The Groundskeepers
Common Abilities and Options
Camo Cloak:
Whenever an operative is shooting a friendly SPECTRE SQUAD operative (excluding VOX-RELAY BEACON), if you can retain any cover saves, you can retain one additional cover save,
or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
Elite Fieldcraft:
In the Ready step of each Strategy phase, you gain 1 Fieldcraft point, or 2 if a friendly SPECTRE SQUAD VOX-OPERATOR operative is in the killzone and isn’t within control range of enemy operatives.
At the end of each turning point, discard your Fieldcraft points. After an enemy operative that has an Engage order performs an action during its activation, you can spend 1 of your Fieldcraft points to interrupt that activation.
If you do, a ready friendly SPECTRE SQUAD operative that isn’t within control range of any other enemy operatives can perform a free Shoot (excluding Guard), Dash or Reposition action.
You cannot interrupt each enemy operative’s activation more than once per activation (including Guard), and each friendly operative cannot perform more than one free action per turning point as a result of this rule.
If it’s the Shoot action, you can change that friendly operative’s order to perform this action. You cannot select any other enemy operative as a valid target during that action. Being within that enemy operative’s control range (but no others) doesn’t prevent that friendly operative from performing that action, in which case follow the rules for a point-blank shot from the Guard action (see Kill Team Core Book).
If it’s the Reposition action, that friendly operative cannot perform that action again during the turning point.
If it’s the Dash or Reposition action, that friendly operative cannot end this move closer to that enemy operative or your opponent’s drop zone (unless it ends that move wholly within your drop zone).
In a killzone that uses the close quarters rules (e.g. Killzone: Tomb World), ignore Wall terrain when determining closer and you cannot teleport.
Signal (1AP):
SUPPORT Select one other friendly SPECTRE SQUAD operative (excluding VOX-RELAY BEACON) visible to this operative. Until the end of that operative’s next activation, add 1 to its APL stat.
This operative cannot perform this action while within control range of an enemy operative.
Operatives
1. Isaiah Castril
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped Lascarbine (Rending, Lethal 5+) | 4 | 3+ | 2/3 |
| Bionic Arm | 3 | 3+ | 3/4 |
Abilities
Camo CloakElite Fieldcraft0AP: Issue Mission2. Anea Throlzin
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine (Rending) | 4 | 3+ | 2/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Camo CloakElite Fieldcraft1AP: Signal3. Enkan Kelbrach
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine (Rending) | 4 | 3+ | 2/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Camo CloakElite FieldcraftGrenadierMelta MineProximity Mine4. Schae Codrek
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine (Rending) | 4 | 3+ | 2/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Camo CloakElite FieldcraftPrepared KillzoneScout Terrain5. Yelpha Vroloi
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Meltagun (Rng 6", Dev 4, Prc2) | 4 | 3+ | 6/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Camo CloakElite Fieldcraft6. Telar Ephon
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laspistol (Rng 8") | 4 | 3+ | 2/3 |
| Missile Launcher | |||
| Frag (Blast 2", Hvy) | 4 | 3+ | 3/5 |
| Krak (Hvy, Prc1) | 4 | 3+ | 5/7 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Camo CloakElite FieldcraftWeapons Team7. Xyben Brurkin
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laspistol (Rending) | 4 | 3+ | 2/3 |
| Fists (Rng 8") | 3 | 4+ | 2/3 |
Abilities
Camo CloakElite Fieldcraft1AP: Load WeaponWeapon Assist8. Mithrha Remphen
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Long-Las | |||
| Concealed (Dev 3, Hvy, Sil, *Concealed Position) | 4 | 2+ | 3/3 |
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Dev 3, Hvy) | 4 | 2+ | 3/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Camo Cloak*Concealed PositionElite Fieldcraft9. Graf Welter
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Auto-Stubber | |||
| Focused (Hvy(Dash)) | 5 | 3+ | 3/4 |
| Suppressive (Hvy, Lethal 5+, Seek Light, Stun, Tor 1") | 5 | 5+ | 0/0 |
| Sweeping (Hvy(Dash), Tor 1") | 4 | 3+ | 3/4 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Camo CloakElite Fieldcraft*Suppressive Fire10. Zidaer Pholdrers
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine (Rending) | 4 | 3+ | 2/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Camo CloakElite Fieldcraft0AP: MedikitMedic!11. Arvam Madrach
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine (Rending) | 4 | 3+ | 2/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Camo CloakCool-HeadedElite Fieldcraft12. Vox-Relay Beacon
A 1
M 0"
S 5+
W 3
Abilities
Elite FieldcraftExpendablePre-Deploy1AP: SignalSelected Equipment
Sniper Overwatch
Once per turning point, a friendly SPECTRE SQUAD operative can use the following ranged weapon:
| NAME | ATK | HIT | DMG |
|---|---|---|---|
| Sniper overwatch | 4 | 3+ | 3/3 |
| WR | |||
| Devastating 2, Heavy (Dash only), Saturate, Silent |
Inactive Equipment
Vid-Feed Triangulation
Once per turning point, when a friendly SPECTRE SQUAD operative is performing the Shoot action and you’re selecting a valid target, you can use this rule. If you do, that target cannot be obscured if either of the following are true:
- It’s also a valid target for another friendly SPECTRE SQUAD operative.
- It’s within 6" of a friendly VOX-RELAY BEACON operative.
Starshell Flare
STRATEGIC GAMBIT One friendly SPECTRE SQUAD operative can immediately perform a free Stun Grenade action (see universal equipment). Performing this action using this rule doesn’t count towards its action limits (i.e. if you also select that grenade from equipment). When an enemy operative’s APL stat is changed as a result of this STRATEGIC GAMBIT, you cannot use it for the rest of the battle.
Advanced Camouflage
Friendly SPECTRE SQUAD operatives (excluding VOX-RELAY BEACON) can perform the following unique action:
Advanced Camouflage (1 AP):
Until the start of this operative’s next activation, while it 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".
This operative cannot perform this action while visible to and within 3" of an enemy operative.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Strategy Ploys
Strategy: Disappear
One friendly SPECTRE SQUAD operative can immediately perform a free Reposition action. It cannot end that move closer to enemy operatives or your opponent’s drop zone (unless it ends that move wholly within your drop zone) and it cannot perform that action again during the turning point. In a killzone that uses the close quarters rules (e.g. Killzone: Tomb World), ignore Wall terrain when determining closer.
Strategy: Hidden Engagement
Whenever a friendly SPECTRE SQUAD operative is shooting, if it’s in cover from the target’s perspective, that friendly operative’s weapons have the Balanced weapon rule. Note that your opponent still determines the targeting lines for this (i.e. they decide which point of their operative’s base targeting lines are drawn from).
Strategy: Ambushing Volley
Whenever a friendly SPECTRE SQUAD operative is activated, if it’s more than 3" from enemy operatives and isn’t a valid target for enemy operatives before determining its order, its ranged weapons (excluding the suppressive profile of an autostubber) have the Devastating 1 weapon rule until the end of that activation.
Strategy: Patience
In the Firefight phase of this turning point, you can do one of the following:
- When it’s your turn to activate a friendly operative, you can skip that activation. You cannot do this until after your opponent’s first activation.
- When a friendly SPECTRE SQUAD operative performs the Shoot or Fight action during its activation, if it’s the last friendly operative to be activated during this turning point, its weapons have the Relentless weapon rule for that action.
Firefight Ploys
Firefight: Dodge
Use this firefight ploy during a friendly SPECTRE SQUAD operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
Firefight: Silent Killers
Use this firefight ploy during a friendly SPECTRE SQUAD operative’s activation before or after it performs an action, if it has a Conceal order and isn’t a valid target for enemy operatives. Until the end of that activation, it can perform the Charge action while it has a Conceal order, and the first time it strikes you can inflict 3 additional damage, but cannot resolve any other successes during that sequence.
Firefight: Sharp Reactions
Use this firefight ploy after an enemy operative that has a Conceal order performs an action during its activation, if it’s within 8" of a friendly SPECTRE SQUAD operative. You can use the Elite Fieldcraft faction rule to interrupt that activation with that friendly SPECTRE SQUAD operative regardless of that enemy operative’s order (taking precedence over the normal rules)
Firefight: Prepared Defence
Use this firefight ploy when a friendly SPECTRE SQUAD operative that has a Conceal order or is ready is retaliating. You can do one of the following:
- At the start of the Resolve Attack Dice step, you can resolve one of your successes before the normal order. If you do, that success must be used to block.
- When you block, that block can be allocated to block two unresolved successes (instead of one).
You cannot use this ploy during an activation in which you’ve interrupted with the Elite Fieldcraft faction rule.
Equipment
Sniper Overwatch
Once per turning point, a friendly SPECTRE SQUAD operative can use the following ranged weapon:
| NAME | ATK | HIT | DMG |
|---|---|---|---|
| Sniper overwatch | 4 | 3+ | 3/3 |
| WR | |||
| Devastating 2, Heavy (Dash only), Saturate, Silent |
Vid-Feed Triangulation
Once per turning point, when a friendly SPECTRE SQUAD operative is performing the Shoot action and you’re selecting a valid target, you can use this rule. If you do, that target cannot be obscured if either of the following are true:
- It’s also a valid target for another friendly SPECTRE SQUAD operative.
- It’s within 6" of a friendly VOX-RELAY BEACON operative.
Starshell Flare
STRATEGIC GAMBIT One friendly SPECTRE SQUAD operative can immediately perform a free Stun Grenade action (see universal equipment). Performing this action using this rule doesn’t count towards its action limits (i.e. if you also select that grenade from equipment). When an enemy operative’s APL stat is changed as a result of this STRATEGIC GAMBIT, you cannot use it for the rest of the battle.
Advanced Camouflage
Friendly SPECTRE SQUAD operatives (excluding VOX-RELAY BEACON) can perform the following unique action:
Advanced Camouflage (1 AP):
Until the start of this operative’s next activation, while it 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".
This operative cannot perform this action while visible to and within 3" of an enemy operative.
Ploys
Disappear
Strategy PloyOne friendly SPECTRE SQUAD operative can immediately perform a free Reposition action. It cannot end that move closer to enemy operatives or your opponent’s drop zone (unless it ends that move wholly within your drop zone) and it cannot perform that action again during the turning point. In a killzone that uses the close quarters rules (e.g. Killzone: Tomb World), ignore Wall terrain when determining closer.
Hidden Engagement
Strategy PloyWhenever a friendly SPECTRE SQUAD operative is shooting, if it’s in cover from the target’s perspective, that friendly operative’s weapons have the Balanced weapon rule. Note that your opponent still determines the targeting lines for this (i.e. they decide which point of their operative’s base targeting lines are drawn from).
Ambushing Volley
Strategy PloyWhenever a friendly SPECTRE SQUAD operative is activated, if it’s more than 3" from enemy operatives and isn’t a valid target for enemy operatives before determining its order, its ranged weapons (excluding the suppressive profile of an autostubber) have the Devastating 1 weapon rule until the end of that activation.
Patience
Strategy PloyIn the Firefight phase of this turning point, you can do one of the following:
- When it’s your turn to activate a friendly operative, you can skip that activation. You cannot do this until after your opponent’s first activation.
- When a friendly SPECTRE SQUAD operative performs the Shoot or Fight action during its activation, if it’s the last friendly operative to be activated during this turning point, its weapons have the Relentless weapon rule for that action.
Dodge
Firefight PloyUse this firefight ploy during a friendly SPECTRE SQUAD operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
Silent Killers
Firefight PloyUse this firefight ploy during a friendly SPECTRE SQUAD operative’s activation before or after it performs an action, if it has a Conceal order and isn’t a valid target for enemy operatives. Until the end of that activation, it can perform the Charge action while it has a Conceal order, and the first time it strikes you can inflict 3 additional damage, but cannot resolve any other successes during that sequence.
Sharp Reactions
Firefight PloyUse this firefight ploy after an enemy operative that has a Conceal order performs an action during its activation, if it’s within 8" of a friendly SPECTRE SQUAD operative. You can use the Elite Fieldcraft faction rule to interrupt that activation with that friendly SPECTRE SQUAD operative regardless of that enemy operative’s order (taking precedence over the normal rules)
Prepared Defence
Firefight PloyUse this firefight ploy when a friendly SPECTRE SQUAD operative that has a Conceal order or is ready is retaliating. You can do one of the following:
- At the start of the Resolve Attack Dice step, you can resolve one of your successes before the normal order. If you do, that success must be used to block.
- When you block, that block can be allocated to block two unresolved successes (instead of one).
You cannot use this ploy during an activation in which you’ve interrupted with the Elite Fieldcraft faction 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.