XV26 Stealth Suits
Composition
An XV26 STEALTH SUIT KillTeam is composed of:
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1 XV26 STEALTH SUIT SHAS’VRE with pulse pistol and one of the following options: Burst cannon or fusion blaster
-
1 XV26 STEALTH SUIT MV75 MARKER DRONE
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1 XV26 STEALTH SUIT MV15 GUN DRONE
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4 XV26 STEALTH SUIT operatives selected from the following list:
DESIGNATOR*
INFILTRATOR*
LIBERATOR*
LODESTAR*
NEUTRALISER*
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.
*With one of the following options:
Burst cannon; fists Fusion blaster; fists
Common Abilities and Options
Kauyon:
Whenever a friendly XV26 Stealth Suit operative is shooting an enemy operative, its ranged weapons have the Accurate X weapon rule.
X is determined by that enemy operative’s location.
Within 4" of your Kauyon Ambush Marker. X=1
Within 3" of your Kauyon Ambush Marker. X=2
Within 2" of your Kauyon Ambush Marker. X=3
Stealth Fields:
Whenever a friendly XV26 Stealth Suit 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 Suit 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 within 2" of your Kauyon Ambush marker, it is
marked.
Whenever a friendly XV26 Stealth Suit operative is shooting an operative that is 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 is not the active operative.
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 | 3+ | 3/4 |
| Sweeping (Ceaseless, Torrent 1") | 4 | 3+ | 3/4 |
| Fusion Blaster | |||
| Close Range (Rng 6", Dev 4, P2) | 4 | 3+ | 6/3 |
| Long Range (Rng 12", P1) | 4 | 3+ | 4/5 |
| Pulse Pistol (Rng 8") | 4 | 3+ | 4/5 |
| Pulse Pistol (Accurate 1) | 3 | 4+ | 4/5 |
Abilities
For The Greater GoodKauyonStealth FieldsXV26 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 | |||
| Close Range (Rng 6", Dev 4, P2) | 4 | 4+ | 6/3 |
| Long Range (Rng 12", P1) | 4 | 4+ | 4/5 |
| Battlesuit Fists | 3 | 4+ | 3/4 |
Abilities
KauyonMarkerlightStealth 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 | |||
| Close Range (Rng 6", Dev 4, P2) | 4 | 4+ | 6/3 |
| Long Range (Rng 12", P1) | 4 | 4+ | 4/5 |
| Battlesuit Fists | 3 | 4+ | 3/4 |
Abilities
Electrochaff LauncherHoming BeaconKauyonStealth 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 | |||
| Close Range (Rng 6", Dev 4, P2) | 4 | 4+ | 6/3 |
| Long Range (Rng 12", P1) | 4 | 4+ | 4/5 |
| EMP Bomb (Stun, Rng 4", Limited 1, Lethal 5+, Saturate, Blast 2", Heavy (Reposition)) | 5 | 3+ | 2/2 |
| Battlesuit Fists | 3 | 4+ | 3/4 |
Abilities
GrenadierKauyonStealth FieldsXV26 Neutralizer
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 | |||
| Close Range (Rng 6", Dev 4, P2) | 4 | 4+ | 6/3 |
| Long Range (Rng 12", P1) | 4 | 4+ | 4/5 |
| Battlesuit Fists | 3 | 4+ | 3/4 |
Abilities
KauyonMultispectrum Sensor PackageStealth Fields1AP: System JamXV26 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 | |||
| Close Range (Rng 6", Dev 4, P2) | 4 | 4+ | 6/3 |
| Long Range (Rng 12", P1) | 4 | 4+ | 4/5 |
| Battlesuit Fists | 3 | 4+ | 3/4 |
Abilities
Covert ProtocolsKauyonStealth FieldsMV15 Gun Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin-linked Pulse Carbine (Ceaseless) | 4 | 4+ | 4/5 |
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneKauyon1AP: Photon Grenade LauncherMV76 Marker Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneKauyonMarkerlightXV26 Multitrackers
Once per turning point, after a friendly XV26 Stealth Suit operative perfoms the Shoot action. It may make another Shoot action but it cannot select the same enemy operative as the valid target from the previous Shoot action.
Advanced Targeting System
Once per turning point, when a friendly XV26 Stealth Suit operative is performing the Shoot action, and it meets the requirements of the Markerlight rule (see MV76 Marker Drone or XV26 Designator), it may use this rule. If it does, that friendly XV26 Stealth Suit operaive's ranged weapons add 1 to their hit stat (to a maximum of 3+).
Advances Blacksun Filters
Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that is obscured, you do not have to discard one success as a result 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.
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: Vectored Retro-Thrusters
Use this firefight ploy when an enemy operative ends the Charge action within control range of a friendly XV26 Stealth Suit 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. Then, that enemy operative can immediately perform a free Reposition action using any remaining move distance it had from that first Charge action, and can do so even if it’s performed an action that prevents it from performing the Reposition action.
Firefight: Ghostshroud
Use this firefight ploy at the end of a friendly XV26 Stealth Suit 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: Saviour Protocols
Use this firefight ploy when a friendly XV26 Stealth Suit operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly XV26 STEALTH BATTLESUIT 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.
Firefight: Engage Jet Pack
Use this firefight ploy when a XV26 Stealth Suit operative activates. Whenever this operative preforms an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring horizontal distance only. Note that it gains no additional distance when performing the Charge action.
It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).
Strategy Ploys
Strategy: Patient Hunters
Whenever a friendly XV26 Stealth Suit operative is shooting against or fighting against an enemy operative that's within 4" of your Kauyon Ambush Marker, that friendly operative’s weapons have the Balanced weapon rule and its ranged weapons have the Saturate weapon rule.
Strategy: Bonds of Unity
Whenever a friendly XV26 Stealth Suit operative is activated (excluding DRONE), if it is visible to and within 6" of another friendly XV26 Stealth Suit operative (excluding DRONE), you can ignore any changes to that first friendly operative's APL stat and select one of the following:
- Ignore any changes to that first friendly operative’s Move stat from being injured until the end of that activation.
- Ignore any changes to the Hit stat of that first friendly operative’s weapons from being injured until the end of that activation.
Strategy: Holowave Countermeasures
Whenever an operative is shooting a friendly XV26 Stealth Suit 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: Wall of Mirrors
Place a Mirror marker within control range of a friendly XV26 Stealth Suit operative (excluding drone operatives). You may immediatley remove that friendly operative from the killzone and set it up within control range of another friendly XV26 Stealth Suit operative (excluding drones). Then remove that second friendly operative and set it up within control range of your mirror marker as close as possible to the first operative's original position.
You cannot choose friendly operatives who are within control range of enemy operatives for this ploy.
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
XV26 Multitrackers:
Once per turning point, after a friendly XV26 Stealth Suit operative perfoms the Shoot action. It may make another Shoot action but it cannot select the same enemy operative as the valid target
from the previous Shoot action.
Advanced Targeting System:
Once per turning point, when a friendly XV26 Stealth Suit operative is performing the Shoot action, and it meets the requirements of the Markerlight rule (see MV76 Marker Drone or XV26 Designator), it may use this rule. If it does, that friendly XV26 Stealth Suit operaive's ranged weapons add 1 to their hit stat (to a maximum of 3+).
Advances Blacksun Filters:
Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that is obscured, you do not have to discard one success as a result 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.
Ploys
Firefight - Vectored Retro-Thrusters:
Use this firefight ploy when an enemy operative ends the Charge action within control range of a friendly XV26 Stealth Suit 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. Then, that enemy operative can immediately perform
a free Reposition action using any remaining move distance it had from that first Charge action, and can do so even if it’s performed an action that prevents it from performing the Reposition
action.
Firefight - Ghostshroud:
Use this firefight ploy at the end of a friendly XV26 Stealth Suit 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 - Saviour Protocols:
Use this firefight ploy when a friendly XV26 Stealth Suit operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly XV26 STEALTH
BATTLESUIT 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.
Firefight - Engage Jet Pack:
Use this firefight ploy when a XV26 Stealth Suit operative activates. Whenever this operative preforms an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from
the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring horizontal distance only. Note that it gains no additional
distance when performing the Charge action.
It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).
Strategic - Patient Hunters:
Whenever a friendly XV26 Stealth Suit operative is shooting against or fighting against an enemy operative that's within 4" of your Kauyon Ambush Marker, that friendly operative’s
weapons have the Balanced weapon rule and its ranged weapons have the Saturate weapon rule.
Strategic - Bonds of Unity:
Whenever a friendly XV26 Stealth Suit operative is activated (excluding DRONE), if it is visible to and within 6" of another friendly XV26 Stealth Suit operative (excluding
DRONE), you can ignore any changes to that first friendly operative's APL stat and select one of the following:
- Ignore any changes to that first friendly operative’s Move stat from being injured until the end of that activation.
- Ignore any changes to the Hit stat of that first friendly operative’s weapons from being injured until the end of that activation.
Strategic - Holowave Countermeasures:
Whenever an operative is shooting a friendly XV26 Stealth Suit 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 - Wall of Mirrors:
Place a Mirror marker within control range of a friendly XV26 Stealth Suit operative (excluding drone operatives). You may immediatley remove that friendly operative from the killzone and set it up within control range of another friendly XV26 Stealth Suit operative (excluding drones). Then remove that second friendly operative and set it up within control range of your mirror marker as close as possible to the first operative's original position.
You cannot choose friendly operatives who are within control range of enemy operatives for this ploy.
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.