Verdel Vapors
Common Abilities and Options
Kauyon:
Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an enemy operative, its ranged weapons have the Accurate X weapon rule.
X is determined by that enemy operative’s location.
| Enemy Operative Location | Accurate X |
|---|---|
| Within 3" of your territory | Accurate 1 |
| Within your territory | Accurate 2 |
| Within 3" of your drop zone | Accurate 3 |
Stealth Shields:
Whenever a friendly XV26 STEALTH BATTLESUIT operative has a Conceal order, it cannot be visible to enemy operatives more than 3" from it (this takes precedence over all other rules).
Whenever a friendly XV26 STEALTH BATTLESUIT operative has a Conceal order, it can perform the Fall Back action for 1 less AP.
Markerlight:
Whenever an enemy operative is a valid target for this operative, or is visible to this operative and within 2" of your Ambush marker (see Prepare Ambush strategy ploy), it is marked.
Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that is marked, that friendly operative’s ranged weapons have the Severe weapon rule.
Note that an operative can be a valid target for this operative even if this operative is not the active operative.
Covert Protocols:
This operative can counteract regardless of its order, but if it has a Conceal order during that counteraction, it cannot perform any actions other than Pick Up Marker, Place Marker or mission actions.
Drone:
- This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Photon Grenade Launcher, Reposition and Shoot.
- Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
- This operative cannot use any weapons that aren’t on its datacard.
- Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.
- This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
Operatives
1. Shas'Vre
A 3
M 6"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst Cannon | |||
| Focused (Ceaseless) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Tor1") | 4 | 4+ | 3/4 |
| Pulse Pistol (Rng 8") | 4 | 4+ | 4/5 |
| Pulse Pistol (Acc1) | 3 | 4+ | 4/5 |
Abilities
XV26 Drone ControllerFor The Greater GoodKauyonStealth ShieldsNotes
CIRCUIT
- middle right formation
- keep him safe sponge between designator and lodestar. need those 2 passives.
- if someone needs to retreat, you can charge and wait with this operative to slow enemies, pistol is excellent tool
- typically prime the marker drone with his control, letting the marker drone get surveillance gives stealth suits more apl to be tricky.
- low maintenance. usually activate him last to exploit any poor enemy positioning + quick recovery
2. Designator
A 3
M 4"
S 3+
W 3
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst Cannon | |||
| Focused (Ceaseless) | 5 | 5+ | 3/4 |
| Sweeping (Ceaseless, Tor1") | 4 | 5+ | 3/4 |
| Fists | 3 | 5+ | 3/4 |
Abilities
KauyonMarkerlightStealth ShieldsNotes
CIRCUIT
- try to prioritize early vantage if posssible. He's your eyes, burst punisher, and needs to give lodestsr guranteed damage.
- after hes got good sightlines, its not a bad idea to pass with him or scooch him into slight safety on his activation. you can punish with counteraction if needed.
- turn 1 jetpack for early threatline is good option
3. Infiltrator
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst Cannon | |||
| Focused (Ceaseless) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Tor1") | 4 | 4+ | 3/4 |
| Fists | 3 | 4+ | 3/4 |
Abilities
Covert ProtocolsKauyonStealth ShieldsNotes
CIRCUIT
- elastic operative. this should be the first op engaged usually to punish as its not as catastrophic for this guy to get shot.
- if he cant, move him behind a wall and get him ready to go take the place of the designator or the other infiltrator.
- consider smoke bomb
- prime strike and fade target
4. Lodestar
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Blaster | |||
| Short Range (Rng 6", Dev4, Prc2) | 4 | 4+ | 6/3 |
| Long Range (Rng 12", Prc1) | 4 | 4+ | 4/5 |
| Fists | 3 | 4+ | 3/4 |
Abilities
Electrochaff LauncherHoming BeaconKauyonStealth ShieldsNotes
FISHER
- make sure gun drone scoots forward to cover you before moving
- consider early smoke bomb
- REMEMBER electrochaff includes self
- place the homing beacon turn 1. After the reposition scout step, you only need to place it JUST in opponents territory for 2 rolls. Thats all you need. Leave it and keep going. Consider putting it in a tempting spot to bait an enemy wasting an action to delete it. Dont ever rush to save it.
- since hes forward already, keep him concealed to fish for the surveillance points. if the other fisher has activated, try to safely grab the nearest objective.
5. MV15 Gun Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin Pulse Carbine (Ceaseless) | 4 | 4+ | 4/5 |
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneKauyon1AP: Proton Grenade LauncherStealth ShieldsNotes
FISHER
- Lodestar buddy. keep within 3" for savior protocols
- less mov and APL makes this hard, but try to keep him AHEAD of lodestar without being a free target. really want those photon grenades to slow down guys that want you dead
- dont engage this guy unless the enemy can ONLY charge to do melee. dont shoot a full health op. Although a good bait unit, STILL valuable body
- if primed by commander, suriveillance, smoke bombe, mission yeeting possible
6. Infiltrator
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Blaster | |||
| Short Range (Rng 6", Dev4, Prc2) | 4 | 4+ | 6/3 |
| Long Range (Rng 12", Prc1) | 4 | 4+ | 4/5 |
| Fists | 3 | 4+ | 3/4 |
Abilities
Covert ProtocolsKauyonStealth ShieldsNotes
FISHER
- this guy is meant to mirror the lodestar on opposite side. Drone gives this guy guranteed damage.
- gun is last resort defense. scary mega gun is threat, but not reliable. Surveillance and Crit always come first.
- if danger happens to other ops, you can use this guy to throw into deep enemy territory as bait. you can usually get a kill before he dies, and bait other threats away from the scorers
7. MV76 Marker Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneKauyonMarkerlightStealth ShieldsNotes
FISHER
- Infiltrator buddy
- keeping this guy perched and concealed in vantage is optimal.
- EXCELLENT stall "pass my turn" operative to play more reactively.
- primarily meant to turn fusion blasters to guranteed damage. keep safe but not safer than his infiltrator buddy
- if primed by commander, surveillance, smoke bomb, and mission yeeting possible
Equipment
XV26 Multitrackers
Once per turning point, when a friendly XV26 STEALTH BATTLESUIT operative is performing the Shoot action and you select a burst cannon (sweeping), you can use this rule. If you do, until the end of that action, that weapon has the Torrent 2" weapon rule.
Counter-Network Jammers
Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if only one friendly XV26 STEALTH BATTLESUIT operative and only two enemy operatives contest it. That friendly XV26 STEALTH BATTLESUIT operative cannot be a DRONE operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Advanced Blacksun Filters
Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an operative that is obscured, you do not have to discard one success as a result of that rule. All other effects of obscured apply as normal.
Hardwired Target Locks
Whenever you would counteract, you can do so with one friendly XV26 STEALTH BATTLESUIT operative that has a Conceal order and is more than 3" from enemy operatives, but before it counteracts, you must change its order to Engage and it cannot perform any actions other than Shoot during that counteraction.
Ploys
Patient Hunters
Strategy PloyWhenever a friendly XV26 STEALTH BATTLESUIT operative is shooting against or fighting against an expended enemy operative, that friendly operative’s weapons have the Balanced weapon rule and its ranged weapons have the Saturate weapon rule.
Bonds of Unity
Strategy PloyWhenever a friendly XV26 STEALTH BATTLESUIT operative is activated (excluding DRONE), if it is visible to and within 6" of another friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE), you can ignore any changes to that first friendly operative's APL stat and select one of the following:
- Ignore any changes to that first friendly operative’s Move stat from being injured until the end of that activation.
- Ignore any changes to the Hit stat of that first friendly operative’s weapons from being injured until the end of that activation.
Prepare Ambush
Strategy PloyPlace one of your Ambush markers wholly within your territory and more than 2" from enemy operatives. Whenever a friendly XV26 STEALTH BATTLESUIT operative is shooting an enemy operative that’s within 2" of that marker, you can use this rule. If you do, remove that marker and that friendly operative's ranged weapons have the Seek weapon rule until the end of the action. In the Ready step of the next Strategy phase, if that marker is still in the killzone, remove that marker.
Holowave Countermeasures
Strategy PloyWhenever an operative is shooting a friendly XV26 STEALTH BATTLESUIT operative more than 6" from it, in the Roll Attack Dice step, the attacker must discard one of their unresolved normal successes (or one of their critical successes if there are none). This isn’t cumulative with being obscured.
Vectored Retro-Thrusters
Firefight PloyUse this firefight ploy when an enemy operative ends the Charge action within control range of a friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE). Interrupt that action to use this rule. If you do, that friendly operative can immediately perform a free Fall Back action, but it cannot move more than 3" during that action. Then, that enemy operative can immediately perform a free Reposition action using any remaining move distance it had from that first Charge action, and can do so even if it’s performed an action that prevents it from performing the Reposition action.
Ghostshroud
Firefight PloyUse this firefight ploy at the end of a friendly XV26 STEALTH BATTLESUIT operative’s activation. If that operative has an Engage order, change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.
Engage Jet Pack
Firefight PloyUse this firefight ploy when a friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE) is activated or counteracts. Until the end of that activation/counteraction, you can ignore the vertical distance they move during one climb and one drop.
Saviour Protocols
Firefight PloyUse this firefight ploy when a friendly XV26 STEALTH BATTLESUIT operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly XV26 STEALTH BATTLESUIT DRONE operative visible to and within 3" of that first friendly operative to become the valid target instead (even if it wouldn’t normally be valid for this). That friendly DRONE operative is only in cover or obscured if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.
Tac Ops
Track Enemy
InfiltrationReveal: 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.
Plant Devices
InfiltrationReveal: 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.
Steal Intelligence
InfiltrationReveal: 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.
Flank
ReconReveal: 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.
Retrieval
ReconReveal: 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.
Scout Enemy Movement
ReconReveal: 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.