Cogs Of Torment
Common Abilities and Options
Technoarcane Benedictions:
In the Ready step of the first strategy phase, Select one of the following rules to use for the battle:
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SCHEMATOGRAPHIC OMNIPOTENCE: Add 1 to the Move stat of friendly COG operatives (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) for the battle.
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DATAGHEIST HOWL: Once per batte and in the Ready step of a strategy phase after the first, you can roll a 1D3. On 2+, subtract 1 from your opponent's total CP. Note that if you fail the roll, you can use this rule again on the next strategy phase.
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CYBERMEMATODE INFESTATION: In the Ready step of a strategy phase after the first, you can select one objective marker that you and your opponent don't control. That marker is controlled by you until your opponent does so.
*Rad:
In the Resolve Attack Dice step, if you inflict damage with a critical success, the operative this weapon is being used against gains one of your Rad Tokens (if it does not already have one). When an operative that has one of your Rad Tokens is activated, inflict 1 damage on it and worsen its Save stat by 1 until the end of its next activation, then remove that token from that operative.
Corrupted Vessel:
Whenever an enemy operative is within 2 inches of this operative, that operative gains one of your Rad Tokens (if it does not already have one). Whenever an operative that has one of your Rad Tokens is activated, inflict 1 damage on it and worsen its Save stat by 1.
Ignore any changes to the stats of this operative from being injured.
Iron Wall Of Silence:
While 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.
This operative can perform the Charge action while it has a Conceal order.
Whenever an enemy operative is shooting this operative while this operative is not in cover, worsen that enemy operative’s Hit stat by 1.
Creep:
Whenever this operative performs a Reposition action, 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 can be measured over or through Wall terrain).
Techno-toid:
This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight and Reposition or use any weapons that is not on its datacard. It can perform the Fall Back action for 1 less AP.
This operative cannot contest markers or areas of the killzone.
Enemy operatives can move within control range of it. Having only this operative within their control range does not prevent enemy operatives from performing a Charge or Dash or Reposition actions and enemy operatives can leave this operative’s control range when performing a Charge action.
Operatives
1. DARK EXPLORATOR
A 3
M 4"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Eradication Pistol (Rng 6", Dev4, Lethal 5+) | 4 | 3+ | 4/2 |
| Heretek Axe (Lethal 5+) | 3 | 3+ | 3/5 |
| Servo-Arc Claw (Severe, Shock) | 3 | 4+ | 2/4 |
Abilities
Technoarcane BenedictionsDisciplines Of The Dark TechRefractor Field2. COGITATOR DATASMITH
A 2
M 5"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Gamma Pistol (Rng 8", Prc1, *Rad) | 4 | 3+ | 3/3 |
| Twisted Power Fist (Brutal, Stun) | 3 | 4+ | 3/5 |
Abilities
*RadData-MongeringNoosphere SpywareTechnoarcane Benedictions3. FELL SKITARII MARSHAL
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Radium Serpenta (Rng 8", Balanced, *Rad) | 4 | 3+ | 2/4 |
| Power Sword (Lethal 5+) | 4 | 4+ | 4/6 |
| Control Stave (Shock) | 3 | 4+ | 3/3 |
Abilities
*Rad2AP: Warp-Tethered RelayTechnoarcane Benedictions4. FELL SKITARII VANGUARD
A 2
M 5"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Caliver | |||
| Standard (Prc1) | 4 | 3+ | 4/6 |
| Supercharge (Prc1, Lethal 5+, Hot) | 4 | 3+ | 5/6 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Corrupted VesselTechnoarcane Benedictions*Rad5. FELL SKITARII VANGUARD
A 2
M 5"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Transuranic Arquebus | |||
| Mobile (Hvy(Dash), Prc1, *Rad) | 4 | 3+ | 3/3 |
| Stationary (Hvy, Prc1, Dev2, *Rad) | 4 | 2+ | 4/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Corrupted VesselTechnoarcane Benedictions*Rad6. FELL SKITARII RANGER
A 2
M 5"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Galvanic Rifle (Hvy(Repos), PrcCrits1) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Technoarcane BenedictionsMutated Schematics7. FELL SICARIAN INFILTRATOR
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flechette Blaster (Rng 8", Saturate, Silent) | 5 | 3+ | 2/2 |
| Taser Goad (Lethal 5+, Shock) | 3 | 4+ | 3/3 |
Abilities
Technoarcane BenedictionsFoul Augmentations8. REDEMPTIONIST SERVITOR
A 1
M 4"
S 6+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Techxorcism Cannon (Hvy(Dash), Lethal 5+, *Techxorcism) | 4 | 4+ | 2/4 |
| Rusted Claw And Lascutter | 3 | 4+ | 3/5 |
Abilities
*TechxorcismTechnoarcane BenedictionsFeral And Malicious9. COGITATOR-CORE SERVITOR
A 2
M 4"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mutated Claws (Brutal) | 3 | 4+ | 2/5 |
Abilities
Data-HarvestTechnoarcane BenedictionsSystems Interloper10. GOLEPH
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Crude Power Weapons (Lethal 5+, Punishing) | 4 | 3+ | 4/5 |
Abilities
Technoarcane BenedictionsIron Wall Of Silence11. GOLEPH
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Crude Power Weapons (Lethal 5+, Punishing) | 4 | 3+ | 4/5 |
Abilities
Technoarcane BenedictionsIron Wall Of Silence12. MURDER GHOLAM
A 2
M 5"
S 5+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bioforged And Mutated Limbs (Brutal, Rending) | 4 | 3+ | 4/7 |
Abilities
Horrifically Bioforged1AP: BreachTechnoarcane Benedictions13. BRONZE MALIFECT
A 2
M 4"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Augmetic Limbs (*Sweep) | 4 | 3+ | 4/6 |
Abilities
Warp-Tainted Cybernetics*SweepTechnoarcane Benedictions14. HARPAX
A 2
M 6"
S 6+
W 3
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascutter (Lethal 5+) | 3 | 5+ | 2/4 |
Abilities
CreepTechnoarcane BenedictionsTechno-toid15. HARPAX
A 2
M 6"
S 6+
W 3
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Exo-Planar Weapons (Rng 3", Saturate, Rending, Dev1) | 3 | 3+ | 1/2 |
Abilities
CreepTechnoarcane BenedictionsTechno-toidSelected Equipment
SCRAPCODE
For friendly COG COGITATOR DATASMITH or COGITATOR-CORE SERVITOR operatives. That operative can use the following ranged weapon for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Scrapcode | 1 | 3+ | 0/0 |
| Weapon Rules | |||
| Rng 6", Hvy, Silent, Lim1, *Scrapcode |
*Scrapcode: When you select a valid target while using this weapon, that target does not have to be visible to this operative. In the Roll Defence step, your opponent cannot roll any of its defence dice. If you retained any success, subtract 1 from the APL stat of that target if it has the "ADEPTUS MECHANICUS", "TA'U EMPIRE" (excluding "KROOT"), "AUTOSAVANT" or "CYBER-MASTIFF" keyword or the MACHINE rule and that target cannot perform Unique and Mission actions until the end of the battle and gains one of your Scrapcode Tokens. If the target does not have any of those keywords or rule, that target gains one of your Scrapcode Tokens. Whenver an enemy operative that has one of your Scrapcode Tokens is performing a shooting attack, its target is obscured.
SYNTH PROMETHIUM EXTRACT
Whenever an attack die inflicts damage on a friendly COG CABAL operative during a Fight action, roll 1D6. On 5+, that attack die inflicts 1 less damage.
OVERRIDING PANAL
Before selecting your strategy ploys in each turning point and if a friendly COG DARK EXPLORATOR or COGITATOR DATASMITH operative is in the killzone, you and your opponent roll a 1D3. If your result is higher than your oponent's, your opponent's result is the number of strategy ploys your opponent can select for the turning point.
PSY-ENGINE
Select one friendly COG REDEMPTIONIST SERVITOR to gain one of you Psy-Engine Tokens. Once per turning point, whenever a friendly COG operative (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) that is within 3 inches of a friendly operative that has one of your Psy-Engine Tokens is the target of a weapon with the Psychic weapon rule during a shooting attack or the target of a Psychic Unique action, roll 1D3. On 3, inflict 1D3+1 on the enemy operative performing that shooting attack or Psychic Unique action.
Inactive Equipment
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.
Firefight Ploys
Firefight: EYE OF THE AUSPEX
Use this firefight ploy when a friendly COG operative (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) performs a shooting attack and you are selecting a valid target. If that valid target is within 5 inches of that friendly operative, its ranged weapon has the Saturate and Seek weapon rules until the end of that sequence.
Firefight: INFERNAL TELEPORTARIUM
Use this firefight ploy when a friendly COG operative (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) is activated and is not within control range of an enemy operative. You can remove that friendly operative from the killzone and set it up more than 8 inches of enemy operatives and within 6 inches of your drop zone. After doing so, That operative is expended until the end of the turning point.
Firefight: DARK FORESIGHT
Use this firefight ploy when a friendly COG operative (excluding MALTEK) is counteracting, it can perform a free Dash or Charge action.
Firefight: ARKIFANE'S TORMENT
Use this firefight ploy when an enemy operative is shooting a friendly COG DARK EXPLORATOR operative, after your opponent selects its weapon and before it rolls its attack dice, you can roll a 1D6. On 4+, that enemy operative cannot use the selected weapon until the end of its next activation.
Strategy Ploys
Strategy: INFERNAL FORGE SURGE
You can ignore any changes to the Hit stat of friendly COG operatives (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) from being injured. You cannot select this strategy ploy if you selected the INFERNAL REGENERATION strategy ploy during the same turning point.
Strategy: COGITATED FATE
Whenever a friendly operative (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) performs a shooting attack against an enemy operative; before resolving the defence dice, roll a 1D3. On 3, your opponent must discard one of its of normal succeses.
Strategy: GLITCHCURSE
Whenever an enemy operative performs a shooting attack against a friendly COG operative (excluding WAR DOG EXECUTIONER and WAR DOG STALKER); before resolving the attack dice, roll a 1D3. On 3, your opponent must discard one of its of normal succeses.
Strategy: INFERNAL REGENERATION
Whenever a friendly COG operative (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) is activated, it regains 1 lost wound. You cannot select this strategy ploy if you selected the INFERNAL FORGE SURGE strategy ploy during the same turning point.
Equipment
SCRAPCODE
For friendly COG COGITATOR DATASMITH or COGITATOR-CORE SERVITOR operatives. That operative can use the following ranged weapon for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Scrapcode | 1 | 3+ | 0/0 |
| Weapon Rules | |||
| Rng 6", Hvy, Silent, Lim1, *Scrapcode |
*Scrapcode: When you select a valid target while using this weapon, that target does not have to be visible to this operative. In the Roll Defence step, your opponent cannot roll any of its defence dice. If you retained any success, subtract 1 from the APL stat of that target if it has the "ADEPTUS MECHANICUS", "TA'U EMPIRE" (excluding "KROOT"), "AUTOSAVANT" or "CYBER-MASTIFF" keyword or the MACHINE rule and that target cannot perform Unique and Mission actions until the end of the battle and gains one of your Scrapcode Tokens. If the target does not have any of those keywords or rule, that target gains one of your Scrapcode Tokens. Whenver an enemy operative that has one of your Scrapcode Tokens is performing a shooting attack, its target is obscured.
SYNTH PROMETHIUM EXTRACT
Whenever an attack die inflicts damage on a friendly COG CABAL operative during a Fight action, roll 1D6. On 5+, that attack die inflicts 1 less damage.
OVERRIDING PANAL
Before selecting your strategy ploys in each turning point and if a friendly COG DARK EXPLORATOR or COGITATOR DATASMITH operative is in the killzone, you and your opponent roll a 1D3. If your result is higher than your oponent's, your opponent's result is the number of strategy ploys your opponent can select for the turning point.
PSY-ENGINE
Select one friendly COG REDEMPTIONIST SERVITOR to gain one of you Psy-Engine Tokens. Once per turning point, whenever a friendly COG operative (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) that is within 3 inches of a friendly operative that has one of your Psy-Engine Tokens is the target of a weapon with the Psychic weapon rule during a shooting attack or the target of a Psychic Unique action, roll 1D3. On 3, inflict 1D3+1 on the enemy operative performing that shooting attack or Psychic Unique action.
Ploys
EYE OF THE AUSPEX
Firefight PloyUse this firefight ploy when a friendly COG operative (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) performs a shooting attack and you are selecting a valid target. If that valid target is within 5 inches of that friendly operative, its ranged weapon has the Saturate and Seek weapon rules until the end of that sequence.
INFERNAL TELEPORTARIUM
Firefight PloyUse this firefight ploy when a friendly COG operative (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) is activated and is not within control range of an enemy operative. You can remove that friendly operative from the killzone and set it up more than 8 inches of enemy operatives and within 6 inches of your drop zone. After doing so, That operative is expended until the end of the turning point.
DARK FORESIGHT
Firefight PloyUse this firefight ploy when a friendly COG operative (excluding MALTEK) is counteracting, it can perform a free Dash or Charge action.
ARKIFANE'S TORMENT
Firefight PloyUse this firefight ploy when an enemy operative is shooting a friendly COG DARK EXPLORATOR operative, after your opponent selects its weapon and before it rolls its attack dice, you can roll a 1D6. On 4+, that enemy operative cannot use the selected weapon until the end of its next activation.
INFERNAL FORGE SURGE
Strategy PloyYou can ignore any changes to the Hit stat of friendly COG operatives (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) from being injured. You cannot select this strategy ploy if you selected the INFERNAL REGENERATION strategy ploy during the same turning point.
COGITATED FATE
Strategy PloyWhenever a friendly operative (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) performs a shooting attack against an enemy operative; before resolving the defence dice, roll a 1D3. On 3, your opponent must discard one of its of normal succeses.
GLITCHCURSE
Strategy PloyWhenever an enemy operative performs a shooting attack against a friendly COG operative (excluding WAR DOG EXECUTIONER and WAR DOG STALKER); before resolving the attack dice, roll a 1D3. On 3, your opponent must discard one of its of normal succeses.
INFERNAL REGENERATION
Strategy PloyWhenever a friendly COG operative (excluding WAR DOG EXECUTIONER and WAR DOG STALKER) is activated, it regains 1 lost wound. You cannot select this strategy ploy if you selected the INFERNAL FORGE SURGE strategy ploy during the same turning point.
Tac Ops
Plant Banner
SecurityReveal: 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
SecurityReveal: 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
SecurityReveal: 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.
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.