Farstalker Kinband
Composition
A FARSTALKER KINBAND killteam is composed of:
- 1 FARSTALKER KINBAND KILL-BROKER operative with one of the following options:
- Kroot rifle; ritual blade
- Pulse weapon; ritual blade
- 11 FARSTALKER KINBAND operatives selected from the following list:
- BOW-HUNTER
- COLD-BLOOD
- CUT-SKIN
- HOUND
- LONG-SIGHT
- PISTOLIER
- STALKER
- TRACKER
- HEAVY GUNNER with one of the following options:
- Dvorgite skinner; blade
- Londaxi tribalest; blade
- WARRIOR with one of the following options:
- Kroot rifle; blade
- Kroot scattergun; blade
Other than HOUND and WARRIOR operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two HOUND operatives.
Common Abilities and Options
Farstalkers:
In the Ready step of each Strategy phase, you can change the order of up to three friendly FARSTALKER KINBAND operatives that are not within control range of enemy operatives.
Whenever it’s your turn to counteract, you can change the order of one friendly FARSTALKER KINBAND operative that’s not within control range of enemy operatives instead. This still counts as you counteracting (so activation alternates back to your opponent afterwards), but doesn’t count as that friendly operative’s counteraction for this turning point.
Kill-Broker
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot Rifle | 4 | 3+ | 3/4 |
| Pulse Weapon | 4 | 4+ | 4/5 |
| Ritual Blade | 4 | 3+ | 4/5 |
Abilities
Call The KillFarstalkersVictory ShriekBow-Hunter
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Accelerator Bow | |||
| Fused Arrow (Prc1) | 4 | 3+ | 4/5 |
| Glide Arrow (Silent) | 4 | 3+ | 3/4 |
| Voltaic Arrow (Blast 1") | 4 | 3+ | 3/5 |
| Blade | 3 | 3+ | 3/5 |
Abilities
1AP: EnergiseFarstalkersCold-Blood
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot Rifle | 4 | 3+ | 3/4 |
| Blade | 3 | 3+ | 3/5 |
Abilities
Cold-BloodedFarstalkersHardyCut-Skin
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Cut-Skin's Blades (Ceaseless, Lethal 5+) | 4 | 3+ | 3/5 |
Abilities
FarstalkersSavage AssaultVicious DuellistHeavy Gunner
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dvorgite Skinner (Rng 6", Hvy(Repos), Prc2, Tor 2") | 5 | 2+ | 3/3 |
| Londaxi Trabalest (Hvy(Repos), Prc1, Rnd) | 5 | 4+ | 4/5 |
| Blade | 3 | 3+ | 3/5 |
Abilities
FarstalkersHound
A 2
M 8"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ripping Fangs (Rnd) | 4 | 3+ | 3/4 |
Abilities
Bad-TemperedBeastFarstalkers1AP: GatherLong-Sight
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot Hunting Rifle | |||
| Concealed (Hvy, Dev3, Silent, *Concealed Position) | 4 | 2+ | 3/3 |
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Hvy, Dev3) | 4 | 2+ | 3/3 |
| Blade | 3 | 3+ | 3/5 |
Abilities
*Concealed PositionFarstalkers1AP: Long-SightPistolier
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dual Kroot Pistols | |||
| Focused (Rng 8", Ceaseless, Lethal 5+) | 4 | 3+ | 3/5 |
| Salvo (Rng 8", *Salvo) | 4 | 3+ | 3/5 |
| Blade | 3 | 3+ | 3/5 |
Abilities
*SalvoFarstalkersQuick DrawStalker
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot Scattergun (Rng 6") | 4 | 3+ | 3/3 |
| Stalker's Blade (Bal, Rnd) | 4 | 3+ | 3/5 |
Abilities
FarstalkersStalker2AP: Stealth AttackTracker
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot Rifle | 4 | 4+ | 3/4 |
| Blade | 3 | 3+ | 3/5 |
Abilities
Farstalkers1AP: From The Eye Above1AP: Marked For The HuntWarrior
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot Rifle | 4 | 4+ | 3/4 |
| Kroot Scattergun (Rng 6") | 4 | 3+ | 3/3 |
| Blade | 3 | 3+ | 3/5 |
Abilities
FarstalkersReady For AnythingPiercing Shot
Once per turning point, when a friendly FARSTALKER KINBAND operative is performing the Shoot action and you select a Kroot rifle, Kroot scattergun or dual Kroot pistols (focused), you can use this rule.
If you do, until the end of that action, that weapon has the Piercing 1 weapon rule.
You cannot use the Piercing Shot and Toxin Shot rules during the same action.
Toxin Shot
Once per turning point, when a friendly FARSTALKER KINBAND operative is performing the Shoot action and you select a Kroot rifle, Kroot scattergun or dual Kroot pistols (focused), you can use this rule.
If you do, until the end of that action, that weapon has the Lethal 5+ and Stun weapon rules.
You cannot use the Piercing Shot and Toxin Shot rules during the same action.
Meat
Once per turning point, when a friendly FARSTALKER KINBAND operative (excluding HOUND) is activated, if it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains D3+1 lost wounds.
Trophy
Once per battle, during a friendly FARSTALKER KINBAND operative's activation (excluding HOUND), before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, add 1 to that friendly operative’s APL stat until the end of its activation.
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: Bound
During each friendly FARSTALKER KINBAND operative’s activation, you can ignore the first vertical distance of 2" they move during one climb up.
Strategy: Cut-Throats
Add 1 to the Atk stat of friendly FARSTALKER KINBAND operatives' melee weapons (to a maximum of 5).
Strategy: Prey
Whenever a friendly FARSTALKER KINBAND operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its ranged weapons have the Balanced and Severe weapon rules; if the weapon already has the Balanced weapon rule, it has the Ceaseless and Severe weapon rules instead.
Note that operative isn’t restricted from performing those actions after shooting.
Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Balanced: Can re-roll one Attack die.
Strategy: Rogue
Whenever an operative is shooting a friendly FARSTALKER KINBAND operative:
- Ignore the Saturate weapon rule.
- 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.
Saturate: The defender cannot retain Cover saves.
Firefight Ploys
Firefight: Poach
Use this firefight ploy during a friendly FARSTALKER KINBAND operative’s activation. Until the end of that activation, that operative doesn’t 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).
Firefight: Slip Away
Use this firefight ploy during a friendly FARSTALKER KINBAND 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: Savage Ambush
Use this firefight ploy during the Fight action when a ready friendly FARSTALKER KINBAND operative that has Light or Heavy terrain within its control range is selected to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker).
Firefight: Vengeance For The Kinband
Use this firefight ploy when a friendly FARSTALKER KINBAND operative is incapacitated by an enemy operative.
Until the end of the battle, whenever another friendly FARSTALKER KINBAND operative is shooting against, fighting against or retaliating against that enemy operative, that other friendly operative’s weapons have the Relentless weapon rule.
You cannot use this ploy again during the battle until that enemy operative is incapacitated.
Relentless: Can re-roll any or all Attack dice.
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
Piercing Shot:
Once per turning point, when a friendly FARSTALKER KINBAND operative is performing the Shoot action and you select a Kroot rifle, Kroot scattergun or dual Kroot pistols (focused), you can use this rule.
If you do, until the end of that action, that weapon has the Piercing 1 weapon rule.
You cannot use the Piercing Shot and Toxin Shot rules during the same action.
Toxin Shot:
Once per turning point, when a friendly FARSTALKER KINBAND operative is performing the Shoot action and you select a Kroot rifle, Kroot scattergun or dual Kroot pistols (focused), you can use this rule.
If you do, until the end of that action, that weapon has the Lethal 5+ and Stun weapon rules.
You cannot use the Piercing Shot and Toxin Shot rules during the same action.
Meat:
Once per turning point, when a friendly FARSTALKER KINBAND operative (excluding HOUND) is activated, if it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains D3+1 lost wounds.
Trophy:
Once per battle, during a friendly FARSTALKER KINBAND operative's activation (excluding HOUND), before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule.
If you do, add 1 to that friendly operative’s APL stat until the end of its activation.
Ploys
Strategic - Bound:
During each friendly FARSTALKER KINBAND operative’s activation, you can ignore the first vertical distance of 2" they move during one climb up.
Strategic - Cut-Throats:
Add 1 to the Atk stat of friendly FARSTALKER KINBAND operatives' melee weapons (to a maximum of 5).
Strategic - Prey:
Whenever a friendly FARSTALKER KINBAND operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its ranged weapons have the Balanced and Severe weapon rules; if the weapon already has the Balanced weapon rule, it has the Ceaseless and Severe weapon rules instead.
Note that operative isn’t restricted from performing those actions after shooting.
Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Balanced: Can re-roll one Attack die.
Strategic - Rogue:
Whenever an operative is shooting a friendly FARSTALKER KINBAND operative:
- Ignore the Saturate weapon rule.
- 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.
Saturate: The defender cannot retain Cover saves.
Firefight - Poach:
Use this firefight ploy during a friendly FARSTALKER KINBAND operative’s activation. Until the end of that activation, that operative doesn’t 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).
Firefight - Slip Away:
Use this firefight ploy during a friendly FARSTALKER KINBAND 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 - Savage Ambush:
Use this firefight ploy during the Fight action when a ready friendly FARSTALKER KINBAND operative that has Light or Heavy terrain within its control range is selected to fight against.
In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker).
Firefight - Vengeance For The Kinband:
Use this firefight ploy when a friendly FARSTALKER KINBAND operative is incapacitated by an enemy operative.
Until the end of the battle, whenever another friendly FARSTALKER KINBAND operative is shooting against, fighting against or retaliating against that enemy operative, that other friendly operative’s weapons have the Relentless weapon rule.
You cannot use this ploy again during the battle until that enemy operative is incapacitated.
Relentless: Can re-roll any or all Attack dice.
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.