Callous Blades
Composition
↘ 1 CALLOUS BLADES LORD EXULTANT operative with one option from each of the following:
- Plasma pistol, rapture lash or screamer pistol
- Power fist or power weapon
↘ 5 CALLOUS BLADES operatives selected from the following list:
- FLAWLESS BLADE DUELLIST with one of the following options:
- Twin blissblades; bolt pistol
- Long blissblade; bolt pistol
- FLAWLESS BLADE VEILCASTER
- INFRACTOR OBSESSIONIST with one of the following options:
- Bolt pistol; power weapon
- Plasma pistol; rapture lash
- INFRACTOR ELIXIARCH
- INFRACTOR GRENADIER
- INFRACTOR ICON BEARER
- INFRACTOR WARRIOR
Other than INFRACTOR WARRIOR operatives, your kill team can only include each operative on this list once.
Common Abilities and Options
Astartes:
During each friendly CALLOUS BLADES operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and plasma pistol is selected for both of them, 1 additional AP must be spent for the second action.
Each friendly CALLOUS BLADES operative can counteract regardless of its order.
Rapturous Excess:
The first time during each friendly CALLOUS BLADES operative’s activation or counteraction that it inflicts damage on or incapacitates an enemy operative, if it does not already have one of your Excess tokens, it gains one of your Excess tokens.
Each friendly operative cannot have more than one of your Excess tokens.
Whenever a friendly operative has one of your Excess tokens, you can remove one of those tokens to use a Rapture when the “when” condition is met. You cannot use more than one Rapture per activation or counteraction, except Heightened Senses, which can be used once per activation or counteraction in addition to another Rapture.
Grenadier:
This operative can use smoke and stun grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives).
Raptures:
Dark Exultation
When: During the operative’s activation, before or after it performs an action.
Effect: Until the start of the operative’s next activation, add 1 to its APL stat.
Sublime Rejuvenation
When: During the operative’s activation or counteraction, before or after it performs an action.
Effect: The operative regains up to D3 lost wounds.
Exultant Surge
When: After the operative incapacitates an enemy operative and that enemy operative is removed from the killzone.
Effect: The operative can immediately perform a free Dash action, even if it has performed an action that prevents it from performing the Dash action.
Heightened Senses
When: After rolling your attack or defence dice for the operative.
Effect: You can re-roll any of your dice results of one result (e.g. results of 2).
LORD EXULTANT
A 3
M 6"
S 3+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol (standard) (Range 8”, Piercing 1) | 4 | 3+ | 3/5 |
| Plasma Pistol (supercharge) (Range 8”, Hot, Lethal 5+, Piercing 1) | 4 | 3+ | 4/5 |
| Screamer Pistol (Range 8”, Saturate, Stun) | 4 | 3+ | 3/4 |
| Rapture Lash (ranged) (Range 3”, Lethal 4+, Stun) | 4 | 2+ | 2/3 |
| Rapture Lash (melee) (Lethal 4+, Shock) | 4 | 3+ | 2/3 |
| Power Fist (Brutal) | 5 | 4+ | 5/7 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Astartes1AP: Exquisite CommandLeading the CrescendoRapturous ExcessOptions
RapturesFLAWLESS BLADE DUELLIST
A 3
M 7"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Twin Blissblades (Ceaseless, Lethal 5+) | 5 | 3+ | 4/6 |
| Long Blissblade (Lethal 5+) | 5 | 3+ | 5/7 |
Abilities
AstartesPeerless DuellistRapturous ExcessOptions
RapturesFLAWLESS BLADE VEILCASTER
A 3
M 7"
S 3"
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Blissblade (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
AstartesGrenadierRapturous ExcessShattering DisplayOptions
RapturesINFRACTOR OBSESSIONIST
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Plasma Pistol (standard) (Range 8”, Piercing 1) | 4 | 3+ | 3/5 |
| Plasma Pistol (supercharge) (Range 8”, Hot, Lethal 5+, Piercing 1) | 4 | 3+ | 4/5 |
| Rapture Lash (ranged) | 4 | 3+ | 2/3 |
| Rapture Lash (melee) (Lethal 4+, Shock) | 4 | 2+ | 2/3 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Astartes1AP: Excruciating FascinationObsessive FixationRapturous ExcessOptions
RapturesINFRACTOR ELIXIARCH
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8+) | 4 | 3+ | 3/4 |
| Duelling Sabre (Severe) | 4 | 3+ | 4/5 |
Abilities
Astartes1AP: Euphoric InjectionRapturous ExcessSublime ChemistryOptions
RapturesINFRACTOR GRENADIER
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Duelling Sabre (Severe) | 4 | 3+ | 4/5 |
Abilities
AstartesGrenadierRapturous ExcessOptions
RapturesINFRACTOR ICON BEARER
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Duelling Sabre (Severe) | 4 | 3+ | 4/5 |
Abilities
AstartesIcon BearerRapturous ExcessSynphony of ExcessOptions
RapturesINFRACTOR WARRIOR
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Duelling Sabre (Severe) | 4 | 3+ | 4/5 |
Abilities
AstartesQuicksilver AssaultRapturous ExcessOptions
RapturesSonic Shriekers
Once per turning point, when a friendly CALLOUS BLADES operative is retaliating or an enemy operative is shooting it, after your opponent rolls their attack dice but before re-rolls, you can use this rule. If you do, your opponent cannot re-roll their attack dice during that sequence.
Gleaming Armour
Once per turning point, when an operative is shooting a friendly CALLOUS BLADES operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 until the end of that sequence. Note that Piercing 1 would therefore be ignored.
Sublime Stimulants
Once per turning point, when a friendly CALLOUS BLADES operative is activated, you can use this rule. If you do, until the end of that activation, you can ignore any changes to that operative’s Move stat from being injured.
Adrenal Elixirs
Once per turning point, when a friendly CALLOUS BLADES 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.
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: Sickening Captivation
Use this firefight ploy during a friendly CALLOUS BLADES operative’s activation, before or after it performs an action. Select one enemy operative visible to and within 4" of that friendly operative. Until the end of that enemy operative’s next activation, subtract 1 from its APL stat.
Firefight: Cruel Deception
Use this firefight ploy during a friendly CALLOUS BLADES operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
Firefight: Perfect Strike
Use this firefight ploy when a friendly CALLOUS BLADES operative is performing the Fight action during an activation in which it performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:
-
its melee weapon has the Shock weapon rule
-
the first time you strike during that sequence, inflict 1 additional damage, to a maximum of 7.
Firefight: Prey on Ecstasy
Use this firefight ploy after rolling your attack dice for a friendly CALLOUS BLADES operative, if it’s shooting against or fighting against a wounded enemy operative, or if that friendly operative has one of your Excess tokens. You can re-roll any of your attack dice.
Strategy Ploys
Strategy: Quicksilver Speed
Whenever a friendly CALLOUS BLADES operative that performed an action in which it moved during this turning point is fighting or retaliating, worsen the Hit stat of the enemy operative’s melee weapons by 1.
Whenever an operative is shooting a friendly CALLOUS BLADES operative more than 6" from it that performed an action in which it moved during this turning point, worsen the Hit stat of that enemy operative’s ranged weapons by 1.
In all cases for this ploy, this isn’t cumulative with being injured.
Strategy: Merciless Perfection
Whenever a friendly CALLOUS BLADES operative is shooting against or fighting against a wounded enemy operative, that friendly operative’s weapons have the Balanced weapon rule.
If that friendly operative has one of your Excess tokens, those weapons have the Relentless weapon rule instead.
Strategy: From Excess, Death
Whenever a friendly CALLOUS BLADES operative is activated, before you determine its order, you can select one enemy operative that friendly operative is not a valid target for. Until the end of that activation, the first time that friendly operative is shooting against or fighting against that enemy operative, you can retain one of your normal successes as a critical success instead.
Strategy: Dance of Perfection
Select two friendly CALLOUS BLADES operatives visible to and within 6” of each other. Remove them both from the killzone and set them back up in each other’s previous locations. If either operative cannot be set up in its new location, this ploy has no effect.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
Sonic Shriekers:
Once per turning point, when a friendly CALLOUS BLADES operative is retaliating or an enemy operative is shooting it, after your opponent rolls their attack dice but before re-rolls, you can use this rule. If you do, your opponent cannot re-roll their attack dice during that sequence.
Gleaming Armour:
Once per turning point, when an operative is shooting a friendly CALLOUS BLADES operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 until the end of that sequence. Note that Piercing 1 would therefore be ignored.
Sublime Stimulants:
Once per turning point, when a friendly CALLOUS BLADES operative is activated, you can use this rule. If you do, until the end of that activation, you can ignore any changes to that operative’s Move stat from being injured.
Adrenal Elixirs:
Once per turning point, when a friendly CALLOUS BLADES 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.
Ploys
Firefight - Sickening Captivation:
Use this firefight ploy during a friendly CALLOUS BLADES operative’s activation, before or after it performs an action. Select one enemy operative visible to and within 4" of that friendly operative. Until the end of that enemy operative’s next activation, subtract 1 from its APL stat.
Firefight - Cruel Deception:
Use this firefight ploy during a friendly CALLOUS BLADES operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
Firefight - Perfect Strike:
Use this firefight ploy when a friendly CALLOUS BLADES operative is performing the Fight action during an activation in which it performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:
-
its melee weapon has the Shock weapon rule
-
the first time you strike during that sequence, inflict 1 additional damage, to a maximum of 7.
Firefight - Prey on Ecstasy:
Use this firefight ploy after rolling your attack dice for a friendly CALLOUS BLADES operative, if it’s shooting against or fighting against a wounded enemy operative, or if that friendly operative has one of your Excess tokens. You can re-roll any of your attack dice.
Strategic - Quicksilver Speed:
Whenever a friendly CALLOUS BLADES operative that performed an action in which it moved during this turning point is fighting or retaliating, worsen the Hit stat of the enemy operative’s melee weapons by 1.
Whenever an operative is shooting a friendly CALLOUS BLADES operative more than 6" from it that performed an action in which it moved during this turning point, worsen the Hit stat of that enemy operative’s ranged weapons by 1.
In all cases for this ploy, this isn’t cumulative with being injured.
Strategic - Merciless Perfection:
Whenever a friendly CALLOUS BLADES operative is shooting against or fighting against a wounded enemy operative, that friendly operative’s weapons have the Balanced weapon rule.
If that friendly operative has one of your Excess tokens, those weapons have the Relentless weapon rule instead.
Strategic - From Excess, Death:
Whenever a friendly CALLOUS BLADES operative is activated, before you determine its order, you can select one enemy operative that friendly operative is not a valid target for. Until the end of that activation, the first time that friendly operative is shooting against or fighting against that enemy operative, you can retain one of your normal successes as a critical success instead.
Strategic - Dance of Perfection:
Select two friendly CALLOUS BLADES operatives visible to and within 6” of each other. Remove them both from the killzone and set them back up in each other’s previous locations. If either operative cannot be set up in its new location, this ploy has no effect.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.