Hernkyn Yaegirs
Composition
A HERNKYN YAEGIR killteam is composed of:
- 1 HERNKYN YAEGIR Theyn operative
- 9 HERNKYN YAEGIR operatives selected from the following list:
- Bladekyn
- Bombast
- Gunner
- Ironbreak
- Riflekyn
- Tracker
- Warrior with one of the following options:
- Bolt Revolver, plasma knife
- Bolt Shotgun, Fists Other than Warrior operatives, your kill team can only include each operative on this list once.
Common Abilities and Options
Dauntless Explorers:
STRATEGIC GAMBIT in the first turning point.
Each friendly HERNKYN YAEGIR operative wholly within your drop zone can immediately perform a free Reposition action. Each that does so must end that move wholly within 4" of your drop zone.
Resourceful:
In the Ready step of each Strategy Phase after the first, you gain Resourceful points determined by the number of friendly HERNKYN YAEGIR operatives in the killzone that are not within control range of enemy operatives.
At the end of each turning point, discard your Resourceful points.
| Operatives | Resourceful Points |
|---|---|
| 5+ | 2 |
| 1-4 | 1 |
You can spend 1 of your Resourceful points during each activation of each friendly HERNKYN YAEGIR operative to do one of the following:
- 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.
- When it is activated, if it is not within control range of enemy operatives, it regains up to D3+1 lost wounds.
Yeagir Theyn
A 2
M 5"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Revolver (Rng 8") | 4 | 3+ | 3/5 |
| Bolt Shotgun | |||
| Short Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Plasma Knife (Lethal 5+) | 4 | 3+ | 3/5 |
Abilities
Dauntless ExplorersOutright ConvictionResourcefulVeteran AdventurerBladekyn
A 2
M 5"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Throwing Plasma Knife (Rng 6", Lethal 5+, Lim1, Silent) | 4 | 3+ | 3/5 |
| Dual Plasma Knives (Ceaseless, Lethal 5+) | 4 | 3+ | 3/5 |
Abilities
Dauntless ExplorersIrrepressible HardinessResourcefulStalkerBombast
A 2
M 5"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Wroughtlock Revolvers (Rng 9", Ceaseless, Lethal 5+) | 4 | 3+ | 3/5 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Brazen KillerDauntless ExplorersResourcefulWroughtlock NegotiationGunner
A 2
M 5"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| APM Launcher | |||
| Armour Piercing (*Bipod, Hvy(Repos), Prc1) | 5 | 4+ | 4/5 |
| Breaching (*Bipod, Hvy(Repos), Blast 2") | 5 | 4+ | 3/5 |
| High Explosive (*Bipod, Hvy(Repos), Blast 3") | 5 | 4+ | 2/4 |
| Fists | 3 | 4+ | 2/3 |
Abilities
*BipodDauntless ExplorersResourcefulIronbraek
A 2
M 5"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Revolver (Rng 8") | 4 | 4+ | 3/5 |
| Entrencher | 3 | 4+ | 3/4 |
Abilities
Dauntless ExplorersHy-Pex MineMinefieldResourcefulYeaegir Riflekyn
A 2
M 5"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Magna-Coil Rifle | |||
| Concealed (Dev3, Hvy, Prc1, Silent, *Concealed Position) | 4 | 2+ | 3/3 |
| Mobile (Hvy(Repos), Prc1) | 4 | 3+ | 3/4 |
| Stationary (Dev3, Hvy, Prc1) | 4 | 2+ | 3/3 |
| Fists | 3 | 4+ | 2/3 |
Abilities
*Concealed PositionDauntless ExplorersResourcefulWeavewerke CloakTracker
A 2
M 5"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| SiNR Handbow (Silent) | 4 | 4+ | 3/5 |
| Throwing Hatchet (Rng 6", Lim1, Rnd, Silent) | 4 | 3+ | 3/5 |
| Hatchet | 4 | 3+ | 4/5 |
Abilities
Dauntless ExplorersPan Spectral VisorResourcefulTrackerWarrior
A 2
M 5"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Revolver (Rng 8") | 4 | 4+ | 3/5 |
| Bolt Shotgun | |||
| Short Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Fists | 3 | 4+ | 2/3 |
| Plasma Knife (Lethal 5+) | 4 | 4+ | 3/5 |
Abilities
Dauntless ExplorersIntrepidResourcefulFirestorm Bolt Shells
Once per turning point, when a friendly HERNKYN YAEGIR operative is performing the Shoot action and you select a bolt shotgun (short range), you can use this rule. If you do, until the end of that action, that weapon has the Blast 1" weapon rule.
KV-Ceramide Undersuit
Whenever an enemy operative is shooting a friendly HERNKYN YAEGIR operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule, you can re-roll one of your defence dice. In addition, friendly HERNKYN YAEGIR operatives are not affected by the X" Devastating X weapon rule (i.e, Devastating with a distance) unless they are the target during that sequence.
Plasma Knives
Friendly HERNKYN YAEGIR operatives have the following melee weapon. Note that some operatives already have this weapon but with better stats; in that instance use the better version, and that weapon has the Balanced weapon rule for the battle..
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Knife | 3 | 4+ | 3/5 |
| Weapon Rules | |||
| Lethal 5+ |
Stabilized Bolt Shells
Up to twice per turning point, whenever a friendly HERNKYN YAEGIR operative is performing the Shoot action and you selected a bolt shotgun (long range), you can use this rule. If you do, until the end of that action, improve the Hit stat of that weapon by 1 and add 1 to both of its damage stats.
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: Hidden Engagement
Whenever a friendly HERNKYN YAEGIR operative is shooting, if it is in Cover from the target's perspective, its weapons have the Balanced weapon rule.
Note that your opponent still determines the targeting lines for this (i.e, they decide on a which point of their operative's base targeting lines are drawn from).
Balanced: Can re-roll one Attack die.
Strategy: In Position
Whenever a friendly HERNKYN YAEGIR 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".
Strategy: Masterful Bladework
Whenever a friendly HERNKYN YAEGIR operative is fighting, or has a Conceal order and is retaliating, add 1 to the Atk stat of its melee weapons (to a maximum of 4) and they have the Balanced weapon rule; if the weapon already has that weapon rule, it has the Ceaseless weapon rule instead of Balanced.
Strategy: Tough Survivalists
The first time an attack dice inflicts damage on each friendly HERNKYN YAEGIR operative during the turning point in the Resolve Attack Dice step, you can halve that inflicted damage (rounding up, to a minimum of 2).
Firefight Ploys
Firefight: Bonds That Bind
Use this firefight ploy when a friendly HERNKYN YAEGIR operative is activated. Select one other ready friendly HERNKYN YAEGIR operative visible to and within 3" of that operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. Neither operative can be a BOMBAST operative if its Wroughtlock Negotiation STRATEGIC GAMBIT has been used this turning point.
Firefight: No Kin Left Behind
Use this firefight ploy when a friendly HERNKYN YAEGIR operative is incapacitated. Before that operative is removed from the killzone, remove your Fallen Kin marker from the Killzone (if any), then place it within that operative's control range. That operative is then incapacitated as normal.
Whenever a friendly HERNKYN YAEGIR operative within 3" of your Fallen Kin marker is shooting, fighting or retaliating, in the Roll Attack Dice step, you can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead.
Firefight: Stalwart Defence
Use this firefight ploy when an enemy operative ends a move within control range of a friendly HERNKYN YAEGIR operative. Select one other friendly HERNKYN YAEGIR operative visible to and within 6" of that friendly operative, but that is not itself within control range of enemy operatives. The selected operative can perform a shoot action. During that action:
- It can target that enemy operative even though it is within control range of a friendly operative.
- Other enemy operatives cannot be selected as a valid target.
- You cannot select a frag or krak grenade, or a weapon with the Blast or x" Devastating x weapon rule (i.e, Devastating with a distance)
Firefight: Sturdy
Use this firefight ploy when an enemy operative is shooting a friendly HERNKYN YAEGIR operative, when you collect your defence dice. Change the attacker's retained critical successes to normal successes (any weapon rules they have already resolved are not affected, e.g, Piercing crits).
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Equipment
Firestorm Bolt Shells:
Once per turning point, when a friendly HERNKYN YAEGIR operative is performing the Shoot action and you select a bolt shotgun (short range), you can use this rule.
If you do, until the end of that action, that weapon has the Blast 1" weapon rule.
KV-Ceramide Undersuit:
Whenever an enemy operative is shooting a friendly HERNKYN YAEGIR operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule, you can re-roll one of your defence dice.
In addition, friendly HERNKYN YAEGIR operatives are not affected by the X" Devastating X weapon rule (i.e, Devastating with a distance) unless they are the target during that sequence.
Plasma Knives:
Friendly HERNKYN YAEGIR operatives have the following melee weapon. Note that some operatives already have this weapon but with better stats; in that instance use the better version, and that weapon has the Balanced weapon rule for the battle..
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Knife | 3 | 4+ | 3/5 |
| Weapon Rules | |||
| Lethal 5+ |
Stabilized Bolt Shells:
Up to twice per turning point, whenever a friendly HERNKYN YAEGIR operative is performing the Shoot action and you selected a bolt shotgun (long range), you can use this rule.
If you do, until the end of that action, improve the Hit stat of that weapon by 1 and add 1 to both of its damage stats.
Ploys
Strategic - Hidden Engagement:
Whenever a friendly HERNKYN YAEGIR operative is shooting, if it is in Cover from the target's perspective, its weapons have the Balanced weapon rule.
Note that your opponent still determines the targeting lines for this (i.e, they decide on a which point of their operative's base targeting lines are drawn from).
Balanced: Can re-roll one Attack die.
Strategic - In Position:
Whenever a friendly HERNKYN YAEGIR 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".
Strategic - Masterful Bladework:
Whenever a friendly HERNKYN YAEGIR operative is fighting, or has a Conceal order and is retaliating,
add 1 to the Atk stat of its melee weapons (to a maximum of 4) and they have the Balanced weapon rule;
if the weapon already has that weapon rule, it has the Ceaseless weapon rule instead of Balanced.
Strategic - Tough Survivalists:
The first time an attack dice inflicts damage on each friendly HERNKYN YAEGIR operative during the turning point in the Resolve Attack Dice step, you can halve that inflicted damage (rounding up, to a minimum of 2).
Firefight - Bonds That Bind:
Use this firefight ploy when a friendly HERNKYN YAEGIR operative is activated.
Select one other ready friendly HERNKYN YAEGIR operative visible to and within 3" of that operative.
When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates.
Neither operative can be a BOMBAST operative if its Wroughtlock Negotiation STRATEGIC GAMBIT has been used this turning point.
Firefight - No Kin Left Behind:
Use this firefight ploy when a friendly HERNKYN YAEGIR operative is incapacitated.
Before that operative is removed from the killzone, remove your Fallen Kin marker from the Killzone (if any), then place it within that operative's control range.
That operative is then incapacitated as normal.
Whenever a friendly HERNKYN YAEGIR operative within 3" of your Fallen Kin marker is shooting, fighting or retaliating, in the Roll Attack Dice step, you can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead.
Firefight - Stalwart Defence:
Use this firefight ploy when an enemy operative ends a move within control range of a friendly HERNKYN YAEGIR operative.
Select one other friendly HERNKYN YAEGIR operative visible to and within 6" of that friendly operative, but that is not itself within control range of enemy operatives.
The selected operative can perform a shoot action.
During that action:
- It can target that enemy operative even though it is within control range of a friendly operative.
- Other enemy operatives cannot be selected as a valid target.
- You cannot select a frag or krak grenade, or a weapon with the Blast or x" Devastating x weapon rule (i.e, Devastating with a distance)
Firefight - Sturdy:
Use this firefight ploy when an enemy operative is shooting a friendly HERNKYN YAEGIR operative, when you collect your defence dice.
Change the attacker's retained critical successes to normal successes (any weapon rules they have already resolved are not affected, e.g, Piercing crits).
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.