Terror Veterans
Composition
The TERROR VETERANS KillTeam is composed of:
-
1 SERGEANT one of the options
- Relic Bolt Pistol and Chainsword
- Hot-Shot Las Pistol and Power Fist
-
8 TERROR VETERANS operatives selected
- TRAP SETTER
- PISTOLIER
- GUNNER *
- Plasma Gun; Gun Butt
- Melta Gun; Gun Butt
- GENADIER
- LONGSHOT *
- SPOTTER
- DEADEYE
- TORCHER *
- SCOUT
- Custom Shotgun; Gun Butt
- Hot-Shot las pistol; t Combat Blade
- DUELIST
- WARRIOR
- Custom Shotgun; Gun Butt
- Hot-Shot las pistol Combat Blade
Other than WARRIOR and DEADEYE operatives, your kill team can only include each operative on this list once.
Your kill team can only include up to 2 Operatives with " * "
Your Kill Team can only include up to 2 Deadeye Operatives
Common Abilities and Options
From Darkness:
This operative may perform a Charge action when Concealed if any of the following conditions are met;
- Friendly Operative started the action at least 2" vertically above or below the Enemy operative selected for the charge.
- Friendly Operative is not a valid target to the selected Enemy Operative for the Charge, and is outside of 5"
- Friendly Operative was not visible to the Selected Enemy Operative for the Charge when the action is declared.
Gritting Persistence:
When this operative is Concealed;
- May perform a Dash action for 0 AP
- May Counteract
When this operative is Engaged, may perform a Shoot action for 0 AP but weapon gains Heavy (Reposition Only) for that activation.
Tuff it out:
Normal and Critical Damage of 3 or more inflicts 1 less damage on this Operative
When this Operative's APL stat is modified, or at the start of it's activation, may roll a D6. ignore the APL modifier on a 4+.
Sergeant
A 3
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Relic Bolt Pistol (Rng 8", Lethal 5+) | 4 | 3+ | 3/4 |
| Hot-Shot Las Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Power Fist (Brutal) | 4 | 4+ | 5/7 |
| Chainsword | 4 | 3+ | 4/5 |
Abilities
From DarknessGritting Persistence1AP: Observe and StrategizeTuff it outTrap Setter
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Las Gun | 4 | 3+ | 3/4 |
| Frag Shrapnel (Blast 1", Accurate 1, Stun, Devastating 1) | 4 | 2+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
From DarknessGritting PersistenceTrap SetterTuff it outPistolier
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dual Hot-Shot Las-pistols | |||
| Focused (Rng 8", Ceaseless, Accurate 1) | 4 | 2+ | 3/4 |
| Salvo (Rng 8", Salvo*) | 4 | 4+ | 3/4 |
| Hot-Shot Las-Pistol (Shock, Point-Blank*) | 3 | 4+ | 4/7 |
Abilities
From DarknessGritting PersistencePoint Blank*Salvo*Tuff it outGunner
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Gun | |||
| Standard (Piercing 1) | 4 | 3+ | 4/6 |
| Overcharged (Piercing 1, Lethal 5+, Hot) | 4 | 3+ | 5/6 |
| Melta Gun (Rng 6", Devastating 4, Piercing 2) | 4 | 3+ | 6/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
From DarknessGritting PersistenceTuff it outGrenadier
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Las Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Grenades Sling (Rng 6", Saturate, Blast 1", Devastating 2, Piercing 1, Limited 1) | 4 | 3+ | 4/3 |
| Combat Blade | 4 | 3+ | 4/4 |
Abilities
From DarknessGrenadierGritting Persistence1AP: I'll take you with me!Tuff it outLongShot
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Silenced Long-Las | |||
| Stationary (Silent, Heavy, Severe, Devastating 3) | 4 | 2+ | 3/3 |
| Mobile (Accurate 1, Devastating 1) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
From DarknessGritting Persistence1AP: OpticsTuff it outSpotter
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Las Gun | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
1AP: Auspex ScanFrom DarknessGritting Persistence1AP: MarkTuff it outDeadeye
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Silenced Las Gun | |||
| Concealed (Heavy, Silent, Devastating 3, Concealed Position*) | 4 | 2+ | 3/3 |
| Stationary (Heavy (Dash Only), Devastating 3) | 4 | 2+ | 3/3 |
| Mobile (Accurate 1) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Concealed PositionFrom DarknessGritting PersistenceTuff it outTorcher
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer | |||
| Standard (Rng 6", Saturate, Torrent 2", Burn*) | 4 | 2+ | 3/3 |
| Sweep (Rng 4", Saturate, Seek Light, Torrent 0", Burn*) | 4 | 2+ | 3/3 |
| Overclock (Rng 8", Saturate, Lethal 5+, Devastating 2, Piercing Crits 1, Limited, Hot, Burn*) | 4 | 3+ | 3/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Burn*From DarknessGritting PersistenceTuff it outScout
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Custom Shotgun | |||
| Buckshot (Rng 6", Accurate 1) | 4 | 2+ | 3/4 |
| Slug (Rng 8", Severe) | 4 | 3+ | 4/4 |
| Hot-Shot Las Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
| Combat Blade | 4 | 3+ | 4/4 |
Abilities
AcrobatFrom DarknessGritting PersistenceTuff it outDuelist
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Throwing Blade (Rng 6", Silent, Devastating 4) | 4 | 3+ | 2/0 |
| Power Weapon (Lethal 5+, Brutal) | 5 | 3+ | 4/6 |
Abilities
1AP: Block2AP: CleaveFrom DarknessGritting PersistenceTuff it outWarrior
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Custom Shotgun | |||
| Buckshot (Rng 6", Accurate 1) | 4 | 2+ | 3/4 |
| Slug (Rng 8", Severe) | 4 | 3+ | 4/4 |
| Hot-Shot Las Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
| Combat Blade | 4 | 3+ | 4/4 |
Abilities
Advanced DeploymentFrom DarknessGritting PersistenceTuff it outHidden Blades
Melee weapons with "Blade" in the name, and Gun Butts gain the Balanced rule.
Friendly operatives may Fight twice in the same activation.
If using the "Rip em Apart" Firefight ploy, the second Fight action costs 0 AP.
Combat Stims
As a strategic gambit, up to D3 Friendly Operatives may use this equipment.
At the start or end of a Friendly Operative's action, may use this equipment.
- Regain D3+3 lost wounds
- Ignore Injury effects until the end of the next activation
Custom Sights
Ranged Weapons gain Accurate 1 if targeting an enemy operative outside of 3".
Excluding Plasma Gun, Meltagun, Silenced Long Las, Hot-Shot Silenced Lasgun (Stationary Profile) and weapons with "Grenade" in the name.
Ammo Bandoilier
Ranged weapons except for those with the "Grenade" name gain Balanced.
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: That all you got?!
Use this Firefight ploy when an operative inflicts damage on a Friendly operative.
This operative may immediately resolve an attack dice.
If this operative is incapacitated as a result of the damage inflicted, add 1 to the damage inflicted to the enemy operative before being removed.
Firefight: Rip em' apart
Use this firefight ploy when after a Friendly operative resolves a fight action. This operative may perform an additional Fight action within the same activation.
Firefight: On the prowl
Use this Firefight Ploy at the beginning of the Strategic Phase if you do not have Initiative.
Select a friendly operative to perform a Reposition or Charge action.
Firefight: Take em' down
Use this firefight ploy when a Friendly operative performs a Shoot or Fight action against an enemy operative with a wounds stat of 11 or higher.
This operative gains a "Take em' Down" Marker
When a friendly operative performs a Shoot, Fight, or Retaliate against an operative with a "Take em Down" marker, inflict an additional 1 damage to one attack dice that deals damage and weapons gain punishing.
Strategy Ploys
Strategy: Dodge and Weave
Whenever an operative is shooting this operative:
- Ignore the Saturate Weapon Rule.
- If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead.] This is not cumulative with improved cover saves from Vantage terrain.
- If you cannot retain any cover saves, may retain save.
Strategy: Ambush Tactics
When friendly operatives change from Concealed to Engaged, Melee and Ranged weapons gain Ceaseless and when Fighting or Retaliating, you resolve the first attack dice (i.e. defender instead of attacker).
Strategy: Disengagement Measures
Friendly operatives may either
- Fall back for -1 AP
- Or Inflict D3 damage to an enemy operative in Control Range before performing Fall Back action
Strategy: Shrouded in the Dark
When an operative is shooting this operative:
- If this operative is outside of 6" and concealed, this operative is Obscured.
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.
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
Hidden Blades:
Melee weapons with "Blade" in the name, and Gun Butts gain the Balanced rule.
Friendly operatives may Fight twice in the same activation.
If using the "Rip em Apart" Firefight ploy, the second Fight action costs 0 AP.
Combat Stims:
As a strategic gambit, up to D3 Friendly Operatives may use this equipment.
At the start or end of a Friendly Operative's action, may use this equipment.
- Regain D3+3 lost wounds
- Ignore Injury effects until the end of the next activation
Custom Sights:
Ranged Weapons gain Accurate 1 if targeting an enemy operative outside of 3".
Excluding Plasma Gun, Meltagun, Silenced Long Las, Hot-Shot Silenced Lasgun (Stationary Profile) and weapons with "Grenade" in the name.
Ammo Bandoilier:
Ranged weapons except for those with the "Grenade" name gain Balanced.
Ploys
Firefight - That all you got?!:
Use this Firefight ploy when an operative inflicts damage on a Friendly operative.
This operative may immediately resolve an attack dice.
If this operative is incapacitated as a result of the damage inflicted, add 1 to the damage inflicted to the enemy operative before being removed.
Firefight - Rip em' apart:
Use this firefight ploy when after a Friendly operative resolves a fight action.
This operative may perform an additional Fight action within the same activation.
Firefight - On the prowl:
Use this Firefight Ploy at the beginning of the Strategic Phase if you do not have Initiative.
Select a friendly operative to perform a Reposition or Charge action.
Firefight - Take em' down:
Use this firefight ploy when a Friendly operative performs a Shoot or Fight action against an enemy operative with a wounds stat of 11 or higher.
This operative gains a "Take em' Down" Marker
When a friendly operative performs a Shoot, Fight, or Retaliate against an operative with a "Take em Down" marker, inflict an additional 1 damage to one attack dice that deals damage and weapons gain punishing.
Strategic - Dodge and Weave:
Whenever an operative is shooting this operative:
- Ignore the Saturate Weapon Rule.
- If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead.] This is not cumulative with improved cover saves from Vantage terrain.
- If you cannot retain any cover saves, may retain save.
Strategic - Ambush Tactics:
When friendly operatives change from Concealed to Engaged, Melee and Ranged weapons gain Ceaseless and when Fighting or Retaliating, you resolve the first attack dice (i.e. defender instead of attacker).
Strategic - Disengagement Measures:
Friendly operatives may either
- Fall back for -1 AP
- Or Inflict D3 damage to an enemy operative in Control Range before performing Fall Back action
Strategic - Shrouded in the Dark:
When an operative is shooting this operative:
- If this operative is outside of 6" and concealed, this operative is Obscured.
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.
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.