DEATHWATCH CASSIUS
Composition
An DEATHWATCH CASSIUS is composed of:
1 Ortan Cassius operative
4 DEATHWATCH operatives selected from the following list:
- Jensus Natorian (Blood Ravens).
- Zameon Gydrael (Dark Angels).
- Ennox Sorrlock (Iron Hands).
- Rodicrus Grytt (Imperial Fists).
- Vael Donatus (Ultramarines).
- Drenn Redblade (Space Wolves).
- Edryc Setorax (Raven Guard).
- Antor Delassio (Blood Angels).
- Garran Branatar (Salamanders).
- Jetek Suberei (White Scars).
Your kill team can only include each operative on this list once, and can include Garran Branatar (Salamanders) or Jetek Suberei (White Scars) operative. Your kill team can only include a Servo-Skull operative if it also includes a Jetek Suberei (White Scars) operative.
Common Abilities and Options
Iron Halo:
Once per battle, when an attack die inflicts Normal Damage on this operative, you can ignore that inflicted damage.
Veteran Astartes:
During each friendly DEATHWATCH operative’s activation, it can perform either two Shoot actions or two Fight actions.
Each friendly DEATHWATCH operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different and you cannot perform a Fight and Shoot action during the same counteraction.
Boost Actions:
Some actions are known as BOOST actions. These are actions performed during other actions when a BOOST is used. Each operative cannot perform more than one BOOST action per activation/counteraction.
Most BOOST actions affect enemy operatives within a friendly operative’s BOOST ZONE. This is the horizontal area between a friendly operative’s current location and the location from which it used BOOST. A marker the same size as the operative’s base can be temporarily placed to help determine this. Enemy operatives with any part of their base underneath Vantage terrain are not within friendly operatives’ BOOST ZONEs.
Jump Pack:
Whenever a friendly Edryc Setorax operative is performing the Charge, Fall Back or Reposition action during its activation, at the start of any straight-line increment, as long as no part of its base is underneath Vantage terrain, it can do a BOOST for that increment. If it does, don’t move it for that increment. Instead, remove it from the killzone and set it back up wholly within x" horizontally of its original location. X is a distance of your choice (rounded up to the nearest inch, as per the Reposition action), but it’s added to the total move distance used for that action (in other words, move plus BOOST cannot exceed the action’s move allowance). If it would BOOST during the Charge action, don’t add the additional 2" to its move allowance.
That operative must be set up in a location it can be placed and cannot be set up with any part of its base underneath Vantage terrain. In addition, unless it’s the Charge action, it cannot be set up within control range of an enemy operative. It can continue moving after a BOOST if it has any move distance remaining and the action allows it.
In a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, the x" cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words, it cannot BOOST through an open hatchway.
Ortan Cassius
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Special Issue Bolt Pistol (Rng 8", Prc1) | 4 | 3+ | 3/4 |
| Crozius arcanum (Shock, Stun, Lethal 5+) | 5 | 3+ | 4/5 |
Abilities
Heroic LeaderIron HaloTerrorVeteran AstartesJensus Natorian (Blood Ravens)
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Fireblast (Psychic, Blast 2", 1" Dev1, Sat) | 4 | 4+ | 3/4 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
1AP: Canalize1AP: Psychic OrderVeteran AstartesZameon Gydrael (Dark Angels)
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 3/5 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Iron HaloUnstoppable ValourVeteran AstartesEnnox Sorrlock (Iron Hands)
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combi-Melta | |||
| Melta (Rng 6", Dev4, Prc2) | 4 | 3+ | 6/3 |
| Bolter | 4 | 3+ | 3/4 |
| Bionic limb | 4 | 3+ | 4/5 |
Abilities
Advanced Omni-ScramblerBionicsVeteran AstartesRodicrus Grytt (Imperial Fists)
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Frag Cannon | |||
| Shell (Prc1) | 4 | 3+ | 5/7 |
| Shrapnel (Tor 2") | 5 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
1AP: Rapid EngagementVeteran AstartesVael Donatus (Ultramarines)
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stalker Bolt Rifle | |||
| Heavy (Hvy(Dash), Lethal 5+, PrcCrit 1) | 4 | 3+ | 3/5 |
| Mobile (Piercing Crits 1) | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
OpticsSpecial Issue AmmunitionVeteran AstartesDrenn Redblade (Space Wolves)
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol | 4 | 3+ | 3/4 |
| Chainsword and Combat Blade (Brutal, Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
CounterattackGrizzled VeteranVeteran AstartesEdryc Setorax (Raven Guard)
A 3
M 7"
S 4+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Relic Lightning Claws (Ceaseless, Lethal 5+, Rending) | 5 | 3+ | 4/6 |
Abilities
Boost ActionsClandestine HeadtakerJump PackVeteran AstartesAntor Delassio (Blood Angels)
A 3
M 7"
S 4+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer (Rng 6", Sat, Tor 1", *Blaze) | 4 | 2+ | 3/3 |
| Master-crafted Chainsword (Rnd) | 5 | 3+ | 4/5 |
Abilities
Black RageBoost ActionsJump PackVeteran AstartesGarran Branatar (Salamanders)
A 3
M 5"
S 3+
W 21
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Flamer (Rng 8", Sat, Tor 2") | 5 | 2+ | 4/4 |
| Inferno Pistol (Rng 4", Dev3, Prc2) | 4 | 3+ | 5/3 |
| Power Fist (Brutal,Shock) | 4 | 4+ | 4/6 |
Abilities
Crux Terminatus1AP: Teleporter TransponderVeteran AstartesJetek Suberei (White Scars)
A 3
M 8"
S 5+
W 21
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin-linked Boltgun (PrcCrit 1, Tor 2", Lethal 5+) | 5 | 3+ | 3/4 |
| Dueling Sabre (Ceaseless, Rending) | 4 | 3+ | 4/5 |
Abilities
Swiftness of the WarhalkVehicle*Veteran AstartesServo-Skull
A 2
M 6"
S 2+
W 4
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mandibles | 2 | 2+ | 1/2 |
| Self Destruct (Blast 1", Lim1, *Explosive) | 6 | 4+ | 3/4 |
Abilities
*Explosive1AP: Minor RepairsSanctus-V Bioscryer Cuffs
Once during each friendly DEATHWATCH operative’s activation, before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, select one of the following:
- That friendly operative regains up to D3 lost wounds.
- Remove any changes to that friendly operative’s APL stat.
- Remove one of the following tokens that friendly operative has (before that token’s activation effects are resolved, if relevant): Neutron Fragment, Poison, Terrorchem.
Combat Blades
Friendly SCOUT SQUAD operatives have the following melee weapon. Note that some operatives already have this weapon but with better stats; in that instance, use the better version.
|Name|ATK|HIT|DMG| |Combat Blade|3|3+|4/5|
Purity Seals
Once per turning point, when a friendly DEATHWATCH operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Digital Weapons
Once per turning point, when a friendly DEATHWATCH operative performs the Fight action, at the start of the Roll Attack Dice step, you can use this rule. If you do, inflict 1 damage on the enemy operative in that sequence.
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: Tyrannic War Veterans
Use this firefight ploy after rolling your attack dice for a friendly DEATHWATCH operative, if it’s shooting against or fighting against an operative that doesn’t have the CHAOS or IMPERIUM keyword. You can re-roll any of your attack dice.
Firefight: Advanced Auspex Scan
Use this firefight ploy when a friendly DEATHWATCH operative performs the Shoot action. Until the end of the activation/counteraction, its ranged weapons have the Saturate weapon rule and enemy operatives cannot be obscured.
Firefight: Transhuman Physiology
Use this firefight ploy when an operative is shooting a friendly DEATHWATCH operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight: Auspicator Tracking
Use this firefight ploy when a friendly DEATHWATCH operative is counteracting, before it performs any actions. You can change its order.
Strategy Ploys
Strategy: And They Shall Know No Fear
You can ignore any changes to the stats of friendly DEATHWATCH operatives from being injured.
Strategy: YOU WON'T NEED THIS ANY MORE!
Use this firefight ploy when an enemy operative that has the "IMPERIUM" or "CHAOS" keyword is incapacitated while within control range of a friendly DEATHWATCH operative, you can add 1 Explosive Grenade or 1 Utility Grenade to your equipment that your opponent has selected during the Select Operatives phase.
Strategy: UNWORTHY TO DIE FOR!
Use this firefight ploy when a ready friendly DEATHWATCH operative is fighting or retaliating against an enemy operative with 8 or less wounds. If that friendly operative is to be incapacatitated during that sequence, discard any remaining successes and it immediately performs a Fallback action. Subtract 2 from that friendly operative's APL stat until the end of its next activation.
Strategy: Indomitus
Whenever an operative is shooting a friendly DEATHWATCH operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
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.
Equipment
Sanctus-V Bioscryer Cuffs:
Once during each friendly DEATHWATCH operative’s activation, before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, select one of the following:
- That friendly operative regains up to D3 lost wounds.
- Remove any changes to that friendly operative’s APL stat.
- Remove one of the following tokens that friendly operative has (before that token’s activation effects are resolved, if relevant): Neutron Fragment, Poison, Terrorchem.
Combat Blades:
Friendly SCOUT SQUAD operatives have the following melee weapon. Note that some operatives already have this weapon but with better stats; in that instance, use the better version.
|Name|ATK|HIT|DMG| |Combat Blade|3|3+|4/5|
Purity Seals:
Once per turning point, when a friendly DEATHWATCH operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Digital Weapons:
Once per turning point, when a friendly DEATHWATCH operative performs the Fight action, at the start of the Roll Attack Dice step, you can use this rule. If you do, inflict 1 damage on the enemy operative in that sequence.
Ploys
Firefight - Tyrannic War Veterans:
Use this firefight ploy after rolling your attack dice for a friendly DEATHWATCH operative, if it’s shooting against or fighting against an operative that doesn’t have the CHAOS or IMPERIUM keyword. You can re-roll any of your attack dice.
Firefight - Advanced Auspex Scan:
Use this firefight ploy when a friendly DEATHWATCH operative performs the Shoot action. Until the end of the activation/counteraction, its ranged weapons have the Saturate weapon rule and enemy operatives cannot be obscured.
Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly DEATHWATCH operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight - Auspicator Tracking:
Use this firefight ploy when a friendly DEATHWATCH operative is counteracting, before it performs any actions. You can change its order.
Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly DEATHWATCH operatives from being injured.
Strategic - YOU WON'T NEED THIS ANY MORE!:
Use this firefight ploy when an enemy operative that has the "IMPERIUM" or "CHAOS" keyword is incapacitated while within control range of a friendly DEATHWATCH operative, you can add 1 Explosive Grenade or 1 Utility Grenade to your equipment that your opponent has selected during the Select Operatives phase.
Strategic - UNWORTHY TO DIE FOR!:
Use this firefight ploy when a ready friendly DEATHWATCH operative is fighting or retaliating against an enemy operative with 8 or less wounds. If that friendly operative is to be incapacatitated during that sequence, discard any remaining successes and it immediately performs a Fallback action. Subtract 2 from that friendly operative's APL stat until the end of its next activation.
Strategic - Indomitus:
Whenever an operative is shooting a friendly DEATHWATCH operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
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.