Selechii Cell
Composition
A SELECHII CELL Kill team is composed of:
- 1 FISHER
- Supressed Powerpistol; Sharktooth Dagger*
- Powerpistol; Sharktooth Dagger
- 8 operatives selected from the following list:
- COMMANDO
- Suppressed Repeater Pistol; Sharktooth Dagger*
- Repeater Pistol; Sharktooth Dagger
- ELIMINATOR
- GUNNER
- Breaching Attachment
- Suppressor Attachment*
- Foregrip Attachment
- HIGHTIDE
- MINER
- MONITOR
- TRACKER
- TROOPER
- WIRETAP
- COMMANDO
Other than COMMANDO and TROOPER operatives, your kill team can only include each operative on this list once. You can include up to 3 COMMANDO operatives.
* You cannot select more than 3 operatives with these options combined.
Common Abilities and Options
Electrosenses:
STRATEGIC GAMBIT Until the end of fhe turning point, select one of the following effects for friendly operatives to gain:
- Saturate on all ranged weapons
- Seek Light on all ranged weapons
- Ignore obscuring
Slinking Hunters:
While friendly operatives have a Conceal order they add 1" to their Move stat and can perform the Charge action.
Selechii Fisher
A 3
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Suppressed Powerpistol (Rng 8", Dev 1, Silent) | 5 | 3+ | 3/3 |
| Powerpistol (Rng 8", Dev 1) | 5 | 3+ | 3/3 |
| Power Harpoon (Ranged) (Rng 6", Lethal 5+, Silent, *Speared) | 4 | 3+ | 3/4 |
| Power Harpoon (Melee) (Lethal 5+) | 4 | 3+ | 4/6 |
| Sharktooth Dagger | 4 | 3+ | 3/5 |
Abilities
*SpearedElectrosensesSlinking Hunters1AP: Tactical EspionageSelechii Commando
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Suppressed Repeater Pistol (Rng 8", Silent) | 5 | 3+ | 2/3 |
| Repeater Pistol (Rng 8") | 5 | 3+ | 2/3 |
| Sharktooth Dagger | 4 | 3+ | 3/5 |
Abilities
ElectrosensesInfil SpecialistSlinking HuntersSelechii Eliminator
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Deepbreech Rifle | |||
| Concealed (Dev 2, Hvy, Silent, *Concealed Position) | 4 | 2+ | 3/3 |
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Dev 2, Hvy) | 4 | 2+ | 3/3 |
| Selechii Teeth | 3 | 3+ | 3/5 |
Abilities
*Concealed PositionElectrosensesOcean PredatorSlinking HuntersSelechii Gunner
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Powercarbine (Dev 1) | 5 | 4+ | 3/3 |
| Selechii Teeth | 3 | 3+ | 3/5 |
Abilities
ElectrosensesGunner AttachmentsSlinking HuntersOptions
Breaching AttachmentSuppressor AttachmentForegrip AttachmentSelechii Hightide
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autocarbine | 5 | 4+ | 2/3 |
| Grapnel Shot (Rng 8", Silent, *Grapnel) | 4 | 4+ | 1/2 |
| Sharktooth Dagger | 4 | 3+ | 3/5 |
Abilities
*GrapnelElectrosensesGrapnel LauncherSlinking HuntersSelechii Minelayer
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autocarbine | 5 | 4+ | 2/3 |
| Selechii Teeth | 3 | 3+ | 3/5 |
Abilities
1AP: Deploy ScatterminesElectrosensesScatterminesSlinking HuntersSupport GrenadierSelechii Monitor
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autocarbine | 5 | 4+ | 2/3 |
| Selechii Teeth | 3 | 3+ | 3/5 |
Abilities
Electrosenses1AP: Launch CameraRemote CameraSlinking HuntersSelechii Tracker
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hunter Pistol (Rng 8", Piercing Crits 1) | 4 | 4+ | 3/4 |
| Selechii Teeth | 3 | 3+ | 3/5 |
Abilities
All-SensingElectrosensesSlinking Hunters1AP: Sniff Em OutSelechii Trooper
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autocarbine | 5 | 4+ | 2/3 |
| Selechii Teeth | 3 | 3+ | 3/5 |
Abilities
Cover ShootersElectrosensesSlinking HuntersSelechii Wiretap
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autocarbine | 5 | 4+ | 2/3 |
| Selechii Teeth | 3 | 3+ | 3/5 |
Abilities
1AP: Direct TransmissionElectrosensesIntercepted CommunicationsSlinking HuntersRemote Bypass Device
Once per turning point, an operative can perform the Operate Hatchway action without requiring a hatchway’s access point to be within its control range. Instead, that access point must be within 6" of it.
Deployable Cloak Apparatus
Once per turning point, a friendly operative can perform the following unique action
DEPLOY CLOAK 1AP
Place your Cloak Apparatus marker within this operative's control range.
While a friendly operative is wholly within 2" of your Cloak Apparatus marker and has a Conceal order, it is considered not visible to any enemy operatives more than 3" from it. During the Ready Step of the next turning point, remove your Cloak Apparatus marker from the Killzone.
Operatives cannot perform this action while within control range of an enemy operative.
Sensor Compensators
You can ignore any changes to the APL stat of friendly operatives, and they aren’t affected by enemy operatives’ Shock weapon rule.
Paired Sharktooth Daggers
Add 1 to the Atk stat of friendly operatives' melee weapon profiles (to a maximum of 4). If the weapon already has an Atk stat of 4, it has the Balanced weapon rule.
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: Pack Tactics
When a friendly operative performs a Shoot action, at the end of the sequence you can select one other friendly operative visible to and within 6" of this operative. That operative can immediately perform a free charge, but must end within engagement range of the target of the Shoot action.
Firefight: Death Frenzy
When a friendly operative would be incapacitated while fighting or retaliating, you can use this ploy. The operative is not removed from the killzone and you discard the remaining attack dice of the sequence. That friendly operative can then immediately perform a free Fight action against the operative that incapacitated them. Remove the friendly operative from the killzone when one of the following happens:
- The operative is struck once for Critical damage.
- The operative is struck for the second time for Normal damage.
- The Fight action concludes.
Firefight: Dead Drop Pass
When a friendly operative performs the Place Marker action, you can use this ploy. Instead of placing the marker within this operative's control range, you can place it visible to and within 6" of this operative. If the marker is placed within the control range of another friendly operative, that operative can immediately perform a free Pick Up Marker action. They can perform the action even if within control range of an enemy operative, taking precedence over the normal rules.
Firefight: Stealth Engagement
Use this firefight ploy during a friendly operative’s activation. Until the end of that activation, that operative doesn’t have to control a marker to perform the Pick Up Marker or mission actions that usually require this (this takes precedence over that action’s conditions – it only needs to contest the marker)
Strategy Ploys
Strategy: Blood In The Water
Whenever a friendly operative is shooting against, fighting against or retaliating against a wounded enemy operative, this operative’s weapons have the Lethal 5+ weapon rule; if that enemy operative is also injured, this operative’s weapons also have the Rending weapon rule.
Strategy: Dive
Up to half of your remaining operatives in the killzone (rounding down) can immediately change their Order and/or perform a free Dash action. Operatives can only perform the Dash action if at the end of the action they are not a valid target to any enemy operatives. You cannot use this strategic ploy during the first turning point.
Strategy: Tooth and Dagger CQC
Whenever a friendly operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.
Strategy: Field Treatment
Operatives with a Conceal order and more than 3" from enemy operatives can immediately regain up to D3+1 lost wounds (roll separately for each).
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
Remote Bypass Device:
Once per turning point, an operative can perform the Operate Hatchway action without requiring a hatchway’s access point to be within its control range. Instead, that access point must be within 6" of it.
Deployable Cloak Apparatus:
Once per turning point, a friendly operative can perform the following unique action
DEPLOY CLOAK 1AP
Place your Cloak Apparatus marker within this operative's control range.
While a friendly operative is wholly within 2" of your Cloak Apparatus marker and has a Conceal order, it is considered not visible to any enemy operatives more than 3" from it. During the Ready Step of the next turning point, remove your Cloak Apparatus marker from the Killzone.
Operatives cannot perform this action while within control range of an enemy operative.
Sensor Compensators:
You can ignore any changes to the APL stat of friendly operatives, and they aren’t affected by enemy operatives’ Shock weapon rule.
Paired Sharktooth Daggers:
Add 1 to the Atk stat of friendly operatives' melee weapon profiles (to a maximum of 4). If the weapon already has an Atk stat of 4, it has the Balanced weapon rule.
Ploys
Firefight - Pack Tactics:
When a friendly operative performs a Shoot action, at the end of the sequence you can select one other friendly operative visible to and within 6" of this operative. That operative can immediately perform a free charge, but must end within engagement range of the target of the Shoot action.
Firefight - Death Frenzy:
When a friendly operative would be incapacitated while fighting or retaliating, you can use this ploy. The operative is not removed from the killzone and you discard the remaining attack dice of the sequence. That friendly operative can then immediately perform a free Fight action against the operative that incapacitated them. Remove the friendly operative from the killzone when one of the following happens:
- The operative is struck once for Critical damage.
- The operative is struck for the second time for Normal damage.
- The Fight action concludes.
Firefight - Dead Drop Pass:
When a friendly operative performs the Place Marker action, you can use this ploy. Instead of placing the marker within this operative's control range, you can place it visible to and within 6" of this operative. If the marker is placed within the control range of another friendly operative, that operative can immediately perform a free Pick Up Marker action. They can perform the action even if within control range of an enemy operative, taking precedence over the normal rules.
Firefight - Stealth Engagement:
Use this firefight ploy during a friendly operative’s activation. Until the end of that activation, that operative doesn’t have to control a marker to perform the Pick Up Marker or mission actions that usually require this (this takes precedence over that action’s conditions – it only needs to contest the marker)
Strategic - Blood In The Water:
Whenever a friendly operative is shooting against, fighting against or retaliating against a wounded enemy operative, this operative’s weapons have the Lethal 5+ weapon rule; if that enemy operative is also injured, this operative’s weapons also have the Rending weapon rule.
Strategic - Dive:
Up to half of your remaining operatives in the killzone (rounding down) can immediately change their Order and/or perform a free Dash action. Operatives can only perform the Dash action if at the end of the action they are not a valid target to any enemy operatives. You cannot use this strategic ploy during the first turning point.
Strategic - Tooth and Dagger CQC:
Whenever a friendly operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.
Strategic - Field Treatment:
Operatives with a Conceal order and more than 3" from enemy operatives can immediately regain up to D3+1 lost wounds (roll separately for each).
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.