Ratlings
Composition
A RATLING KillTeam is composed of:
- 1 RATLING FIXER operative with one of the following options:
- Battle Rifle, Fists
- Sniper Rifle, Fists
- 10 RATLING operatives selected from the following list:
- BATTLEMUTT
- BULLGRYN* with one from each of the following:
- Grenadier Gauntlet or Power Maul
- Brute Shield or Slabshield
- OGRYN*
- BIG SHOT
- BOMBER
- HARDBIT
- RAIDER
- SNEAK
- SNIPER
- SPOTTER
- STASHMASTER
- VOX-THIEF
*You cannot select more than three of these operatives combined. Up to three times, instead of selecting one of these operatives, you can select one RATLING ploy to cost you 0CP for the battle.
Other than BULLGRYN, OGRYN, and SNIPER operatives, your KillTeam can only include each operative above once.
Common Abilities and Options
Scarper:
After each enemy operative's activation, before the next operative is activated, you can perform a free Dash action with one friendly RATLING operative (excluding BULLGRYN, OGRYN, and SNEAK),
but it cannot finish that move within 3" of an enemy operative unless it is not visible to every enemy operative when it finishes that move.
Each friendly operative can only do this once per Turning Point, and cannot do so after the final activation of the Turning Point.
Brute:
Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover.
Whilst this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any).
Slow-Witted:
You must spend 1 additional AP for this operative to perform the Pick Up Marker and Mission actions (excluding Operate Hatch).
Fixer
A 2
M 5"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Battle Rifle | 4 | 2+ | 3/4 |
| Sniper Rifle | |||
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Dev3, Hvy) | 4 | 2+ | 3/3 |
| Fists | 3 | 5+ | 1/2 |
Abilities
Munitorum ContactsScarperTarget DesignationBig Shot
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Tankstopper Rifle | |||
| Mobile (Dev1, Hvy(Dash), Prc1) | 4 | 3+ | 4/4 |
| Stationary (Dev4, Hvy, Prc1, Severe) | 4 | 2+ | 4/2 |
| Fists | 3 | 5+ | 1/2 |
Abilities
ScarperHardbit
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Battle Rifle | 4 | 3+ | 3/4 |
| Combat Knife (Balanced) | 3 | 3+ | 3/5 |
Abilities
HunterLie In WaitScarperSpotter
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sniper Rifle | |||
| Mobile | 4 | 4+ | 3/4 |
| Stationary (Dev3, Hvy) | 4 | 3+ | 3/3 |
| Fists | 3 | 5+ | 1/2 |
Abilities
Scarper1AP: SpotBomber
A 2
M 5"
S 4+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Explosive Arsenal (Rng3", Blast1", Lim1, Hvy(Repos), Prc1, Sat) | 5 | 3+ | 4/5 |
| Sniper Rifle | |||
| Mobile | 4 | 4+ | 3/4 |
| Stationary (Dev3, Hvy) | 4 | 3+ | 3/3 |
| Bionic Arm | 3 | 5+ | 3/4 |
Abilities
MineScarperTripwireStashmaster
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sniper Rifle | |||
| Mobile | 4 | 4+ | 3/4 |
| Stationary (Dev3, Hvy) | 4 | 3+ | 3/3 |
| Fists | 3 | 5+ | 1/2 |
Abilities
Light-FingeredScarperWell StockedRaider
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Suppressed Sniper Rifle | |||
| Mobile (Silent) | 4 | 4+ | 3/4 |
| Stationary (Dev2, Hvy, Silent) | 4 | 3+ | 3/3 |
| Dagger | 3 | 4+ | 2/3 |
Abilities
Grappling HookScarper1AP: SlingshotSniper
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sniper Rifle | |||
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Dev3, Hvy) | 4 | 2+ | 3/3 |
| Fists | 3 | 5+ | 1/2 |
Abilities
ScarperVox-Thief
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sniper Rifle | |||
| Mobile | 4 | 4+ | 3/4 |
| Stationary (Dev3, Hvy) | 4 | 3+ | 3/3 |
| Fists | 3 | 5+ | 1/2 |
Abilities
1AP: Intercept CommunicationsScarperSneak
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Suppressed Sniper Rifle | |||
| Mobile (Silent) | 4 | 4+ | 3/4 |
| Stationary (Dev2, Hvy, Silent) | 4 | 3+ | 3/3 |
| Fists | 3 | 5+ | 1/2 |
Abilities
Evade1AP: OpticsScarperOgryn
A 2
M 6"
S 5+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ripper Gun (Rng 8", Punishing) | 4 | 3+ | 4/5 |
| Bayonet | 4 | 3+ | 4/5 |
Abilities
Bayonet ChargeBruteSlow-WittedBullgryn
A 2
M 6"
S 4+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grenadier Gauntlet (Blast 2") | 4 | 4+ | 3/5 |
| Power Maul (Shock) | 4 | 3+ | 4/6 |
| Brute Shield | 4 | 3+ | 3/4 |
| Slabshield | 4 | 4+ | 3/4 |
Abilities
BruteShieldSlow-WittedOptions
SlabshieldBruteshieldBattlemutt
A 2
M 6"
S 5+
W 4
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bite | 4 | 3+ | 2/4 |
Abilities
BeastEarly WarningScarperPurloined Rations
Once per turning point, when a friendly RATLING operative is shooting with a rifle and you’ve rolled your attack dice, you can use this rule. If you do, improve the Hit stat of its rifle by 1 until the end of that sequence.
Lucky Round
Once per Turning Point, whenever a friendly RATLING operative is shooting with a rifle and you've rolled your Attack dice, you can use this rule. If you do, that weapon has the Severe weapon rule for that sequence.
Stolen Goods
At the end of the Select Operatives step, roll 1D3. If the result is:
- 1, you lose 1 CP
- 2, you gain 1 CP
- 3, your opponent loses 1CP
Improvised Armour
Whenever an operative is shooting a friendly RATLING BULLGRYN or friendly RATLING OGRYN operative, defence dice results of 5+ are critical successes.
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: Crack Shots
Whenever a friendly RATLING operative is shooting an enemy operative more than 6" from it, if that friendly operative has not performed the Charge, Fall Back, or Reposition action during the activation, or it is a counteraction, its rifle (if any) has the Balanced weapon rule.
Note that operative is not restricted from performing those actions after shooting.
Strategy: Frontline Assault
Whenever a friendly RATLING BULLGRYN or friendly RATLING OGRYN operative is shooting within, fighting within, or retaliating within your opponent's territory or within 3" of an objective marker, its weapons have the Balanced weapon rule.
Strategy: Shifty
Whenever a friendly RATLING operative (excluding OGRYN or BULLGRYN) has a Conceal order and is in Cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Vantage terrain) except being within 2".
Strategy: Sniper Positions
Whenever a friendly RATLING operative is more than 6" from enemy operatives and has Heavy Terrain within its Control Range, the Stationary profile of its rifle (if any) has the Silent weapon rule.
Firefight Ploys
Firefight: Larcenous
Use this Firefight Ploy during a friendly RATLING operative's activation (excluding OGRYN or BULLGRYN). Until the end of that activation, that operative does not have to control a marker to perform the Pick Up Marker or Mission actions that usually require this (taking precedence over that action's conditions - it only needs to contest the marker), and having an enemy operative within Control Range of it does not prevent it from doing so.
Firefight: Shoot And Hide
Use this Firefight Ploy after a friendly RATLING operative that has an Engage order perfoms the Shoot action with a rifle. If it is more than 3" from enemy operatives, or not visible to every enemy operative, you can change its order to Conceal.
Firefight: Survival Instincts
Use this Firefight Ploy when an enemy operative is shooting or fighting a friendly RATLING operative (excluding OGRYN or BULLGRYN) and you are allocating a die to block. If it is a normal success, it can block one unresolved critical success; if it is a critical success, it can block two unresolved successes (normal or critical).
Firefight: Sharpshot
Use this Firefight Ploy when a friendly RATLING operative if performing the Shoot action with a rifle and you are selecting a valid target. Having other friendly RATLING operatives within an enemy operative's Control Range does not prevent that enemy operative from being selected.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Equipment
Purloined Rations:
Once per turning point, when a friendly RATLING operative is shooting with a rifle and you’ve rolled your attack dice, you can use this rule. If you do, improve the Hit stat of its rifle by 1 until the end of that sequence.
Lucky Round:
Once per Turning Point, whenever a friendly RATLING operative is shooting with a rifle and you've rolled your Attack dice, you can use this rule.
If you do, that weapon has the Severe weapon rule for that sequence.
Stolen Goods:
At the end of the Select Operatives step, roll 1D3. If the result is:
- 1, you lose 1 CP
- 2, you gain 1 CP
- 3, your opponent loses 1CP
Improvised Armour:
Whenever an operative is shooting a friendly RATLING BULLGRYN or friendly RATLING OGRYN operative, defence dice results of 5+ are critical successes.
Ploys
Strategic - Crack Shots:
Whenever a friendly RATLING operative is shooting an enemy operative more than 6" from it, if that friendly operative has not performed the Charge, Fall Back, or Reposition action during the activation,
or it is a counteraction, its rifle (if any) has the Balanced weapon rule.
Note that operative is not restricted from performing those actions after shooting.
Strategic - Frontline Assault:
Whenever a friendly RATLING BULLGRYN or friendly RATLING OGRYN operative is shooting within, fighting within, or retaliating within your opponent's territory or within 3" of an objective marker, its weapons have the Balanced weapon rule.
Strategic - Shifty:
Whenever a friendly RATLING operative (excluding OGRYN or BULLGRYN) has a Conceal order and is in Cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Vantage terrain) except being within 2".
Strategic - Sniper Positions:
Whenever a friendly RATLING operative is more than 6" from enemy operatives and has Heavy Terrain within its Control Range, the Stationary profile of its rifle (if any) has the Silent weapon rule.
Firefight - Larcenous:
Use this Firefight Ploy during a friendly RATLING operative's activation (excluding OGRYN or BULLGRYN).
Until the end of that activation, that operative does not have to control a marker to perform the Pick Up Marker or Mission actions that usually require this
(taking precedence over that action's conditions - it only needs to contest the marker), and having an enemy operative within Control Range of it does not prevent it from doing so.
Firefight - Shoot And Hide:
Use this Firefight Ploy after a friendly RATLING operative that has an Engage order perfoms the Shoot action with a rifle.
If it is more than 3" from enemy operatives, or not visible to every enemy operative, you can change its order to Conceal.
Firefight - Survival Instincts:
Use this Firefight Ploy when an enemy operative is shooting or fighting a friendly RATLING operative (excluding OGRYN or BULLGRYN) and you are allocating a die to block.
If it is a normal success, it can block one unresolved critical success;
if it is a critical success, it can block two unresolved successes (normal or critical).
Firefight - Sharpshot:
Use this Firefight Ploy when a friendly RATLING operative if performing the Shoot action with a rifle and you are selecting a valid target.
Having other friendly RATLING operatives within an enemy operative's Control Range does not prevent that enemy operative from being selected.
TacOps
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.