Steel Legion Armoured Platoon
Composition
1 Lieutenant, 1 NCO, 4 Legionnaires,
8 of the following:
- Up to four Gunner operatives, each with a different ranged weapon: (plasma gun, meltagun, flamer, and grenade launcher)
- Marksman
- Medic
- Scout
- Grenadier
- Trench raider
- Commsman
- Missile launcher
If the Missile launcher operative is taken, only three Gunner operatives can be taken.
Common Abilities and Options
Personal commbeads:
While the Lieutenant or the NCO is in the Killzone, one strategic ploy can be played for 0CP per turning point.
Lieutenant
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped bolt pistol (Lethal 5+, Range 12") | 4 | 3+ | 3/5 |
| Power weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Ganger oldhandPersonal commbeadsNCO
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laspistol (Range 8") | 4 | 3+ | 2/3 |
| Chainsword | 4 | 3+ | 4/5 |
Abilities
Mission tacticsPersonal commbeadsLegionnaire
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine (Compact: If this operative shoots this weapon at an enemy operative within 6", the number of attack dice for the weapon is increased to 5 and the weapon receives the severe rule.) | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
Combined armsGunner
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma gun (Piercing 1) | 4 | 4+ | 4/5 |
| Plasma gun (supercharged) (Lethal 5+, Piercing 1, Hot) | 4 | 4+ | 5/6 |
| Flamer (Range 8, Torrent 2", Saturate) | 4 | 2+ | 3/3 |
| Grenade launcher (frag) (Blast 2") | 4 | 4+ | 2/4 |
| Grenade launcher (krak) (Piercing 1) | 4 | 4+ | 4/5 |
| Meltagun (Devastating 4, Piercing 2) | 4 | 4+ | 6/3 |
| Bayonet | 3 | 4+ | 2/3 |
Marksman
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Longlas (aimed) (Heavy (dash), Silent, Devastating 2) | 4 | 2+ | 3/3 |
| Longlas (mobile) | 4 | 3+ | 3/4 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
Forward positioningMarkedMedic
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine (Compact: As per lascarbine under legionnaire.) | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
1AP: Med kitMedic!Scout
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine (Compact: As per lascarbine under legionnaire.) | 4 | 4+ | 2/3 |
| Trench knife | 4 | 4+ | 3/4 |
Abilities
Chimera stowageDirect fireGrenadier
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine (Compact: As per lascarbine under Legionnaire.) | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
Grenadier1AP: Smoke coverTrench raider
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine (Compact: As per lascarbine under legionnaire.) | 4 | 4+ | 2/3 |
| Heavy trench club (Stun, Shock) | 4 | 3+ | 4/4 |
Abilities
BruteInfiltration tacticsCommsman
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine (Compact; As per lascarbine under legionnaire.) | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
1AP: Disruption channels1AP: Modern commsMissile launcher
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Missile launcher (Piercing 1, Heavy (dash)) | 4 | 4+ | 6/7 |
| Laspistol (Range 8") | 4 | 4+ | 2/3 |
| Bayonet | 4 | 4+ | 2/3 |
Abilities
Support weaponGas masks
Standard equipment among the Steel Legion, the masks protect the wearer against many battlefield hazards.
All friendly operatives are immune to poisons of any kind. In addition, friendly operatives ignore the Shock rule for enemy weapon profiles.
Trench maces
During the attritional warfare on Armageddon, blunt weapons are often preferred to bayonets.
All friendly operatives receive the following melee weapon: 3 attacks, 4+ to hit, 3/3 damage, Stun.
Tip of the spear
"Don't worry about our flanks, let the enemy worry about theirs" - Lieutenant Harnak of the 112th Steel Legion.
This Killteam is part of the main armoured thrust in the sector. As a result, it is expected to breakthrough enemy positions regardless of casualties.
Whenever you activate an operative first during a turning point, roll a D6. On a 4+ receive an additional CP. Only two CPs can be gained this way during a Killteam game.
Lightweight weapons
Fully aware that many Legionnaries spend much of their time in the back of Chimeras, the Steel Legion's weaponry is often shorter and lighter than those of other imperial regiments.
Once per turning point, the Heavy (dash) rule on a weapon profile can be ignored during an operative's activation.
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: Medevac the wounded
If a friendly operative is injured, then the controlling player can choose to remove this operative from the Killzone. For the sake of the KillOp, the enemy player does not get to count this operative as a casualty, although it is still included in the total number of starting operatives for calculating KillOp points.
This ploy cannot be played on friendly operatives in control range of an enemy operative or if the operative in question is fully in the opponent's half of the killzone. This ploy can only be played at most twice per Killteam game.
Firefight: Combined arms
After you have rolled your attack dice for a shooting attack, if another operative has already shot at the enemy operative earlier in the turning point, you can choose to reroll as many dice as you would like. No dice that have already been rerolled can be rolled again.
Firefight: Life is cheap
If an operative is incapacitated, it can carry out a 1AP mission action before it is removed from the killzone.
Firefight: Violence of action
The activated friendly operative becomes 3AP for the duration of its activation for the purposes of carrying out actions. However, it receives -1 AP after its activation ends for the next turning point. For the purposes of contesting objectives during and after the activation, as well as during the next turning point, the friendly operative counts as 1AP unless it is raised back to 2AP by the commsman's Modern comms rule.
Strategy Ploys
Strategy: Defenders of Armageddon
Against enemy operatives with the Ork or Chaos keyword, if friendly operatives are fighting or retaliating and are incapacitated in melee, they can utilise one of their remaining attack dice to strike on death before they are removed from the Killzone.
Strategy: Armoured support
Make a shoot action with a heavy bolter profile (range unlimited, 4+ to hit, 5 attacks, 4/5, Piercing (crits)) from the edge of the friendly player's killzone. For the purpose of line of sight, cover and obscuring the shooting attack is deemed to come from a point 4" above the killzone floor.
Strategy: Fire and movement
If a friendly operative has moved during the turning point (including via the NCO's mission tactics ability), then it can reroll one defence dice against shooting attacks.
Strategy: Recruited hivescum
Friendly operatives' melee weapons receive the Balanced rule when fighting or retaliating. If at least one of the enemy operatives in control range of the friendly operative has a higher starting APL stat than 2 (ignoring modifiers and special rules), then the melee weapons receive the Ceaseless rule instead.
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
Gas masks:
Standard equipment among the Steel Legion, the masks protect the wearer against many battlefield hazards.
All friendly operatives are immune to poisons of any kind. In addition, friendly operatives ignore the Shock rule for enemy weapon profiles.
Trench maces:
During the attritional warfare on Armageddon, blunt weapons are often preferred to bayonets.
All friendly operatives receive the following melee weapon: 3 attacks, 4+ to hit, 3/3 damage, Stun.
Tip of the spear:
"Don't worry about our flanks, let the enemy worry about theirs" - Lieutenant Harnak of the 112th Steel Legion.
This Killteam is part of the main armoured thrust in the sector. As a result, it is expected to breakthrough enemy positions regardless of casualties.
Whenever you activate an operative first during a turning point, roll a D6. On a 4+ receive an additional CP. Only two CPs can be gained this way during a Killteam game.
Lightweight weapons:
Fully aware that many Legionnaries spend much of their time in the back of Chimeras, the Steel Legion's weaponry is often shorter and lighter than those of other imperial regiments.
Once per turning point, the Heavy (dash) rule on a weapon profile can be ignored during an operative's activation.
Ploys
Firefight - Medevac the wounded:
If a friendly operative is injured, then the controlling player can choose to remove this operative from the Killzone. For the sake of the KillOp, the enemy player does not get to count this operative as a casualty, although it is still included in the total number of starting operatives for calculating KillOp points.
This ploy cannot be played on friendly operatives in control range of an enemy operative or if the operative in question is fully in the opponent's half of the killzone. This ploy can only be played at most twice per Killteam game.
Firefight - Combined arms:
After you have rolled your attack dice for a shooting attack, if another operative has already shot at the enemy operative earlier in the turning point, you can choose to reroll as many dice as you would like. No dice that have already been rerolled can be rolled again.
Firefight - Life is cheap:
If an operative is incapacitated, it can carry out a 1AP mission action before it is removed from the killzone.
Firefight - Violence of action:
The activated friendly operative becomes 3AP for the duration of its activation for the purposes of carrying out actions. However, it receives -1 AP after its activation ends for the next turning point. For the purposes of contesting objectives during and after the activation, as well as during the next turning point, the friendly operative counts as 1AP unless it is raised back to 2AP by the commsman's Modern comms rule.
Strategic - Defenders of Armageddon:
Against enemy operatives with the Ork or Chaos keyword, if friendly operatives are fighting or retaliating and are incapacitated in melee, they can utilise one of their remaining attack dice to strike on death before they are removed from the Killzone.
Strategic - Armoured support:
Make a shoot action with a heavy bolter profile (range unlimited, 4+ to hit, 5 attacks, 4/5, Piercing (crits)) from the edge of the friendly player's killzone. For the purpose of line of sight, cover and obscuring the shooting attack is deemed to come from a point 4" above the killzone floor.
Strategic - Fire and movement:
If a friendly operative has moved during the turning point (including via the NCO's mission tactics ability), then it can reroll one defence dice against shooting attacks.
Strategic - Recruited hivescum:
Friendly operatives' melee weapons receive the Balanced rule when fighting or retaliating. If at least one of the enemy operatives in control range of the friendly operative has a higher starting APL stat than 2 (ignoring modifiers and special rules), then the melee weapons receive the Ceaseless rule instead.
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.