Latex and Death

Common Abilities and Options

Inhuman Speed (1AP):
Perform a free Fall Back action. This operative can perform this action in the same activation in which it performed a Reposition or Charge action.

From The Shadows:
Whenever a friendly ASSASSIN EXECUTION FORCE ASSASSIN operative is the target of a shooting attack, for that sequance, ignore the Piercing and Saturate weapon rules. Whenever An ASSASSIN EXECUTION FORCE ASSASSIN operative counteracts, you can change its order and it can perform a free Dash or Fall Back action (to a maximum of 3 inches)(this takes precedence over any other rule).

Operatives

1. Irvin Simon
VINDICARE
A 3
M 7"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Exitus Rifle (Hvy, Dev3, Lethal 5+, Silent)
4
2+
4/4
Exitus Pistol (Rng 6", Prc2, Dev1)
4
3+
3/4
Blade (Bal)
3
3+
2/3
Abilities
The Vindicare Doctrine1AP: Inhuman SpeedFrom The Shadows

The Vindicare Doctrine: You can use each of the following rules and Unique actions for this operative during the battle:

  • STEALTH AND EVASION

Whenever this operative is the target of a shooting attack, in the Roll Defense Dice step and before rolling your defense dice. If this operative is in cover, you can retain one of your defense dice as a normal success in addition to its cover save (if any)(including improved ones from Vantage terrain). If this operative is in cover and has a Conceal order, it is obscured in addition to the aforementioned rule. Whenever this operative is on guard; instead of counteracting, you can change its order to Conceal (i.e. from FROM THE SHADOWS faction rule) without removing his on guard status but it can only use Exitus Rifle or Shield-Breaker ranged weapon (i.e. from EXITUS AMMUNTION faction equipment)(if any) and Blade for that action (this takes precedence over the action restrictions).

  • ALL-SEEING VIGIL

The ranged weapons this operative is equipped with have the Saturate and Seek Light weapon rule.

  • UNTRACEABLE EXECUTION

Whenever this operative is with a Conceal order, in cover and did not move during its activation and/or counteraction, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2 inches.

  • FAULTLESS AIM (2 AP)

Once per battle. Select one enemy operative with a Conceal order and visible to this operative. Until the end of the turning point, this operative treats that enemy operative as if it has an Engage order. In addition, that operative cannot be obscured. This operative cannot perform this action while within control range of an enemy operative or if it performed DEAD AIM DISCIPLINE action during the same turning point.

  • DEAD AIM DISCIPLINE (2 AP)

Once per battle. Select an enemy operative to have one of your Dead Aim Tokens. Place a Dead Aim Marker visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. Whenever a Dead Aim Marker is within 2 inches of an enemy operative that has one of your Dead Aim Tokens, this operative can immediately interrupt that operative and do a shooting action against it. In the Roll Attack Dice step, roll 1 Atk die only. In the Roll Defense Dice step, that operative cannot roll any defense die. In the Resolve Attack Dice step, add 1D3+1 damage to the damage inflicted. If that enemy operative is incapacitated, remove the Dead Aim Marker from the killzone. This operative cannot perform this action while within control range of an enemy operative or if it performed FAULTLESS AIM action during the same turning point.

ASSASSIN EXCUTION FORCE, ASSASSIN, VINDIICARE; 32
2. Lillian Battle
CALLIDUS
A 3
M 7"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Neural Shredder (Rng 6", *Neural)
4
3+
0/0
Phase Sword (Relentless, *Reap)
4
3+
4/6
Abilities
1AP: Inhuman SpeedFrom The ShadowsThe Callidus Doctrine*Neural*Reap

The Callidus Doctrine: You can use each of the following rules and Unique actions for this operative during the battle:

  • VEIL OF SHADOWS

STRATEGIC GAMBIT once per battle, you can remove this operative from the killzone. Then, place it anywhere in the killzone, but it must be more than 6 inches away from the closest enemy operative.

  • ACROBATIC

Each time this operative is activated, it can perform a free Dash action during that activation.

  • POLYMORPHINE (1 AP)

Once per battle; until the start of this operative’s next activation, remove its model from the killzone and set up the last enemy operative’s model it has incapacitated as centered as possible of where this operative's base was (use a base as a reference) and in a location where it can be placed. Once placed, it cannot be a valid target by enemy operatives (except for it being a secondary target during a shooting attack) nor benefits from anything your opponent uses (e.g. ploys, equipment etc.) and remains an operative controlled by you.

While being Polymorphed, this operative cannot perform any action other than Reposition, Charge, Dash, Fall Back and Mission actions. Once Polymorphed; if it is a target of a shooting attack, or if it is the start of this operative’s next activation (whichever comes first); this operative must revert to its original model and it can do so while within control range of an enemy operative.

Upon reverting to the original model, its base has to be set up as centered as possible on the Polymorphed model base's location where it can be placed (use a base as a reference).

This operative cannot perform this action while being visible to and within 8 inches of an enemy operative.

  • REIGN OF CONFUSION (1 AP)

Whenever an enemy operative is activated within 6 inches of a CALLIDUS operative during this turning point and performs any action other than Reposition and Dash, roll a 1D6: on 5+, that action cannot be performed (any AP spent is not refunded). That enemy operative may try to perform another action. In addition; whenever an enemy operative performs a Fight 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). This operative cannot perform this action while within control range of an enemy operative.

*Neural: Each time this operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that attack, for each success retained, roll a number of D6 equal to the APL stat of the target. On each 4+, inflict 3 damage on that enemy operative.

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

ASSASSIN EXCUTION FORCE, ASSASSIN, CALLIDUS; 32
3. Ragzid
EVERSOR
A 3
M 7"
S 4+
W 11/11
Weapons
ATK
HIT
DMG
Execution Pistol (Rng 6", Dev1, Bal)
5
3+
3/4
Neuro-Gauntlet (Relentless, *Neurotoxins)
4
4+
1/1
Power Sword (Lethal 5+)
4
3+
4/6
Abilities
From The Shadows*NeurotoxinsThe Eversor Doctrine

*Neurotoxins: Each time a friendly operative fights with this weapon, in the Roll Attack Dice step of that combat, for each critical success retained, roll a number of D6 equal to the number of wounds the target has. On each 5+, inflict 1 wound on the enemy operative.

The Eversor Doctrine: You can use each of the following rules and Unique action for this operative during the battle:

  • DRUG--FUELED FURY

STRATEGIC GAMBIT if this operative isn’t incapacitated. Roll a 1D6, if the result is:

A) 1 or 2: inflict 1D3 damage on this operative equal to the result.

B) 3 to 5: add 2 inches to the Move stat of this operative until the end of the turning point.

C) 6: This operative regains 1D3 lost wounds, If the result exceeds the Wound stat of this operative, add the excess to that stat until the end of the turning point.

  • BIO-MELTDOWN

If this operative is incapacitated, roll a 1D6 for each operative within 2 inches of this operative. On 3+, that operative suffers 2D3 damage.

  • KILLING RAMPAGE (1 AP)

Select one enemy operative that is visible to this operative. Until the end of the turning point, each time this operative fights or retaliates against that enemy operative, add 1D3 to the number of your attack dice for that combat. If the enemy operative is incapacitated as a result of that combat, this combat modifier is kept and this action can’t be used again until the end of the battle.

ASSASSIN EXCUTION FORCE, ASSASSIN, EVERSOR; 32
4. Threkreox
CULEXUS
A 3
M 7"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Animus Speculum (Prc1, Blast 2", Dev1, Stun)
5
3+
2/2
Fists
4
3+
3/4
Abilities
The Culexus Doctrine1AP: Inhuman SpeedFrom The Shadows

The Culexus Doctrine: You can use each of the following rules and Unique action for this operative during the battle:

  • NEGATIVE AURA

This operative can never be targeted or affected by Psychic ranged weapons and Psychic actions. Whenever an operative is within 6 inches of this operative, it cannot perform Psychic actions. Whenever an operative that has PSYKER or DAEMON keyword is within 3 inches of this operative, inflict 1D3 damage on that operative.

  • ETHERIUM

Whenever an operative is more than 8 inches of this operative, that operative treats this operative as if it is with a Conceal order.

  • LIFE DRAIN

Whenever this operative is fighting, retaliating or performing a shooting attack; if it incapacitates an enemy operative during that sequence, it regains 1D3 lost Wounds.

  • SOUL HORROR (1 AP)

Whenever an operative is within 6 inches of this operative, subtract 1 from its APL stat and it is not able to perform Unique or Mission actions until the end of the turning point. This operative cannot perform this action while within control range of an enemy operative.

ASSASSIN EXCUTION FORCE, ASSASSIN, CULEXUS; 32
5. Servo-skull (2)
SERVO-SKULL
A 2
M 8"
S 5+
W 3/3
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
2
5+
2/3
Abilities
Auto-ScribeGroup ActivationMonotask-SkullHover

Auto-Scribe: Whenever this operative contests an objective marker or one of your mission markers, it spends 1 less AP to control it. This operative cannot perform any actions other than Shoot, Charge, Dash, Fall Back, Reposition and Mission actions. It cannot retaliate or assist. Whenever this 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 inches)

Group Activation: Whenever this operative is expended, you must then activate one other ready friendly SERVO-SKULL operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal.

Monotask-Skull: In the Select Operatives phase; if this operative is selected to be in your killteam. Select one role from the following options for this operative to have for the battle:

  • COMBAT: Whenever a friendly ASSASSIN EXCUTION FORCE ASSASSIN operative within control range of this operative is shooting, fighting or retaliating against an enemy operative, add 1 to the Atk stat of that friendly operative’s weapons.

  • RECON: Whenever an enemy operative is visible to and within 8 inches of this operative, that operative cannot be obscured.

  • MEDIC: Whenever a friendly ASSASSIN EXCUTION FORCE ASSASSIN operative that is within control range of this operative becomes wounded, that operative can immediately regain up to 1D3 lost wounds at the end of the sequance in which that operative lost its wounds.

  • VOX: Whenever a friendly ASSASSIN EXCUTION FORCE ASSASSIN operative is within 6 inches of this operative, add 1 to that operative’s APL stat.

During the Set-Up Operatives phase, this operative can be attached to a friendly ASSASSIN EXCUTION FORCE ASSASSIN operative within its control range (only 1 SERVO-SKULL operative can be attached for each ASSASSIN operative). Whenever this operative is attached to that operative, it is not a valid target for the Shoot or Fight actions, it cannot perform any action, its base must touch that operative’s base and if that operative moves, this operative moves the same distance with that operative when the latter moves regardless of its Move stat. If it cannot be placed touching that operative’s base, then this operative detaches itself and cannot move along it.

Hover: Whenever this operative is climbing a terrain, ignore up to the first 2 inches of that climb.

ASSASSIN EXCUTION FORCE, DRONE, SERVO-SKULL; 25

Equipment

EXITUS AMMUNTION

For friendly ASSASSIN EXECUTION FORCE VINDICARE operatives only. That operative can use each of the following Exitus Rifle weapon profiles for the battle:

NameATKHITDMG
Shield-Breaker Rounds42+4/1
Weapon Rules
Hvy, Dev4, Lethal 5+, Silent, Lim1
NameATKHITDMG
Hellfire Rounds43+3/4
Weapon Rules
Hvy, Blast 2", Lethal 5+, Dev1, Lim1
NEEDLE RIFLE

For friendly ASSASSIN EXECUTION FORCE ADAMUS operatives only. That operative is equipped with the following ranged weapon for the battle:

NameATKHITDMG
Needle Rifle42+1/4
Weapon Rules
Rng 6", Silent, PrcCrit2, *Toxic

*Toxic: Whenever this operative is using this weapon against an enemy operative; if you retained a critical success, add 1 to both Dmg stats of this weapon until the end of that sequence.

PARALYSIS DARTS

For friendly ASSASSIN EXECUTION FORCE VENENUM operatives only. That operative is equipped with the following ranged weapon for the battle:

NameATKHITDMG
Paralysis Darts42+2/4
Weapon Rules
Rng 6", Silent, Lethal 5+, *Paralyze

*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 any APL stat reduction restrictions).

POISON BLADE

For friendly ASSASSIN EXECUTION FORCE CALLIDUS operatives only. That operative is equipped with the following ranged weapon for the battle:

NameATKHITDMG
Poison Blade42+2/3
Weapon Rules
Rng 4", Lethal 4+, Silent, Lim2, *Poison

*Poison: In the Resolve Attack Dice step, if you inflict damage with any critical 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.

PSY-OUT GRENADE

For friendly ASSASSIN EXECUTION FORCE CULEXUS operatives only. That operative is equipped with the following ranged weapon for the battle:

NameATKHITDMG
Psyk-Out Grenade42+1/2
Weapon Rules
Rng 6", Blast 1", Seek, 1" Dev1, Lim1, *Psyk-Out

*Psyk-Out: Whenever you inflict damage on an operative using this weapon, change that operative’s order (if it has a Conceal order, change it to an Engage order and vice versa. If that operative has the PSYKER or DAEMON keyword, the X in the Devastating X weapon rule of this weapon is 3 (instead of 1) and ignore the distance X” of that weapon rule for that operative only.

MELTA BOMB

For friendly ASSASSIN EXECUTION FORCE EVERSOR operatives only. That operative is equipped with the following ranged weapon for the battle:

NameATKHITDMG
Melta-Bomb42+6/3
Weapon Rules
Rng 3", Blast 2", Prc2, Dev4, Saturate, Lim1
CLUTCH EGG

For a friendly ASSASSIN EXECUTION FORCE MAERORUS (Tyranid Strain) operative only. Once per battle; in the Ready step of a strategy phase, you can place a Clutch Egg Marker within control range of that operative. Roll 2D6, on 9+, you can set up one other friendly ASSASSIN EXECUTION FORCE MAERORUS (Tyranid Strain) operative in the killzone (place it as centered as possible to where you placed the Clutch Egg Marker) then remove that marker from the killzone. Otherwise, you can keep using this rule in the Ready step of the next strategy phase until you succeed. That additional friendly operative cannot contest markers or areas of the killzone, and is ignored for your opponent’s kill/elimination op (when it is incapacitated). It is 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.).

DIGI-LASER

For friendly ASSASSIN EXECUTION FORCE VANUS operatives only. That operative is equipped with the following ranged weapon for the battle:

NameATKHITDMG
Digi-Laser34+4/5
Weapon Rules
Rng 3", PrcCrit1, Seek, Lethal 5+, Lim1

Ploys

AN ARMY OF ONE
Firefight Ploy

Use this firefight ploy when an enemy operative is performing a charge action and end their move within the control range of a friendly ASSASSIN EXECUTION FORCE VINDICARE operative. That friendly operative can immediately perform a free Fall Back (up to its Move stat) if it was ready, or up to 3 inches if it was expended. Subtract 1 from that friendly operative’s APL stat until the end of its next activation.

PARIAH’S GAZE
Firefight Ploy

Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE CULEXUS operative makes a shooting attack. Add 1 to both Dmg stats of this operative's ranged weapons for that sequence.

STIM OVERLOAD
Firefight Ploy

Use this firefight ploy during a friendly ASSASSIN EXECUTION FORCE EVERSOR operative's activation. That operative can perform a free Charge action and a free Fight action. These actions can be performed even if that operative already performed a Charge or a Fight action (this takes precedence over action restrictions). When it does so, roll 2D6. On 2-6, Inflict 2D3 damage on it.

LIGHTNING REFLEXES
Firefight Ploy

Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE CALLIDUS operative is fighting, after you strike with a critical success. End that sequence (any remaining attack dice are discarded) and immediately perform a free Dash or Fall Back action up to 3 inches with that friendly operative (then the Fight action ends). That operative can do so even if it has performed an action that prevents it from performing the Dash or Fall Back action.

AN OLD TERRAN TRADITION
Firefight Ploy

Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE ADAMUS operative performs a Fight action, worsen the Hit stat of that enemy operative and other enemy operatives cannot assist. Add 1 to both Dmg stats of that friendly operative’s melee weapons for that action.

POISONED BLOOD
Firefight Ploy

Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE VENENUM operative is fighting or retaliating; if an attack die inflicts damage on that operative, roll a 1D6. On 4+, each enemy operative within control range of that operative gains one of your Poison Tokens (roll separately for each).

TERMINATION ORDER
Firefight Ploy

Use this firefight ploy when a friendly ASSASSIN EXECUTION FORCE VANUS operative is activated. Select one operative to have one of your Termination Order Tokens. Whenever a friendly operative is shooting or fighting an operative that has one of your Termination Order Tokens, you can re-roll any or all of your Atk dice. Note that friendly operatives are eligible to have that token and other friendly operatives can perform those actions against them (this takes precedence over any actions’ restrictions).

NO ESCAPE, ONLY DEATH
Firefight Ploy

Use this Firefight ploy when an enemy operative performs a Fall Back action while within control range of a friendly ASSASSIN EXECUTION FORCE MAERORUS operative. If you do, roll a 1D6. On 3+, that enemy operative cannot perform the Fall Back action (and any AP spent for that action is not refunded). Then, you can immediately interrupt that enemy operative’s activation and perform a Fight action. But you must select that enemy operative as the valid target for that action.

ADVANCED ACROBATICS
Strategy Ploy

Select one friendly ASSASSIN EXECUTION FORCE ASSASSIN operative. Whenever that operative is selected as the target of a shooting attack, in the Resolve Defense Dice step, improve its Save stat by 1.

ORDER TO KILL
Strategy Ploy

Select up to 3 enemy operatives for each to have one of your Marked Tokens. Whenever a friendly ASSASSIN EXECUTION FORCE ASSASSIN operative performs a Fight or Shoot action against an enemy operative that has one of your Marked Tokens and that enemy operative is not incapacitated as a result of that action, repeat that action (spend 1 AP for that repeated action). If all the enemy operatives with your Marked Tokens are incapacitated by the end of the turning point, you gain 1 CP. In the Ready step of the next strategy phase, remove all the Marked Tokens from their designated enemy operatives.

THE EMPEROR’S KNIVES
Strategy Ploy

Whenever a friendly ASSASSIN EXECUTION FORCE ASSASSIN operative is retaliating, in the Roll Attack Dice step of that sequence, you can re-roll any or all of your Atk dice results of 1.

HYPER METABOLISM
Strategy Ploy

For each friendly ASSASSIN EXECUTION FORCE ASSASSIN operative, select one of the rules below:

A) The selected operative regains 2D3 lost wounds.

B) Whenever an A dice inflicts damage on that selected operative, roll a 1D6. On 4+, subtract 1 from that inflicted damage.

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.

Plant Banner
Security

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.

Martyrs
Security

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Envoy
Security

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.

Track Enemy
Infiltration

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.

Plant Devices
Infiltration

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.

Steal Intelligence
Infiltration

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.

Flank
Recon

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.

Retrieval
Recon

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.
Scout Enemy Movement
Recon

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.