XV26 (Mont’ka Redub)
Composition
This Killteam must contain one of each of the following operatives:
-
SHAS’VRE [LEADER] equipped with a PULSE PISTOL & either a BURST CANNON or FUSION BLASTER
-
GUN DRONE equipped with TWIN-LINKED PULSE CARBINES, and a RAM
-
MARKER DRONE equipped with a RAM
… and 4 operatives from the following list:
-
DESIGNATOR equipped with FISTS and either a BURST CANNON or FUSION BLASTER
-
LIBERATOR equipped with FISTS and either a BURST CANNON or FUSION BLASTER, as well as UTILITY GRENADES, EXPLOSIVE GRENADES and an EMP BOMB
-
LODESTAR equipped with FISTS and either a BURST CANNON or FUSION BLASTER, as well as a HOMING BEACON
-
NEUTRALISER equipped with FISTS and either a BURST CANNON or FUSION BLASTER
-
INFILTRATOR equipped with FISTS and either a BURST CANNON or FUSION BLASTER
Notes: Other than the INFILTRATOR, you may only select each operative once. Your team cannot contain more than two FUSION BLASTERS in total. otrs
Common Abilities and Options
MARKERLIGHT:
Whenever an enemy operative is a valid target for this operative or is visible to this operative and within 2" of your Ambush marker (Prepare Ambush strategy ploy), it's marked. Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that's marked, that friendly operative's ranged weapons have the Severe weapon rule. Note that an operative can be a valid target for this operative even if this operative isn't the active operative
DRONE:
- This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Reposition and Shoot.
- Whenever etermining control of an objective marker, treat this operative's APL stat as 1 lower. Not that 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).
- This operative is ignored for the purposes of the Kill Op (both in terms of operatives kill, and starting number of operatives).
SHAS’VRE
A 3
M 6"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst Cannon | |||
| Focused (Ceaseless) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Torrent 1”) | 4 | 4+ | 3/4 |
| Fusion Blaster | |||
| Short Range (Rng 6”, Devastating 4, Piercing 2) | 4 | 4+ | 6/3 |
| Long Range (Rng 12”, Piercing 1) | 4 | 4+ | 6/3 |
| Pulse Pistol (Rng 8”) | 4 | 4+ | 4/5 |
| Pulse Pistol (Accurate 1) | 3 | 4+ | 4/5 |
Abilities
DRONE CONTROLLERTACTICAL DISCRETIONDESIGNATOR
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst Cannon | |||
| Focused (Ceaseless) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Torrent 1”) | 4 | 4+ | 3/4 |
| Fusion Blaster | |||
| Short Range (Rng 6”, Devastating 4, Piercing 2) | 4 | 4+ | 6/3 |
| Long Range (Rng 12”, Piercing 1) | 4 | 4+ | 6/3 |
| Fists | 3 | 4+ | 3/4 |
Abilities
MARKERLIGHTLIBERATOR
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst Cannon | |||
| Focused (Ceaseless) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Torrent 1”) | 4 | 4+ | 3/4 |
| Fusion Blaster | |||
| Short Range (Rng 6”, Devastating 4, Piercing 2) | 4 | 4+ | 6/3 |
| Long Range (Rng 12”, Piercing 1) | 4 | 4+ | 6/3 |
| EMP BOMB (Rng 4”, Blast 2”, Limited 1, Lethal 4+, Saturate, Heavy (Reposition)) | 5 | 4+ | 2/2 |
| Explosive Grenades | |||
| Frag (Rng 6”, Blast 2”, Saturate) | 4 | 3+ | 2/4 |
| Krak (Rng 6”, Piercing 1, Saturate) | 4 | 3+ | 4/5 |
| Fists | 3 | 4+ | 3/4 |
Abilities
GRENADIERLODESTAR
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst Cannon | |||
| Focused (Ceaseless) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Torrent 1”) | 4 | 4+ | 3/4 |
| Fusion Blaster | |||
| Short Range (Rng 6”, Devastating 4, Piercing 2) | 4 | 4+ | 6/3 |
| Long Range (Rng 12”, Piercing 1) | 4 | 4+ | 6/3 |
| Fists | 3 | 4+ | 3/4 |
Abilities
ELECTROCHAFF LAUNCHERHOMING BEACONNEUTRALISER
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst Cannon | |||
| Focused (Ceaseless) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Torrent 1”) | 4 | 4+ | 3/4 |
| Fusion Blaster | |||
| Short Range (Rng 6”, Devastating 4, Piercing 2) | 4 | 4+ | 6/3 |
| Long Range (Rng 12”, Piercing 1) | 4 | 4+ | 6/3 |
| Fists | 3 | 4+ | 3/4 |
Abilities
MULTISPECTRUM SENSOR PACKAGESYSTEM JAM (1AP)INFILTRATOR
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst Cannon | |||
| Focused (Ceaseless) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Torrent 1”) | 4 | 4+ | 3/4 |
| Fusion Blaster | |||
| Short Range (Rng 6”, Devastating 4, Piercing 2) | 4 | 4+ | 6/3 |
| Long Range (Rng 12”, Piercing 1) | 4 | 4+ | 6/3 |
| Fists | 3 | 4+ | 3/4 |
Abilities
COVERT PROTOCOLSMV15 GUN DRONE
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin-Linked Pulse Carbines (Ceaseless) | 4 | 4+ | 4/5 |
| Ram | 3 | 5+ | 2/3 |
Abilities
DRONEPHOTON GRENADE LAUNCHER (1AP)MV75 MARKER DRONE
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
DRONEMARKERLIGHTPULSE PISTOLS
Operatives (except Drone operatives) gain the Pulse Pistol weapon profile (see the Shas'vre datacard)
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.
ADVANCED BLACKSUN FILTERS
Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that's obscured, you don't have to discard one success as a resulth of that rule. All other effects of obscured apply as normal.
JETPACK THRUSTERS
Whenever an operative equipped with Jetpack Thrusters uses a Reposition or Fall Back action, instead of moving it normally, you may remove it from the battlefield and set up again anywhere wholly within 6”, measuring horizontal distance only. In a Killzone that uses ‘Close Quarters’ rules, the distance cannot be measured over or through wall terrain and the operative cannot be set up on the other side of an access point.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: GHOSTSHROUD
Use this firefight ploy at the end of a friendly XV26 STEALTH BATTLESUIT operative's activation, if that operative has an Engage order. Change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.
Firefight: VECTORED RETRO-THRUSTERS
Use this ploy when a friendly XV26 STEALTH BATTLESUIT operative (excluding Drone operatives) is charged by a visible enemy operative more than 3” away from it. Interrupt that action and perform a free Dash action with the XV26 STEALTH BATTLESUIT operative that was the target of the charge.
Note: if the enemy operative can still complete their Charge successfully after this, they must do so, if not, they can select a new action and are not considered to have spent that AP or their use of the Charge action.
Firefight: EXFILTRATE
Use this ploy when you select a friendly XV26 STEALTH BATTLESUIT operative to counteract. If you do so, you may select any operative regardless of their order. That operative may only use a Dash or Reposition action (or a Fall Back action if it is on a conceal order), and may move the full distance of the action it selects, rather than just 2”, but it must end its turn within your territory and closer to your board edge than its initial position.
Firefight: SAVIOR PROTOCOLS
Use this firefight ploy whien a friendly XV26 STEALTH BATTLESUIT 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). This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.
Strategy Ploys
Strategy: KILLING BLOW
Whenever a friendly XV26 STEALTH BATTLESUIT operative (excluding Drone operatives) is shooting an enemy operative, if the target is not taken out of action as a result of that attack, the friendly operative may make a second Shoot action during its activation, but it must target the same enemy operative as it did in its first Shoot action.
Strategy: CRITICAL TARGET
Select one enemy operative. It becomes a Critical Target, give it a Critical Target token. Whenever friendly XV26 STEALTH BATTLESUIT operatives (excluding Drone operatives) are shooting at an enemy operative with a Critical Target token, its weapons gain the Seek weapon rule against the Critical Target. If the Critical Target is taken out of action, remove the token, otherwise remove the token at the end of the turning point.
Note: this means subsequent targets (e.g. from Torrent) are not eligible if Seek would be required to make them a separate valid target as well.
(use the ambush token from the original rule as the ‘Critical Target’ token)
Strategy: COUNTERFIRE DEFENCE SYSTEMS
Each time a friendly XV26 STEALTH BATTLESUIT operative (excluding Drone operatives) with an Engage order retaliates against an enemy operative with an Engage order, it may resolve a successful attack dice first. If it does so, that dice must be used to strike.
Strategy: TANDEM HUNTING PATTERN
Whenever a friendly XV26 STEALTH BATTLESUIT operative (excluding Drone operatives) (A) ends an activation in which it results in an Critical Target being taken out of action, weapon attacks made by friendly XV26 STEALTH BATTLESUIT operatives which target enemy operatives within 3” of the friendly (A) operative, have the Severe weapon rule until the end of the turning point.
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
PULSE PISTOLS:
Operatives (except Drone operatives) gain the Pulse Pistol weapon profile (see the Shas'vre datacard)
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.
ADVANCED BLACKSUN FILTERS:
Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that's obscured, you don't have to discard one success as a resulth of that rule. All other effects of obscured apply as normal.
JETPACK THRUSTERS:
Whenever an operative equipped with Jetpack Thrusters uses a Reposition or Fall Back action, instead of moving it normally, you may remove it from the battlefield and set up again anywhere wholly within 6”, measuring horizontal distance only. In a Killzone that uses ‘Close Quarters’ rules, the distance cannot be measured over or through wall terrain and the operative cannot be set up on the other side of an access point.
Ploys
Firefight - GHOSTSHROUD:
Use this firefight ploy at the end of a friendly XV26 STEALTH BATTLESUIT operative's activation, if that operative has an Engage order. Change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.
Firefight - VECTORED RETRO-THRUSTERS:
Use this ploy when a friendly XV26 STEALTH BATTLESUIT operative (excluding Drone operatives) is charged by a visible enemy operative more than 3” away from it. Interrupt that action and perform a free Dash action with the XV26 STEALTH BATTLESUIT operative that was the target of the charge.
Note: if the enemy operative can still complete their Charge successfully after this, they must do so, if not, they can select a new action and are not considered to have spent that AP or their use of the Charge action.
Firefight - EXFILTRATE:
Use this ploy when you select a friendly XV26 STEALTH BATTLESUIT operative to counteract. If you do so, you may select any operative regardless of their order. That operative may only use a Dash or Reposition action (or a Fall Back action if it is on a conceal order), and may move the full distance of the action it selects, rather than just 2”, but it must end its turn within your territory and closer to your board edge than its initial position.
Firefight - SAVIOR PROTOCOLS:
Use this firefight ploy whien a friendly XV26 STEALTH BATTLESUIT 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). This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.
Strategic - KILLING BLOW:
Whenever a friendly XV26 STEALTH BATTLESUIT operative (excluding Drone operatives) is shooting an enemy operative, if the target is not taken out of action as a result of that attack, the friendly operative may make a second Shoot action during its activation, but it must target the same enemy operative as it did in its first Shoot action.
Strategic - CRITICAL TARGET:
Select one enemy operative. It becomes a Critical Target, give it a Critical Target token. Whenever friendly XV26 STEALTH BATTLESUIT operatives (excluding Drone operatives) are shooting at an enemy operative with a Critical Target token, its weapons gain the Seek weapon rule against the Critical Target. If the Critical Target is taken out of action, remove the token, otherwise remove the token at the end of the turning point.
Note: this means subsequent targets (e.g. from Torrent) are not eligible if Seek would be required to make them a separate valid target as well.
(use the ambush token from the original rule as the ‘Critical Target’ token)
Strategic - COUNTERFIRE DEFENCE SYSTEMS:
Each time a friendly XV26 STEALTH BATTLESUIT operative (excluding Drone operatives) with an Engage order retaliates against an enemy operative with an Engage order, it may resolve a successful attack dice first. If it does so, that dice must be used to strike.
Strategic - TANDEM HUNTING PATTERN:
Whenever a friendly XV26 STEALTH BATTLESUIT operative (excluding Drone operatives) (A) ends an activation in which it results in an Critical Target being taken out of action, weapon attacks made by friendly XV26 STEALTH BATTLESUIT operatives which target enemy operatives within 3” of the friendly (A) operative, have the Severe weapon rule until the end of the turning point.
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.