Catachan Devil Squad
Composition
A CATACHAN DEVIL SQUAD KillTeam is composed of:
- 1 SERGEANT operative with one of the following options:
- Bolt pistol; Devil's Claw
- Relic Lascarbine; Catachan Fang
- Relic Shotgun, Catachan Fang
- 7 operatives selected from the following list:
- ASSASSIN
- BLADEMASTER
- DEMO-WARRIOR
- HUNTER
- GUNNER with one of the following options:
- Heavy Bolter, Fists
- Missile Launcher, Fists
- GUNNER with Flamer and Catachan Fang
- POISONER
- SNIPER
- TRAPPER
- WARRIOR with one of the following options:
- Heavy Lascarbine; Catachan Fang
- Shotgun, Catachan Fang
Other than WARRIOR operatives, your kill team can only include each operative on this list once.
Common Abilities and Options
Gung Ho:
Whenever a friendly CATACHAN DEVIL SQUAD operative that has an Engage order performs the Fight or Shoot action (excluding Guard), add 1 to its APL stat until the start of its next activation.
Jungle Fighters:
Whenever a friendly CATACHAN DEVIL SQUAD performs the Charge action during its activation, if it climbs, drops, jumps, or its base moves underneath Vantage terrain during that action, its melee weapons have the Balanced weapon rule until the end of that activation.
Balanced: You can re-roll one of your attack dice.
Sergeant
A 2
M 7"
S 5+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 4+ | 3/4 |
| Relic Lascarbine (Lethal 5+) | 4 | 4+ | 3/4 |
| Relic Shotgun (Rng 8", Lethal 5+) | 4 | 2+ | 4/4 |
| Devil's Claw (Lethal 5+) | 4 | 4+ | 4/6 |
| Catachan Fang (Lethal 5+) | 4 | 4+ | 3/5 |
Abilities
Gung HoJungle FightersSergeant's ExperienceAssassin
A 3
M 7"
S 5+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laspistol (Rng 8") | 4 | 4+ | 2/3 |
| Paired Night Reapers (Ceaseless, Lethal 5+) | 4 | 4+ | 3/5 |
Abilities
Gung HoJungle FightersSilent StrikerBlademaster
A 2
M 7"
S 5+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laspistol (Rng 8") | 4 | 4+ | 2/3 |
| Devil's Claw (Lethal 5+) | 4 | 4+ | 4/5 |
Abilities
Gung HoJungle FightersThe Best Defence...Demo-Warrior
A 2
M 7"
S 5+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Lascarbine | 4 | 4+ | 3/4 |
| Demolition Charge | |||
| Frag (Rng 6", Blast 2") | 4 | 4+ | 3/4 |
| Krak (Rng 6", Prc 1) | 4 | 4+ | 3/5 |
| Fists | 4 | 4+ | 3/4 |
Abilities
Gung HoJungle FightersKa-BOOM!Hunter
A 2
M 7"
S 5+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laspistol (Rng 8") | 4 | 4+ | 2/3 |
| Paired Catachan Fangs (Ceaseless, Lethal 5+) | 5 | 4+ | 3/5 |
Abilities
2AP: Favored TargetGung HoJungle FightersGunner
A 2
M 7"
S 5+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Missile Launcher | |||
| Frag (Hvy(Repos), Blast 2") | 4 | 4+ | 3/5 |
| Krak (Hvy(Repos), Prc1) | 4 | 4+ | 5/7 |
| Heavy Bolter | |||
| Focused (Hvy(Repos), PrcCrit1) | 5 | 4+ | 4/5 |
| Sweeping (Hvy(Repos), PrcCrit1, Tor 2") | 4 | 4+ | 4/5 |
| Flamer (Rng 8", Sat, Tor 2",) | 4 | 2+ | 3/3 |
| Fists | 4 | 4+ | 3/4 |
| Catachan Fang (Lethal 5+) | 4 | 4+ | 3/5 |
Abilities
Gung HoJungle FightersPoisoner
A 2
M 7"
S 5+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laspistol (Rng 8") | 4 | 4+ | 2/3 |
| Poisoned Catachan Fang | |||
| Sharp Side (Lethal 5+) | 4 | 4+ | 3/5 |
| Poisoned Side (Lethal 5+, *Catachan Poison) | 4 | 4+ | 2/4 |
Abilities
*Catachan PoisonGung HoJungle FightersSniper
A 2
M 7"
S 5+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Longlas | |||
| Stationary (Hvy, Dev4) | 4 | 2+ | 2/2 |
| Mobile | 4 | 3+ | 2/4 |
| Catachan Fang (Lethal 5+) | 4 | 4+ | 3/5 |
Abilities
Camo CloakGung HoJungle FightersTrapper
A 2
M 7"
S 5+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Lascarbine | 4 | 4+ | 3/4 |
| Barbed Net (Shock, Stun) | 4 | 4+ | 3/5 |
Abilities
Gung HoJungle FightersSet Up HazardsWarrior
A 2
M 7"
S 5+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Lascarbine | 4 | 4+ | 3/4 |
| Shotgun (Rng 8") | 4 | 3+ | 4/4 |
| Catachan Fang (Lethal 5+) | 4 | 4+ | 3/5 |
Abilities
Gung HoJungle FightersNavigate HazardsBionics
You can use the Ain't Got Time To Bleed firefight ploy for 0CP if the specified friendly operative has an Engage order and is not injured.
Victory Sash
Once per battle, you may use the I'm Still Standing strategy ploy for 0 CP.
Heavy Weapon Bipod
Whenever a friendly CATACHAN DEVIL SQUAD GUNNER operative is shooting with a heavy bolter or missile launcher, if it has not moved during the activation, or if it is a counteraction, that weapon has the Ceaseless rule; if the weapon already has that weapon rule it has the Relentless weapon rule. Note that operative is not restricted from moving after shooting.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Relentless: Can re-roll any or all Attack dice
Camo Cloak
Whenever an operative is shooting a friendly CATACHAN DEVIL SQUAD operative (excluding SNIPER), if you can retain any cover saves, you can retain one additional cover save.
This is not cumulative with improved cover saves from vantage terrain.
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: Ain't Got Time To Bleed
Use this firefight ploy when an operative is shooting a friendly CATACHAN DEVIL SQUAD operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight: Counter-Offensive
Use this firefight ploy when a friendly CATACHAN DEVIL SQUAD operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.
Firefight: Proud Warriors
Use this firefight ploy when a friendly CATACHAN DEVIL SQUAD operative performs the Fight or Shoot action. If it is the first friendly operative to perform either of those actions during this turning point, or if the enemy operative in that action (Primary target, if relevant) has a higher Wounds stat than that friendly CATACHAN DEVIL SQUAD operative, you can retain one of your normal successes as a critical success instead.
Firefight: Hidden among Trees
Use this firefight ploy during a friendly CATACHAN DEVIL SQUAD operative's activation. Until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
Strategy Ploys
Strategy: If It Bleeds...
Whenever a friendly CATACHAN DEVIL SQUAD operative is fighting during its activation, if the target is injured, its melee weapons have the Accurate 1 and Severe weapon rules.
Accurate 1: You can retain 2 Attack Dice as a normal success without rolling them. Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. The Devastating and Piercing Crits weapon rules still take effect, but Punishing and Rending don’t.
Strategy: Brutal Ambush
Whenever a friendly CATACHAN DEVIL SQUAD operative is fighting during its activation, if its order was changed from Conceal to Engage at the start of that activation, or it was not visible to enemy operatives at the start of that activation:
- Its melee weapons have the Accurate 1 weapon rule.
- If the target is expended, its melee weapons also have the rending rule.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling. Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.
Strategy: I'm Still Standing
You can ignore any changes to the stats of friendly CATACHAN DEVIL SQUAD operatives from being injured.
Strategy: Guerilla Warfare
Whenever an enemy operative is shooting a friendly CATACHAN DEVIL SQUAD operative, if that friendly operative is in cover and more than 6" from enemy operatives it is visible to, you can re-roll one of your defence dice.
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
Bionics:
You can use the Ain't Got Time To Bleed firefight ploy for 0CP if the specified friendly operative has an Engage order and is not injured.
Victory Sash:
Once per battle, you may use the I'm Still Standing strategy ploy for 0 CP.
Heavy Weapon Bipod:
Whenever a friendly CATACHAN DEVIL SQUAD GUNNER operative is shooting with a heavy bolter or missile launcher, if it has not moved during the activation, or if it is a counteraction, that weapon has the Ceaseless rule; if the weapon already has that weapon rule it has the Relentless weapon rule. Note that operative is not restricted from moving after shooting.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Relentless: Can re-roll any or all Attack dice
Camo Cloak:
Whenever an operative is shooting a friendly CATACHAN DEVIL SQUAD operative (excluding SNIPER), if you can retain any cover saves, you can retain one additional cover save.
This is not cumulative with improved cover saves from vantage terrain.
Ploys
Firefight - Ain't Got Time To Bleed:
Use this firefight ploy when an operative is shooting a friendly CATACHAN DEVIL SQUAD operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight - Counter-Offensive:
Use this firefight ploy when a friendly CATACHAN DEVIL SQUAD operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.
Firefight - Proud Warriors:
Use this firefight ploy when a friendly CATACHAN DEVIL SQUAD operative performs the Fight or Shoot action. If it is the first friendly operative to perform either of those actions during this turning point, or if the enemy operative in that action (Primary target, if relevant) has a higher Wounds stat than that friendly CATACHAN DEVIL SQUAD operative, you can retain one of your normal successes as a critical success instead.
Firefight - Hidden among Trees:
Use this firefight ploy during a friendly CATACHAN DEVIL SQUAD operative's activation. Until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
Strategic - If It Bleeds...:
Whenever a friendly CATACHAN DEVIL SQUAD operative is fighting during its activation, if the target is injured, its melee weapons have the Accurate 1 and Severe weapon rules.
Accurate 1: You can retain 2 Attack Dice as a normal success without rolling them. Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. The Devastating and Piercing Crits weapon rules still take effect, but Punishing and Rending don’t.
Strategic - Brutal Ambush:
Whenever a friendly CATACHAN DEVIL SQUAD operative is fighting during its activation, if its order was changed from Conceal to Engage at the start of that activation, or it was not visible to enemy operatives at the start of that activation:
- Its melee weapons have the Accurate 1 weapon rule.
- If the target is expended, its melee weapons also have the rending rule.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling. Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.
Strategic - I'm Still Standing:
You can ignore any changes to the stats of friendly CATACHAN DEVIL SQUAD operatives from being injured.
Strategic - Guerilla Warfare:
Whenever an enemy operative is shooting a friendly CATACHAN DEVIL SQUAD operative, if that friendly operative is in cover and more than 6" from enemy operatives it is visible to, you can re-roll one of your defence dice.
TacOps
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.