Spyre hunter
Composition
If you wish to use the Alternative Rig equipment, you must declare it before selecting your operative and apply the associated restrictions. The same applies to the Hunt master agent equipment described below.
• 1 Hunt master SPYRE HUNTER with two option in the following list :
- Slashing claw with web incisors, grapnel launcher and drop rig
- Toxin whip with web incisors, grapnel launcher and drop rig
- Monomolecular sword
- Naga blade
- Mirror shield²
- Laser gauntlet
- Missile gauntlet
• 1 Caryatide Prime SPYRE HUNTER operative
• 5 SPYRE HUNTER operative, in the following list :
◦ 0-2 Panthera equipped with one of the following options
- Mirror shield and Monomolecular sword
- Mirror shield and Naga blade
◦ 0-2 Arachne equipped with one of the following options :
- Paired Slashing claw with web incisors, grapnel launcher and drop rig
- Paired Toxin whip with web incisors, grapnel launcher and drop rig
◦ 0-2 Corvus equipped with one of the following options :
- Yeld wing and Laser gauntlets
- Yeld wing and Missile gauntlets
◦ 0-2 Ursus equipped with one option from each of the following lines:
- Power fists or Power talons
- Bolt launcher, Volkite discharger or Disintegration matrix.
Your Panthera, Arachne, and Corvus agents must each have different options. A Master Hunter equipped with a Mirror Shield gains the JAKKARA keyword; you can only choose 0-1 Panthera operative. A Master Hunter equipped with two Slashing Webs gains the MALCADON keyword; you can only choose 0-1 Arachne Operative.
²You cannot select this equipment twice on the same agent, nor use it with the alternative harness equipment.
Common Abilities and Options
Dazzled:
Some weapons in these kill team rules have the special Dazzled rule below:
Dazzled : An enemy agent wounded by this weapon degrades the T characteristic of all their weapons by 1, up to a maximum of 6+, and changes their critical successes into normal successes.
Reflex Enhancers:
At the start of the Preparation phase, 1d3 SPYRER agents gain one Reflex token.
Once all friendly agents have been activated, you can prepare again each friendly agent with at least one Reflex token. Then remove one Reflex token from each friendly agent thus prepared. At the end of the turn, remove all Reflex tokens from your agents.
Fly:
An operator with the FLY keyword can fly while moving. In this case, do not move them; remove them from the killzone and reposition them entirely at a distance equal to their Movement stat (or 3" if it was a Sprint action) from their original position, measuring only the horizontal distance. In a killzone that uses close-quarters combat rules, you cannot measure the distance over or through walled terrain, and the operator cannot be placed on the other side of an access point (they cannot fly through an open hatch). Note that they do not gain additional distance when performing the Charge action. They must be placed where they can be positioned, and unless it is the Charge action, they cannot be placed within the control range of an enemy operator.
Hunt master
A 2
M 6"
S 4+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Miror Shield (Rng 6", Saturate, Dazzled) | 1 | 5+ | 0/0 |
| Laser gauntlet (Piercing 1, Saturate) | 3 | 3+ | 3/4 |
| Missile gauntlet (Piercing 1, Stun) | 3 | 3+ | 3/4 |
| Web incisor (Rng 10", Severe, Stun) | 4 | 3+ | 4/5 |
| Yeld Wing (Brutal, Severe) | 4 | 4+ | 4/5 |
| Toxic Whip (Brutal, Stun) | 4 | 3+ | 4/5 |
| Slashing Claw (Lethal 5+, Severe) | 4 | 3+ | 4/6 |
| Monomolécular sword (Lethal 5+, Shock) | 4 | 3+ | 4/6 |
| Naga blade (Brutal, Shock) | 4 | 3+ | 4/5 |
Abilities
Adaptative predatorDazzledReflex EnhancersWeapon PairCaryatide prime
A 2
M 6"
S 3+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Little fist | 3 | 4+ | 2/3 |
Abilities
Charmed CompanionFamiliarFlyPrecognitionPanthera
A 2
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Miror Shield (Rng 6", Saturate, Dazzled) | 1 | 5+ | 0/0 |
| Monomolécular sword (Lethal 5+, Shock) | 4 | 3+ | 4/5 |
| Naga blade (Brutal, Shock) | 4 | 3+ | 4/5 |
Abilities
DazzledMirror shieldReflex EnhancersArachne
A 2
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Web incisor (Rng 10", Severe, Stun) | 5 | 3+ | 4/5 |
| Toxic Whip (Brutal, Stun) | 5 | 3+ | 4/5 |
| Slashing Claw (Lethal 5+, Severe) | 5 | 3+ | 4/6 |
Abilities
Drop rig and Grapnel launcherReflex EnhancersUrsus
A 2
M 5"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt launcher (Piercing 1) | 4 | 4+ | 3/4 |
| Volkite discharger (Rng 10", Piercing 1) | 4 | 3+ | 3/4 |
| Disintegration matrix (Rng 12", Piercing 2, Hot) | 3 | 4+ | 5/7 |
| Power fists (Brutal, Rending) | 4 | 4+ | 5/7 |
| Power talons (Brutal, Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Reflex EnhancersSidearmCorvus
A 2
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laser gauntle (Piercing 1, Saturate) | 4 | 3+ | 3/4 |
| Missile gauntlet (Piercing 1, Stun) | 4 | 3+ | 3/4 |
| Yeld wing (Brutal, Severe) | 4 | 4+ | 4/5 |
Abilities
Cameleoline CoatingFlyReflex EnhancersSensitive eyesHunt master in Orrus rig
A 2
M 5"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt launcher (Piercing 1) | 5 | 3+ | 3/4 |
| Volkite discharger (Rng 10", Piercing 1) | 5 | 3+ | 3/4 |
| Disintegration matrix (Rng 12", Piercing 2, Hot) | 4 | 4+ | 5/7 |
| Power fists (Brutal, Rending) | 4 | 3+ | 5/7 |
| Power talons (Brutal, Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Reflex EnhancersSidearm.Hunt master in Sthenian rig
A 3
M 6"
S 3+
W 21
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power spear (Rng 8", Rending, Stun, Lim 1D6) | 4 | 2+ | 4/6 |
| Phase sword (Brutal, Shock) | 5 | 2+ | 4/5 |
| Power spear (Lethal 5+) | 5 | 2+ | 4/6 |
| Sthenian claw (Brutal, Lethal 5+, You can only use this weapon with the Sthenian Claws action) | 3 | 4+ | 4/6 |
| Medusian projectors (Rng 8", Dazzled) | 2 | 4+ | 0/0 |
Abilities
DazzledReflex EnhancersSensitive Servo-Skull0AP: Sthenian ClawsSthenian predatorAlternative rig
If you wish to use this equipment, you must declare it during the Operator Selection step. Hunter Master Operator only.
You can use one of the following profiles for your Hunter Master Operator:
- Yeld rig: Add Yeld Wings to your Hunter Master Operator's equipment, along with the keywords **FLY **and YELD.
You can only select 0-1 **Corvus **Operators during Operator Selection.
You must choose at least one gauntlet (laser or missile).
- Orrus rig: Use the Hunter Master in Orrus rig profile , and select their equipment as you would for an Ursus Operator.
You can only select 0-1 **Ursus **Operators during Operator Selection.
- Sthenian rig: Use the Hunter Master in Sthenian rig profile. When selecting agents, you can only choose 4 agents from the following: 0-1 **Panthera **agent, 0-1 **Arachne **agent, 0-1 **Corvus **agent, 0-1 **Ursus **agent
Rejuvenating Injector
Add the following line to the Reflex Enhancers rule:
- Before its first action, you can spend 1 *reflex *token from your active operative and restore 1D3 missing HP to it.
Stimulating Cocktail
At the preparation stage of each turn after the first, 1 additional **SPYRER **agent gains a *Reflex *token (for a total of 1d3+1)
Living Armor
Once per turn, when an ennemy operative performe a SHOOT at a friendly **SPYRER **operative, at the start of the Roll Defense Dice step, you may use this rule. In this case, reduce the x value of the Piercingrule or Critical piercing (if any) by 1 until the end of that sequence. Note that the **Piercing 1 **rule would therefore be ignored.
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: Neuroactive Stimulant
Use this subterfuge during the activation of a friendly SPYRE HUNTER operative, before or after they perform an action. One of your operative with at least 1 *Reflex *token loses 1D6 HP and can be prepared again immediately. Remove 1 *Reflex *token from them. You may only use this subterfuge once per game.
Firefight: Hunt and Run
Use this subterfuge when a **SPYRER **operative performs a **Reposition **action. During this action, they can interrupt their movement to perform a **Shoot **or **Fight **action before completing the movement. They can move within the control range of only one enemy operative and cannot end their movement there. Degrade the T characteristic of both operatives by 1 for this action.
Firefight: Predator of the Heights
Use this tactic when an operative with the keyword **YELD **or **MALCADON **performs the **Charge **action. Once within control range, you can continue moving up to the maximum range of your Charge by "pulling" a single enemy agent. In this case, remove the enemy operative from the Kill Zone, continue moving, and then reposition the enemy operative as close as possible to their initial position in contact with your agent. If, at the start of the action, the enemy agent was located below your Charging operative, the enemy operative loses 1 HP for every floor (3") difference, up to a maximum of 3 HP.
Firefight: Ground Predator
Use this subterfuge when a **JAKKARA **or **ORRUS **operative performs the **Charge **action. Once within control range, you can continue moving up to the maximum range of your charge by "pushing" a single enemy operative . In this case, remove the enemy operative from the Kill Zone, continue moving, and then reposition the enemy operative as far from their initial position as possible in contact with your operative. If, at the end of the action, the enemy agent is between a heavy or light terrain feature and your agent, he lose 1d3 wounds.
Strategy Ploys
Strategy: Cruel Hunter
For this turning point, improve the T characteristic of friendly **SPYRER **agents who target an injured enemy agent by 1, up to a maximum of 2+
Strategy: Alpha Predator
You can only use this subterfuge if a friendly **STHENIAN **agent is present in the Kill Zone. For this turn, any agent within 4" of a friendly **STHENIAN **agent is treated as having an engagement order by all friendly **SPYRER **agents. You cannot use this subterfuge two turns in a row; each use of this subterfuge costs 1 additional PC.
Strategy: Hunt Pack
Choose two friendly **SPYRER **operatives (excluding **STHENIAN ** operative ) prepared and with a *Reflex *token. For this turn, when one of these two operative becomes unavailable, you must activate the second friendly operative prepared before your opponent activates one of their agents. Remove one *Reflex *token from these operatives at the end of their activation. Once the other operative becomes unavailable, your opponent activates as usual. You cannot use the Rejuvenating Injector equipment on the chosen operatives.
Strategy: Projection of Terror
Designate an enemy operative visible to your **LEADER **agent but not within the control range of a friendly **SPYRER **operative. The enemy operative gains a *Prey *token until the end of the turn. While an enemy operative has a *Prey *token, your opponent must spend 1 additional AP for the enemy operative with a Prey token to perform the Pick Up a Marker action and mission actions. Furthermore, treat the LPA of an enemy operative with a *Prey *token as 1 point lower while they are more than 6" away from any other enemy agent. Note that this is not a modifier to the LPA characteristic, so any modification stacks with this rule. At the end of the turn, remove the *Prey *token.
If an enemy operative with a *Prey *token is incapacited, you can instead leave them at 1 HP and give them an *Agony *token, which they keep until the end of the game. Treat them as injured even if they regain more than half of their HP. While an agent with an *Agony *token has only 1 HP, reduce their LPA characteristic to 0; they can do nothing but must perform a free **Sprint **action to the nearest cover or their nearest ally. Your opponent must spend 1 additional AP for Pick Up Marker actions and mission actions for all Enemy operative within 3" of an operative with an *Agony *token. Also treat the sum of the LPA characteristics of enemy agents contesting a marker as 1 point lower if at least one enemy operative is within 3" of an enemy operative with an *Agony *token and 1 WP. Note that this is not a modifier to the LPA characteristic, so any modification stacks with this rule.
Your opponent can perform a **SHOOT **action on an enemy operative with 1 HP and an *Agony *token for 2 AP.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Equipment
Alternative rig:
If you wish to use this equipment, you must declare it during the Operator Selection step.
Hunter Master Operator only.
You can use one of the following profiles for your Hunter Master Operator:
- Yeld rig: Add Yeld Wings to your Hunter Master Operator's equipment, along with the keywords **FLY **and YELD.
You can only select 0-1 **Corvus **Operators during Operator Selection.
You must choose at least one gauntlet (laser or missile).
- Orrus rig: Use the Hunter Master in Orrus rig profile , and select their equipment as you would for an Ursus Operator.
You can only select 0-1 **Ursus **Operators during Operator Selection.
- Sthenian rig: Use the Hunter Master in Sthenian rig profile. When selecting agents, you can only choose 4 agents from the following: 0-1 **Panthera **agent, 0-1 **Arachne **agent, 0-1 **Corvus **agent, 0-1 **Ursus **agent
Rejuvenating Injector:
Add the following line to the Reflex Enhancers rule:
- Before its first action, you can spend 1 *reflex *token from your active operative and restore 1D3 missing HP to it.
Stimulating Cocktail:
At the preparation stage of each turn after the first, 1 additional **SPYRER **agent gains a *Reflex *token (for a total of 1d3+1)
Living Armor:
Once per turn, when an ennemy operative performe a SHOOT at a friendly **SPYRER **operative, at the start of the Roll Defense Dice step, you may use this rule. In this case, reduce the x value of the Piercingrule or Critical piercing (if any) by 1 until the end of that sequence. Note that the **Piercing 1 **rule would therefore be ignored.
Ploys
Firefight - Neuroactive Stimulant:
Use this subterfuge during the activation of a friendly SPYRE HUNTER operative, before or after they perform an action. One of your operative with at least 1 *Reflex *token loses 1D6 HP and can be prepared again immediately. Remove 1 *Reflex *token from them. You may only use this subterfuge once per game.
Firefight - Hunt and Run:
Use this subterfuge when a **SPYRER **operative performs a **Reposition **action. During this action, they can interrupt their movement to perform a **Shoot **or **Fight **action before completing the movement. They can move within the control range of only one enemy operative and cannot end their movement there. Degrade the T characteristic of both operatives by 1 for this action.
Firefight - Predator of the Heights:
Use this tactic when an operative with the keyword **YELD **or **MALCADON **performs the **Charge **action. Once within control range, you can continue moving up to the maximum range of your Charge by "pulling" a single enemy agent. In this case, remove the enemy operative from the Kill Zone, continue moving, and then reposition the enemy operative as close as possible to their initial position in contact with your agent. If, at the start of the action, the enemy agent was located below your Charging operative, the enemy operative loses 1 HP for every floor (3") difference, up to a maximum of 3 HP.
Firefight - Ground Predator:
Use this subterfuge when a **JAKKARA **or **ORRUS **operative performs the **Charge **action. Once within control range, you can continue moving up to the maximum range of your charge by "pushing" a single enemy operative . In this case, remove the enemy operative from the Kill Zone, continue moving, and then reposition the enemy operative as far from their initial position as possible in contact with your operative. If, at the end of the action, the enemy agent is between a heavy or light terrain feature and your agent, he lose 1d3 wounds.
Strategic - Cruel Hunter:
For this turning point, improve the T characteristic of friendly **SPYRER **agents who target an injured enemy agent by 1, up to a maximum of 2+
Strategic - Alpha Predator:
You can only use this subterfuge if a friendly **STHENIAN **agent is present in the Kill Zone. For this turn, any agent within 4" of a friendly **STHENIAN **agent is treated as having an engagement order by all friendly **SPYRER **agents. You cannot use this subterfuge two turns in a row; each use of this subterfuge costs 1 additional PC.
Strategic - Hunt Pack:
Choose two friendly **SPYRER **operatives (excluding **STHENIAN ** operative ) prepared and with a *Reflex *token. For this turn, when one of these two operative becomes unavailable, you must activate the second friendly operative prepared before your opponent activates one of their agents. Remove one *Reflex *token from these operatives at the end of their activation. Once the other operative becomes unavailable, your opponent activates as usual. You cannot use the Rejuvenating Injector equipment on the chosen operatives.
Strategic - Projection of Terror:
Designate an enemy operative visible to your **LEADER **agent but not within the control range of a friendly **SPYRER **operative. The enemy operative gains a *Prey *token until the end of the turn. While an enemy operative has a *Prey *token, your opponent must spend 1 additional AP for the enemy operative with a Prey token to perform the Pick Up a Marker action and mission actions. Furthermore, treat the LPA of an enemy operative with a *Prey *token as 1 point lower while they are more than 6" away from any other enemy agent. Note that this is not a modifier to the LPA characteristic, so any modification stacks with this rule. At the end of the turn, remove the *Prey *token.
If an enemy operative with a *Prey *token is incapacited, you can instead leave them at 1 HP and give them an *Agony *token, which they keep until the end of the game. Treat them as injured even if they regain more than half of their HP. While an agent with an *Agony *token has only 1 HP, reduce their LPA characteristic to 0; they can do nothing but must perform a free **Sprint **action to the nearest cover or their nearest ally. Your opponent must spend 1 additional AP for Pick Up Marker actions and mission actions for all Enemy operative within 3" of an operative with an *Agony *token. Also treat the sum of the LPA characteristics of enemy agents contesting a marker as 1 point lower if at least one enemy operative is within 3" of an enemy operative with an *Agony *token and 1 WP. Note that this is not a modifier to the LPA characteristic, so any modification stacks with this rule.
Your opponent can perform a **SHOOT **action on an enemy operative with 1 HP and an *Agony *token for 2 AP.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.