Hunter Cadre
Composition
A HUNTER CADRE KillTeam is composed of:
- 1 HUNTER CADRE operative selected from the following list:
- STEALTH BATTLESUIT SHAS'VRE* (counts as two selections) with fists and one of the following options:
Fusion blaster (max one per killteam) or burst cannon
- FIRE WARRIOR SHAS'UI equipped with a gun butt and one of the following options:
Pulse blaster, pulse carbine or pulse rifle
- CADRE FIREBLADE
- 11 HUNTER CADRE operatives selected from the following list:
- FIRE WARRIOR SHAS'LA with Gun Butt and one of the following options:
Pulse blaster, pulse carbine or pulse rifle
- STEALTH BATTLESUIT SHAS'UI* (counts as two selections) with fists and one of the following options:
Fusion blaster (max one per killteam) or burst cannon
- MV1 GUN DRONE
- MV4 SHIELD DRONE
- MV7 MARKER DRONE
- MV36 GUARDIAN DRONE
- DS8 TACTICAL SUPPORT TURRET equipped with a missile pod or smart missile system
Other than FIRE WARRIOR and STEALTH BATTLESUIT operatives, your kill team can only include each operative on this list once.
*You cannot select more than 3 of these operatives combined.
Some HUNTER CADRE rules refer to a ‘pulse weapon’. The following weapons are pulse weapons: burst cannon, pulse carbine, pulse blaster, twin pulse carbine.
Common Abilities and Options
Bonded:
Whenever a friendly HUNTER CADRE operative (excluding DRONE) is shooting or retaliating with a ranged weapon (see Point-Blank Fusillade firefight ploy), if it’s within 3" of another friendly HUNTER CADRE operative (excluding DRONE), that first friendly operative’s ranged weapons have the Accurate 1 weapon rule.
Camouflage Field:
Each time an enemy operative makes a shooting attack , unless it is within 2" of this operative or it is a subsequent attack made as a result of the Blast special rule, this operative is always treated as being in Cover for that shooting attack. While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
Drone:
- This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Markerlight, Reposition and Shoot. It cannot use any weapons that aren’t on its datacard.
- Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower.
- Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.
Markerlight:
Once during each of their activations, whenever an enemy operative that has any of your Markerlight tokens performs the Dash, Charge, Fall Back or Reposition action, remove one of its Markerlight tokens.
While only some HUNTER CADRE operatives can perform the Markerlight action, all HUNTER CADRE operatives can benefit from its effects. Whenever a friendly HUNTER CADRE operative is shooting with a weapon from its datacard (excluding ASSAULT GRENADIER’S fusion grenade), it has additional rules determined by the number of your Markerlight tokens the target has. These are cumulative, so if an enemy operative has two of your Markerlight tokens, the friendly operative shooting it has the rules for 1 and 2 tokens during that sequence.
|Tokens|Additional Rules| |1|Saturate weapon rule| |2|Balanced weapon rule| |3|The target cannot be obscured| |4|Seek Light weapon rule|
Cadre Fireblade
A 2
M 6"
S 4+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped Pulse Rifle (Silent, Dev1) | 4 | 3+ | 3/4 |
| Bonding Knife (Bal) | 3 | 4+ | 3/4 |
Abilities
Battlefield LeadershipBondedStealth Battlesuit Shas'Vre
A 3
M 6"
S 3+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Blaster (Rng 6", Prc2, Dev4) | 4 | 3+ | 6/3 |
| Burst Cannon | |||
| Focused (Ceaseless, Hvy(Repos), Punishing) | 5 | 3+ | 3/4 |
| Sweeping (Ceaseless, Hvy(Repos), Punishing, Tor 1") | 4 | 3+ | 3/4 |
| Fists | 4 | 4+ | 2/3 |
Abilities
BondedCamouflage FieldFire Warrior Shas'Ui
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Rifle (Dev1) | 4 | 3+ | 3/4 |
| Pulse Carbine | 4 | 3+ | 4/5 |
| Pulse Blaster (Rng 6", PrcCrit1) | 4 | 3+ | 4/5 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Art Of WarBondedSupport TurretStealth Battlesuit Shas'Ui
A 3
M 6"
S 3+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Blaster (Rng 6", Prc2, Dev4) | 4 | 4+ | 6/3 |
| Burst Cannon | |||
| Focused (Ceaseless, Hvy(Repos), Punishing) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Hvy(Repos), Punishing, Tor 1") | 4 | 4+ | 3/4 |
| Fists | 4 | 5+ | 2/3 |
Abilities
BondedCamouflage FieldFire Warrior Shas'La
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Rifle (Dev1) | 4 | 4+ | 3/4 |
| Pulse Carbine | 4 | 4+ | 4/5 |
| Pulse Blaster (Rng 6", PrcCrit1) | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
BondedGroup ActivationDS8 Tactical Support Turret
A 1
M -
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Missile Pod (Heavy) | 4 | 4+ | 5/7 |
| Smart Missile System (Heavy, Smart Targeting) | 6 | 4+ | 3/4 |
Abilities
Artificial IntelligenceBondedDeployedMV1 Gun Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin Pulse Carbine (Ceaseless) | 4 | 4+ | 4/5 |
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneMarkerlightMV36 Guardian Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
BondedDrone1AP: Guardian FieldGuardian Shield GeneratorMV4 Shield Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
BondedDroneShield GeneratorMV7 Marker Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
BondedDrone1AP: MarkerlightMarkerlight
Once per turning point, a friendly HUNTER CADRE operative (excluding DRONE) can perform the following unique action: Markerlight (l AP): Select one enemy operative Visible to this operative. That enemy operative gains one Markerlight token until the end of the Turning Point. This operative cannot perform this action while within Engagement Range of enemy operatives. If an operative would perform this action and a Shoot action in the same activation, only the target of that Shoot action's shooting attack can be selected for this action.
Each time a shooting attack is made against an enemy operative, in the Roll Attack Dice step of that shooting attack, if that enemy operative has one or more Markerlight tokens, you can re-roll one of your attack dice.
Stimulant Injector
Once per turning point, when a friendly HUNTER CADRE operative (excluding DRONE) is activated, if it's not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains D3+1 lost wounds.
Puretide Engram Neurochip
In the Ready step of each Strategy phase, when you gain CP, if a friendly LEADER operative is not incapacitated, you can use this rule. If you do, roll one D6: on a 1, you cannot use this rule for the rest of the battle; on a 4+, you gain 1CP. Once you have gained 2CP from this rule, you cannot use it for the rest of the battle.
Holographic Readout
Once per battle, when a friendly HUNTER CADRE operative (excluding DRONE and STEALTH BATTLESUIT) is activated, if it's not within control range of enemy operatives, you can use this rule. If you do, add 1 to that friendly operative's APL stat until the end of its activation.
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.
Strategy Ploys
Strategy: Aimed Pulse Volley
Until the end of the Turning Point, each time a friendly HUNTER CADRE operative (excluding DRONE) is shooting with a pulse weapon, if it hasn’t moved during the activation, or if it’s a counteraction, that weapon has the Ceaseless weapon rule; if the weapon already has that weapon rule, it has the Relentless weapon rule. Note this operative isn’t restricted from moving after shooting.
Strategy: Breach And Clear
Until the end of the Turning Point, each time a friendly FIRE WARRIOR operative makes a shooting attack with a pulse weapon as a result of a Shoot action:
- For that shooting attack, enemy operatives within 6" of it cannot retain Cover saves.
- In the Roll Attack Dice step of that shooting attack, if the target is within 3" of it, you can re-roll one of your attack dice.
Strategy: Camouflage Field Engagement
Until the end of the Turning Point, friendly STEALTH BATTLESUIT operatives can perform the following action: Camouflage Field Engagement (1 AP): Change this operative's order.
Strategy: Take Cover
Whenever an operative is shooting a friendly FIRE WARRIOR operative, if you can retain any cover saves, improve that friendly operative’s Save stat by 1.
Firefight Ploys
Firefight: Point-Blank Fusillade
Use this firefight ploy when a friendly HUNTER CADRE operative (excluding DRONE) is retaliating, if it wasn’t within control range of enemy operatives at the start of that activation/counteraction. You can use one of its ranged weapons as a melee weapon (excluding a weapon that has the word ‘grenade’ in its name) during that sequence. If you do, you cannot block during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: Devastating, Piercing, Torrent.
Firefight: Reposition
Use this Firefight Ploy in the Firefight phase, when a friendly HUNTER CADRE operative is activated. Until the end of its activation, that operative can perform Dash actions if it is within Engagement Range of an enemy operative and when performing that action, it can move within Engagement Range of enemy operatives, but cannot finish that move within Engagement Range of enemy operatives (if that is not possible, it cannot perform the action).
Firefight: Supporting Fire
Use this firefight ploy when a friendly HUNTER CADRE operative is performing the Shoot action and you’re selecting a valid target within 6" of it. Having other friendly HUNTER CADRE operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.
Firefight: Saviour Protocols
Use this firefight ploy when a friendly HUNTER CADRE operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly HUNTER CADRE DRONE operative visible to and within 3" of that first friendly operative to become the valid target instead (even if it wouldn’t normally be valid for this). This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.
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.
Equipment
Markerlight:
Once per turning point, a friendly HUNTER CADRE operative (excluding DRONE) can perform the following unique action:
Markerlight (l AP): Select one enemy operative Visible to this operative. That enemy operative gains one Markerlight token until the end of the Turning Point. This operative cannot perform this action while within Engagement Range of enemy operatives. If an operative would perform this action and a Shoot action in the same activation, only the target of that Shoot action's shooting attack can be selected for this action.
Each time a shooting attack is made against an enemy operative, in the Roll Attack Dice step of that shooting attack, if that enemy operative has one or more Markerlight tokens, you can re-roll one of your attack dice.
Stimulant Injector:
Once per turning point, when a friendly HUNTER CADRE operative (excluding DRONE) is activated, if it's not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains D3+1 lost wounds.
Puretide Engram Neurochip:
In the Ready step of each Strategy phase, when you gain CP, if a friendly LEADER operative is not incapacitated, you can use this rule. If you do, roll one D6: on a 1, you cannot use this rule for the rest of the battle; on a 4+, you gain 1CP. Once you have gained 2CP from this rule, you cannot use it for the rest of the battle.
Holographic Readout:
Once per battle, when a friendly HUNTER CADRE operative (excluding DRONE and STEALTH BATTLESUIT) is activated, if it's not within control range of enemy operatives, you can use this rule. If you do, add 1 to that friendly operative's APL stat until the end of its activation.
Ploys
Strategic - Aimed Pulse Volley:
Until the end of the Turning Point, each time a friendly HUNTER CADRE operative (excluding DRONE) is shooting with a pulse weapon, if it hasn’t moved during the activation, or if it’s a counteraction, that weapon has the Ceaseless weapon rule; if the weapon already has that weapon rule, it has the Relentless weapon rule. Note this operative isn’t restricted from moving after shooting.
Strategic - Breach And Clear:
Until the end of the Turning Point, each time a friendly FIRE WARRIOR operative makes a shooting attack with a pulse weapon as a result of a Shoot action:
- For that shooting attack, enemy operatives within 6" of it cannot retain Cover saves.
- In the Roll Attack Dice step of that shooting attack, if the target is within 3" of it, you can re-roll one of your attack dice.
Strategic - Camouflage Field Engagement:
Until the end of the Turning Point, friendly STEALTH BATTLESUIT operatives can perform the following action:
Camouflage Field Engagement (1 AP): Change this operative's order.
Strategic - Take Cover:
Whenever an operative is shooting a friendly FIRE WARRIOR operative, if you can retain any cover saves, improve that friendly operative’s Save stat by 1.
Firefight - Point-Blank Fusillade:
Use this firefight ploy when a friendly HUNTER CADRE operative (excluding DRONE) is retaliating, if it wasn’t within control range of enemy operatives at the start of that activation/counteraction. You can use one of its ranged weapons as a melee weapon (excluding a weapon that has the word ‘grenade’ in its name) during that sequence. If you do, you cannot block during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: Devastating, Piercing, Torrent.
Firefight - Reposition:
Use this Firefight Ploy in the Firefight phase, when a friendly HUNTER CADRE operative is activated. Until the end of its activation, that operative can perform Dash actions if it is within Engagement Range of an enemy operative and when performing that action, it can move within Engagement Range of enemy operatives, but cannot finish that move within Engagement Range of enemy operatives (if that is not possible, it cannot perform the action).
Firefight - Supporting Fire:
Use this firefight ploy when a friendly HUNTER CADRE operative is performing the Shoot action and you’re selecting a valid target within 6" of it. Having other friendly HUNTER CADRE operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.
Firefight - Saviour Protocols:
Use this firefight ploy when a friendly HUNTER CADRE operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly HUNTER CADRE DRONE operative visible to and within 3" of that first friendly operative to become the valid target instead (even if it wouldn’t normally be valid for this). This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.
TacOps
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.