Pathfinders Remaster

Homebrew by Arutsun

Pathfinders have been a non-classified team since November ’25. During KT'24, they haven’t been in a good spot, and it doesn’t seem likely to change in the future. I have decided to create these fan-made rules in order to make them powerful and fun again. The idea is simple: I used their Kill Team '24 rules as a base, but tweaked some of them and brought back some KT'21 rules they had at the end of that edition (when they were balanced), which I think shouldn’t have been removed.


These are the changes I have made so far:

SHAS’UI OPERATIVE

-Changed Gun Butt to Bonding Knife and its DMG to 3/4 (from KT2).

-This operative regains the special ability from KT2 called Holographic Readout.

-Art of War can only be used once per battle.

-Mont'ka adds 2" to the Move stat instead of only 1".

-Kauyon gives two benefits (as in KT2): Friendly PATHFINDER operatives can perform a free Markerlight action during their activation if they have a Conceal order (from KT3). In addition, whenever an operative is shooting a friendly PATHFINDER operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain (from KT2).

ASSAULT GRENADIER OPERATIVE

-This operative regains the special ability from KT2 called Nanocrystalline Headgear.

BLOODED OPERATIVE

-Changed the SAVE stat to 4+ (from KT2).

DRONE CONTROLLER OPERATIVE

-This operative no longer adds 2" to the Move stat of friendly PATHFINDER DRONE operatives (because drones now have Fly).

-This operative now has a unique action inspired by the Drone Repair Kit equipment from KT2.

TRANSPECTRAL INTERFERENCE OPERATIVE

-Its System Jam unique action now has the same rules as the one from the XV26 Stealth Battlesuits team.

ALL DRONE OPERATIVES

-All drones now have the same Fly rule as Vespids (from KT2).

CLOSE QUARTERS (KT2)

-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).

FIREFIGHT PLOY: POINT-BLANK FUSILLADE

-This ploy no longer requires the operative to be Ready.

50% positive
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.

TokensAdditional Rules
1Saturate and Balanced weapon rules.
2Improve the Hit stat of that friendly operative’s ranged weapons by 1 (to a maximum of 3+).
3The target cannot be obscured.
4Seek 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: Markerlight

Art of War: Once per battle STRATEGIC GAMBIT. Select one of the following and apply its rules until the end of the turning point:

  • Mont’ka: Add 2" to the Move stat of friendly PATHFINDER operatives.

  • Kauyon: Friendly PATHFINDER operatives can perform a free Markerlight action during their activation if they have a Conceal order. In addition, whenever an operative is shooting a friendly PATHFINDER operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.

Holographic Readout: Once per battle, when a friendly PATHFINDER operative (excluding a DRONE operative) is activated within 3" of and is Visible to this operative, this operative can use this ability. If it does, until the end of the friendly PATHFINDER operative’s activation, it can perform one mission action for one less AP (to a minimum of 0AP).

PATHFINDER, T'AU EMPIRE, LEADER, SHAS’UI
Assault 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 Headgear

Grenadier Specialist: This operative can use frag and krak grenades (see universal equipment). Doing so does not count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it is doing so, improve the Hit stat of that weapon by 1.

Nanocrystalline Headgear: You can ignore any or all modifiers to this operative’s APL and to the HIT stats of its melee and ranged weapons.

PATHFINDER, T'AU EMPIRE, ASSAULT GRENADIER
Blooded
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: MarkerlightVeteran

Veteran: During a turning point in which you have used a friendly SHAS’UI operative’s Art of War STRATEGIC GAMBIT and you selected Mont’ka, this operative can use Kauyon instead during its activation (and vice versa).

PATHFINDER, T'AU EMPIRE, BLOODED
Drone 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 Drone

Drone Controller: Whenever this operative is in the killzone:

  • The Saviour Protocols firefight ploy costs you 0CP.

Remote Pilot (1AP): One friendly PATHFINDER DRONE operative can immediately perform one free action, but it cannot move more than 2" during that action. That action can be one that’s normally restricted by its drone rule (this takes precedence over that rule).

This operative cannot perform this action while within control range of an enemy operative. This operative can perform this action more than once during its activation, but if it does, the same DRONE operative cannot perform the same free action more than once per activation.

Repair Drone (1AP): Select one friendly PATHFINDER DRONE operative within this operative’s control range to regain up to 1D3+1 lost wounds.

This operative cannot perform this action while within control range of an enemy operative.

PATHFINDER, T'AU EMPIRE, DRONE CONTROLLER
Comms 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: Signal

Signal (1AP): **SUPPORT **Select one other friendly PATHFINDER operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.

PATHFINDER, T'AU EMPIRE, COMMS SPECIALIST
Marksman
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 DampenerMarkerlight

Inertial Dampener: You can ignore any changes to the Hit stat of this operative’s marksman rail rifle.

PATHFINDER, T'AU EMPIRE, MARKSMAN
Medical 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: Medikit

Medic!: The first time during each turning point that another friendly PATHFINDER operative (excluding DRONE) would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative is not incapacitated, has 1 wound remaining, and cannot be incapacitated for the remainder of that action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends.

You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

Medikit (1AP): Select one friendly PATHFINDER operative (excluding DRONE) within this operative’s control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

PATHFINDER, T'AU EMPIRE, MEDIC, MEDICAL TECHNICIAN
Shas'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: Markerlight

Fearless On The Frontline: This operative can perform the Markerlight action while within control range of an enemy operative (taking precedence over the Markerlight action’s normal conditions). In addition, this operative can perform the Fall Back action for 1 less AP.

Group Activation: Whenever this operative is expended, you must then activate one other ready friendly PATHFINDER SHAS’LA operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

PATHFINDER, T'AU EMPIRE, SHAS’LA
Transpectral 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 Jam

Multi-Dimensional Vision: Whenever this operative is shooting, enemy operatives cannot be obscured.

System Jam (1AP): Select one enemy operative visible to this operative. Until the end of that operative’s next activation, subtract 1 from its APL stat. Whenever this operative has a Conceal order, you must spend 1 additional AP to perform this action.

This operative cannot perform this action while within control range of an enemy operative.

PATHFINDER, T'AU EMPIRE, TRANSPECTRAL INTERFERENCE
Weapons 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
Markerlight
PATHFINDER, T'AU EMPIRE, WEAPONS EXPERT
MB3 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: Markerlight

Analyse: Whenever this operative performs the Markerlight action, each other enemy operative that’s both visible to this operative and within 3" of the enemy operative you selected for that action also gains one of your Markerlight tokens.

PATHFINDER, T'AU EMPIRE, MB3 RECON, DRONE
MV1 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
DroneFlyMarkerlight
PATHFINDER, T'AU EMPIRE, MV1 GUN, DRONE
MV4 Shield Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
DroneFlyMarkerlightShield Generator

Shield Generator: - This operative ignores the Piercing weapon rule.

  • Once per turning point, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.
  • You can use the Saviour Protocols firefight ploy for 0CP if this is the specified DRONE operative.
PATHFINDER, T'AU EMPIRE, MV4 SHIELD, DRONE
MV7 Marker Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
Close QuartersDroneFlyHigh-Intensity Markerlight1AP: Markerlight

High-Intensity Markerlight: Whenever this operative performs the Markerlight action, the selected enemy operative gains two of your Markerlight tokens (instead of one).

PATHFINDER, T'AU EMPIRE, MV7 MARKER, DRONE
MV31 Pulse Accelerator Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
DroneFlyMarkerlight1AP: Pulse Accelerator

Pulse Accelerator (1AP): Until the start of this operative’s next activation or until it is incapacitated (whichever comes first), whenever another friendly PATHFINDER operative is shooting with a pulse weapon within 3" of this operative, that weapon has the Lethal 5+ and Severe weapon rules.

PATHFINDER, T'AU EMPIRE, MV31 PULSE ACCELERATOR, DRONE
MV33 Grav-Inhibitor Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
DroneFlyGrav-InhibitorMarkerlight

Grav-Inhibitor: - Whenever an enemy operative performs an action in which it moves (excluding Dash), if it would move visible to and within 6" of this operative, treat the distance as an additional 2" and ignore the additional distances from the Obstructing and Accessible terrain rules. Note this isn’t a change to the Move stat.

  • Whenever an enemy operative is fighting or retaliating while visible to and within 6" of this operative, worsen the Hit stat of that enemy operative’s melee weapons by 1. This is cumulative with being injured.
PATHFINDER, T'AU EMPIRE, MV33 GRAV-INHIBITOR, DRONE
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.