Ash Waste Nomads
Composition
-
- Kha'Tragi Cheiftan with one of the following: Chain Lance and Mono Hook Long Blade and Mono Hook And one of the following Web Pistol Blast Pistol Or with a Blast Carbine and a knife
12 Operatives from the following list
-Tarn'Runi Nomad Gunner With a Venom Caster and Stalking Knife -Tarn'Runi Nomad Gunner with a charge caster And Stalking Knife -Tarn'Runi Nomad Gunner with Heavy Blaster and Stalking Knife -Tarn'Runi Nomad Gunner with a Scoped Long Rifle and Staking Knife -Tarn'Runi Nomad Gunner with Webber and Stalking Knife -Naku'Taari Watcher -Wy'Tari Stormcaller -Sha'Dar Hunter with two Chitin Weapons or two Venom Whips -Arthromite Spineworm* -Arthromite Handler -Nomad Harrier (counts as 2 models) -Tarn'Runi Nomad Sapper -Tarn''Runi Nomad Warrior -Ashwing Helamite
Each model on this list can only be taken once, except for Warriors, Hunters and Spineworms. Your list can only include up to 4 total gunners, 2 hunters and 4 spineworms. *These operatives only count as half a selection The Ashwing Helamite cannot be included unless you also include the Arthromite Handler
Common Abilities and Options
Poison:
In the resolve attack dice step, If you inflict damage with any successes, the operative this weapon is being used against gains one of your Poison Tokens.
Whenever an operative that has one or more Poison tokens is activated, inflict one damage on it.
Beast:
This operative cannot perform any action other than Charge, Dash, Fall Back, Pick Up Marker, Place Marker Fight, Gather, Guard, and Reposition.
It cannot use any weapons not on its datacard.
Kha'Tragi Nomad Chieftain
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Web Pistol (Range 6" Severe Stun) | 4 | 3+ | 3/4 |
| Blast Carbine | 4 | 4+ | 2/3 |
| Blast Pistol | 4 | 3= | 2/3 |
| Stalking Knife | 3 | 3+ | 2/3 |
| Chain Lance and Mono Hook (Balanced, Rending) | 4 | 3+ | 4/5 |
| Long Blade and Mono Hook (Balanced, Lethal 5+) | 4 | 3+ | 4/5 |
| New Weapon | 4 | 4+ | 3/4 |
| New Weapon | 4 | 4+ | 3/4 |
Abilities
Slink into the ShadowsNaku'Taari Watcher
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped Blast Carbine (Accurae) | 4 | 3+ | 2/3 |
| Stalking Knife | 4 | 3+ | 2/3 |
| New Weapon | 4 | 4+ | 3/4 |
Abilities
ATTACK ATTACK!!!1AP: On the Back FootWy'Tari StormCaller
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blast Pistol | 4 | 3+ | 2/3 |
| Static Lightning (PSYCHIC, 2" Devastating 1, Rending, HEAVY dash only) | 4 | 3+ | 3/3 |
| Stormcaller Staff (Psychic, Shock) | 4 | 3+ | 4/6 |
| Mono Hook (Balanced) | 4 | 3+ | 3/4 |
Abilities
1AP: Storm CloudTarn'Runi Gunner
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Venom Caster (Range 8" Saturate, Poison, Torrent 2") | 4 | 2+ | 3/3 |
| Charge Caster (Shock) (Blast 2" Stun) | 4 | 4+ | 2/2 |
| Charge Caster (Krack) (Piercing 1) | 4 | 4+ | 4/5 |
| Heavy Blaster (Torren 2" Piercing Crits 1) | 4 | 4+ | 4/5 |
| Scoped Long Rifle (concealed) (Devastating 3, Heavy, Silent, Concealed Position*) | 4 | 2+ | 3/3 |
| Webber (Range 12" Severe, Stun) | 4 | 3+ | 3/4 |
| Stalking Knife | 3 | 4+ | 2/3 |
| Scoped Long Rifle (Stationary) (Devastating 3, HEAVY) | 4 | 2+ | 3/3 |
| Scoped Long Rifle (mobile) | 4 | 3+ | 3/4 |
| New Weapon | 4 | 4+ | 3/4 |
| New Weapon | 4 | 4+ | 3/4 |
| New Weapon | 4 | 4+ | 3/4 |
Abilities
Concealed PositionPoisonTarn'Runi Warrior
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blast Carbine | 4 | 4+ | 2/3 |
| Stalking Knife | 3 | 3+ | 2/3 |
Abilities
Group ActivationTarn'Runi Sapper
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Demolition Charge (Range 3", Blast 2", Heavy (reposition only) Limited 1, Piercing 1, Saturate) | 4 | 3+ | 4/6 |
| Stalking Knife | 4 | 3+ | 2/3 |
Abilities
1AP: ExplosivesFinal DefianceGrenadierHelamite Handler
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blast Pistol | 4 | 3+ | 2/3 |
| Chain Lance (Rending) | 4 | 3+ | 3/4 |
Abilities
Ashwing Lure0AP: Ashwing WhistleHandlerAshwing Helamite
A 2
M 8"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mandibles and Claws (Rending) | 4 | 3+ | 3/4 |
Abilities
BeastFlyingSha'dar Hunter
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Chitin Weapons (Ceaseless. Lethal 5+) | 4 | 3+ | 4/5 |
| Venom Whip (Poison, Shock) | 5 | 3+ | 3/4 |
Abilities
AmbushCounter AttackPoisonNomad Harrier
A 3
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Chitin Spikes (Range 6" Silent, Poison) | 4 | 3+ | 2/3 |
| Chitin Gauntlet and Long Blade (Lethal 5+ Poison) | 4 | 3+ | 3/4 |
Abilities
Bladed StanceDesert WhirlwindPoisonArthromite Spineworms
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mandibles and Claws (Rending) | 3 | 3+ | 3/4 |
Abilities
BeastBondedSmallSky Mantle
Once Per turning Point Select one friendly Nomad operative other than a Ashwing Helamite or Spineworm, that has a conceal order, is not within 3 inches of an enemy operative, and does not already have a GHOST token. You can give that model a GHOST token of your choice.
Insective Knives
Friendly Ash Wast Nomads replace their Stalking Knives with Insective Knives with the following profile
AK - 3 HI - 3+ DMG - 3/4 POISON
In the resolve attack dice step, If you inflict damage with any successes, the operative this weapon is being used against gains one of your Poison Tokens. Whenever an operative that has one or more Poison tokens is activated, inflict one damage on it.
Luck Talisman
Once Per turning Point when an enemy operative is shooting a friendly Ash Waste Nomad Operative (Excluding Ashwing Helamite or Arthromite Spineworm), in the roll defence dice step, you can retain one of your normal successes as a critical success or a failure as a normal success.
Infra Sights
Blast Carbines equipt to Friendly Ash Waste Nomad Operatives gain the Balanced Rule
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: Deadly Toxins
Use this firefight ploy when en enemy operative with one of your Poison tokens is activated. Your poison will inflict D3+1 wounds instead of 1
Firefight: Hit and Move
Use this firefight ploy when friendly Ash Wase nomad operative (Excluding Ashwing Helamite and Arthromite Spineworm operatives) eliminates an enemy operative on a mission objective. That frinedly operative can immediately make a free dash action and change its order to conceal if it is within 1" of cover.
Firefight: Now you see me...
Use this Firefight ploy when an enemy operative moves within 3" of one of your Ghost Tokens or the Operative model associated with it. You can change the token from Blank to Ghost or vice versa.
Firefight: Disappear
Use this firefight ploy when a Friendly Ash Waste Nomad operative eliminates an enemy operative with a shot action. That freindly operative gains a GHOST token of your choice.
Strategy Ploys
Strategy: Masters of Concealment
Whenever an enemy operative is shooting a friendly Ash Wase Nomad operative this turn, they cannot use the Seek light rule, and if you can retain any cover saves, you can retain one additional cover save.
Strategy: Unseen Strike
Whenever a friendly Ash Waste Nomad operative (excluding Ashwing Helamite and Arthromite Spineworm operatives) is activated and its order is changed from Conceal to Engage, until the end of that activation: Its Ranged weapons have the Rending weapon rule Its Melee weapons have the Balance Weapon Rule
Strategy: Withdraw
Untl the end of the turning point Friendly Ash Waste Nomad operatives can perform the fall back action for one less AP (minimum 1)
Strategy: Better positioning
Up to D3 friendly Ash Waste nomads can immediately perform a free Dash action. They must end this action within 1" of cover, and they may change their order at the end of that action.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
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.
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
Sky Mantle:
Once Per turning Point Select one friendly Nomad operative other than a Ashwing Helamite or Spineworm, that has a conceal order, is not within 3 inches of an enemy operative, and does not already have a GHOST token. You can give that model a GHOST token of your choice.
Insective Knives:
Friendly Ash Wast Nomads replace their Stalking Knives with Insective Knives with the following profile
AK - 3 HI - 3+ DMG - 3/4 POISON
In the resolve attack dice step, If you inflict damage with any successes, the operative this weapon is being used against gains one of your Poison Tokens. Whenever an operative that has one or more Poison tokens is activated, inflict one damage on it.
Luck Talisman:
Once Per turning Point when an enemy operative is shooting a friendly Ash Waste Nomad Operative (Excluding Ashwing Helamite or Arthromite Spineworm), in the roll defence dice step, you can retain one of your normal successes as a critical success or a failure as a normal success.
Infra Sights:
Blast Carbines equipt to Friendly Ash Waste Nomad Operatives gain the Balanced Rule
Ploys
Firefight - Deadly Toxins:
Use this firefight ploy when en enemy operative with one of your Poison tokens is activated.
Your poison will inflict D3+1 wounds instead of 1
Firefight - Hit and Move:
Use this firefight ploy when friendly Ash Wase nomad operative (Excluding Ashwing Helamite and Arthromite Spineworm operatives) eliminates an enemy operative on a mission objective. That frinedly operative can immediately make a free dash action and change its order to conceal if it is within 1" of cover.
Firefight - Now you see me...:
Use this Firefight ploy when an enemy operative moves within 3" of one of your Ghost Tokens or the Operative model associated with it.
You can change the token from Blank to Ghost or vice versa.
Firefight - Disappear:
Use this firefight ploy when a Friendly Ash Waste Nomad operative eliminates an enemy operative with a shot action.
That freindly operative gains a GHOST token of your choice.
Strategic - Masters of Concealment:
Whenever an enemy operative is shooting a friendly Ash Wase Nomad operative this turn, they cannot use the Seek light rule, and if you can retain any cover saves, you can retain one additional cover save.
Strategic - Unseen Strike:
Whenever a friendly Ash Waste Nomad operative (excluding Ashwing Helamite and Arthromite Spineworm operatives) is activated and its order is changed from Conceal to Engage, until the end of that activation:
Its Ranged weapons have the Rending weapon rule
Its Melee weapons have the Balance Weapon Rule
Strategic - Withdraw:
Untl the end of the turning point Friendly Ash Waste Nomad operatives can perform the fall back action for one less AP (minimum 1)
Strategic - Better positioning:
Up to D3 friendly Ash Waste nomads can immediately perform a free Dash action. They must end this action within 1" of cover, and they may change their order at the end of that action.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
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.
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.