BATTLECLADE (Jan 2026 Updates)
Composition
A BATTLECLADE KillTeam is composed of:
-
1 BATTLECLADE TECHNOARCHEOLOGIST
-
1 BATTLECLADE SERVITOR UNDERSEER
-
8 BATTLECLADE operatives selected from the following list:
-
AUTO-PROXY SERVITOR
-
BREACHER SERVITOR
-
COMBAT SERVITOR with one of the following options:
-
Servo-claw; incendine igniter
-
Servo-claw; meltagun
-
Servo-claw; phosphor blaster
-
-
GUN SERVITOR with heavy arc rifle and augmetic claw
-
GUN SERVITOR with heavy bolter and augmetic claw
-
TECHNOMEDIC SERVITOR
Other than COMBAT SERVITOR operatives, your kill team can only include each operative on this list once. Your kill team can only include up to one COMBAT SERVITOR operative with meltagun, and it can only include up to three COMBAT SERVITOR operatives with incendine igniter.
Common Abilities and Options
NOOSPHERIC NETWORK:
Once during each friendly BATTLECLADE
SERVITOR operative’s activation, before or after
it performs an action, you can spend 1AP to
TRANSFER POWER.
After that activation, you can NETWORK
COUNTERACT with one other friendly
BATTLECLADE SERVITOR operative before your
opponent activates. Whenever you NETWORK
COUNTERACT with a friendly operative, first
select its order. It can then perform a 1AP action
for free, but cannot move more than 2" during
that action. Once it’s done so, your opponent
then activates as normal.
An operative cannot TRANSFER POWER or
NETWORK COUNTERACT if it has an APL stat of
less than 2 (e.g. if the stat has been changed to
less than 2 by a rule). NETWORK COUNTERACT is
a counteraction, but the operative doesn’t need
to be expended with an Engage order to do it.
That means if they’re ready when they NETWORK
COUNTERACT, they can still be activated as
normal later in the turning point. An operative
that does NETWORK COUNTERACT cannot
do so again, or counteract, during the same
turning point.
TECHNOARCHEOLOGIST
A 3
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Eradication pistol (Rng 8", 1" Devastating 3, Lethal 5+) | 4 | 3+ | 4/2 |
| Servo-arc claw (Severe, Shock) | 4 | 4+ | 3/4 |
Abilities
NOOSPHERIC NETWORK1AP: OmniscannerSeeker of Divine ArcanaSERVITOR UNDERSEER
A 3
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Master-crafted radium pistol (8", Balanced, Rending) | 4 | 3+ | 2/4 |
| Dataspikes | 3 | 5+ | 2/3 |
Abilities
1AP: DATACORONAL ACCUMULATOR1AP: NETWORK OVERRIDENOOSPHERIC NETWORKAUTO-PROXY SERVITOR
A 2
M 5"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Taser goad (Lethal 5+, Shock) | 4 | 4+ | 3/4 |
Abilities
Achillan Eye1AP: GAZE OF THE OMNISSIAHNOOSPHERIC NETWORKTECHNOMEDIC SERVITOR
A 2
M 5"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Servo-chirurgic claw (Rending) | 4 | 4+ | 3/4 |
Abilities
1AP: EXPEDIENT REPAIRMechanosuture ArrayNOOSPHERIC NETWORKBREACHER SERVITOR
A 2
M 5"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascutter (close range) (Rng 2", Lethal 5+, Piercing 2) | 4 | 3+ | 4/5 |
| Lascutter (short range) (Rng 6", Lethal 5+) | 4 | 3+ | 4/5 |
| Hydraulic pincer & lascutter (Lethal 5+) | 4 | 4+ | 4/6 |
Abilities
1AP: BreachNOOSPHERIC NETWORKGUN SERVITOR
A 2
M 5"
S 4+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy arc rifle (Heavy (Dash only), Piercing 1, Stun) | 5 | 4+ | 4/6 |
| Heavy Bolter | |||
| Focussed (Heavy (Dash only), Piercing Crits 1) | 5 | 4+ | 4/5 |
| Sweeping (Heavy (Dash only), Piercing Crits 1, Torrent 1") | 4 | 4+ | 4/5 |
| Augmetic Claw (Brutal) | 3 | 4+ | 4/5 |
Abilities
NOOSPHERIC NETWORKCOMBAT SERVITOR
A 2
M 5"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Incendine igniter (Rng 6", Saturate, Torrent 1") | 4 | 2+ | 4/4 |
| Meltagun (Rng 6", Devastating 4, Piercing 2) | 4 | 4+ | 6/3 |
| Phosphor blaster (Blast 1", Severe) | 4 | 4+ | 3/4 |
| Servo-Claw | 3 | 4+ | 3/4 |
Abilities
NOOSPHERIC NETWORKCOVERT GUISES
After revealing this equipment option, roll one D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly BATTLECLADE operatives equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone. Your TECHNOARCHEOLOGIST operative cannot perform more than one Reposition action in the Strategy phase of the first turning point (i.e. as a result of the Seeker of Divine Arcana rule as well).
ELECTROMANTIC CAPACITORS
Friendly BATTLECLADE operatives’ melee weapons have the Shock weapon rule. Whenever a friendly BATTLECLADE operative is retaliating, its melee weapons also have the Severe weapon rule.
CONCEALED APPARATUS
STRATEGIC GAMBIT in the second turning point. You can swap the locations of any number of friendly BATTLECLADE SERVITOR operatives with each other (excluding GUN SERVITOR), and you can swap the locations of friendly BATTLECLADE GUN SERVITOR operatives with each other (remove them from the killzone and set them back up again). You cannot swap any operatives that have done any of the following during the battle: • Used any weapons on their datacard. • Performed any actions on their datacard. • Used the Mechanosuture Array rule (see TECHNOMEDIC).
NEUROCYCLIC RESERVE CELLS
After revealing this equipment option, roll one D3. A number of times during the battle equal to the result, whenever you TRANSFER POWER, you can use this rule. If you do, you can TRANSFER POWER for 0AP (this takes precedence over the normal Noospheric Network 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. ‘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: SYSTEM EXORCISM
Use this firefight ploy when you would activate a friendly BATTLECLADE operative. Remove one rules effect or stat change your opponent has applied to it (e.g. Poison token, -1APL, cannot be activated or perform actions, etc.), then activate it. This ploy cannot allow it to regain lost wounds, ignore the effects of being injured or remove mission pack rules.
Firefight: REMOTE ACCESS
Use this firefight ploy during a friendly BATTLECLADE TECH-PRIEST operative’s activation. Once during that activation, you can use one of the following rules: • That operative doesn’t require a marker to be within its control range to perform a mission action that usually requires this (this takes precedence over that action’s conditions). Instead, the marker must be within 4" of it and no enemy operatives can contest that marker. However, you can ignore enemy operatives within control range of other friendly BATTLECLADE operatives when determining this. • That operative doesn’t require a hatchway’s access point to be within its control range to perform an Operate Hatch action. Instead, that access point must be within 4" of it.
Firefight: AUTO-FERRIC SUPPLICATION
Use this firefight ploy when an operative is shooting a friendly BATTLECLADE TECH-PRIEST operative, at the start of the Roll Attack Dice step. Until the end of the sequence, ignore the Piercing weapon rule.
Firefight: SERVILE SURROGACY
Use this firefight ploy when a friendly BATTLECLADE TECH-PRIEST operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one friendly BATTLECLADE SERVITOR operative visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that SERVITOR operative as being within the fighting operative’s control range for the duration of that action. If it’s the Shoot action, that SERVITOR operative is only in cover or obscured if the original target was. This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
Strategy Ploys
Strategy: DUTY OF RECLAMATION
Once per action, you can use the Command Re- roll firefight ploy for 0CP if the attack or defence dice was rolled for a friendly BATTLECLADE operative that contests an objective marker or one of your mission markers.
Strategy: NOOSPHERIC POSSESSION
SUPPORT. Whenever a friendly BATTLECLADE SERVITOR operative is within 6" of a friendly BATTLECLADE AUTO-PROXY or BATTLECLADE SERVITOR UNDERSEER operative, that friendly SERVITOR operative’s weapons have the Accurate 1 weapon rule. For the purposes of the Comms Device universal equipment, the operative the distance is being determined from must control your Comms Device marker to add 3" to its distance requirement for this rule.
Strategy: INCANTATION OF THE IRON SOUL
Whenever an attack dice inflicts damage of 3 or more on a friendly BATTLECLADE operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
Strategy: PRIORITISED ACQUISITION
Select one objective marker or one of your mission markers. • Whenever determining control of that marker, treat the total APL stat of friendly BATTLECLADE operatives that contest it as 1 higher if at least one friendly BATTLECLADE operative contests that marker. Note this isn’t a change to the APL stat, so any changes are cumulative with this. • Whenever a friendly BATTLECLADE operative is within 3" of that marker, add 1 to the Atk stat of its melee weapons (to a maximum of 4).
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
COVERT GUISES:
After revealing this equipment option, roll one
D3. As a STRATEGIC GAMBIT in the first turning
point, a number of friendly BATTLECLADE
operatives equal to the result that are wholly
within your drop zone can immediately perform
a free Reposition action, but must end that
move wholly within 3" of your drop zone. Your
TECHNOARCHEOLOGIST operative cannot
perform more than one Reposition action in the
Strategy phase of the first turning point (i.e. as a
result of the Seeker of Divine Arcana rule as well).
ELECTROMANTIC CAPACITORS:
Friendly BATTLECLADE operatives’ melee
weapons have the Shock weapon rule. Whenever
a friendly BATTLECLADE operative is retaliating,
its melee weapons also have the Severe
weapon rule.
CONCEALED APPARATUS:
STRATEGIC GAMBIT in the second turning point.
You can swap the locations of any number of
friendly BATTLECLADE SERVITOR operatives
with each other (excluding GUN SERVITOR),
and you can swap the locations of friendly
BATTLECLADE GUN SERVITOR operatives with
each other (remove them from the killzone and
set them back up again). You cannot swap any
operatives that have done any of the following
during the battle:
• Used any weapons on their datacard.
• Performed any actions on their datacard.
• Used the Mechanosuture Array rule
(see TECHNOMEDIC).
NEUROCYCLIC RESERVE CELLS:
After revealing this equipment option, roll one
D3. A number of times during the battle equal to
the result, whenever you TRANSFER POWER, you
can use this rule. If you do, you can TRANSFER
POWER for 0AP (this takes precedence over the
normal Noospheric Network rules).
Ploys
Firefight - SYSTEM EXORCISM:
Use this firefight ploy when you would activate a
friendly BATTLECLADE operative. Remove one
rules effect or stat change your opponent has
applied to it (e.g. Poison token, -1APL, cannot be
activated or perform actions, etc.), then activate
it. This ploy cannot allow it to regain lost wounds,
ignore the effects of being injured or remove
mission pack rules.
Firefight - REMOTE ACCESS:
Use this firefight ploy during a friendly
BATTLECLADE TECH-PRIEST operative’s
activation. Once during that activation, you can
use one of the following rules:
• That operative doesn’t require a marker to be
within its control range to perform a mission
action that usually requires this (this takes
precedence over that action’s conditions).
Instead, the marker must be within 4" of it
and no enemy operatives can contest that
marker. However, you can ignore enemy
operatives within control range of other
friendly BATTLECLADE operatives when
determining this.
• That operative doesn’t require a hatchway’s
access point to be within its control range to
perform an Operate Hatch action. Instead, that
access point must be within 4" of it.
Firefight - AUTO-FERRIC SUPPLICATION:
Use this firefight ploy when an operative is
shooting a friendly BATTLECLADE TECH-PRIEST
operative, at the start of the Roll Attack Dice step.
Until the end of the sequence, ignore the Piercing
weapon rule.
Firefight - SERVILE SURROGACY:
Use this firefight ploy when a friendly
BATTLECLADE TECH-PRIEST operative is
selected as the valid target of a Shoot action or
to fight against during the Fight action. Select
one friendly BATTLECLADE SERVITOR operative
visible to and within 3" of that first friendly
operative to become the valid target or to be
fought against (as appropriate) instead (even if
it wouldn’t normally be valid for this). If it’s the
Fight action, treat that SERVITOR operative as
being within the fighting operative’s control range
for the duration of that action. If it’s the Shoot
action, that SERVITOR operative is only in cover
or obscured if the original target was.
This ploy has no effect if it’s the Shoot action
and the ranged weapon has the Blast or Torrent
weapon rule.
Strategic - DUTY OF RECLAMATION:
Once per action, you can use the Command Re-
roll firefight ploy for 0CP if the attack or defence
dice was rolled for a friendly BATTLECLADE
operative that contests an objective marker or
one of your mission markers.
Strategic - NOOSPHERIC POSSESSION:
SUPPORT. Whenever a friendly BATTLECLADE
SERVITOR operative is within 6" of a friendly
BATTLECLADE AUTO-PROXY or BATTLECLADE
SERVITOR UNDERSEER operative, that friendly
SERVITOR operative’s weapons have the
Accurate 1 weapon rule.
For the purposes of the Comms Device universal
equipment, the operative the distance is
being determined from must control your
Comms Device marker to add 3" to its distance
requirement for this rule.
Strategic - INCANTATION OF THE IRON SOUL:
Whenever an attack dice inflicts damage of 3 or
more on a friendly BATTLECLADE operative,
roll one D6: on a 5+, subtract 1 from that
inflicted damage.
Strategic - PRIORITISED ACQUISITION:
Select one objective marker or one of your
mission markers.
• Whenever determining control of that
marker, treat the total APL stat of friendly
BATTLECLADE operatives that contest it as 1
higher if at least one friendly BATTLECLADE
operative contests that marker. Note this isn’t
a change to the APL stat, so any changes are
cumulative with this.
• Whenever a friendly BATTLECLADE operative
is within 3" of that marker, add 1 to the Atk stat
of its melee weapons (to a maximum of 4).
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.