JDs Tyranids NPOs Full List+

Homebrew (Unpublished) by iammetalman

Complation plus nemesis cards and some self made monsters

Composition
Common Abilities and Options

Behaviour - Brawler:
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it's a NEMESIS NPO or will perform the Fight or Charge action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
  4. Dash towards the closest player operative, to cover if possible.

Behaviour:
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it can perform either of its first two actions during that activation, give it an Engage order. If it cannot, give it a Conceal order.

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this, if able).
  4. Dash towards the closest player operative, to cover if possible.

Hidden Horrors:
Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

Predatory Xenoform:
This operative can perform two Fight actions during its activation.

Behaviour: Marksman:
This NPO will move to an ideal position to shoot the enemy. When activated, if it's a NEMESIS NPO or will perform the Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fall Back. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.
  2. Shoot.
  3. Reposition. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
  4. Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.

Allegiance: Tyranid:
Will Of The Hive Mind:

Ignore the changes to Tyranid NPO and Tyranid Nemesis operatives' stats from being injured (including their weapon stats).

Trait: Violent Demise:
From detonating ammunition stores to corrosive innards and frenzied death throes, some large targets are dangerous even in defeat.

If this operative is incapacitated, before it's removed from the killzone, inflict D6+1 damage on each other operative within 3" of it (excluding operatives with Heavy terrain wholly intervening between them and this operative).

Hormagaunt
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scything talons
4
3+
3/4
Abilities
Behaviour - Brawler
25TYRANID
Termagant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman

Behaviour - Marksman: This NPO will move to an ideal position to shoot the enemy. When activated, if it's a NEMESIS NPO or will perform the Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fall Back. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.
  2. Shoot.
  3. Reposition. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
  4. Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.
25TYRANID
Genestealer
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Rending claws (Rnd)
4
3+
4/5
Abilities
Behaviour - BrawlerLightning Reflexes

Lightning Reflexes: Whenever this NPO is fighting, worsen the Hit stat of the enemy operative's weapons by 1 (to a minimum of 5+).

32TYRANID
Ripper Swarm
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Claws & Teeth
5
4+
1/2
Abilities
BehaviourHidden Horrors
40TYRANID, TYPHON MISSION PACK
Barbgaunt
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Barblauncher
Mobile (Blast 2")
5
4+
3/5
Stationary (Blast 2", Ceaseless, Hvy)
5
4+
3/5
Claws & Teeth
3
4+
2/3
Abilities
Behaviour
40TYRANID, TYPHON MISSION PACK
Ravener
A 3
M 7"
S 5+
W 20
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviourPredatory Xenoform
40TYRANID, TYPHON MISSION PACK
Von Ryan's Leaper
A 3
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviourPredatory Xenoform
40TYRANID, TYPHON MISSION PACK
Tyranid Warrior
A 2
M 6"
S 4+
W 16
Weapons
ATK
HIT
DMG
Ranged Bio-Weapon
5
4+
3/4
Boneswords
4
4+
4/5
Abilities
BehaviorSynapseSynaptic Backlash

Behavior: 1. Fight

  1. Charge the closest player operative via the shortest possible route.

  2. Shoot the closest player operative.

  3. Reposition towards the closest player operative.

  4. Dash towards the closest player operative.

Synapse: Whenever a Hormagaunt or Termagant NPO is shooting or fighting within 3" of this operative, retain one attack dice as a normal success for that operative without rolling it.

Synaptic Backlash: Whenever this operative is incapacitated, before it is removed from the killzone, inflict D3 damage on each Hormagaunt and Termagant within 3" of it (roll separately for each).

40
Lictor
A 2
M 6"
S 4+
W 20
Weapons
ATK
HIT
DMG
Claws & Talons
5
3+
4/6
Abilities
Hiddden Predator

Hiddden Predator: After this operative performs the Fight action, it immediately performs a free Fall Back action, to cover if possible. Whenever this operative is in cover from a player operative, it is not visible to that player operative.

40TYRANID
Carnifex
A 2
M 6"
S 4+
W 35
Weapons
ATK
HIT
DMG
Carnifex Weapon
Heavy Vemon Cannon (Lethal 5+, Piercing 1)
4
3+
5/6
Stranglethorn Cannon (Blast 2", Lethal 5+)
5
3+
3/5
Carnifex Talons (Brutal)
5
3+
5/6
Abilities
Blistering AssaultFerocious Charge

Blistering Assault: Once per turning point, after being shot a Carnifex unit can move D6 inches closer to the nearest enemy, provided they lost at least one wound.

Ferocious Charge: Whenever this operative finishes moving during the Charge action, inflict D3 damage on each operative within its control range (roll separately for each).

105TYRANID
Screamer Killer
A 2
M 6"
S 4+
W 75
Weapons
ATK
HIT
DMG
Bio-plasmic Scream
Standard (Blast 2”, Heavy (Reposition Only), Piercing 1)
4
4+
4/6
Supercharge (Blast 2”, Heavy (Reposition Only), Piercing 1, Hot, Lethal 5+)
4
4+
5/6
Scything Talons (Relentless, Ceaseless)
6
3+
4/6
90TYRANID, NEMESIS
Deathleaper
A 3
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Scything Talons
6
3+
4/6
Abilities
BehaviourHidden HorrorsPredatory Xenoform
60TYRANID,
Red Terror (Hunt)
A 2
M 6"
S 4+
W 30
100TYRANID
Red Terror (Lurk)
A 2
M 6"
S 4+
W 30
100TYRANID
Biovore
A 3
M 6"
S 3+
W 50
Weapons
ATK
HIT
DMG
Spore Mine Launcher (Blast 2")
5
3+
4/6
Legs and Teeth (Brutal, Rnd)
4
3+
5/6
Abilities
0AP: Little Tank1AP: Spore Mine Launcher
Options
Behaviour: MarksmanAllegiance: TyranidTrait: Violent Demise

Little Tank (0AP): Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Spore Mine Launcher (1AP): Launch a spore mine unit onto the killzone floor, roll a D3 for the number of spore mines deployed.

Spore Mines must be placed more than 6" away from all enemy operatives.

50NEMESIS, TYRANID,
Spore Mine
A 1
M 4”
S 6+
W 5
Options
Allegiance: TyranidTrait: Violent Demise
25NEMESIS
Swarmlord
A 3
M 6"
S 4+
W 75
Weapons
ATK
HIT
DMG
Burst Cannon (Ceaseless, Tor1")
5
3+
3/4
Heavy Flamer (Rng8", Sat, Tor2")
5
2+
3/3
Heavy Phosphor Blaster (Sat, Severe)
5
3+
4/5
Heavy Rail Rifle (Hvy(Repos), Prc 2, Selection 2)
5
3+
6/7
Doomsday Blaster (Hvy(Repos), Prc 2, Selection 2)
5
3+
6/7
Gauss Destructor (Hvy(Repos), Prc 2, Selection 2)
5
3+
6/7
Heavy Stubber (Tor1")
5
3+
4/5
Big Shoota (Tor1")
5
3+
4/5
Lascannon (Hvy(Repos), Prc 2)
4
3+
6/7
Bright Lance (Hvy(Repos), Prc 2)
4
3+
6/7
Dark Lance (Hvy(Repos), Prc 2)
4
3+
6/7
Macro Plasma Incinerator
Standard (Blast 2", Hvy(Repos), Prc 1, Selection 2)
5
3+
4/6
Supercharge (Blast 2", Hvy(Repos), Lethal 5+, Prc 1, Selection 2)
5
3+
5/6
Meltagun (Rng6", Dev 4, Prc 2)
4
3+
6/3
Fusion Blaster (Rng6", Dev 4, Prc 2)
4
3+
6/3
Heat Lance (Rng6", Dev 4, Prc 2)
4
3+
6/3
Missile Launcher
Frag (Blast 2")
4
3+
3/5
Krak (Prc 1)
4
3+
5/7
Multi-melta (Dev 4, Hvy(Repos), Prc 2)
4
3+
6/3
Plasma Cannon
Standard (Blast 2", Hvy(Repos), Prc 1)
4
3+
4/6
Supercharge (Blast 2", Hvy(Repos), Hot, Lethal 5+, Prc 1)
4
3+
5/6
Plasma Gun
Standard (Prc 1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Prc 1)
4
3+
5/6
Rokkit Launcha (Blast 1")
6
4+
4/5
Shuriken Cannon (Rnd, Tor1")
5
3+
4/5
Splinter Cannon (Lethal 5+, Tor1")
5
3+
3/5
Starcannon (Lethal 5+, Prc 1)
4
3+
5/6
Heavy Venom Cannon (Lethal 5+, Prc 1)
4
3+
5/6
Kustom Mega-blasta (Lethal 5+, Prc 1)
4
3+
5/6
Stranglethorn Cannon (Blast 2", Lethal 5+)
5
3+
3/5
Thermal Spear (Dev 4, Hvy(Repos), Prc 2, Selection 2)
5
3+
6/3
Fusion Collider (Dev 4, Hvy(Repos), Prc 2, Selection 2)
5
3+
6/3
Twinned Weapon (Twinned: Select one other ranged weapon this operative has to have the Ceaseless weapon rule; if it's a burst cannon, add 1 to its Atk stat instead.)
-
-
-
Chain Weapon (Brutal, Rnd)
4
3+
5/6
Close Combat Weapon (Selection 0)
3
4+
4/5
Dread Saw (Rnd)
5
3+
4/5
Fleshmower (Brutal)
5
2+
4/5
Paired Weapon (Paired: Select one other melee weapon this operative has and add 1 to its Atk stat.)
-
-
-
Power Fist (Brutal, Shock)
4
3+
6/8
Crushing Claw (Brutal, Shock)
4
3+
6/8
Power Scourge (Lethal 5+)
6
3+
3/5
Lasher Tendrils (Lethal 5+)
6
3+
3/5
Power Talon (Lethal 5+, Rnd)
4
3+
5/6
Power Weapon (Lethal 5+)
4
3+
5/7
Ghostglaive (Lethal 5+)
4
3+
5/7
Scything Talons (Ceaseless)
5
3+
4/6
Macro-scalpels (Ceaseless)
5
3+
4/6
Thunder Hammer (Shock, Stun)
4
3+
6/8
Abilities
BulkyExtra DefenceNemesis - LargeTowering Size
Options
Behaviour: BrawlerBehaviour: MarksmanBehaviour: BattlerBehaviour: GuardianAllegiance: AeldariAllegiance: ChaosAllegiance: ImperiumAllegiance: Leagues of VotannAllegiance: NecronAllegiance: OrkAllegiance: T'au EmpireAllegiance: TyranidTrait: ArmouredTrait: BlitzTrait: DuellistTrait: Focused TargetingTrait: Close-range LethalityTrait: FuryTrait: ImplacableTrait: Crushing ImpactTrait: ShieldedTrait: ShroudedTrait: TenaciousTrait: ToughTrait: Violent Demise

Bulky: - This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Nemesis - Large: ### Weapon and Option Selection

  • Select three weapons
  • Select one Faction Allegiance
  • Select one Nemesis Trait

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
52
62
72
83
93
103
114
124
134
145

Towering Size: - In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

Behaviour: Brawler: This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it's a NEMESIS NPO or will perform the Fight or Charge action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
  4. Dash towards the closest player operative, to cover if possible.

Behaviour: Battler: This NPO will move towards the enemy to fight them, but will shoot if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
  4. Shoot.
  5. Dash towards the closest player operative, to cover if possible.

Behaviour: Guardian: This NPO will shoot the enemy as a priority, but will fight if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Shoot.
  3. Charge the closest player operative that's within 4" of it via the shortest possible route.
  4. Reposition. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
  5. Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.

Allegiance: Aeldari: Arrogant Superiority:

Whenever an Aeldari NPO or friendly Aeldari Nemesis operative is shooting against or fighting against a ready enemy operative, if two or more fails are rolled for it, one of them can be discarded to re-roll another.

Allegiance: Chaos: Let The Galaxy Burn:

Whenever a Chaos NPO or friendly Chaos Nemesis operative is wholly within enemy territory, its weapons have the Balanced weapon rule.

Allegiance: Imperium: Defenders Of The Imperium:

Whenever an operative is shooting an Imperium NPO or friendly Imperium Nemesis operative, if that Imperium operative is wholly within its territory, one of its defence dice can be retained as a normal success without rolling it (in addition to a cover save, if any).

Allegiance: Leagues of Votann: Acquisition At All Costs:

Whenever a Leagues of Votann NPO or friendly Leagues of Votann Nemesis operative is shooting against or fighting against an enemy operative that contests a marker, or an area of the killzone that determines victory, that Leagues of Votann operative's weapons have the Balanced weapon rule.

Allegiance: Necron: Living Metal:

In the ready step of each Strategy phase, each Necron NPO and friendly Necron Nemesis operative regains up to D3+1 lost wounds (roll seperately for each).

Allegiance: Ork: Waaagh!:

Whenever an Ork NPO is fighting, its weapons have the Balanced weapon rule. Worsen the hit stat of the Ork Nemesis operatives' ranged weapons by 1, but their melee weapons have the Severe weapon rule.

Allegiance: T'au Empire: Supporting Fire:

Whenever a T'au Empire NPO is within 3" of another, its ranged weapons have the Accurate 1 weapon rule.

Whenever a friendly T'au Empire Nemesis operative is within 3" of another friendly T'au Empire operative, that Nemesis operative's ranged weapons have the Accurate 1 weapon rule.

Trait: Armoured: With a tough hide of dense carapace or artificial plating, this operative can stride through hailstorms of the enemy's increasingly desperate small arms fire.

Whenever an operative is shooting this operative with a weapon that has a Normal Dmg stat of 3 or less, improve this operative's Save stat by 1.

Trait: Blitz: This warrior strikes the enemy like a thunderbolt, their fury-driven charge fuelling a flurry of savage blows against their enemy.

Whenever this operative performs the Charge action during its activation, its melee weapons have the Severe and Shock weapon rules until the end of that activation.

Trait: Duellist: Through exceptional parrying, deft evasion or the capacity to bodily deflect a foe's blows, this operative wears down enemy fighters.

Whenever this operative is fighting or retaliating, you can resolve one of its successes before the normal order. If you do, that success must be used to block.

Trait: Focused Targeting: A single-minded purpose suffuses this operative, with those it settles its attention upon suffering the full wrath of its destructive power.

Whenever this operative is shooting during its activation, if it hasn't performed any other actions during that activation, its ranged weapons have the Punishing weapon rule.

Trait: Close-range Lethality: Those who venture too close to this destructive entity invite its full ire as it bends its will - and considerable firepower - to their swift eradication.

Whenever this operative is shooting the closest valid target within 8" of it, its ranged weapons have the Lethal 5+ weapon rule; if the weapon already has that weapon rule, it also has the Severe weapon rule.

Trait: Fury: Unbridled wrath consumes some powerful operatives: a blinkered anger that can only be briefly sated in destruction at close quarters.

This operative's melee weapons have the Ceaseless weapon rule; if the weapon already has that weapon rule, it has the Relentless weapon rule. Worsen the Hit stat of this operative's ranged weapons by 1.

Trait: Implacable: Unyielding and without mercy while there are enemies yet to kill, this operative pours its remaining strength into the foe's elimination, even when gravely impaired.

Ignore any changes to this operative's weapon stats from being injured.

Trait: Crushing Impact: Thundering headlong into the fray, this combatant uses both the impetus of their charge and their armoured bulk to bring swift death to their foes.

When this operative finishes moving during the Charge action, inflict D3+3 damage on one enemy operative within its control range.

Trait: Shielded: With an ablative outer skin, redundancy mechanisms or the ability to call upon esoteric protection, this operative can shrug off what should be a devastating blow.

Once per battle, when an attack dice inflicts damage on this operative, you can ignore that inflicted damage.

Trait: Shrouded: Whether a creature capable of disguise or concealment, or a vehicle that carries disruptive technology, this operative is able to evade the enemy's attention despite its size.

Whenever an operative is shooting this operative from more than 8" away, attack dice cannot be re-rolled.

Trait: Tenacious: There are those creatures and mechanisms that simply will not stop. Some draw upon spiritual strength or wells of hatred, while others are driven by a fearsome will.

Ignore any changes to this operative's Move stat from being injured.

Trait: Tough: Some operatives are exceptionally hardy, capable of enduring even in the face of horrific wounds. Such a trait may be due to thickened endoskeletons, reinforced subsystems or even supernatural warding.

Whenever an attack dice inflicts damage of 4 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

80NEMESIS
Equipment
Ploys
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.