XV26 Stealth Battlesuits (Mont'ka)
Composition
-
1 XV26 STEALTH BATTLESUIT SHAS’VRE with pulse pistol and one of the following options:
- Burst cannon or fusion blaster
-
1 XV26 STEALTH BATTLESUIT MV75 MARKER DRONE
-
1 XV26 STEALTH BATTLESUIT MV15 GUN DRONE
-
4 XV26 STEALTH BATTLESUIT operatives selected from the following list:
- DESIGNATOR
- INFILTRATOR
- LIBERATOR
- LODESTAR
- NEUTRALISER
with one of the following options:
- Burst cannon; fists
- Fusion blaster; fists
Other than INFILTRATOR operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two fusion blasters.
Common Abilities and Options
Mont'ka:
When a friendly XV26 STEALTH BATTLESUIT operative is shooting an enemy operative, its ranged weapons have the Accurate X weapon rule. X is determined by the distance between the active operative and the target:
| ENEMY OPERATIVE LOCATION | ACCURATE X |
|---|---|
| Within 9" | Accurate 1 |
| Within 6" | Accurate 2 |
| Within 3" | Accurate 3 |
Stealth Fields:
Whenever a friendly XV26 STEALTH BATTLESUIT operative has a Conceal order, it cannot be visible to enemy operatives more than 3" from it (this takes precedence over all other rules).
Whenever a friendly XV26 STEALTH BATTLESUIT operative has a Conceal order, it can perform the Fall Back action for 1 less AP.
Markerlight:
Whenever an enemy operative is a valid target for this operative, or is visible to this operative and has a Critical Target token (see Critical Target strategy ploy), it's marked. Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that's marked, that friendly operative's ranged weapons have the Severe weapon rule. Note that an operative can be a valid target for this operative even if this operative isn’t the active operative.
Drone:
Drone:
- This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Photon Grenade Launcher, Reposition and Shoot.
- Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
- This operative cannot use any weapons that aren’t on its datacard.
- Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.
- This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
XV26 Shas'vre
A 3
M 6"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst cannon | |||
| Focused (Ceaseless) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Torrent 1") | 4 | 4+ | 3/4 |
| Fusion blaster | |||
| Short range (Rng 6", Devastating 4, Piercing 2) | 4 | 4+ | 6/3 |
| Long range (Rng 12", Piercing 1) | 4 | 4+ | 4/5 |
| Pulse pistol (ranged) (Rng 8") | 4 | 4+ | 4/5 |
| Pulse pistol (point-blank) (Accurate 1) | 3 | 4+ | 4/5 |
Abilities
Mont'kaStealth FieldsTactical DiscretionXV26 Drone ControllerXV26 Designator
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst cannon | |||
| Focused (Ceaseless) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Torrent 1") | 4 | 4+ | 3/4 |
| Fusion blaster | |||
| Short range (Rng 6", Devastating 4, Piercing 2) | 4 | 4+ | 6/3 |
| Long range (Rng 12", Piercing 1) | 4 | 4+ | 4/5 |
| Fists | 3 | 4+ | 3/4 |
Abilities
MarkerlightMont'kaStealth FieldsXV26 Infiltrator
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst cannon | |||
| Focused (Ceaseless) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Torrent 1") | 4 | 4+ | 3/4 |
| Fusion blaster | |||
| Short range (Rng 6", Devastating 4, Piercing 2) | 4 | 4+ | 6/3 |
| Long range (Rng 12", Piercing 1) | 4 | 4+ | 4/5 |
| Fists | 3 | 4+ | 3/4 |
Abilities
Covert ProtocolsMont'kaStealth FieldsXV26 Liberator
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst cannon | |||
| Focused (Ceaseless) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Torrent 1") | 4 | 4+ | 3/4 |
| Fusion blaster | |||
| Short range (Rng 6", Devastating 4, Piercing 2) | 4 | 4+ | 6/3 |
| Long range (Rng 12", Piercing 1) | 4 | 4+ | 4/5 |
| EMP bomb (Rng 4", Blast 2", Devastating 1, Heavy (Reposition only), Lethal 4+, Limited 1, Saturate) | 5 | 3+ | 2/2 |
| Fists | 3 | 4+ | 3/4 |
Abilities
GrenadierMont'kaStealth FieldsXV26 Lodestar
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst cannon | |||
| Focused (Ceaseless) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Torrent 1") | 4 | 4+ | 3/4 |
| Fusion blaster | |||
| Short range (Rng 6", Devastating 4, Piercing 2) | 4 | 4+ | 6/3 |
| Long range (Rng 12", Piercing 1) | 4 | 4+ | 4/5 |
| Fists | 3 | 4+ | 3/4 |
Abilities
Electrochaff LauncherHoming BeaconMont'kaStealth FieldsXV26 Neutraliser
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst cannon | |||
| Focused (Ceaseless) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Torrent 1") | 4 | 4+ | 3/4 |
| Fusion blaster | |||
| Short range (Rng 6", Devastating 4, Piercing 2) | 4 | 4+ | 6/3 |
| Long range (Rng 12", Piercing 1) | 4 | 4+ | 4/5 |
| Fists | 3 | 4+ | 3/4 |
Abilities
Mont'kaMultispectrum Sensor PackageStealth Fields1AP: System JamMV15 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
DroneMont'ka1AP: Photon Grenade LauncherStealth FieldsMV75 Marker Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneMarkerlightMont'kaStealth FieldsPulse Pistols
Friendly XV26 STEALTH BATTLESUIT operatives (except Drone operatives) have the following melee weapon:
Pulse pistol
| NAME | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Pulse pistol | 3 | 4+ | 4/5 | Accurate 1 |
Advanced Blacksun Filters
Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that's obscured, you don't have to discard one success as a resulth of that rule. All other effects of obscured apply as normal.
Hardwired Target Locks
Whenever you would counteract, you can do so with one friendly XV26 STEALTH BATTLESUIT operative that has a Conceal order and is more than 3" from enemy operatives, but before it counteracts, you must change its order to Engage and it cannot perform any actions other than Shoot during that counteraction.
Jetpack Thrusters
Whenever a friendly XV26 STEALTH BATTLESUIT operative performs an action in which it moves, instead of moving it normally, 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) horizontally of its original location. In a killzone that uses the close quarters rules, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up 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: Ghostshroud
Use this firefight ploy at the end of a friendly XV26 STEALTH BATTLESUIT operative’s activation. If that operative has an Engage order, change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.
Firefight: Vectored Retro-Thrusters
Use this firefight ploy when an enemy operative ends the Charge action within control range of a friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE). Interrupt that action to use this rule. If you do, that friendly operative can immediately perform a free Fall Back action, but it cannot move more than 3" during that action.
Note that if the enemy operative can still complete their Charge successfully after this, they must do so, if not, they can select a new action and are not considered to have spent that AP or their use of the Charge action.
Firefight: Optical Triangulation
Use this firefight ploy when a friendly XV26 STEALTH BATTLESUIT operative is shooting an enemy operative in cover. If the target is visible to another friendly operative that is not within Engagement Range of an enemy operative, that friendly operative’s weapons have the Saturate weapon rule for that shooting attack.
Firefight: Savior Protocols
Use this firefight ploy when a friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly 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 or obscured if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.
Strategy Ploys
Strategy: Critical Target
Select one enemy operative to gain your Critical Target token. Whenever a friendly XV26 STEALTH BATTLESUIT operative (excluding Drone operatives) is shooting an enemy operative with a Critical Target token, its ranged weapons have the Seek weapon rule until the end of the action. In the Ready step of the next Strategy phase, remove that token.
Strategy: Killing Blow
Whenever a friendly XV26 STEALTH BATTLESUIT operative (excluding Drone operatives) is shooting an enemy operative, if the target is not taken out of action as a result of that attack, the friendly operative may make a second Shoot action during its activation, but it must target the same enemy operative as it did in its first Shoot action.
Strategy: Holowave Countermeasures
Whenever an operative is shooting a friendly XV26 STEALTH BATTLESUIT operative more than 6" from it, in the Roll Attack Dice step, the attacker must discard one of their unresolved normal successes (or one of their critical successes if there are none). This isn’t cumulative with being obscured.
Strategy: Bonds of Unity
Whenever a friendly XV26 STEALTH BATTLESUIT operative is activated (excluding DRONE), you can ignore any changes to that friendly operative’s APL stat and select one of the following:
- Ignore any changes to that friendly operative’s Move stat from being injured until the end of that activation.
- Ignore any changes to the Hit stat of that friendly operative’s weapons from being injured until the end of that activation.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
Pulse Pistols:
Friendly XV26 STEALTH BATTLESUIT operatives (except Drone operatives) have the following melee weapon:
Pulse pistol
| NAME | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Pulse pistol | 3 | 4+ | 4/5 | Accurate 1 |
Advanced Blacksun Filters:
Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that's obscured, you don't have to discard one success as a resulth of that rule. All other effects of obscured apply as normal.
Hardwired Target Locks:
Whenever you would counteract, you can do so with one friendly XV26 STEALTH BATTLESUIT operative that has a Conceal order and is more than 3" from enemy operatives, but before it counteracts, you must change its order to Engage and it cannot perform any actions other than Shoot during that counteraction.
Jetpack Thrusters:
Whenever a friendly XV26 STEALTH BATTLESUIT operative performs an action in which it moves, instead of moving it normally, 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) horizontally of its original location. In a killzone that uses the close quarters rules, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.
Ploys
Firefight - Ghostshroud:
Use this firefight ploy at the end of a friendly XV26 STEALTH BATTLESUIT operative’s activation. If that operative has an Engage order, change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.
Firefight - Vectored Retro-Thrusters:
Use this firefight ploy when an enemy operative ends the Charge action within control range of a friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE). Interrupt that action to use this rule. If you do, that friendly operative can immediately perform a free Fall Back action, but it cannot move more than 3" during that action.
Note that if the enemy operative can still complete their Charge successfully after this, they must do so, if not, they can select a new action and are not considered to have spent that AP or their use of the Charge action.
Firefight - Optical Triangulation:
Use this firefight ploy when a friendly XV26 STEALTH BATTLESUIT operative is shooting an enemy operative in cover. If the target is visible to another friendly operative that is not within Engagement Range of an enemy operative, that friendly operative’s weapons have the Saturate weapon rule for that shooting attack.
Firefight - Savior Protocols:
Use this firefight ploy when a friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly 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 or obscured if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.
Strategic - Critical Target:
Select one enemy operative to gain your Critical Target token. Whenever a friendly XV26 STEALTH BATTLESUIT operative (excluding Drone operatives) is shooting an enemy operative with a Critical Target token, its ranged weapons have the Seek weapon rule until the end of the action. In the Ready step of the next Strategy phase, remove that token.
Strategic - Killing Blow:
Whenever a friendly XV26 STEALTH BATTLESUIT operative (excluding Drone operatives) is shooting an enemy operative, if the target is not taken out of action as a result of that attack, the friendly operative may make a second Shoot action during its activation, but it must target the same enemy operative as it did in its first Shoot action.
Strategic - Holowave Countermeasures:
Whenever an operative is shooting a friendly XV26 STEALTH BATTLESUIT operative more than 6" from it, in the Roll Attack Dice step, the attacker must discard one of their unresolved normal successes (or one of their critical successes if there are none). This isn’t cumulative with being obscured.
Strategic - Bonds of Unity:
Whenever a friendly XV26 STEALTH BATTLESUIT operative is activated (excluding DRONE), you can ignore any changes to that friendly operative’s APL stat and select one of the following:
- Ignore any changes to that friendly operative’s Move stat from being injured until the end of that activation.
- Ignore any changes to the Hit stat of that friendly operative’s weapons from being injured until the end of that activation.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.