE AUGURY:
Enemy operatives wholly within your opponent's territory cannot normally change their orders to Conceal and those wholly within your territory cannot normally have Conceal orders (this takes precedence over any rule). Note that if an action was performed in which an enemy operative ended its move wholly within your territory; after that action ends, change its order to Engage (if possible).
Strategic - EMPEROR'S TAROT:
You and your opponent roll a 1D6 but do not reveal the results. Instead, you predict the result of your opponent and vice versa. If your prediction was closer to your opponent's result than his to yours, you can start as first during the firefight phase of the turning point (regardless of who has the initiative). Otherwise, your opponent can start first.
If your result was one of the following, you can select one of your opponent's operatives to change its order to Engage (if possible) or one of your operatives to change its order to Conceal (if possible) in accordance to the closest interpretation of the description of the result for the selected operative:
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1: The Hound, The Lantern or The Commander.
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2: The Young Warrior, The Inquisitor or The Magus.
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3: The Monster, The Dishonoured Scion or The Aquila.
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4: The Falling Star, The Blind Seer or The Lord of Swords.
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5: The High Priest, The Fiend or The Lost Child.
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6: The Martyr, The Harlequin or The Warlock.
Strategic - GOD-EMPEROR PROTECTS!:
If you select the Dogmatic Alignment (i.e. from the LORDSHIP OF THE STARS rule), you can re-roll any of your defence dice results of one result (e.g. results of 2) for friendly ROGUE TRADER operatives with the "IMPERIUM" keyword.
Strategic - GRAND STRATEGEM:
For the Strategy phase of the first turning point. Place up to 3 of the following Strategem Markers wholly within your territory and 2 inches away from other mission markers:
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FRONTLINE: Improve the Save stat for each friendly ROGUE TRADER operative that has this marker within its control range.
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BACKLNE: You can retain one cover save as a critical success for each friendly ROGUE TRADER operative that has this marker within its control range. This is not cumulative with improved cover saves from vantage terrain.
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REAR: You can re-roll an attack die for each friendly ROGUE TRADER operative that has this marker within its control range.
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.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
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.