Pathfinders Remaster
Composition
A PATHFINDERS KillTeam is composed of:
- 1 PATHFINDER SHAS’UI operative
- 11 PATHFINDER operatives selected from the following list:
- ASSAULT GRENADIER
- BLOODED
- COMMS SPECIALIST
- DRONE CONTROLLER
- MARKSMAN
- MEDICAL TECHNICIAN
- SHAS’LA
- TRANSPECTRAL INTERFERENCE
- MB3 RECON DRONE (counts as two selections)
- MV31 PULSE ACCELERATOR DRONE
- MV33 GRAV-INHIBITOR DRONE
- MV1 GUN DRONE
- MV4 SHIELD DRONE
- MV7 MARKER DRONE
- WEAPONS EXPERT with one of the following:
- Ion rifle; gun butt
- Rail rifle; gun butt
Other than SHAS’LA and WEAPONS EXPERT operatives, your kill team can only include each operative on this list once.
Your kill team can only include up to two WEAPONS EXPERT operatives.
Some PATHFINDER rules refer to a ‘pulse weapon’. The following weapons are pulse weapons: burst cannon, pulse carbine, suppressed pulse carbine, twin pulse carbine.
Common Abilities and Options
Close Quarters:
Each friendly PATHFINDER operative can perform the Guard action (see close quarters rules, Kill Team Core Book) while it has a Conceal order. If it does so, interrupt as normal, but instead of making the Fight or Shoot action it can only perform the Markerlight action for free (if able).
Markerlight (1AP):
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative.
If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
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 PATHFINDER operatives can perform the Markerlight action, all PATHFINDER operatives can benefit from its effects. Whenever a friendly PATHFINDER 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 and Balanced weapon rules. |
| 2 | Improve the Hit stat of that friendly operative’s ranged weapons by 1 (to a maximum of 3+). |
| 3 | The target cannot be obscured. |
| 4 | Seek Light weapon rule. |
Saturate: The defender cannot retain Cover saves.
Balanced: Can re-roll one Attack die.
Seek Light: When selecting a valid target, operatives cannot use light terrain for cover. While this can allow such operatives to be targeted (assuming they are Visible), it does not remove their Cover save (if any).
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.
Fly:
Whenever a friendly PATHFINDER DRONE operative performs an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring horizontal distance only. Note that it gains no additional distance when performing the Charge action.
It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).
Shas'Ui
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 3+ | 4/5 |
| Bonding Knife | 3 | 4+ | 3/4 |
Abilities
Art of WarClose QuartersHolographic Readout1AP: MarkerlightAssault Grenadier
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Grenade (Rng 6", Dev2, Lim1, Prc2, Sat) | 4 | 3+ | 4/3 |
| Pulse Carbine | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Close QuartersGrenadier Specialist1AP: MarkerlightNanocrystalline HeadgearBlooded
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Suppressed Pulse Carbine (Silent) | 4 | 3+ | 4/5 |
| Bionic Arm | 3 | 4+ | 3/4 |
Abilities
Close Quarters1AP: MarkerlightVeteranDrone Controller
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Close QuartersDrone Controller1AP: Markerlight1AP: Remote Pilot1AP: Repair DroneComms Specialist
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 4+ | 4/5 |
| Fists | 3 | 5+ | 2/3 |
Abilities
Close Quarters1AP: Markerlight1AP: SignalMarksman
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Marksman Rail Rifle | |||
| Standard (Dev2, Lethal 5+, Prc1) | 4 | 3+ | 4/4 |
| Dart Round (Prc1, Silent) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Inertial DampenerMarkerlightMedical Technician
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Close Quarters1AP: MarkerlightMedic!1AP: MedikitShas'La
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Close QuartersFearless On The FrontlineGroup Activation1AP: MarkerlightTranspectral Interference
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Close Quarters1AP: MarkerlightMulti-Dimensional Vision1AP: System JamWeapons Expert
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ion Rifle | |||
| Standard (PrcCrit1) | 5 | 4+ | 4/5 |
| Overcharge (Hot, Lethal 5+, Prc1) | 5 | 4+ | 4/5 |
| Rail Rifle (Dev2, Lethal 5+, Prc1) | 4 | 4+ | 4/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
MarkerlightMB3 Recon Drone
A 3
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst Cannon | |||
| Focused (Ceaseless, Hvy(Repos), Punishing) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Hvy(Repos), Punishing, Tor 1") | 4 | 4+ | 3/4 |
| Ram | 3 | 5+ | 2/3 |
Abilities
AnalyseClose QuartersDroneFly1AP: MarkerlightMV1 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
DroneFlyMarkerlightMV4 Shield Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneFlyMarkerlightShield GeneratorMV7 Marker Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
Close QuartersDroneFlyHigh-Intensity Markerlight1AP: MarkerlightMV31 Pulse Accelerator Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneFlyMarkerlight1AP: Pulse AcceleratorMV33 Grav-Inhibitor Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneFlyGrav-InhibitorMarkerlightTarget Analysis Optic
Once per turning point, when a friendly PATHFINDER operative (excluding DRONE) is performing the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of that action, if the target has at least one of your Markerlight tokens, it is treated as having one more. If the ranged weapon has the Blast or Torrent weapon rule, only the primary target is affected.
High-Intensity Markerlight
Up to twice per turning point, when a friendly PATHFINDER operative (excluding MV7 MARKER DRONE) performs the Markerlight action, you can use this rule. If you do, the enemy operative you select gains two of your Markerlight tokens (instead of one).
Orbital Survey Uplink
Once per turning point, when a friendly PATHFINDER operative performs the Markerlight action, you can use this rule. If you do, you can select one enemy operative in the killzone to gain one of your Markerlight tokens instead (it doesn’t need to be visible). This is not cumulative with the high-intensity Markerlight or Analyse rules.
Photon Grenade
Once per turning point, a friendly PATHFINDER operative that has the Markerlight action on their datacard (excluding DRONE) can perform the following unique action:
PHOTON GRENADE (1 AP):
Select one enemy operative visible to this operative and roll one D6:
On a 3+, until the end of that operative’s next activation, subtract 2" from its Move stat. An operative cannot perform this action while within control range of an enemy operative.
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: A Worthy Cause
Use this firefight ploy at the start of the Firefight phase. One friendly PATHFINDER operative (excluding DRONE) can immediately perform a free mission action.
Firefight: Point-Blank Fusillade
Use this firefight ploy when a friendly PATHFINDER 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. If that friendly operative has an Engage order and is retaliating with a pulse weapon, you resolve the first attack dice (i.e. defender instead of attacker).
Firefight: Saviour Protocols
Use this firefight ploy when a friendly PATHFINDER operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly PATHFINDER 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). That friendly DRONE operative is only in cover if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.
Firefight: Supporting Fire
Use this firefight ploy when a friendly PATHFINDER operative is performing the Shoot action and you’re selecting a valid target within 6" of it. Having other friendly PATHFINDER operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.
Strategy Ploys
Strategy: Bonded
Whenever a friendly PATHFINDER 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 PATHFINDER operative (excluding DRONE), that first friendly operative’s ranged weapons have the Accurate 1 weapon rule. Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
Strategy: Recon Sweep
Select one killzone edge (excluding your own). Each friendly PATHFINDER operative that’s wholly within 6" of that edge can immediately perform a free Dash action in an order of your choice, but each that does so must end that move wholly within 6" of a killzone edge (excluding your own). You cannot use this ploy during the first turning point.
Strategy: Suppressing Fire
Whenever an enemy operative is performing the Shoot action, if the target (the primary target if the weapon has the Blast or Torrent weapon rules) isn’t the closest valid target, your opponent cannot re-roll their attack dice. Ignore friendly PATHFINDER operatives that have a Conceal order or are obscured when determining this.
Strategy: Take Cover
Whenever an operative is shooting a friendly PATHFINDER operative, if you can retain any cover saves, improve that friendly operative’s Save stat by 1.
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
Target Analysis Optic:
Once per turning point, when a friendly PATHFINDER operative (excluding DRONE) is performing the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of that action, if the target has at least one of your Markerlight tokens, it is treated as having one more. If the ranged weapon has the Blast or Torrent weapon rule, only the primary target is affected.
High-Intensity Markerlight:
Up to twice per turning point, when a friendly PATHFINDER operative (excluding MV7 MARKER DRONE) performs the Markerlight action, you can use this rule. If you do, the enemy operative you select gains two of your Markerlight tokens (instead of one).
Orbital Survey Uplink:
Once per turning point, when a friendly PATHFINDER operative performs the Markerlight action, you can use this rule. If you do, you can select one enemy operative in the killzone to gain one of your Markerlight tokens instead (it doesn’t need to be visible). This is not cumulative with the high-intensity Markerlight or Analyse rules.
Photon Grenade:
Once per turning point, a friendly PATHFINDER operative that has the Markerlight action on their datacard (excluding DRONE) can perform the following unique action:
PHOTON GRENADE (1 AP):
Select one enemy operative visible to this operative and roll one D6:
On a 3+, until the end of that operative’s next activation, subtract 2" from its Move stat. An operative cannot perform this action while within control range of an enemy operative.
Ploys
Firefight - A Worthy Cause:
Use this firefight ploy at the start of the Firefight phase. One friendly PATHFINDER operative (excluding DRONE) can immediately perform a free mission action.
Firefight - Point-Blank Fusillade:
Use this firefight ploy when a friendly PATHFINDER 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.
If that friendly operative has an Engage order and is retaliating with a pulse weapon, you resolve the first attack dice (i.e. defender instead of attacker).
Firefight - Saviour Protocols:
Use this firefight ploy when a friendly PATHFINDER operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly PATHFINDER 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). That friendly DRONE operative is only in cover if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.
Firefight - Supporting Fire:
Use this firefight ploy when a friendly PATHFINDER operative is performing the Shoot action and you’re selecting a valid target within 6" of it. Having other friendly PATHFINDER operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.
Strategic - Bonded:
Whenever a friendly PATHFINDER 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 PATHFINDER operative (excluding DRONE), that first friendly operative’s ranged weapons have the Accurate 1 weapon rule.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
Strategic - Recon Sweep:
Select one killzone edge (excluding your own). Each friendly PATHFINDER operative that’s wholly within 6" of that edge can immediately perform a free Dash action in an order of your choice, but each that does so must end that move wholly within 6" of a killzone edge (excluding your own). You cannot use this ploy during the first turning point.
Strategic - Suppressing Fire:
Whenever an enemy operative is performing the Shoot action, if the target (the primary target if the weapon has the Blast or Torrent weapon rules) isn’t the closest valid target, your opponent cannot re-roll their attack dice. Ignore friendly PATHFINDER operatives that have a Conceal order or are obscured when determining this.
Strategic - Take Cover:
Whenever an operative is shooting a friendly PATHFINDER operative, if you can retain any cover saves, improve that friendly operative’s Save stat by 1.
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.