Skull Hunters
Composition
This Kill Team MUST include:
- 1 Skull Hunter Alpha LEADER
- 2 Skull Hunter PREDATOR
- 3 Skull Hound TRACKER
Common Abilities and Options
Chopped into meat:
Skull Hunters can cut through swathes of enemies with ruthless efficiency.
Whenever this operative performs the FIGHT action with this weapon profile, if it isn't incapacitated, it can immediately perform a free FIGHT action afterwards, but you must select this weapon profile and it can only fight against each enemy operative within it's control range once per activation or counteraction using this weapon profile. This takes precedence over action restrictions, and you can continue to perform free FIGHT actions until this operative is incapacitated or has fought against every enemy operative within it's control range.
El Diablo cazador de hombres (1AP):
The Skull Hunters collect grisly trophies from their victims after close combat duels to prove their combat prowess to other clans.
Once per turning point, if this operative incapacitates an enemy operative with it's wrist blades HONOUR profile, you gain 1CP.
I ain't got time to bleed! (2AP):
Skull Hunters have advanced healing technology, allowing them to stay in the hunt for as long as possible.
Once per battle, and more than 6" from enemy operatives, this operative can heal 2D6 wounds.
If it bleeds, we can kill it!:
Skull Hunters have advanced cloaking technology allowing them to track their targets silently.
Whenever a friendly PREDATOR operative has a conceal order, it cannot be visible to enemy operatives. This takes precedence over all other rules.
If a friendly PREDATOR operative is WOUNDED and has a conceal order, it cannot be visible to enemy operatives more than 3" from it. This takes precedence over all other rules.
When a friendly PREDATOR operative is INJURED the cloak is no longer activated and cannot be until that operative has regained enough wounds to not be injured.
If the cloak has been 'turned off' through SHOOTING, FIGHTING or INJURED, the friendly PREDATOR operative must use the firefight ploy RE-CLOAKED to turn it back on. It DOES NOT automatically revert back after using the I AIN'T GOT TIME TO BLEED ability.
Stick around:
The Skull Hunters are masters of close quarters combat. They believe this is the path to honour and glory amongst their tribes.
Whenever this operative is fighting or retaliating with the HONOUR wrist blades profile, you resolve the first attack dice (i.e. defender instead of attacker). This takes precedence over all other 'fights first' abilities e.g. vicious reflexes.
There's something out there, waiting for us...:
The Skull Hunters posses incredible agility, moving through any terrain with ease.
Whenever this operative is climbing, treat the vertical distance as 2" (regardless of how far the operative actually moves vertically). Whenever this operative is dropping, ignore the vertical distance.
Skull Hunter Alpha
A 3
M 7"
S 3+
W 21
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Relic shoulder cannon (Dev 4, Piercing 2, Limited 2) | 4 | 3+ | 6/3 |
| Wrist Blades | |||
| Honour (Lethal 5+, Rending, Balanced) | 5 | 3+ | 4/6 |
| Chopped into meat (Rending, Balanced, *Chopped into meat) | 4 | 3+ | 4/5 |
Abilities
AlphaChopped into meat1AP: El Diablo cazador de hombres2AP: I ain't got time to bleed!If it bleeds, we can kill it!Stick aroundThere's something out there, waiting for us...Skull Hunter
A 3
M 7"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shoulder cannon (Dev 4, Piercing 2, Limited 1) | 4 | 3+ | 6/3 |
| Wrist Blades | |||
| Honour (Lethal 5+, Rending, Balanced) | 5 | 3+ | 4/6 |
| Chopped into meat (Rending, Balanced, *Chopped into meat) | 4 | 3+ | 4/5 |
Abilities
Chopped into meat1AP: El Diablo cazador de hombres2AP: I ain't got time to bleed!If it bleeds, we can kill it!Stick aroundThere's something out there, waiting for us...Skull Hound
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Deadly claws | 4 | 4+ | 3/4 |
Abilities
Fricking Lizard!1AP: It's hunting usTHROWING BLADES
Skull Hunters bring short range, boomerang style blades that cut through prey with ease.
Friendly PREDATOR operatives have the following ranged weapon:
| NAME | ATK | HIT | DMG |
|---|---|---|---|
| Throwing Blades (Range 6", Torrent 2") | 3 | 4+ | 3/4 |
SKINNED CADAVER
'The Demon who makes trophies of men'...Skinned bodies hang across the hunting ground, marking the limits of the Skull Hunters territory.
Before the battle, you can set up two Skinned Cadaver markers wholly within your territory and more than 2" from other markers. Whenever a friendly operative within 3" of your Skinned Cadaver marker is SHOOTING, FIGHTING or RETALIATING, your opponent cannot re-roll their attack dice.
3 DOT TARGET
Skull Hunters can equip their shoulder cannons with advanced targeting reticules that track with pinpoint accuracy what the clan members can see, making them incredibly accurate at long range.
Whenever a friendly PREDATOR operative is shooting an operative more than 6" from it, that friendly operative's shoulder cannon weapon has the SATURATE weapon rule.
TRAPPER NET
All Skull Hunter clans use nets to catch and not let their prey escape. These nets are razor sharp and cause horrific injuries to the victim whilst they struggle to escape.
Once per battle, a friendly PREDATOR operative can use this equipment visible to and within 6" of an enemy operative, during the START of that operatives MOVEMENT action (REPOSITION, DASH, CHARGE or FALL BACK). Roll a D6 and on a 4+ that MOVEMENT action is interupted and that enemy operative's activation is ended until the start of the their next activation. On a successful 4+ roll, roll 2D3 to determine the number of wounds that enemy operative takes.
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: Re-cloaked
Use this firefight ploy when a friendly PREDATOR operative has an ENGAGE order, or has healed enough wounds to no longer be injured. Change the operatives order back to CONCEAL, activating the THERE'S SOMETHING OUT THERE, WAITING FOR US cloaking ability.
Firefight: Ah haha HAHAHA!
Skull Hunters leave no trace of their presence in a hunting ground, dead or alive. In the unlikely event that the native prey kills one of the clan, Skull Hunters can activate a devastating timed explosion, wiping all evidence and knowledge of their presence from the face of the planet.
Use this firefight ploy when a friendly PREDATOR operative is incapacitated. Leave the operative on the killzone floor as a marker. At the end of the turning point, inflict 2D3+2 damage for ANY operative (including friendly SKULL HUNTERS) within 8" of the incapacitated PREDATOR operatives base.
Firefight: Get to the choppa!
The Skull Hunter slips back into the shadows to claim more trophies...
Use this firefight ploy during a friendly SKULL HUNTER operative's activation, before or after it performs an action. During that activation, that operative can perform the FALL BACK action for 1 less AP.
Firefight: You're an asset. An expendable assest.
Skull Hunter hounds are fiercly loyal to their clan masters and will protect them at all costs.
Use this firefight ploy when a freindly PREDATOR operative is selected as the valid target of a shoot action. Select one friendly HOUND 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 HOUND 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: Ol' painless is waiting
Skull Hunters and their hounds are intensly focussed on the hunt and refuse to let any injuries slow them down.
You can ignore any changes to the stats of friendly SKULL HUNTER operatives from being injured.
Strategy: Not at that range...
Skull Hunters posses lightning reflexes, they are even able to dodge incoming fire.
Whenever an operative is shooting a friendly SKULL HUNTER operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Strategy: The jungle... it just came alive.
Skull Hunters clans move through the environment as a ruthless and efficient team.
Select two friendly SKULL HUNTER operatives visible to and within 6" of each other. Remove them both from the killzone and set them back up in each other's previous locations (in other words, swap their positions).
Strategy: I'm scared Poncho
Skull hunters are masters at ambush tactics, often taking trophies before anyone realises what has happened.
Friendly PREDATOR operatives can charge from conceal if they drop from VANTAGE terrain at least 2" higher than the killzone floor during the CHARGE action.
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
THROWING BLADES:
Skull Hunters bring short range, boomerang style blades that cut through prey with ease.
Friendly PREDATOR operatives have the following ranged weapon:
| NAME | ATK | HIT | DMG |
|---|---|---|---|
| Throwing Blades (Range 6", Torrent 2") | 3 | 4+ | 3/4 |
SKINNED CADAVER:
'The Demon who makes trophies of men'...Skinned bodies hang across the hunting ground, marking the limits of the Skull Hunters territory.
Before the battle, you can set up two Skinned Cadaver markers wholly within your territory and more than 2" from other markers. Whenever a friendly operative within 3" of your Skinned Cadaver marker is SHOOTING, FIGHTING or RETALIATING, your opponent cannot re-roll their attack dice.
3 DOT TARGET:
Skull Hunters can equip their shoulder cannons with advanced targeting reticules that track with pinpoint accuracy what the clan members can see, making them incredibly accurate at long range.
Whenever a friendly PREDATOR operative is shooting an operative more than 6" from it, that friendly operative's shoulder cannon weapon has the SATURATE weapon rule.
TRAPPER NET:
All Skull Hunter clans use nets to catch and not let their prey escape. These nets are razor sharp and cause horrific injuries to the victim whilst they struggle to escape.
Once per battle, a friendly PREDATOR operative can use this equipment visible to and within 6" of an enemy operative, during the START of that operatives MOVEMENT action (REPOSITION, DASH, CHARGE or FALL BACK). Roll a D6 and on a 4+ that MOVEMENT action is interupted and that enemy operative's activation is ended until the start of the their next activation. On a successful 4+ roll, roll 2D3 to determine the number of wounds that enemy operative takes.
Ploys
Firefight - Re-cloaked:
Use this firefight ploy when a friendly PREDATOR operative has an ENGAGE order, or has healed enough wounds to no longer be injured.
Change the operatives order back to CONCEAL, activating the THERE'S SOMETHING OUT THERE, WAITING FOR US cloaking ability.
Firefight - Ah haha HAHAHA!:
Skull Hunters leave no trace of their presence in a hunting ground, dead or alive. In the unlikely event that the native prey kills one of the clan, Skull Hunters can activate a devastating timed explosion, wiping all evidence and knowledge of their presence from the face of the planet.
Use this firefight ploy when a friendly PREDATOR operative is incapacitated. Leave the operative on the killzone floor as a marker. At the end of the turning point, inflict 2D3+2 damage for ANY operative (including friendly SKULL HUNTERS) within 8" of the incapacitated PREDATOR operatives base.
Firefight - Get to the choppa!:
The Skull Hunter slips back into the shadows to claim more trophies...
Use this firefight ploy during a friendly SKULL HUNTER operative's activation, before or after it performs an action. During that activation, that operative can perform the FALL BACK action for 1 less AP.
Firefight - You're an asset. An expendable assest.:
Skull Hunter hounds are fiercly loyal to their clan masters and will protect them at all costs.
Use this firefight ploy when a freindly PREDATOR operative is selected as the valid target of a shoot action. Select one friendly HOUND 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 HOUND 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 - Ol' painless is waiting:
Skull Hunters and their hounds are intensly focussed on the hunt and refuse to let any injuries slow them down.
You can ignore any changes to the stats of friendly SKULL HUNTER operatives from being injured.
Strategic - Not at that range...:
Skull Hunters posses lightning reflexes, they are even able to dodge incoming fire.
Whenever an operative is shooting a friendly SKULL HUNTER operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Strategic - The jungle... it just came alive.:
Skull Hunters clans move through the environment as a ruthless and efficient team.
Select two friendly SKULL HUNTER operatives visible to and within 6" of each other. Remove them both from the killzone and set them back up in each other's previous locations (in other words, swap their positions).
Strategic - I'm scared Poncho:
Skull hunters are masters at ambush tactics, often taking trophies before anyone realises what has happened.
Friendly PREDATOR operatives can charge from conceal if they drop from VANTAGE terrain at least 2" higher than the killzone floor during the CHARGE action.
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.