Shadow Force (Raven Guard)
Composition
1 SHADOW FORCE operative selected from the following list:
- BLADEWING SERGENT
- SHADOW CAPTAIN
5 SHADOW FORCE operatives selected from the following list:
- BLADEWING VETERAN
- BLADEWING HUNTER
- BLADEWING GUNNER (STALKER BOLT RIFLE)
- BLADEWING GUNNER (FLAMER)
- ELIMINATOR SNIPER
- LIBRARIAN
- SHADOW FORCE WARRIOR
Other than WARRIOR operatives, your kill team can only include each operative on this list once. Additionally, other than a SERGENT operative, your kill team cannot have more than two BLADEWING operatives.
If you choose a SHADOW CAPTAIN operative, you may only choose 4 SHADOW FORCE operatives from the second list.
Common Abilities and Options
Astartes:
During each friendly SHADOW FORCE operative's activation, it can perform either two Shoot actions or two Fight actions.
If it's two Shoot actions, a bolt weapon must be selected for at least one of them, and if it's a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.
Each friendly SHADOW FORCE operative can counteract regardless of its order.
Jump Pack:
Whenever a friendly BLADEWING operative is performing a Charge, Fallback or Reposition action during its activation, at the start of any straight line increment, as long as no part of its base is underneath Vantage terrain, it can do a BOOST for that increment. If it does, don't move it for that increment. Instead, remove it from the killzone and set it back up wholly within the remainder of that action's move allowance.
That operative must be set up in a location it can be placed and cannot be set up with any part of its base underneat Vantage terrain. In addition, unless it's the Charge action, it cannot be set up within control range of an enemy operative. It can continue moving after a BOOST if it has any more distance remaining and the action allows it.
In a killzone that uses the close quarters rules, It cannot measure distance for a BOOST over or through wall terrain, and cannot be set up on the other side of an access point.
Camo Cloak:
Whenever an operative is shooting this operative, 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 isn't cumulative with improved cover saves from Vantage terrain.
Bladewing Sergent
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer (Range 6", Saturate, Torrent 1") | 4 | 2+ | 3/3 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
AstartesBladewing VeteranJump PackShadow Captain
A 4
M 6"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Relic Lightning Claws (Relentless, Lethal 5+, Rending) | 5 | 3+ | 4/6 |
Abilities
Astartes1AP: Into ShadowJump Pack2AP: Midnight (PSYCHIC)Veil of NightBladewing Veteran
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Carbine (Accurate 1) | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
AstartesJump PackBladewing Hunter
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lightning Claws (Ceaseless, Lethal 5+, Rending) | 5 | 3+ | 4/5 |
Abilities
AmbushAstartesCull the WeakJump PackBladewing Gunner (Stalker Bolt Rifle)
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stalker Bolt Rifle | |||
| Heavy (Hvy(Dash), Lethal 5+, PrcCrit1) | 4 | 3+ | 3/5 |
| Mobile | 4 | 3+ | 3/4 |
| Auxiliary Grenade Launcher | |||
| Frag (Blast 2") | 4 | 3+ | 2/4 |
| Krak (Prc1) | 4 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesJump PackBladewing Gunner (Flamer)
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer (Range 8", Saturate, Torrent 2") | 4 | 2+ | 3/3 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesJump PackEliminator Sniper
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Bolt Sniper Rifle | |||
| Executioner (Hvy(Dash), Sat, Seek Light, Silent) | 4 | 2+ | 3/4 |
| Hyperfrag (Blast 1", Hvy(Dash), Silent) | 4 | 2+ | 2/4 |
| Mortis (Dev3, Hvy(Dash), Prc1, Silent) | 4 | 2+ | 3/3 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Advanced Camo CloakAstartes1AP: OpticsLibrarian
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Smite | |||
| Witchfire (Psychic, Piercing 1) | 5 | 3+ | 3/4 |
| Focused Witchfire (Psychic, Hot, Piercing 1, Devastating 3) | 5 | 3+ | 3/3 |
| Psychic Power Blade (Psychic, Lethal 5+, Ceaseless) | 5 | 3+ | 4/6 |
Abilities
AstartesCamo Cloak1AP: Shrouding (PSYCHIC)1AP: Soul Sight (PSYCHIC)Shadow Force Warrior
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stalker Bolt Rifle | |||
| Heavy (Heavy (Dash only), Lethal 5+, Piercing Crits 1) | 4 | 3+ | 3/5 |
| Mobile | 4 | 3+ | 3/4 |
| Marksman Bolt Carbine (Lethal 5+) | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesCamo CloakPurity Seals
Once per turning point, when a friendly SHADOW FORCE operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Auspex
Once per turning point, when a friendly SHADOW FORCE operative performs the Shoot action and you're selecting a valid target, you can use this rule. If you do, until the end of the activation/counteraction, enemy operatives within 8" of that friendly operative cannot be obscured.
Shadow Cloaks
Once per turning point, a friendly SHADOW FORCE operative can use the following unique action:
SHADOW WALK [PSYCHIC] (1AP) If this operative has a Conceal order, choose one friendly SHADOW FORCE operative that this operative can see, remove this operative from the kill zone and set it back up within control range of the chosen operative. This operative cannot perform a SHADOW WALK the same turn it performed a Reposition, Charge, or Fallback action, and it cannot perform any of those actions after it performs a SHADOW WALK. You cannot perform a SHADOW WALK while within control range of an enemy operative, and you cannot end a SHADOW WALK within control range of an enemy operative.
Special Issue Ammunition
Once per turning point, when a friendly SHADOW FORCE operative is performing the Shoot action and you select a Bold carbine, Marksman bolt carbine or Stalker Bolt Rifle, you can use this rule. If you do, unti lthe end of the turning point, that weapon has the Piercing 1 weapon rule.
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.
Strategy Ploys
Strategy: Shadow Step
Friendly SHADOW FORCE operatives can perform the following unique action:
SHADOW STEP [PSYCHIC] (0AP) Change this operative's order. An operative cannot perform this action while within control range of an enemy operative.
Strategy: And They Shall Not Know Fear
You can ignore any changes to the stats of friendly SHADOW FORCE operatives from being injured (including their weapons' stats)
Strategy: Predators Above
Whenever a friendly SHADOW FORCE operative is at least 2" higher than the killzone floor, its weapons have the Balanced weapon rule. Whenever a friendly BLADEWING operative performs a BOOST, its weapons have the Balanced rule until the end of that activation.
Strategy: Stealth Relocation
Up to one-third of your friendly SHADOW FORCE operatives (rounded down) that have a Conceal order and are more than 4" from enemy operatives can immediately perform a free Dash action. You cannot use this ploy during the first turning point.
Firefight Ploys
Firefight: Patient Ambush
Use this firefight ploy when it's your turn to activate a friendly operative. You can skip that activation.
Firefight: Transhuman Physiology
Use this firefight ploy when an operative is shooting a friendly SHADOW FORCE operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight: Covert Position
Use this firefight ploy during a friendly SHADOW FORCE operative's activation. Until the start of its next activation, while that 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".
Firefight: Wrath of Vengeance
Use this firefight ploy when a friendly SHADOW FORCE operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
Purity Seals:
Once per turning point, when a friendly SHADOW FORCE operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Auspex:
Once per turning point, when a friendly SHADOW FORCE operative performs the Shoot action and you're selecting a valid target, you can use this rule. If you do, until the end of the activation/counteraction, enemy operatives within 8" of that friendly operative cannot be obscured.
Shadow Cloaks:
Once per turning point, a friendly SHADOW FORCE operative can use the following unique action:
SHADOW WALK [PSYCHIC] (1AP) If this operative has a Conceal order, choose one friendly SHADOW FORCE operative that this operative can see, remove this operative from the kill zone and set it back up within control range of the chosen operative. This operative cannot perform a SHADOW WALK the same turn it performed a Reposition, Charge, or Fallback action, and it cannot perform any of those actions after it performs a SHADOW WALK. You cannot perform a SHADOW WALK while within control range of an enemy operative, and you cannot end a SHADOW WALK within control range of an enemy operative.
Special Issue Ammunition:
Once per turning point, when a friendly SHADOW FORCE operative is performing the Shoot action and you select a Bold carbine, Marksman bolt carbine or Stalker Bolt Rifle, you can use this rule. If you do, unti lthe end of the turning point, that weapon has the Piercing 1 weapon rule.
Ploys
Strategic - Shadow Step:
Friendly SHADOW FORCE operatives can perform the following unique action:
SHADOW STEP [PSYCHIC] (0AP) Change this operative's order. An operative cannot perform this action while within control range of an enemy operative.
Strategic - And They Shall Not Know Fear:
You can ignore any changes to the stats of friendly SHADOW FORCE operatives from being injured (including their weapons' stats)
Strategic - Predators Above:
Whenever a friendly SHADOW FORCE operative is at least 2" higher than the killzone floor, its weapons have the Balanced weapon rule. Whenever a friendly BLADEWING operative performs a BOOST, its weapons have the Balanced rule until the end of that activation.
Strategic - Stealth Relocation:
Up to one-third of your friendly SHADOW FORCE operatives (rounded down) that have a Conceal order and are more than 4" from enemy operatives can immediately perform a free Dash action. You cannot use this ploy during the first turning point.
Firefight - Patient Ambush:
Use this firefight ploy when it's your turn to activate a friendly operative. You can skip that activation.
Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly SHADOW FORCE operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight - Covert Position:
Use this firefight ploy during a friendly SHADOW FORCE operative's activation. Until the start of its next activation, while that 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".
Firefight - Wrath of Vengeance:
Use this firefight ploy when a friendly SHADOW FORCE operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.
TacOps
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.