Mortal Nexus: Boss Fights

Mortal Nexus: Boss Fights

Common Abilities and Options

Phases:
This operative has the following Phases during the battle:

  • PHASE 1: This phase occurs when this operative has 15 to 8 wounds. During this phase, you can use 1 strategy ploy for 0 CP during the Ready step of the strategy phase of the turning point. Whenever an enemy operative is fighting or retaliating against this operative, if that operative's melee weapon Hit stat is better than 5+, worsen it to be 5+ (this takes precedence over any rule that can prevent this).

  • PHASE 2: This phase occurs when this operative has 7 to 1 wounds. During this phase, you can use 1 firefight ploy for 0 CP during the firefight phase of the turning point. This operative is injured.

  • PHASE 3: This phase occurs when this operative would be incapacitated, discard any remaining attack dice and remove it from the killzone. On the Ready step of the next strategy phase, set it up in the killzone wholly within your territory, not visible to enemy operatives and has 1D6 wounds. If this operative is incapacitated after that, remove it from the killzone.

Ploys:
STRATEGY PLOYS

You can use select from the following strategy ploys for this operative during the battle:

  • THE DANCE WITHOUT END (1 CP): Whenever this operative is fighting during an activation in which it performed the Charge action, after you strike. You can immediately resolve another of your normal successes as a strike (before your opponent), or a critical success if there are none. At any point during that sequence; if you strike with a critical success and the enemy operative is not incapacitated. you can end that sequence (any remaining attack dice are discarded) and immediately perform a free Fall Back action up to 3 inches with that operative (then the Fight action ends).

  • MARTIAL GRACE (1 CP): This operative can perform the Charge, Dash, Reposition and Fall Back action during the same activation (this takes precdence over any acttion restrictions). It can perform the Fall Back action for 1 less AP.

FIREFIGHT PLOYS

You can select from the following firefight ploys for this operative during the battle:

  • LUCK OF THE LAUGHING GOD (1 CP): Use this firefight ploy when an operative is shooting this operative, during the Resolve Defence Dice step. You can allocate one of your rolled successful dice to block all of your opponent's attack dice with matching results (e.g. one of your successful defence dice results of 5 can be used to block all successful attack dice results of 5).

  • BLUR OF MOVEMENT (1 CP): Use this firefight ploy during this operative's activation, when it performs an action in which it moves and triggers an On Guard enemy operative. If that operative performs a shooting attack and selects this operative as its target, this operative is obscured.

*Sweep:
Whenever this operative is performing a Fight action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its attack dice (not all of it) for this action. After that action has ended, this operative can immediately perform a free Fight action against another enemy operative (if any) but must use this weapon for it. In the Roll Attack Dice step of that action, this operative can only roll the remaining attack dice. This operative cannot perform the free Fight action if it rolled all the attack dice of this weapon.

*Bleed:
In the Roll Attack Dice; if you retained any criitical success, the target gains one of your Bleed Tokens. Whenever an operative that has one of your Bleed Token is activated, inflict 1 damage on it and subtract 1 from its Move stat.

Operatives

1. SOLITAIRE
SOLITAIRE
A 6
M 7"
S 2+
W 15/15
Weapons
ATK
HIT
DMG
Caress (Acc2, Rending)
5
2+
6/7
Kiss (Lethal 2+)
1
2+
0/3D6+6
Abilities
Phases1AP: Acrobatic OnslaughtLone Jest Of CeogarchPloys

Acrobatic Onslaught (1AP): Perform a free Reposition action with this operative. During that action, it can move an additional 2 inches. Inflict 1D3+3 damage on each enemy operative it moved within control range of (roll separately for each after it’s moved, in the order it moved within control range of them). This operative cannot perform this action while it has a Conceal order.

Lone Jest Of Ceogarch: This operative has the following rules for the battle:

  • In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.

  • This operative can be activated multiple times during the turning point if it has remaining unused AP during its previous activation. It stays Ready while it can still be activated. Once Expended, it may counteract once after each enemy operative's activation (excluding the last one to be activated). During each counteraction, it can perform a free Fall Back (up to 3 inches) or Dash action.

  • Whenever this operative is performing a Reposition, Charge or Fall Back action, roll a 1D3+1. add the result to that move's limit.

  • This operative can perform up to three Fight actions during the turning point (excluding Fight actions during counteractions).

  • Whenever this operative is climbing up or dropping, you can treat the vertical distance as 1 inch.(regardless of how far the operative actually moves vertically).

  • This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).

  • Whenever an operative is shooting this operative, ignore the Piercing, Saturate, Seek, Seek Light and Stun weapon rules and you can re-roll any or all of its defence dice.

  • Whenever an enemy operative performs the Fight action in an activation in which it has performed the Charge action, and selects this operative to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e, defender instead of attacker).

  • Attack dice that have 3 or lower Dmg stats or of a ranged weapon that has the Blast weapon rule cannot inflict damage on this operative. Halve the damage inflicted on this operative from the Devastating weapon rule for each attack die.

AELDARI, HARLEQUIN, BOSS, SOLITAIRE; 25
2. DAEMON PRINCE
DAEMON PRINCE
A 3
M 5"
S 3+
W 35/35
Weapons
ATK
HIT
DMG
Infernal Cannon (*Salvo)
4
3+
5/7
Hellforged Weapons
Strike (Lethal 5+)
6
2+
4/7
Sweep (*Sweep)
D3+6
2+
3/4
Abilities
PhasesPloysChampion Of The Dark Gods*Sweep*Salvo

Champion Of The Dark Gods: This operative has the following rules for the battle:

  • In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.

  • In the Select Operatives phase, select one of the following Chaos Gods for this operative to gain its Dark Blessing for the battle:

Chaos GodDark Blessing
KHORNEAdd 2 to both the Dmg stats of this operative's melee weapons - Its melee weapons have the Severe and Punishing weapon rules - Whenever this operative performs a Charge action. After you end that action, inflict 1D6 damage on each enemy operative within its control range (roll seperately for each)
TZEENTCHAdd 2 to the Atk stats of this operative's ranged weapons - Its ranged weapons have the Severe and Punishing weapon rules - You can re-roll any or all your attack or defence dice
NURGLEIgnore any changes to this operative's stats from being injured - Whenever an enemy operative is within 3 inches of this operative, that operative is injured - Whenever an attack die inflicts damage of 3 or more on this operative, roll a 1D6: on a 4+, that attack die doesn't inflict damage - This operative's weapons have the *Poison and *Toxic weapon rules.
SLAANESHAdd 2 to this operative's Move stat - Its weapons have the Ceaseless weapon rule if the target is wounded, or the Relentless weapon rule if it's injured - It ignores Stun and Shock weapon rules

*Poison: In the Resolve Attack Dice step, if you inflict damage with any success, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

*Toxic: Whenever this operative is using this weapon against an enemy operative that has one of your Poison tokens, add 1 to both Dmg stats of this weapon.

  • This operative can be activated multiple times during the turning point if it has remaining unused AP during its previous activation. It stays Ready while it can still be activated. Once Expended, it may counteract once during the turning point.

  • This operative can perform up to two Shoot and two Fight actions during each of its activations during the turning point.

  • Whenever your opponent is selecting a valid target, this operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.

  • Whenever an operative is shooting this operative, ignore the Piercing weapon rule. Whenever an operative is fighting or retaliating against tthis operative, ignore the Brutal weapon rule. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.

  • Enemy operatives within 3 inches of this operative cannot perform a Pick-up Marker, Unique or Mission action.

  • Whenever this operative incapacitates an enemy operative, it can perform a free Charge action (to a maximum of 3 inches) even if it performed an action that could prevvent it from doing so and add 1 to this operative's APL stat until the end of the turning point. Note that you can repeat this any number of times but this operative's APL stat must not exceed 4.

*Salvo: Select up to two valid targets. Shoot this weapon against both targets in an order of your choice.

CHAOS, DAEMON, BOSS, DAEMON PRINCE; 60
3. SKULLMASTER
SKULLMASTER
A 3
M 8"
S 4+
W 38/38
Weapons
ATK
HIT
DMG
Blade Of Blood (Lethal 5+, *Bleed)
5
3+
5/6
Juggernaut’s Bladed Horn (Severe)
5
4+
3/5
Abilities
PhasesHerald Of The BloodPloys*Bleed

Herald Of The Blood: This operative has the following rules for the battle:

  • This operative can be activated and may counteract multiple times during the turning point as follows: Activate - Counteract - Activate - Counteract...etc. until the end of the turning point. It becomes Expended after each activation, and it must be Readied after each counteraction (except after the last enemy operative to activate).

  • This operative can perform up two Charge and three Fight actions during each of its activations during the turning point.

  • This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply). It cannot climb, jump or drop, or perform the Dash action.

  • Whenever this operative performs the Charge action. After you end that action, inflict X damage on each enemy operative within its control range. Where X is half the distance this operative moved during that Charge action.

  • This operative ignores the Piercing, Stun and Shock weapon rules. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.

  • This operative cannot use nor retain a cover save from Light terrain.

CHAOS, DAEMON, KHORNE, BOSS, SKULLMASTER; 60
4. BEAST OF NURGLE
BEAST OF NURGLE
A 3
M 5"
S 5+
W 30/30
Weapons
ATK
HIT
DMG
Rancid Vomit (Rng 7", PrcCrit2, Blast 3", *Rot, *Toxic)
4
4+
2/2
Putrid Appendages (*Rot, *Toxic)
5
4+
4/5
Writhing Tentacles (*Paralyze)
6
4+
1/2
Abilities
Ploys*RotThe Grandfather's Pet*Toxic*Paralyze1AP: Noxious CloudPhases

*Rot: In the Resolve Attack Dice step, if you inflict damage with any success, the operative this weapon is being used against gains one of your Rot Tokens (if it does not already have one). Whenever an operative that has one of your Rot Tokens is activated, inflict X damage on it. Where X is the number of the turning point.

The Grandfather's Pet: This operative has the following rules for the battle:

  • This operative can be activated and may counteract multiple times during the turning point as follows: Activate - Counteract - Activate - Counteract...etc. until the end of the turning point. It becomes Expended after each activation, and it must be Readied after each counteraction (except after the last enemy operative to activate).

  • This operative can perform up two Shoot and two Fight actions during each of its activations during the turning point.

  • Whenever this operative performs an action during which it moves, place one of your Purtid Slime Markers on where it was located before it moved. The area between this operative' model and one of your Putrid Slime Markers and between the markers (if posssible) is your Putrid Trail. Worsen the Save stat of enemy operatives within 2 inches of your Putrid Trail.

  • Whenever this operative performs an action during which it moves. Until the end of the action, this operative can move through enemy operatives, move within control range of them, and during the Charge action can leave their control range (it must still end the move following all requirements for that move). It Cannot move more than its Move stat if it’s the Charge action.

  • This operative cannot climb up, jump or drop. It cannot perform the Dash action.

  • Whenever an operative is shooting this operative, at the start of the Roll Defence Dice step, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored. This operative ignores the Devastating and Lethal X weapon rules. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative. Attack dice that would inflict 3 or more damage on this operative inflict 1D3 less damage.

  • This operative regains 1 lost wound after each action it performs. In addition, it regains 1 lost wounds after each action during which it lost wounds.

  • Whenever an enemy operative is fighting or retaliating against this operative; each time your opponent strikes, inflict 1D3 damage on that operative.

  • Ignore any changes to this operative's stats from being injured.

  • This operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.

*Toxic: Whenever this operative is using this weapon against an enemy operative that has one of your Rot Tokens, add 1 to both Dmg stats of this weapon.

*Paralyze: In the Resolve Attack Dice step, if you inflict damage with any critical success using this weapon, the operative this weapon is being used against is expended if it was ready, or subtract a number equal to its APL stat until the end of its next activation if it was expended (this takes precedence over the APL stat reduction restrection).

Noxious Cloud (1AP): Until the end of the turn, this operative is obscured (except when within 2 inches of it).

CHAOS, DAEMON, NURGLE, BOSS, BEAST OF NURGLE; 60
5. ARCHON
ARCHON
A 3
M 7"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Kabalite Watchers
Splinter Rifle (Lethal 5+, *Bleed)
4
3+
2/4
Shardcarbine (Dev2, Lethal 5+)
4
2+
2/2
Razorwing (Saturate, Seek, Silent)
4
3+
1/3
Shredder (Rending, Tor 2")
4
3+
4/5
Abilities
*BleedDevious Mastermind2AP: Soul TrapPloysPhases

Devious Mastermind: This operative has the following rules for the battle:

  • In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.

  • In the Select Operatives phase, you can select one or more from the following COURT OF THE ARCHON operatives to be included in your team: LHAMAEAN, MEDUSAE, SSLYTH or UR-GHUL. Note that you are not obliged to include those operatives.

  • In the Ready step of each strategy phase. You can set up up to 6 of your Watcher Markers (32mm) wholly within your killzone and visible to this operative or on vantage terrain of a terrain feature that’s visible to this operative. Whenever this operative's performs a Shoot action, you can determine visibility and the targeting lines from one of your markers as if this operative is placed on it and must select one weapon profile from the Kabalite Watchers weapon for that action. After that action ends, remove that marker from the killzone. Note that you must select a different weapon profile for each Shoot action performed by this rule until the end of the turning point. Whenever one of your Watcher Markers is within control range of an enemy operative, inflict 1D3+2 damage on that operative and remove that marker from the killzone.

  • This operative can be activated multiple times during the turning point if there are no other friendy operatives in the killzone. The number of activations is determined by the following: The number of enemy operatives in the killzone divided by 3 (rounded down) (to a minimum of 1). In addition, you can skip this operative's activation a number of times up to that determined number. This operative stays Ready while it can still be activated. Once Expended, it may counteract a number of times up to that determined number during the turning point (e.g. activates 3 times and counteracts 3 times).

  • This operative can perform up two Shoot and Fight actions during each of its activations during the turning point. For the Shoot actions, you must select a different ranged weapon for each.

  • In the Roll Defence Dice step, you can re-roll any or all of your defence dice and retain any result of 5+ as a critical success. The first time an attack dice inflicts 3 or more damage on this operative during each turning point, ignore that inflicted damage. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.

  • Whenever an enemy operative would perform the Fall Back action while within control range of this operative, you can use this rule. If you do, roll 2D6, or 1D6 if that enemy operative has a higher wounds than this operative. If any result is a 4+, that enemy operative cannot perform that action during that activation or counteraction (any APs spent are not refunded).

  • Whenever this operative incapacitates an enemy operative, this operative can have one of the following Pain Powers until the end of the turning point: Add 1 to its Move stat and immediately perform a free Fall Back, Reposition or Charge action - Its targets cannot be obscured - Retain one save from a cover as a critical save (instad of a normal) - Add 1 to both of the Dmg stats of its melee weapon - Regain 1D6+1 lost wounds and add any excess to its Wound stat

Soul Trap (2AP): Select one enemy operative visible to and within 6 inches of this operative, roll 1D6. If the result is higher than that operative's APL stat, that operative is Soul Trapped and cannot perform any action. For each enemy operative that is Soul Trapped, add 1 to this operative's APL stat.

AELDARI, DRUKHARI, BOSS, ARCHON; 32
6. C'TAN SHARD
C'TAN SHARD
A 3
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Gaze of Death (Rng 8", PrcCrit1, Lethal 4+, 2" Dev3)
4
2+
6/5
Energy Orb (*Energy Orb)
1
2+
-/-
Time's Arrow (Severe, Seek, Saturate, Stun)
4
2+
5/7
Reaping Scythe
Strike (Lethal 4+, *Reap)
5
2+
4/6
Sweep (*Sweep, *Reap)
6
3+
4/5
Abilities
*Energy OrbPhasesPloys*Sweep*ReapVoid Dragon

*Energy Orb: Do not select a valid target. Instead, roll your attack die. If you retained it as a success, place your Energy Orb Marker visible to this operative, or on Vantage terrain of a terrain feature Visible to this operative. Whenever that marker is within 2 inches of an enemy operative, inflict 1D3+3 damage on that operative and subtract 1 from its APL stat until the end of its next activation. In the Ready step of the next strategy phase, remove that marker from the killzone.

*Reap: For each critical success that inflicted damage with this weapon, inflict 1D3 damage on each other enemy operative within control range of this operative or the original target and this operative regains 1D3 lost wounds.

Void Dragon: This operative has the following rules for the battle:

  • In the Set-Up Operatives phase, you can set up up to 2 of your Projection Markers (40mm) wholly within your drop zone.

  • This operative can activate and skip its activation twice during the turning point. It stays Ready after its first activation until the end of its second activation. Whenever this operative is activated, you can move one of your Projection Markers a distance equal to this operative's Move stat, then you can perform up to 2 free actions using that marker as if this operative's model is placed on it (for the purpose of visibility and targeting lines). Note that you can use one marker per activation and you can perform actions with this operative's original model at any point while using that marker. Once this operative is Expended, it may counteract once using its original model and two more times, each by using one of your Projection Markers as if this operative is placed on it.

  • During the turning point, this operative can perform up two Shoot and Fight actions using this operative's model and one Shoot and Fight action for one of your Projection Markers during its activation. For the second Shoot action, you must select a different ranged waepon from its previous action.

  • Whenever this operative is performing the Charge, Fall Back or Reposition action, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed.

  • This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).

  • This operative ignores the Piercing, Stun, Shock, Poison, Gas, Toxic, Blaze, Rad and Bleed weapon rules. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.

  • Whenever an opponent is selecting a valid target, if this operative has a conceal order, it cannot use Light Terrain for cover. While this can allow this operative to be targeted (assuming it is visible) it does not remove its cover save (if any).

NECRON, BOSS, C'TAN SHARD; 40
7. CARNIFEX
CARNIFEX
A 2
M 5"
S 3+
W 42/42
Weapons
ATK
HIT
DMG
Bio-Plasma (Rng 6", PrcCrit1, Blast 2", *Assault)
4
4+
3/5
Spine Banks (Rng 3", Silent, *Assault)
4
4+
2/4
Chitinous Claws & Teeth (Rending)
4
4+
3/5
Abilities
PloysEnraged Behemoth*AssaultPhases*Crush*Poison

Enraged Behemoth: This operative has the following rules for the battle:

  • This operative can be activated and may counteract multiple times during the turning point as follows: Activate - Counteract - Activate - Counteract...etc. until the end of the turning point. After each activation, it becomes Expended and after each counteraction, it must be Readied (except after the last enemy operative to activate).

  • This operative can perform up to two Fight actions during each of its activations during the turning point but you must select a different a weapon for each of those actions. Whenever this operative is counteracting and performs a Shoot action, you must select a different weapon from any weapon that was used in a Shoot action (if any) during its previous activation.

  • This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply). It cannot climb, jump or drop, or perform the Dash action.

  • Whenever an operative is shooting this operative, worsen the Piercing x weapon rule by 1, therefore the Piercing Crits 1 weapon rule is ignored. This operative ignores the Poison, Gas, Toxic and Brutal weapon rules. This operative's strikes cannot be blocked unless the target has a Wound stat of 18 or more. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.

  • This operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.

*Assault: This weapon can be used in shooting attacks while this operative is within control range of enemy operatives, but worsen the Hit stat of this operative's ranged weapons by 1 for these sequences.

*Crush: Whenever you strike, you and your opponent roll-off, adding 1 to your result if the operative this weapon is being used against has a Wounds stat of 9 or less. If you win, inflict additional damage on that operative equal to the difference between the dice results (to a maximum of 3 additional damage).

*Poison: In the Resolve Attack Dice step, if you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Poison tokens (if it doesn’t already have one). Whenever an operative that has one of your Poison tokens is activated, inflict D3 damage on it.

TYRANID, BOSS, CARNIFEX; 105x70

Equipment

Ploys

FATALITY! or "YOU DIED"
Firefight Ploy

Use this firefight ploy when an enemy operative is incapacitated. You earned your fight and won, but that is not enough for the crowd, give them a spectacle worthy of your presence and embarace the brutality of the grim dark future. Mock your opponent's pitiful existance and shout "FATALITY" (or "YOU DIED") in its face or place a marker for any of those phrases within control range of that operative. This ploy costs 0 CP.

And The Crowd Goes Wild
Firefight Ploy

Use this firefight ploy when 3 or more enemy operative are incapacitated. you can remove a light terrain piece and replace it with a heavy terrain piece, or vice versa. If setting up the terrain is not possible, select another to replace or this ploy cannot be used. This ploy costs 0 CP.

MORTAL KOMBAT!
Strategy Ploy

For the first turning point. You cannot help but have the urge to use a gong and shout these 2 words; "MORTAL KOMBAT",as if it is a part of bygone ritual or rite of battle.This ploy costs 0 CP.

Eyes In The Warp
Strategy Ploy

You can set up a random operative (from any faction or team) on the centerline of the killzone in a location it can be placed, then you and your opponent each roll a 1D6. Whoever has the higher result, that operative is a friendly to its operatives until the end of the battle. If the result is a tie, that operative is hostile to both of you and your opponent until the end of the battle.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.