Freeblade Exemplar
Composition
A FREEBLADE EXEMPLAR kill team is composed of one of the following operatives:
⢠1 FREEBLADE WARGLAIVE operative with the following:
- Thermal spear
- Reaper chain-cleaver
- Questoris heavy stubber or Meltagun
⢠1 FREEBLADE HELVERIN operative with the following:
-
Armiger autocannon
-
Armoured feet
-
Questoris heavy stubber or Meltagun
-
1 FREEBLADE MOIRAX operative with one of the following options:
-
Graviton pulsar, Volkite veuglaire; Armoured feet
-
Volkite veuglaire, Siege claw and Rad cleanser
Your kill team can only include one operative from the above options, and is prohibited from using any kind of universal equipent options. HELVERIN and WARGLAIVE operatives must select one MANTLE as part of their equipment selections
Common Abilities and Options
°180 Degree Line of Sight:
All Weapons with this rule are limited to 180° Line of Sight in the front facing direction of the FREEBLADE EXEMPLAR.
Bulky:
Operative cannot gain benefit of cover from any terrain with the Light feature, and can only gain benefit of cover from terrain with the Heavy feature if operative
Implacable Advance:
You can ignore and move over any terrain that has the Light feature, but may not end your movement on any terrain that has the Light feature. You can move over heavy terrain less than 3" without climbing, but may not end your movement on terrain that has the Heavy feature.
*Thunderstomp (2AP):
Once per turning point, when a ready friendly FREEBLADE EXEPLMPLAR HELVERIN operative performs a Fight action, you can use this ability. If you do, the Attack stat of Armoured feet is 6, improve the Damage stat of Armoured feet to 4/5, and Armoured feet gain the Shock weapon rule.
FREEBLADE WARGLAIVE
A 6
M 8
S 3+
W 30
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Thermal Spear (Rng 12", Dev4, Prc2) | 4 | 3+ | 6/3 |
| Questoris heavy stubber | |||
| Focused (PrcCrit1, Accurate 1, *180° Line of Sight) | 5 | 3+ | 4/5 |
| Sweeping (PrcCrit1, Tor2", *180° Line of Sight) | 4 | 3+ | 3/5 |
| Meltagun (Rng 8", Dev4, Prc2) | 2 | 3+ | 6/3 |
| Reaper chain-cleaver | |||
| Duel (Brutal, Rending) | 4 | 3+ | 4/6 |
| Sweep (*Strike Down The Unclean) | 3 | 3+ | 4/6 |
Abilities
2AP: *Strike Down The Unclean°180 Degree Line of SightBulky2AP: Impetuous GloryImplacable AdvanceFREEBLADE HELVERIN
A 6
M 8
S 3+
W 30
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Armiger autocannon | |||
| Focused (Rng12", Accurate 1, Stun) | 4 | 3+ | 5/6 |
| Sweeping (Rng12", Tor3") | 4 | 3+ | 4/5 |
| Questoris heavy stubber | |||
| Focused (PrcCrit1, Accurate 1, *180° Line of Sight) | 5 | 3+ | 4/5 |
| Sweeping (PrcCrit1, Tor2", *180° Line of Sight) | 4 | 3+ | 3/5 |
| Meltagun (Rng 8", Dev4, Prc2) | 2 | 3+ | 6/3 |
| Armoured feet (*Thunderstomp) | 4 | 3+ | 3/4 |
Abilities
2AP: *Thunderstomp°180 Degree Line of SightBulkyImplacable Advance2AP: Skyfire BarrageFREEBLADE MOIRAX
A 6
M 8
S 3+
W 30
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Graviton pulsar (Hvy, Blast 3", *Breaching) | 4 | 3+ | 4/5 |
| Volkite veuglaire (Rng12", PrcCrt1, Dev2) | 4 | 3+ | 4/5 |
| Rad Cleanser (Rng12", Seek, Tor3",*Panic) | 5 | 3+ | 3/4 |
| Armoured feet (*Thunderstomp) | 4 | 3+ | 3/4 |
| Siege Claw (Brutal, Shock) | 4 | 3+ | 4/6 |
Abilities
*Breaching*Panic2AP: *Thunderstomp°180 Degree Line of SightBulkyImplacable Advance2AP: Rad FurnaceCRUSADER'S MANTLE
When a friendly FREEBLADE EXEMPLAR performs a Shoot action, you may reroll up to two failed attacks. If the rerolled attack is a critical success, it is retained as a normal success instead.
ERRANT'S MANTLE
When a friendly FREEBLADE EXEMPLAR performs a Shoot action against the closest enemy operative, add 1 to the Attack stat of the selected weapon.
GALLANT'S MANTLE
When a friendly FREEBLADE EXEMPLAR performs a Fight action, you may reroll up to two failed attacks. If the rerolled attack is a critical success, it is retained as a normal success instead.
PALADIN'S MANTLE
When a friendly FREEBLADE EXEMPLAR operative is acivated, add 2" to the operative's Charge action and PrcCrt1 to the operative's melee weapon.
WARDEN'S MANTLE
When an enemy operative performs a Shoot or Fight action against a friendly FREEBLADE EXEMPLAR operative, subtract 1 from the Damage stat of the attack.
ARMOUR OF THE SAINTED ION
Improve the FREEBLADE EXEMPLAR operative's Save stat to 2+ against ranged attacks.
BEARER OF THE IRON CHALICE
At the end of your FREEBLADE EXEMPLAR operative's activation, the operative regains up to 2D3 lost wounds.
HELM OF THE NAMELESS WARRIOR
Melee weapons equipped by the FREEBLADE EXEMPLAR operative gain the Dev1 weapons rule for the duration of the battle.
HEART OF SOL
Once per turning point, during a friendly FREEBLADE EXEMPLAR operative's activation you can activate this equipment. If activated, the bearer suffers D3 wounds, then select one of the following effects until the operative's next activation:
- Add 2" to the operative's Move stat.
- Perform Pick Up Marker, Place Marker, or mission actions for 0AP.
- Select one weapon equipped by the bearer, each time the bearer makes an attack with the selected weapon the selected weapon gains the Relentless weapon rule.
HUNTER'S PREDELICTION
For a friendly FREEBLADE EXEMPLAR operative equipped with a Meltagun. When the operative performs a Shoot action with the Meltagun at a distance of 4" or less, the Meltagun gains the Ceaseless and Saturate weapon rules.
OATHBREAKER GUIDANCE SYSTEM
For a friendly FREEBLADE EXEMPLAR operative equipped with a Questoris heavy stubber. This operative has the Accurate2, Balanced, and Seek Light weapon rules assigned to the Questoris heavy stubber for the battle.
SANCTUARY
Whenever an enemy operative perforoms a Fight action against a friendly FREEBLADE EXEMPLAR operative, you can retain one of your defence dice results of 4 as a normal success. If the FREEBLADE EXEMPLAR operative has the ARMOUR OF THE SAINTED ION equipped, you can retain one of your defence dice results of 3 as normal success instead.
SKYFIRE AUSPEX ENHANCER
For a friendly FREEBLADE EXEMPLAR HELVERIN operative. When the operative performs a Shoot action with the Armiger autocannon while wholly within your deployment zone the Armiger autocannon gains the Ceaseless and Saturate weapon rules. When the operative performs a shoot action within control range of an objective marker you control outside of your deployment zone, the Armiger autocannon gains the Ceaseless, Saturate, and PrcCrt1 weapon rules.
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. āselect one friendly operative within 6"ā 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 thatās 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 operativeās 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 theyāre 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: Unstoppable Warrior
Use this firefight ploy when a friendly FREEBLADE EXEMPLAR operative is activated. Until the end of that operativeās activation, your operative can perform a Shoot action or a Charge action after perfroming a Fall Back action.
Firefight: Vow Of Retribution
Use this firefight ploy when a friendly FREEBLADE EXEMPLAR operative is activated. Until the end of that operativeās activation, your operative can perform a Shoot action or a Charge action after perfroming a Fall Back action
Firefight: Reckless Engagement
Use this firefight ploy when a friendly FREEBLADE EXEMPLAR operative is within Control Range of an enemy operative, or after a Charge action. Select one enemy operative within your friendly FREEBLADE EXEMPLAR operative's control range and roll a number of D6 equal to the APL stat of the selected enemy operative. For each D6 rolled, on a 5+ the selected enemy operative suffers Dev1 wounds.
Firefight: Let Duty be your Shield
Use this firefight ploy when an enemy operative has selected a friendly FREEBLADE EXEMPLAR operative for a Shoot action. Reduce the enemy operative ranged weapon's normal Damage stat by 1 for the duration of their Shoot action. This firefight ploy does not reduce the enemy operative's critical Damage stat for the selected ranged weapon. This firefight ploy costs an additional CP per use (e.g. 1CP for first use, 2CP for second use, etc.).
Strategy Ploys
Strategy: Hero's Tread
You may use this strategic ploy once per battle. If a FREEBLADE EXEMPLAR operative contests an objective marker or one of your mission markers, it controls that marker until the end of the turning point. This takes precedence over all other rules
Strategy: Fury Of The Machine Spirit
You can ignore any changes to the stats of friendly FREEBLADE EXEMPLAR operatives from being injured (including their weaponsā stats).
Strategy: New Ploy
Strategy: New Ploy
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.
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
CRUSADER'S MANTLE:
When a friendly FREEBLADE EXEMPLAR performs a Shoot action, you may reroll up to two failed attacks. If the rerolled attack is a critical success, it is retained as a normal success instead.
ERRANT'S MANTLE:
When a friendly FREEBLADE EXEMPLAR performs a Shoot action against the closest enemy operative, add 1 to the Attack stat of the selected weapon.
GALLANT'S MANTLE:
When a friendly FREEBLADE EXEMPLAR performs a Fight action, you may reroll up to two failed attacks. If the rerolled attack is a critical success, it is retained as a normal success instead.
PALADIN'S MANTLE:
When a friendly FREEBLADE EXEMPLAR operative is acivated, add 2" to the operative's Charge action and PrcCrt1 to the operative's melee weapon.
WARDEN'S MANTLE:
When an enemy operative performs a Shoot or Fight action against a friendly FREEBLADE EXEMPLAR operative, subtract 1 from the Damage stat of the attack.
ARMOUR OF THE SAINTED ION:
Improve the FREEBLADE EXEMPLAR operative's Save stat to 2+ against ranged attacks.
BEARER OF THE IRON CHALICE:
At the end of your FREEBLADE EXEMPLAR operative's activation, the operative regains up to 2D3 lost wounds.
HELM OF THE NAMELESS WARRIOR:
Melee weapons equipped by the FREEBLADE EXEMPLAR operative gain the Dev1 weapons rule for the duration of the battle.
HEART OF SOL:
Once per turning point, during a friendly FREEBLADE EXEMPLAR operative's activation you can activate this equipment. If activated, the bearer suffers D3 wounds, then select one of the following effects until the operative's next activation:
- Add 2" to the operative's Move stat.
- Perform Pick Up Marker, Place Marker, or mission actions for 0AP.
- Select one weapon equipped by the bearer, each time the bearer makes an attack with the selected weapon the selected weapon gains the Relentless weapon rule.
HUNTER'S PREDELICTION:
For a friendly FREEBLADE EXEMPLAR operative equipped with a Meltagun. When the operative performs a Shoot action with the Meltagun at a distance of 4" or less, the Meltagun gains the Ceaseless and Saturate weapon rules.
OATHBREAKER GUIDANCE SYSTEM:
For a friendly FREEBLADE EXEMPLAR operative equipped with a Questoris heavy stubber. This operative has the Accurate2, Balanced, and Seek Light weapon rules assigned to the Questoris heavy stubber for the battle.
SANCTUARY:
Whenever an enemy operative perforoms a Fight action against a friendly FREEBLADE EXEMPLAR operative, you can retain one of your defence dice results of 4 as a normal success. If the FREEBLADE EXEMPLAR operative has the ARMOUR OF THE SAINTED ION equipped, you can retain one of your defence dice results of 3 as normal success instead.
SKYFIRE AUSPEX ENHANCER:
For a friendly FREEBLADE EXEMPLAR HELVERIN operative. When the operative performs a Shoot action with the Armiger autocannon while wholly within your deployment zone the Armiger autocannon gains the Ceaseless and Saturate weapon rules. When the operative performs a shoot action within control range of an objective marker you control outside of your deployment zone, the Armiger autocannon gains the Ceaseless, Saturate, and PrcCrt1 weapon rules.
Ploys
Firefight - Unstoppable Warrior:
Use this firefight ploy when a friendly FREEBLADE EXEMPLAR operative is activated. Until the end of that operativeās activation, your operative can perform a Shoot action or a Charge action after perfroming a Fall Back action.
Firefight - Vow Of Retribution:
Use this firefight ploy when a friendly FREEBLADE EXEMPLAR operative is activated. Until the end of that operativeās activation, your operative can perform a Shoot action or a Charge action after perfroming a Fall Back action
Firefight - Reckless Engagement:
Use this firefight ploy when a friendly FREEBLADE EXEMPLAR operative is within Control Range of an enemy operative, or after a Charge action. Select one enemy operative within your friendly FREEBLADE EXEMPLAR operative's control range and roll a number of D6 equal to the APL stat of the selected enemy operative. For each D6 rolled, on a 5+ the selected enemy operative suffers Dev1 wounds.
Firefight - Let Duty be your Shield:
Use this firefight ploy when an enemy operative has selected a friendly FREEBLADE EXEMPLAR operative for a Shoot action. Reduce the enemy operative ranged weapon's normal Damage stat by 1 for the duration of their Shoot action. This firefight ploy does not reduce the enemy operative's critical Damage stat for the selected ranged weapon. This firefight ploy costs an additional CP per use (e.g. 1CP for first use, 2CP for second use, etc.).
Strategic - Hero's Tread:
You may use this strategic ploy once per battle. If a FREEBLADE EXEMPLAR operative contests an objective marker or one of your mission markers, it controls that marker until the end of the turning point. This takes precedence over all other rules
Strategic - Fury Of The Machine Spirit:
You can ignore any changes to the stats of friendly FREEBLADE EXEMPLAR operatives from being injured (including their weaponsā stats).
Strategic - New Ploy:
Strategic - New Ploy:
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.
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.