BLOOD ANGELS SPEAR OF THE HEAVENS
Composition
A BLOOD ANGELS SPEAR OF THE HEAVENS Kill Team is composed of:
1 BLOOD ANGELS CAPTAIN with one option from each of the following: Heavy bolt pistol, or plasma pistol*
Master-crafted power weapon, or Sanguinary chainsword
4 BLOOD ANGELS WARRIOR operatives with one option from each of the following: Heavy bolt pistol, or plasma pistol*
Sanguinary chainsword
*You can take a maximum of two plasma pistols on your team. (this Inculdeds the one your Captain is equiped with)
Common Abilities and Options
Angels Of Death:
Whenever a friendly BLOOD ANGELS operative performs a Charge action and chooses to BOOST, if it moved more than 4" horizontally while doing so, or if that operative charged from Vantage terrain and ended that Charge within Engagement Range of an enemy operative that was at a lower elevation, you can inflict D3+1 damage on that enemy operative before fighting.
If an enemy operative is incapacitated by this rule, the friendly operative may immediately Reposition up to 2", and can do so into Engagement Range of another enemy operative. This does not count as performing a Charge action.
Boost Action:
Some actions are known as BOOST actions. These are actions performed during other actions when a BOOST is used. Each operative cannot perform more than one BOOST action per activation/counteraction.
Most BOOST actions affect enemy operatives within a friendly BLOOD ANGEL operative’s BOOST ZONE. This is the horizontal area between a friendly BLOOD ANGEL operative’s current location and the location from which it used BOOST. A marker the same size as the operative’s base can be temporarily placed to help determine this. Enemy operatives with any part of their base underneath Vantage terrain are not within friendly BLOOD ANGEL operatives’ BOOST ZONEs.
Jump Pack Assault:
Whenever a friendly BLOOD ANGELS operative is performing the Charge, Fall Back or Reposition action during its activation, at the start of any straight-line increment, as long as no part of its base is underneath Vantage terrain, it can do a BOOST for that increment. If it does, don’t move it for that increment. Instead, remove it from the killzone and set it back up wholly within x" horizontally of its original location. X is a distance of your choice (rounded up to the nearest inch, as per the Reposition action), but it’s added to the total move distance used for that action (in other words, move plus BOOST cannot exceed the action’s move allowance).
That operative must be set up in a location it can be placed and cannot be set up with any part of its base underneath Vantage terrain. In addition, unless it’s the Charge action, it cannot be set up within control range of an enemy operative. It can continue moving after a BOOST if it has any move distance remaining and the action allows it.
In a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, the x" cannot be measured 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 BOOST through an open hatchway.
Sanguine Astartes:
During each friendly BLOOD ANGELS operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and an inferno pistol or plasma pistol is selected for both, 1 additional AP must be spent for the second action.
Each friendly BLOOD ANGELS operative can counteract regardless of its order, and may move up to 2" before or after doing so.
The Flaw:
The thirst takes hold,
The first time during each Turning Point a friendly BLOOD ANGELS operative fights in melee after charging, you may retain one successful hit as a critical hit.
Fear His Angels:
Whenever this operative incapacitates an enemy operative while fighting or retaliating, select one other enemy operative visible to and within 3" of either this operative or the incapacitated enemy operative. Subtract 1 from that enemy operative’s APL stat until the end of its next activation.
Blood Angels Captain
A 3
M 6"
S 3+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharged (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Mastercrafted Power Weapon (Lethal 5+, Rending) | 5 | 3+ | 4/6 |
| Sanguinary Chainsword (Rending) | 5 | 3+ | 4/5 |
Abilities
Angels Of DeathBoost ActionFearless LeadershipJump Pack AssaultOnly in Death Does Duty EndSanguine AstartesThe FlawBlood Angels Warrior
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharged (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Sanguinary Chainsword (Rending) | 5 | 3+ | 4/5 |
Abilities
Angels Of DeathBoost ActionFear His AngelsJump Pack AssaultSanguine AstartesThe FlawBlood Angels Warrior
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharged (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Sanguinary Chainsword (Rending) | 5 | 3+ | 4/5 |
Abilities
Angels Of DeathBoost ActionFear His AngelsJump Pack AssaultSanguine AstartesThe FlawBlood Angels Warrior
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharged (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Sanguinary Chainsword (Rending) | 5 | 3+ | 4/5 |
Abilities
Angels Of DeathBoost ActionFear His AngelsJump Pack AssaultSanguine AstartesThe FlawBlood Angels Warrior
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharged (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Sanguinary Chainsword (Rending) | 5 | 3+ | 4/5 |
Abilities
Angels Of DeathBoost ActionFear His AngelsJump Pack AssaultSanguine AstartesThe FlawPURITY SEALS
Once per turning point, when a friendly BLOOD ANGELS operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
DECENT INTO MADNESS
Once per turning point, when a friendly BLOOD ANGELS operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6+ as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
HEIRLOOM OF THE NINTH
Once per turning point, whenever a friendly BLOOD ANGELS operative incapacitates an enemy operative in melee, it regains 1+D3 lost wounds.
BLOOD CHALICE
Once per turning point a friendly BLOOD ANGELS operative can use this equipment. When they do, they ignore and remove any changes to their APL stats.
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: RED THIRST UNBOUND
Use this firefight ploy when a friendly BLOOD ANGELS operative fights in melee after performing the Charge action. For the rest of that fight action, normal and critical hits inflict 1 additional damage (to a maximum of 7).
Firefight: WRATH OF BAAL
Use this firefight ploy when a friendly BLOOD ANGELS operative performs the fight action, after rolling attack dice but before any rerolls. Until the end of that action, enemy operatives cannot re-roll attack dice.
Firefight: DESCENT OF ANGELS
STRATEGIC GAMBIT: Use this firefight ploy during the Strategy Phase on turning points 2, 3, or 4+. Once per battle, you may remove up to two BLOOD ANGELS operatives that are not within Engagement Range of an enemy operative from the battlefield and set them up wholly within 12" horizontally of their original positions, but not under vantage terrain. Wall terrain must be measured around using the shortest path through open doors and breach points.
When these operatives activate, they may perform only 1AP action before their activation ends.
Firefight: AN HONOURABLE DEATH IN COMBAT
Use this firefight ploy when a friendly BLOOD ANGELS operative has been incapacitated during a fight action. They can immediatly use one of their remaining successful hits in the sequence before being removed from play.
Strategy Ploys
Strategy: BLOODLUST
Whenever a friendly BLOOD ANGELS WARRIOR is in melee combat with an enemy operative on the enemy board half, they gain the Severe keyword and take a 2" movement penalty until the next turning point. this movement penalty does not effect counter action movement, dash movement, or charge movement.
Strategy: SANGUINARY MOMENTUM
Until the end of the turning point, friendly BLOOD ANGELS operatives that BOOST increase their movement stat by 1".
Strategy: TARGETS OF OPPORTUNITY
Until the end of the turning point, friendly BLOOD ANGELS operatives that have dropped from Vantage terrain to a lower elevation or to the KillZone floor may claim the shooting benefits of being on the vantage point from which they began their activation.
Strategy: INDOMITUS
Whenever an operative is shooting a friendly BLOOD ANGELS operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
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
PURITY SEALS:
Once per turning point, when a friendly BLOOD ANGELS operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
DECENT INTO MADNESS:
Once per turning point, when a friendly BLOOD ANGELS operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6+ as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
HEIRLOOM OF THE NINTH:
Once per turning point, whenever a friendly BLOOD ANGELS operative incapacitates an enemy operative in melee, it regains 1+D3 lost wounds.
BLOOD CHALICE:
Once per turning point a friendly BLOOD ANGELS operative can use this equipment. When they do, they ignore and remove any changes to their APL stats.
Ploys
Firefight - RED THIRST UNBOUND:
Use this firefight ploy when a friendly BLOOD ANGELS operative fights in melee after performing the Charge action. For the rest of that fight action, normal and critical hits inflict 1 additional damage (to a maximum of 7).
Firefight - WRATH OF BAAL:
Use this firefight ploy when a friendly BLOOD ANGELS operative performs the fight action, after rolling attack dice but before any rerolls. Until the end of that action, enemy operatives cannot re-roll attack dice.
Firefight - DESCENT OF ANGELS:
STRATEGIC GAMBIT: Use this firefight ploy during the Strategy Phase on turning points 2, 3, or 4+. Once per battle, you may remove up to two BLOOD ANGELS operatives that are not within Engagement Range of an enemy operative from the battlefield and set them up wholly within 12" horizontally of their original positions, but not under vantage terrain. Wall terrain must be measured around using the shortest path through open doors and breach points.
When these operatives activate, they may perform only 1AP action before their activation ends.
Firefight - AN HONOURABLE DEATH IN COMBAT:
Use this firefight ploy when a friendly BLOOD ANGELS operative has been incapacitated during a fight action. They can immediatly use one of their remaining successful hits in the sequence before being removed from play.
Strategic - BLOODLUST:
Whenever a friendly BLOOD ANGELS WARRIOR is in melee combat with an enemy operative on the enemy board half, they gain the Severe keyword and take a 2" movement penalty until the next turning point. this movement penalty does not effect counter action movement, dash movement, or charge movement.
Strategic - SANGUINARY MOMENTUM:
Until the end of the turning point, friendly BLOOD ANGELS operatives that BOOST increase their movement stat by 1".
Strategic - TARGETS OF OPPORTUNITY:
Until the end of the turning point, friendly BLOOD ANGELS operatives that have dropped from Vantage terrain to a lower elevation or to the KillZone floor may claim the shooting benefits of being on the vantage point from which they began their activation.
Strategic - INDOMITUS:
Whenever an operative is shooting a friendly BLOOD ANGELS operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
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.