Necromunda Gangs: Escher

Homebrew by Aionexron1441

House Escher, known as the House of Blades, is the oldest of the Clan Houses of Necromunda. The House is populated almost entirely by females, who are said to look down on and pity all males. Arrogant and heartless, the Escher have a reputation for cruelty, and are perhaps the most vicious house. They are as tough and heavily armed as any other gang, both fast and deadly, and tend to have a strong bias towards hand-to-hand combat, yet the envy of their rival houses are is their artisan alchemy skills. From applying toxic or gaseous ammo to weapons before a battle to always-on elixirs and stims to boost their senses and abilities. The Eschers earned their seat as the most lethal of all the houses in Necromunda. A feat rivaled by only so few.

100% positive
Composition

An ESCHER KillTeam is composed of:

  • 1 ESCHER LEADER operative selected from the following list:
    • MATRIARCH equipped with one of the following options:
      • Twin-Plasma Pistols; Stiletto Knife
      • Plasma Cannon; Stiletto Knife
      • Twin-Needle pistols; Power Sword
      • Twin-Chainswords
      • Power Hammer & Brute Shield
    • DEATH MAIDEN equipped with one of the following options:
      • Needle Pistol; Venom Claw
      • Plasma Pistol; Shock Whip
  • 7 ESCHER operatives selected from the following list:
    • SISTER equipped with one of the following options:
      • Needle Rifle; Stiletto Knife*
      • Plasma Gun; Stiletto Knife*
      • Nightshade Chem-Thrower; Stiletto Knife*
      • Grenade Launcher; Stiletto Knife*
      • Lasgun; Stiletto Sword
      • Twin-Stiletto Sword
      • Stiletto Sword & Brute Shield
    • WYLD RUNNER
    • LITTLE SISTER
  • 2 ESCHER HIRED ARM operatives selected from the following list:
    • KHIMERIX
    • APPRENTICE CLAN CHYMIST
    • PHELYNX

Other than SISTER, LITTLE SISTER and PHELYNX operatives, your kill team can only include each operative on these lists once.

Your kill team can include up to four SISTER, six LITTLE SISTER and four PHELYNX operatives.

LITTLE SISTER and PHELYNX operatives each counts as half a selection. KHIMERIX and APPRENTICE CLAN CHYMIST operatives each counts as two selections.

*You cannot select this option more than once and you cannot select more than 3 of these options combined.

Common Abilities and Options

*Shield:
Whenever this operative is using this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

*Toxic:
Whenever this operative is using this weapon against an enemy operative; if you retained a critical success, add 1 to both Dmg stats of this weapon until the end of that sequence.

Acrobatic:
Whenever an enemy operative is shooting an ESCHER operative (excluding HIRED ARM) that is not in cover, worsen that enemy operative’s Hit stat by 1.

Chem Alchemy:
In the Set-Up Operatives phase, select one Elixir rule for each friendly ESCHER operative (excluding HIRED ARM) to use once per battle:

  • Stims: Elixirs of this type can only be used whenever that friendly operative activates.

    • Hyper Elixir: Adds 1 inches to that friendly operative’s Move stat.

    • Brain Lock Elixir: Ranged weapons with the Psychic weapon rule cannot inflict damage on that friendly operative. For the effects of PSYCHIC actions, that operative cannot be selected and is never treated as being within those actions’ required ranges.

    • Blood Rush Elixir: That friendly operative can regain 1D3+1 lost wounds.

  • Gas Vials: Elixirs of this type can only be used during that friendly operative’s activation.

    • Expansive Elixir: Whenever that friendly operative has an Expansive Elixir and performs a Shoot action, the selected ranged weapon of that operative can have the Blast 1” and Gas* weapon rules.

      *GAS: Whenever this weapon is used for a Shoot action, don’t roll for Atk dice. Instead, roll 1D6. If the result does not equal or beat the Save stat of the target. that target gains one of your Gas Tokens. Whenever an operative has a Gas Token, it is injured.

    • Pathogenic Elixir: Whenever that friendly operative has a Pathogenic Elixir and performs a Shoot action, that target can gain one of your Pathogenic Tokens. Whenever an operative with a Pathogenic Token activates, Roll 1D6. If the result does not equal or beat its Save stat. It is injured.

    • Hallucinogen Elixir: Whenever that friendly operative has a Hallucinogen Elixir and performs a Shoot action, in the Roll Defense Dice step, you can worsen the Save stat of the target by 1.

  • Toxin Vials: Elixirs of this type can only be used during that friendly operative’s activation.

    • Paralyzing Elixir: Whenever that operative is performing a Shoot or Fight action, You can select a ranged or melee weapon of that operative to have the Toxic* and Stun weapon rules.

      *TOXIC: Whenever this operative is using this weapon against an enemy operative; if you retained a critical success, add 1 to both Dmg stats of this weapon until the end of that sequence.

    • Concentrated Elixir: Whenever that operative is performing a Shoot or a Fight action, in the Resolve Attack Dice step, you can add 1D3+2 damage to the inflicted damage of the first success resolved.

    • Silencing Elixir: Whenever that operative is performing a Shoot or a Fight action, in the Roll Attack Dice step, If you retain any critical success, the target cannot benefit from GROUP ACTIVATION rule for the battle.

*Poison:
In the Resolve Attack Dice step, if you inflict damage with any critical success, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

*Gas:
Whenever this weapon is used for a Shoot action, don’t roll for Atk dice. Instead, roll 1D6. If the result does not equal or beat the Save stat of the target. that target gains one of your Gas Tokens. Whenever an operative has a Gas Token, it is injured.

Felitoid:
Whenever this operative is climbing up, you can treat the vertical distance as 2 inches (regardless of how far the operative actually moves vertically). Whenever this operative is dropping down, ignore the vertical distance of that drop.

MATRIARCH
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Twin-Plasma Pistols
Standard (Rng 6", Prc1)
5
3+
3/5
Supercharge (Rng 6", Prc1, Lethal 5+, *Super Hot)
5
4+
4/5
Twin-Needle Pistols (Rng 3", PrcCrits2, Silent, *Toxic)
5
3+
1/4
Plasma Cannon
Standard (Hvy, Prc1, Blast 2")
4
4+
4/6
Supercharge (Hvy, Prc1, Blast 2", Lethal 5+, Hot)
4
4+
5/6
Twin-Chainswords (Rending)
5
3+
4/5
Power Sword (Lethal +5)
4
3+
4/6
Power Hammer & Brute Shield (Shock, *Shield)
3
4+
5/6
Stiletto Knife
3
3+
3/4
Abilities
*Shield*Super Hot*ToxicAcrobaticChampion Of The BladesChem Alchemy

*Super Hot: After using this weapon, roll 2D6. For each result that is less than the weapon's Hit stat, inflict Damage on that operative equal to that result multiplied by 2. If it is used multiple times in one action (e.g. Blast), roll only 2D6.

Champion Of The Blades: You can use each of the following rules or Unique action for this operative once per battle:

  • TRAP QUEEN: STRATEGIC GAMBIT for the first turning point and if this operative is in the killzone. You can set 1 of your Blade Cage Markers or Gas Canisters Markers (in addition to any from faction equipment) up wholly within 6 inches of your drop zone, on the killzone floor and more than 2 inches from other markers, access points, and Accessible terrain.

  • TOXIN SPECIALIST: Once per battle, this operative can use one of the Toxin Vials’ Elixir rules in addition to any Elixir rule selected for it (i.e. from CHEM ALCHEMY faction rule).

  • INSPIRATIONAL (1 AP): Until the end of the turning point; whenever a friendly ESCHER operative is within 3 inches of this operative, you can ignore any changes to the stats of that operative from being injured. Whenever determining control of a marker within 3 inches of this operative, treat the total APL stat of friendly ESCHER operatives that contest it as 1 higher if at least one friendly operative contests that marker. Note this isn’t a change to the APL stat, so any changes are cumulative with this.

NECROMUNDA GANGS, ESCHER, GANG, LEADER, MATRIARCH; 28
DEATH MAIDEN
A 3
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Prc1, Lethal 5+, Hot)
4
3+
4/5
Needle Pistol (Rng 3", PrcCrits2, Silent, *Toxic)
4
2+
1/4
Venom Claw (Rending, *Poison)
5
3+
4/5
Shock Whip (Lethal 5+, Shock)
4
3+
4/6
Abilities
*Poison*ToxicAcrobaticChem AlchemyCombat Virtuso

Combat Virtuso: Whenever this operative is performing a Charge action, it can move through parts of terrain features as if they were not there, but must end that move in a location it can be placed on and follow the Charge action rules as normal.

Whenever an enemy operative is performing a Charge action and end its move within the control range of this operative. This operative can immediately perform a free Fall Back action if it was ready.

This operative cannot be affected by Poison, Toxic and/or Gas rules. Whenever this operative is fighting or retaliating; if an attack die inflicts damage on this operative, roll 1D6: on a 6+, the enemy operative gains a Poison Token.

NECROMUNDA GANGS, ESCHER, GANG, LEADER, DEATH MAIDEN; 28
SISTER
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Plasma Gun
Standard (Hvy(Repos), Prc1)
4
4+
4/6
Supercharge (Hvy(Repos), Prc1, Lethal 5+, Hot)
4
4+
5/6
Needle Rifle (Rng 6", Hvy(Repos), PrcCrits2, Silent, *Toxic)
4
3+
1/4
Night Shade Chem-Thrower (Rng 6", Hvy(Repos), Silent, *Gas)
-
-
-/-
Grenade Launcher
Frag (Hvy(Repos), Blast 2")
4
4+
2/4
Krak (Hvy(Repos), Prc1)
4
4+
4/5
Lasgun
4
4+
2/3
Twin-Stiletto Sword
5
4+
4/5
Stiletto Sword & Brute Shield (*Shield)
4
4+
3/4
Stiletto Knife
3
4+
2/3
Abilities
*Gas*Shield*ToxicAcrobaticChem Alchemy
NECROMUNDA GANGS, ESCHER, GANG, SISTER; 25
WYLD RUNNER
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Wyld Bow
Bullseye Arrow (Hvy, Lethal 4+, PrcCrits2)
1
3+
3/7
Acid Arrow (Hvy(Repos), Prc1)
3
4+
3/5
Versatile Arrow (Hvy(Repos), *Versatile)
5
4+
2/3
Whip (Stun)
4
4+
2/3
Abilities
*VersatileAcrobaticChem AlchemyPack LeaderStrider

*Versatile: Whenever this operative is performing a Shoot action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its Atk dice (not all of it) for this action. After that sequance has ended, this operative can immediately perform another shooting attack against another enemy operative within control range of that target (if any) but must use this weapon for it. In the Roll Attack Dice step of that attack, this operative can only roll the remaining Atk dice. This operative cannot perform another shooting attack if it rolled all the remaining Atk dice of this weapon.

Pack Leader: Whenever this operative is activated, you can activate all ready friendly PHELYNX operatives within 6 inches of this operative at the same time. Complete their activations action by action in any order.

Strider: Whenever this operative is performing a Reposition or Dash action, it can move through parts of terrain features as if they were not there, but must end that move in a location it can be placed on.

NECROMUNDA GANGS, ESCHER, GANG, WYLD RUNNER; 25
LITTLE SISTER
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Stub Gun (Rng 8", Acc1)
4
5+
2/3
Stiletto Knife
3
4+
2/3
Abilities
AcrobaticChem AlchemyQuick Or Dead

Quick Or Dead: Once per battle. If this operative performed a Reposition or a Dash action during its activation, it can perform a Pick-Up Marker, Place Marker or Mission action for 1 less AP if it is within your opponent's territory.

NECROMUNDA GANGS, ESCHER, GANG, LITTLE SISTER; 25
KHIMERIX
A 2
M 6"
S 5+
W 13
Weapons
ATK
HIT
DMG
Chemical Cloud (Rng 3", Blast 1", *Toxic)
3
4+
2/3
Gaseous Eruption (Tor 1", *Gas)
-
-
-/-
Razor-Sharp Talons (Rending)
5
3+
3/5
Abilities
*Gas*ToxicFelitoidHouse Brute

House Brute: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. Whilst this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any).

Whenever a friendly ESCHER operative that is within control range of this operative is selected as the valid target of a Shoot action or to fight against during a Fight action, this operative becomes the valid target or to be fought against (as appropriate) instead, even if it normally would not be valid for this. If it is a Fight action, treat this operative as being within the fighting operative's control range for the duration of that action. If it is a Shoot action, this operative is only in cover or obscured if the original target was. This rule has no effect if it is a Shoot action and the ranged weapon has Blast or Torrent special rule.

This operative cannot perform any action other than Charge, Dash, Fall Back, Reposition, Shoot and Fight. It cannot use any weapon that is not on its datacard.

Whenever this operative is fighting, in the Resolve Attack Dice step, you select one critical success to inflicts 1D3 damage in addition to the damage of that success.

Whenever this operative is fighting or retaliating. In the Roll Attack Dice step; whenever you discard an attack die as a fail, inflict normal damage on one other friendly operative of your choice within control range of the target.

At the end of the Ready step of each strategy phase, this operative regains 1 lost wound.

NECROMUNDA GANGS, ESCHER, GANG, HIRED ARM, KHIMERIX; 40
APPRENTICE CLAN CHYMIST
A 2
M 5"
S 5+
W 7
Weapons
ATK
HIT
DMG
Needle Pistol (Rng 3", PrcCrits2, Silent, *Toxic)
4
4+
1/4
Stim-Needler (Rng 3", Lethal 4+, Stun, *Poison)
2
4+
0/0
Stiletto Sword
3
4+
3/4
Abilities
*Poison*ToxicFixer

Fixer: During a friendly ESCHER operative activation or counteraction; whenever it is within control range of this operative, that friendly operative can perform the following Mission actions:

  • GIVE’EM MORE (0 AP): That operative gains its Elixir rule (i.e. from CHEM ALCHEMY faction rule) once (if it used it already). That friendly operative cannot perform this action if it has its Elixir or while within control range of an enemy operative.

  • AND ANOTHER (1 AP): That friendly operative gains an Elixir rule (i.e. from CHEM ALCHEMY faction rule) different from the one it already has or was selected for it. That friendly operative cannot perform this action if it has two Elixir rules or while within control range of an enemy operative.

NECROMUNDA GANGS, ESCHER, GANG, HIRED ARM, APPRENTICE CLAN CHYMIST; 25
PHELYNX
A 2
M 8"
S 6+
W 3
Weapons
ATK
HIT
DMG
Toxic Fangs (*Toxic)
2
4+
1/3
Abilities
*ToxicFelitoidUntamed1AP: Venomous Bite

Untamed: Whenever this operative is fighting or retaliating. In the Roll Attack Dice step; whenever you discard an attack die as a fail, inflict normal damage on one other friendly operative of your choice within control range of the target.

Whenever this operative is more than 6 inches of a friendly ESCHER WYLD RUNNER operative, it gains one of your Untamed Tokens. Whenever this operative has an Untamed Token, roll 1D6. the result determines which of the following rules to use:

  • On 1: This operative is incapacitated. Remove it from the killzone.

  • On 2 to 5: You cannot activate this operative for the battle, it is considered incapicitated for the purpose of your opponent’s kill grade, it is an enemy operative (not controlled by your opponent as well) and it always performs a Charge and/or Fight actions against the nearest operative to it, or a Reposition and a Dash (if possible) respectively toward the nearest operative to it.

  • On 6: This operative can immediately perform a Reposition or Fall Back action toward a friendly WYLD RUNNER operative. If it is not possible to be within 6 inches of that operative, those actions cannot be performed and treat the die roll’s result as if it is 5 (instead of 6).

Venomous Bite (1AP): Inflict 1 damage on an enemy operative within control range of this operative and that operative gains one of your Poison Tokens (if it did not have one already).

NECROMUNDA GANGS, ESCHER, GANG, HIRED ARM, PHELYNX; 25
Equipment

GRAPNEL LAUNCHER:
Once per turning point a friendly ESCHER operative (excluding HIRED ARM) can perform a Grapnel Launcher action.

Grapnel Launcher (1 AP): Select a visible point on a terrain feature within 6 inches for this operative. Remove this operative from the killzone and set it back up within 1 inch horizontally of that point in a location it can be placed, not within control range of enemy operatives, and with that point visible to it. This action is treated as a Reposition action. This operative cannot perform this action while within control range of an enemy operative, or during an activation in which it performed a Charge or Fall Back action (or vice-versa).


GAS CANISTERS:
You can set-up to two of your Gas Canister Markers wholly within your territory, on the killzone floor and more than 2 inches from other equipment terrain features, access points, and Accessible terrain. In the Ready Operatives step of each strategy phase, the range of each Gas Canister Markers’ area of gas is x. where x is the number of the turning point. Whenever an operative is within a Gas Canister Marker’s area of gas, it gains a Gas Token for the battle.


BLADE CAGES:
You can set up to two of your Blade Cage Markers wholly within your territory and more than 2 inches from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker, end its action (if any), even if that action's effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so. Inflict 1D3 damage on it then end its activation. It cannot counteract until the end of the turning point.


CHYM SYNTH:
Once per turning point when a friendly ESCHER operative (except KHIMERIX and PHELYNX) is activated, its ranged weapons which have the Poison, Gas and/or Toxic weapon rules can have the Balanced weapon rule until the end of the turning point.


Ploys

Firefight - BAD BLOOD:
Use this firefight ploy when an enemy operative incapacitates a friendly ESCHER operative (excluding KHIMERIX and PHELYNX). Until the end of the battle, whenever another friendly operative is shooting, fighting or retaliating against that enemy operative, that other friendly operative’s weapons have the Relentless weapon rule. You cannot use this ploy again during the battle until that enemy operative is incapacitated.


Firefight - REACTION FIRE:
Use this firefight ploy immidiately after an enemy operative performs a Shoot action against a ready friendly ESCHER operative (excluding HIRED ARM) and that friendly operative is not incapacitated. You can counteract with that friendly operative but it can only perform a Shoot action (if able) in which that enemy operative is its target (or primary target for the Blast weapon rule).


Firefight - RETURN TO SENDER:
Use this firefight ploy when an enemy operative is performing a Shoot action using an Explosive Grenade (i.e universal equipment) or Utility Grenade action and a ready friendly ESCHER operative (excluding HIRED ARM) is its target. That action cannot be performed. Instead, that friendly operative can counteract to perform that action (if it was a Shoot action, use the same Explosive Grenade declared to be used during the earlier disrupted action). After the action ends, subtract 1 from the number of opponent’s Grenades for the type that was used or from the total number of times the Utitlty action is to be used for the battle. If it was a Smoke Grenade action and the Smoke Grenade Marker were to be placed within control range of that friendly operative, you can place the Smoke Grenade Marker instead as close as possible to the center of that enemy operative’s base.


Firefight - HIT AND RUN:
Use this firefight ploy when a friendly ESCHER operative (excluding HIRED ARM) is fighting, after you strike with a critical success. End that sequence (any remaining attack dice are discarded) and immediately perform a free Dash or Fall Back action up to 3 inches with that friendly operative (then the Fight action ends). That operative can do so even if it has performed an action that prevents it from performing the Dash or Fall Back action (this takes precedence over action restrictions).


Strategic - SHARPENED AND SOAKED:
Until the end of the turning point, friendly ESCHER operatives’ Stiletto Swords and Knives have the Accurate 1 and Poison* weapon rules.


Strategic - PEW-PEW!:
Until the end of the turning point, friendly ESCHER operatives’ Lasguns and Stub Guns have the Ceaseless weapon rule.


Strategic - ULTRA-VIOLENCE:
Whenever a friendly ESCHER operative (excluding HIRED ARM) is incapacitated during a Fight action in an activation during which it has performed a Charge action, you can strike with one of your unresolved successes (if any) before it is removed from the killzone.


Strategic - SIREN HOWLS:
Whenever a friendly ESCHER operative (excluding HIRED ARM) incapacitates an enemy operative, roll 1D6. On 5+, add 1 to the APL stat of a ready friendly operative (except KHIMERIX and PHELYNX) until the end of the turning point.


TacOps
Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.


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.