Golbrandtian Companions
Composition
Every GOLBRANTIAN COMPANION Operative in the following list:
-
1 LIN GOLBRANDT operative with one of the following options:
- Custom heavy bolter; fists
- Master-crafted plasma gun; fists
- Hot-shot laspistol; gaelicos
-
1 COMMISSAR VALTRIS
-
1 FREIYRN ATHANA
-
1 NU-73 RUSTSTALKER
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1 SERAPHINE VAEL
-
1 TYBORC with one of the following options:
- Autopistol and plasma pistol
- Stubcarbine; fists
-
1 VOID-BROTHER TYLUS
Lin Golbrandt
A 3
M 7"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Custom Heavy Bolter | |||
| Heavy Bolter (focused) (Piercing Crits 1) | 4 | 3+ | 4/5 |
| Heavy Bolter (silent) (Devestating 3, Heavy, Silent) | 4 | 2+ | 3/3 |
| Relic Plasma Gun | |||
| Standard (Piercing 1, *Preysense Sight) | 4 | 4+ | 6/3 |
| Supercharge (Hot, Lethal 5+, Piercing 1, *Preysense Sight) | 4 | 3+ | 5/6 |
| Hot-Shot Laspistol (Rng 8") | 4 | 3+ | 3/4 |
| Gaelicos (Lethal 5+, Ceaseless) | 4 | 3+ | 4/6 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Faction Rule: Profit FactorFaction Rule: Wrath and GloryLord Captain's Prerogative1AP: Preysense SightCommissar Valtris
A 3
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/5 |
| Chainsword | 4 | 3+ | 4/5 |
Abilities
Fearsome PresenceLoyal Bodyguard1AP: Personal InvolvementFreiyrn Athana
A 2
M 7"
S 4+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laspistol | 4 | 3+ | 2/3 |
| Knife | 3 | 4+ | 3/4 |
Abilities
Abhor The Alien1AP: MarkTranshuman IntellectNu-79
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Chordclaw & Transonic Blades (Balanced, Rending) | 5 | 3+ | 4/6 |
Abilities
1AP: Blade FlurryCombat ProtocolsWasteland StalkerSeraphine Vael
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Smite (PSYCHIC, Devestating 2) | 6 | 3+ | 2/2 |
| Force Sword (PSYCHIC, Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
1AP: Biomantic RegenerationPrescient DuelistWarp SpeedTyborc
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped Plasma Pistol | |||
| Standard (Rng 12", Piercing 1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 12", Hot, Lethal 5+ Piercing 1) | 4 | 3+ | 4/5 |
| Suppressed Autopistol (Rng 8", Silent) | 4 | 3+ | 2/3 |
| Stubcarbine (Ceaseless) | 4 | 3+ | 3/4 |
| Fists | 3 | 4+ | 2/3 |
Abilities
1AP: Pistoleer's Salvo0AP: Seneschal's PreparationsVoid Brother Tylus
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Chainsword | 5 | 3+ | 4/5 |
| Heavy Bolt Pistol (Rng 8", Piercing Crits 1) | 4 | 3+ | 3/4 |
Abilities
AstartesJump PackVoid ShadowsFire Support
Wealthy beyond measure, Rogue Traders like Lin Golbrandt utilise powerful macro-cannons in orbital bombardments.
Once per battle, when the GOLBRANDTIAN COMPANION Lin Golbrandt performs the Shoot action, you can use the Macrocannon ranged weapon. You determine cover saves differently; if the target has cover if any part of its base is under Vantage terrain. You must select a valid target for a Shoot action; like the Starstriders, the shot comes from above.
| NAME | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Macrocannon | 5 | 4+ | 5/6 | Heavy (Reposition only), Piercing Crits 1, Saturate, Silent, Torrent 2") |
Emergency Combat Stims
Lin Golbrandt's companions are pushed to greater heights,and learn to use their special-issue stimulants in oportune moments.
Once per battle, each friendly GOLBRANDT COMPANION operactive can ignore any changes to their stats from being Injured, until the end of the turning point.
Glorious Servo-Skull
The deeds of House Golbrandt are spread wherever the Rogue Trader goes, bringing Glory to the bloodline.
Deploy the Servo-Skull. It does not count towards your operative count. While LIN GOLBRANDT is not Incapacitated, you gain 1 Glory at the start of each turning point.
Sophisticated Vox-Beads
Clear communication is critical to any victory, and these communication devices provide clear channels of relaying key information even in the harshest of conditions.
Once per turning point, one friendly GOLBRANDT COMPANION operative can perform a mission action for -1 AP.
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: Seize The Initiative
Daring and bold, the Golbrandtian Companions are known for acting quickly and decisively in the heat of battle.
Use this firefight ploy after friendly operative is expended. You can immediately activate another friendly GOLBRANDT COMPANION operative that does not have the ADEPTUS ASTARTES keyword visible to within 6" of that operative before an enemy operative. When the second operative is expended, your opponent activates their operatives normally. You can use this firefight ploy once per turning point. If you Shift this firefight ploy, you can activate operatives with the ADEPTUS ASTARTES keyword.
Firefight: Fortunate Fortitude
Luck seems to run in the veins of these dashing rogues. Many times have the Golbrandt Companions stared in the face of death, and many times they have come out unscathed.
Use this firefight ploy when a enemy operative is shooting a friendly GOLBRANDT COMPANION operative. You can reroll one of your defense die. If you Shift, you can choose to roll an additional defense die, or your results of 5+ are considered critical successes.
Firefight: Heroic Moment
Heroism and Lin Golbrandt's ethos inspire the Golbrandt Companions to greater deeds.
Use this firefight ploy at the start of a friendly operative's activation, you can add 1 APL to their stats until the end of their activation if they have less than 3 APL. If you Shift, you can add 1 APL to a friendly operative regardless of their APL. If the operative has less than 3 APL, that friendly operative regains up to D3+2 lost wounds instead when you Shift.
Firefight: Death Defiance
Stubborn to the end, the tenacity and grit shown by the Rogue Trader's retinue proves that it is difficult to kill a Golbrandt Companion."
Use this firefight ploy when a friendly operative is about to be Incapacitated. Roll a d6; on a result of 4+, this operative is instead reduce to 1 wound. If you Shift this ploy, you do not need to roll a d6.
Strategy Ploys
Strategy: Hey, You. That's Mine.
Lin Golbrandt is known to covet opportunity where he can sense it, and places an obsessive desire upon his companions to fulfill the objectives he presents.
Designate a objective marker. Whenever a friendly GOLBRANTIAN COMPANION operative is within control range of this objective, treat their APL as 1 higher for the purposes of control. If you Shift this ploy, friendly operatives within 3" of this marker cannot have their APL reduced and gain the Balanced weapon rule when Fighting or Retaliating.
Strategy: Defend The Realm!
With an expansive and powerful realm to watch over, the Golbrandts have learned the art of tempering their ambitious explorations to conduct defensive operations.
When an enemy operative a friendly operative with the Shoot action, friendly operatives who are wholly within friendly territory and can retain cover saves from Heavy Terrain retain one additional cover save. This does not stack with other features that allow you to retain additional cover saves. If you Shift this ploy, the first time an attack dice would deal damage on each friendly GOLBRANDTIAN COMPANION operative, you can halve the damage (rounding up to a minimum of 2).
Strategy: Undaunted Venture
The Golbrandts eagerly charge into the unknown, quick and light on their feet.
Whenever a friendly GOLBRANDTIAN COMPANION performs the Dash action, it does so for one less AP. If you Shift this ploy, you can use the Disengage action for one less AP.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP 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.
Equipment
Fire Support:
Wealthy beyond measure, Rogue Traders like Lin Golbrandt utilise powerful macro-cannons in orbital bombardments.
Once per battle, when the GOLBRANDTIAN COMPANION Lin Golbrandt performs the Shoot action, you can use the Macrocannon ranged weapon. You determine cover saves differently; if the target has cover if any part of its base is under Vantage terrain. You must select a valid target for a Shoot action; like the Starstriders, the shot comes from above.
| NAME | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Macrocannon | 5 | 4+ | 5/6 | Heavy (Reposition only), Piercing Crits 1, Saturate, Silent, Torrent 2") |
Emergency Combat Stims:
Lin Golbrandt's companions are pushed to greater heights,and learn to use their special-issue stimulants in oportune moments.
Once per battle, each friendly GOLBRANDT COMPANION operactive can ignore any changes to their stats from being Injured, until the end of the turning point.
Glorious Servo-Skull:
The deeds of House Golbrandt are spread wherever the Rogue Trader goes, bringing Glory to the bloodline.
Deploy the Servo-Skull. It does not count towards your operative count. While LIN GOLBRANDT is not Incapacitated, you gain 1 Glory at the start of each turning point.
Sophisticated Vox-Beads:
Clear communication is critical to any victory, and these communication devices provide clear channels of relaying key information even in the harshest of conditions.
Once per turning point, one friendly GOLBRANDT COMPANION operative can perform a mission action for -1 AP.
Ploys
Firefight - Seize The Initiative:
Daring and bold, the Golbrandtian Companions are known for acting quickly and decisively in the heat of battle.
Use this firefight ploy after friendly operative is expended. You can immediately activate another friendly GOLBRANDT COMPANION operative that does not have the ADEPTUS ASTARTES keyword visible to within 6" of that operative before an enemy operative. When the second operative is expended, your opponent activates their operatives normally. You can use this firefight ploy once per turning point. If you Shift this firefight ploy, you can activate operatives with the ADEPTUS ASTARTES keyword.
Firefight - Fortunate Fortitude:
Luck seems to run in the veins of these dashing rogues. Many times have the Golbrandt Companions stared in the face of death, and many times they have come out unscathed.
Use this firefight ploy when a enemy operative is shooting a friendly GOLBRANDT COMPANION operative. You can reroll one of your defense die. If you Shift, you can choose to roll an additional defense die, or your results of 5+ are considered critical successes.
Firefight - Heroic Moment:
Heroism and Lin Golbrandt's ethos inspire the Golbrandt Companions to greater deeds.
Use this firefight ploy at the start of a friendly operative's activation, you can add 1 APL to their stats until the end of their activation if they have less than 3 APL. If you Shift, you can add 1 APL to a friendly operative regardless of their APL. If the operative has less than 3 APL, that friendly operative regains up to D3+2 lost wounds instead when you Shift.
Firefight - Death Defiance:
Stubborn to the end, the tenacity and grit shown by the Rogue Trader's retinue proves that it is difficult to kill a Golbrandt Companion."
Use this firefight ploy when a friendly operative is about to be Incapacitated. Roll a d6; on a result of 4+, this operative is instead reduce to 1 wound. If you Shift this ploy, you do not need to roll a d6.
Strategic - Hey, You. That's Mine.:
Lin Golbrandt is known to covet opportunity where he can sense it, and places an obsessive desire upon his companions to fulfill the objectives he presents.
Designate a objective marker. Whenever a friendly GOLBRANTIAN COMPANION operative is within control range of this objective, treat their APL as 1 higher for the purposes of control. If you Shift this ploy, friendly operatives within 3" of this marker cannot have their APL reduced and gain the Balanced weapon rule when Fighting or Retaliating.
Strategic - Defend The Realm!:
With an expansive and powerful realm to watch over, the Golbrandts have learned the art of tempering their ambitious explorations to conduct defensive operations.
When an enemy operative a friendly operative with the Shoot action, friendly operatives who are wholly within friendly territory and can retain cover saves from Heavy Terrain retain one additional cover save. This does not stack with other features that allow you to retain additional cover saves. If you Shift this ploy, the first time an attack dice would deal damage on each friendly GOLBRANDTIAN COMPANION operative, you can halve the damage (rounding up to a minimum of 2).
Strategic - Undaunted Venture:
The Golbrandts eagerly charge into the unknown, quick and light on their feet.
Whenever a friendly GOLBRANDTIAN COMPANION performs the Dash action, it does so for one less AP. If you Shift this ploy, you can use the Disengage action for one less AP.
TacOps
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP 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.