Rogue Trader (Iconclast)
Operatives
1. LORD CAPTAIN
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Xenos | |||
| Shuriken Pistol (Rng 8", Rending) | 4 | 3+ | 3/4 |
| Blast Pistol (Rng 8", Prc2) | 4 | 3+ | 3/4 |
| Ion Pistol (Rng 8", PrcCrit1, Acc1) | 4 | 4+ | 3/4 |
| Mark Of Royalty (Rng 3", PrcCrit2) | 4 | 5+ | 2/2 |
| Xenos | |||
| Ghost Power Sword (Severe, Shock) | 4 | 3+ | 4/5 |
| Bloodseeker Klaive (Lethal 4+) | 4 | 3+ | 3/5 |
Abilities
*Life DrainLordship Of The StarsVoice Of Command2. MAGOS EXPLORATOR
A 2
M 4"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Melta-Ultima | |||
| Focused (Rng 8", Dev4, Prc2) | 4 | 3+ | 6/3 |
| Infernal Blast (Rng 8", Dev2, Prc2, Blast 2") | 4 | 4+ | 4/3 |
| Omnissian Axe (Lethal 5+) | 4 | 4+ | 3/5 |
Abilities
Let The Cycle Be DiscontinuedOmnissiah's Tears1AP: Machine Spirit CommunionSchematicals3. NAVIGATOR
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lidless Stare (Rng 8", Saturate, Seek Light, Tor 3") | 4 | 4+ | 2/4 |
| Orchestrated Firestorm (*Orchestrated Firestorm) | 1 | 3+ | -/- |
| Warp Guide Staff (Psychic, Stun, Shock) | 3 | 4+ | 1/3 |
Abilities
*Orchestrated FirestormThreads And Faults2AP: Held In My Gaze4. SMUGGLER
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Negotiator Pistol (Acc1) | 4 | 3+ | 3/4 |
| Shuriken Pistol (Rng 8", Rending) | 4 | 3+ | 3/4 |
| Master-Crafted Hekatarii Blade (Acc2) | 4 | 3+ | 4/5 |
Abilities
Cost Effective*Toxic*Bloodburn1AP: Cunning PursuitThat Is Mine, Shereen!5. ASURYANI OUTCAST
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Aeldari Relic Long Rifle | |||
| Mobile (PrcCrit1) | 4 | 3+ | 3/4 |
| Dead Eye Shot (Hvy, Dev3, Silent, PrcCrit1, *Overpenetration) | 4 | 2+ | 3/3 |
| Power Knife (Lethal 5+) | 4 | 4+ | 2/4 |
Abilities
1AP: In My Sight0AP: Mark Of The Hunt*OverpenetrationHot On The Trail6. DEATH CULT ASSASSIN
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin-Death Cult Blades (Lethal 5+, *Blade Dance) | 5 | 3+ | 4/5 |
Abilities
Raining BloodUnmatched Devotion*Blade Dance1AP: Death From Above7. NOMOS
A 3
M -
S 2+
W 1
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shock Wave (Shock, Stun) | 3 | 2+ | 1/1 |
Abilities
1AP: Omni-PresentUnsharded1AP: Synchronization8. HERALD
A 2
M 8"
S 5+
W 3
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Steel Talons (Cyber-Eagle) (Severe) | 2 | 3+ | 2/4 |
Abilities
Herald Of His LordshipFloating OraclesEquipment
ELUCIDATOR
Once per turning point, when an enemy operative within 8 inches of a friendly ROGUE TRADER LORD CAPTAIN and has the "AELDARI", "T'AU EMPIRE", "ORK", "NECRON" or "VOTANN" keyword gains 1 additional AP or if your opponent uses a firfight ploy for that enemy operative, you can immediately counteract with that friendly operative.
SCARAB SWARM
For a friendly ROGUE TRADER EXILED CRYPTEK operative. This operative has the following ranged weapon for the battle.
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Scarab Swarm | 6 | 4+ | 1/3 |
| Weapon Rules | |||
| Rng 3", Lethal 5+, Silent, *Swarm |
*Swarm: When selecting a valid target, that target does not have to be visible to this operative. In the Roll Defence step, Your opponent cannot roll its defence dice if this weapon is being used for that sequence. This weapon can be used in shooting attacks while this operative is within control range of enemy operatives and you can Improve its Hit stat for that sequence.
IMPROVED COORDINATES UPLINK
For a friendly ROGUE TRADER VOX MASTER operative. If that operative is in the killzone; whenever a friendly operative is shooting an enemy operative between the drop zones, its ranged weapon has the Saturate weapon rule.
BLOOD PHIAL
For a friendly ROGUE TRADER DEATH CULT ASSASSIN operative. Once per battle, place one of your Blood Markers within 6 inches of that operative.
ARTIFACT
For a friendly ROGUE TRADER SMUGGLER, INTERROGATOR, MASTER OF WGISPERS, LOST KINDRED, ASURYANI OUTCAST or DRUKHARI DRACON operative. Select one of the following Artifacts for that operative to use once per battle:
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XENOS: Select a ranged weapon with the Piercing Crits 1 or 2 weapon rule has the Piercing 1 or 2 weapon rule respectively for one shooting attack.
-
CHAOS: Select a ranged weapon has the Devastating 1 weapon rule for one shooting attack.
-
ARCHEOTEK: Remove the Range weapon rule of a ranged weapon of that operative for one shooting attack.
EMPEROR'S WRATH ROUNDS
For friendly ROGUE TRADER BATTLE SISTER, SPACE WOLF, SENESCHAL and LORD CAPTAIN (with the Dogmatic Alignment from the LORDSHIP OF THE STARS rule) operatives. Each of those operatives' ranged weapons have the *Blaze weapon rule for one shooting attack once per turning point.
*Blaze: If you retain any critical success, the operative this weapon is being used against gains one of your Blaze Tokens (if it doesn’t already have one). When an operative that has one of your Blaze Tokens is activated, inflict 1D3 damage on it then remove the token from it.
THESSERIUM
For a friendly ROGUE TRADER UNSANCTIONED PSYKER operative. During that operative's activation, you can select one enemy operative within 6 inches of that operative, then select one of the following for that enemy operative (you can only select each option once per battle):
-
Until the end of the next activation, subtract 1 from its APL stat.
-
Perform a free dash with it (specify the location for your opponent to move it to).
This operative cannot use this rule while within control range of an enemy operative.
DATA CRYPT
For a friendly ROGUE TRADER MAGOS EXPLORATOR operative. That operative can perform Mission actions for 1 less AP.
TROPHY
Whenever a friendly ROGUE TRADER KROOT NOMAD operative has one of your Meat Markers within its control range, you can remove that marker from the killzone. That operative gains one of your Trophy Tokens. Whenever that operative has one of your Trophy Tokens is activated, add 1 to its APL stat.
BLASTING CHARGES
Once per turning point, a friendly ROGUE TRADER GENESTEALER or GUARDSMAN operative can use the following ranged weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Blasting Charge | 4 | 4+ | 3/5 |
| Weapon Rules | |||
| Rng 4", Blast 1", Saturate |
FRESH CANVAS
For a friendly ROGUE TRADER NAVIGATOR operative. Once per turning point, select one enemy operative that is visible to that operative to not be obscured until the end of the turning point.
MEDKITS
Once per turning point when a friendly ROGUE TRADER operative (excluding MAGOS EXPLORATOR, EXILED CRYPTEK, WORD BEARER, SPACE WOLF, KROOT NOMAD, FREEBOOTA GIT and COMPANION) is activated. If it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains 1D3+1 lost wounds.
FUNGUS RUM
Once per turning point, during a friendly ROGUE TRADER FREEBOOTA GIT operative's activation, it can regain 1D3 lost wounds and you can ignore any changes to its APL stats until the end of the turning point.
COMMBEAD
For friendly ROGUE TRADER ARBITER PROCTOR operative. Once per turning point, Add 1 to the APL stat of that operative until the end of its next activation when another friendly operative within 6 inches of that operative performs a Shoot, Fight or Mission action.
Ploys
VEIL OF BLADES
Firefight PloyUse this firefight ploy during a friendly ROGUE TRADER DEATH CULT ASSASSIN operative's activation. select one enemy operative this operative is a valid target to it. Until the end of the turning point, this operative is obscured if it was the target of a shooting attack performed by that enemy operative and if that enemy operative performs a Fight action and selects that friendly operative as its target, you can resolve one of your successes before the normal order. If you do, that success must be used to block.
MANTLE OF AGONY
Firefight PloyUse this firefight ploy during a friendly ROGE TRADER DRUKHARI DRACON activation. If that operative is injured, ignore any changes to its stats from being injured, add 1 to its Move stat and improve its Hit stat by 1 until the end of the turning point.
TAUNTING OPPORTUNITY
Firefight PloyUse this firefight ploy when a friendly ROGUE TRADER LORD CAPTAIN operative that is within 3 inches of a friendly ROGUE TRADER SENESCHAL operative is selected as the valid target of a Shoot action or to fight against during a Fight action, that operative becomes the valid target or to be fought against (as appropriate) instead, even if it normally would not be valid for this. If it is a Shoot action, that operative is only in cover or obscured if the original target was. If it is a Fight action, treat that operative as being within the fighting operative's control range for the duration of that action. This rule has no effect if it is a Shoot action and the ranged weapon has Blast or Torrent special rule.
BODY OF FLAMES
Firefight PloyUse this firefight ploy when an enemy operative is shooting a friendly ROGUE TRADER UNSANCTIONED PSYKER operative and your opponent selects a Melta, Plasma or Las weapon for that attack. Halve the damage inflicted from that weapon on that friendly operative (excluding the damage from the Devastating weapon rule). In addiotion, that friendly operative ignores any Piercing weapon from any weapons used against it until the end of the turning point. Inflict 1 damage on each operative within control range of this operative.
LEAVE NO WITNESS
Firefight PloyUse this firefight ploy after an enemy operative that is visible to and within 6 inches of a friendly ROGUE TRADER INTERROGATOR operative performs a Fallback action. Add to that friendly operative's ranged weappons the Poison* and Toxic* weapon rules and it can immediately perform a Shoot action but must select that enemy operative (if possible) as its valid target and worsen the Hit stat of its selected ranged weapon by 1 unttil the end of that action.
*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.
*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.
MASTERY OF TIME
Firefight PloyUse this firefight ploy when a friendly ROGUE TRADER NAVIGATOR is activated. Select a friendly operative that is visible to and within 6 inches of that operative to counteract, or select an enemy operative that is visible to and within 6 inches of that operative (the NAVIGATOR) to not to be activated but instead, it can counteract when it is to be activated.
MARKED FOR JUSTICE
Firefight PloyUse this firefight ploy when a friendly ROGUE TRADER ARBITER PROCTOR is activated. Select one valid target to that operative. Until the end of the turning point, whenever that operative is shooting, fighting or retaliating against that target, that operative's weapons have the Ceaseless weapon rule.
FINEST HOUR!
Firefight PloyUse this firefight ploy during a friendly ROGUE TRADER LORD CAPTAIN activation. Select one expended friendly operative to activate again. If you will use this ploy again during the battle, you must spend 1 additional CP.
MOTIVE FORCE RESERVES
Firefight PloyUse this firefight ploy when a friendly ROGUE TRADER MAGOS EXPLORATOR operative is activated. Add 1 to that operative's Move stat and increase the range requiremnt of the MACHINE SPIRIT COMMUNION rule by 7 (10 instead of 3).
HEROIC ACT OF FAITH
Firefight PloyUse this firefight ploy during a friendly ROGUE TRADER BATTLE SISTER operative's activation. That operative can perform a free Shoot or Fight action if it is wholly within your opponent's territory or if it is injured.
WILD HUNT
Firefight PloyUse this firefight ploy during a friendly ROGUE TRADER ASURYANI OUTCAST operative's activation or counteraction. That operative can perform a number of free Shoot actions equal to the number of enemy operatives that have your Marked Tokens but must select those enemy operatives as its targets and must be a different target for each action. That friendly operative cannot perform the Shoot action again during the turning point.
FENRYS HJOLDA!
Firefight PloyUse this firefight ploy when a friendly ROGUE TRADER SPACE WOLF operative is activated. If there are three or less friendly operatives remaining in the killzone, ignore any changes to its stat for being injured and add 1 to its Save stat until the end of the turning point.
VISION OF DOOM
Firefight PloyUse this firefight ploy during a friendly ROGUE TRADER MASTER OF WHISPERS operative's activation. Until the end of the turning point, worsen the Hit stat of enemy operatives within 1D6 inches of this operative and friendly operatives performing actions do not trigger the guard actions of enemy operatives within 9 inches of this operative.
$@&!... I MEAN... WHAT AN UNFORTUNATE INCOVENIENICE!
Firefight PloyUse this firefight ploy when a friendly ROGUE TRADER SMUGGLER operative is injured or has 3 or more enemy operatives within 6 inches of it. That friendly operative can immediately perform a Reposition or Fallback action but it cannot end that move closer to enemy operatives.
LET THE WORLD BURN!
Firefight PloyUse this firefight ploy when a friendly ROGUE TRADER WORD BEARER operative is shooting or fighting an enemy operative that has one of your Blaze Tokens. That friendly operative's weapons have the Punishing weapon rule for that sequence.
BLOOD OF MARTYRS
Firefight PloyUse this firefight ploy when you use any other firefight ploy during the turning point and if a friendly ROGUE TRADER MINISTORUM PRIEST operative is in the killzone. Until the end of the turnning point, improve the Save stat of each operative with the "IMPERIUM" keyword by 1. This ploy costs 0 CP if there are 3 or less friendly operatives with that keyword in the killzone.
HUNT THEM ALL DOWN!
Firefight PloyUse this firefight ploy when a friendly ROGUE TRADER CORRUPT PROTECTORATE NOBLE operative is activated. That operative can perform a free Fight action. If it incapacitated an enemy operative during that action, it can perform another free Fight action (but no more of that free action even if it incapacitated an enemy operative again). If you use this ploy again, you must spend 1 addiitional CP for it.
REASON-DEFYING TECHNOLOGIST
Firefight PloyUse this firefight ploy if a friendly ROGUE TRADER EXILED CRYPTEK operative is in the killzone. Select a Mission marker your opponent controls. Until the end of the turning point, your opponent cannot control that marker. This ploy costs 0 CP if that friendly operative is within 6 inches of that marker.
THE MAESTRO AND THE PLAYER
Firefight PloyUse this firefight ploy when a friendly ROGUE TRADER HARLEQUIN SOLITAIRE operative is fighting during an activation in which it performed the Charge action, after you strike. You can immediately resolve another of your normal successes as a strike (before your opponent), or a critical success if there are none. At any point during that sequence; if you strike with a critical success and the enemy operative is not incapacitated, you can end that sequence (any remaining attack dice are discarded) and immediately perform a free Fall Back action with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Fall Back action. If you use this ploy again, you must spend 1 additional CP for it.
EPIPHANY
Firefight PloyUse this firefight ploy during the battle if a friendly ROGUE TRADER NOMOS operative is in the killzone and when an opponent uses a strategy or firefight ploy (excluding Command Re-roll or one that costs 0CP). Their ploy isn’t used, the CP spent on it is refunded and they cannot use that ploy again during this turning point. This ploy cannot be used to stop the same ploy more than once per battle.
AM DA KAPTIN NOW!
Firefight PloyUse this Firefight ploy when a friendly ROGUE TRADER FREEBOOTA GIT operative has 3 or more of your Loot Markers. Until the end of the battle, add 1 to that operative's APL stat and improvve its Save stat by 1.
A PLAN GENERATIONS IN THE MAKING
Firefight PloyUse this firefight ploy if a friendly ROGUE TRADER GENESTEALER AGENT operative is in the killzone and when an enemy operative is incapacitated. That friendly operative can immediately perform a free Dash and Mission action.
SAVAGE AMBUSH
Firefight PloyUse this firefight ploy during the Fight action when a ready friendly ROGUE TRADER KROOT NOMAD operative that has Light or Heavy terrain within its control range is selected to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker). If that enemy operative is incapacitated during that sequence, that friendly operative can immediately perform the Cannibalize action.
DAUNTLESS ADVENTURER
Firefight PloyUse this firefight ploy when a friendly ROGUE TRADER LOST KINDRED operative performs a Shoot action. If it has not moved during the activation, or if it is its counteraction, Its ranged weapons has the Ceaseless weapon rule. Note this operative is not restricted from moving after shooting.
INSIDIOUS SCHEME
Firefight PloyUse this firefight ploy when a friendly ROGUE TRADER MASTER OF WHISPERS operative is selected as the valid target of a shooting attack or to fight against. That friendly operative is not a valid target. Instead, your opponent must select the closest enemy operative to the enemy operative performing the shooting attack as the vaild target, or the closest friendly operative to that earlier friendly operative as the valid target if that operative is closer to that enemy operative (the shooter). This ploy has no effect if the ranged weapon used in that shooting attack has the Blast or Torrent weapon rule.
FIELD RADIO
Firefight PloyUse this firefight ploy during a friendly ROGUE TRADER VOX MASTER operative's activation. Select a friendly operative visible to that operative to add 1 to its APL stat until the end of its next activation. If that VOX MASTER operative is visible to and within 3 inches of a friendly LORD CAPTAIN operative, this ploy costs 1 less CP.
THE AUGURY
Strategy PloyEnemy operatives wholly within your opponent's territory cannot normally change their orders to Conceal and those wholly within your territory cannot normally have Conceal orders (this takes precedence over any rule). Note that if an action was performed in which an enemy operative ended its move wholly within your territory; after that action ends, change its order to Engage (if possible).
EMPEROR'S TAROT
Strategy PloyYou and your opponent roll a 1D6 but do not reveal the results. Instead, you predict the result of your opponent and vice versa. If your prediction was closer to your opponent's result than his to yours, you can start as first during the firefight phase of the turning point (regardless of who has the initiative). Otherwise, your opponent can start first.
If your result was one of the following, you can select one of your opponent's operatives to change its order to Engage (if possible) or one of your operatives to change its order to Conceal (if possible) in accordance to the closest interpretation of the description of the result for the selected operative:
-
1: The Hound, The Lantern or The Commander.
-
2: The Young Warrior, The Inquisitor or The Magus.
-
3: The Monster, The Dishonoured Scion or The Aquila.
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4: The Falling Star, The Blind Seer or The Lord of Swords.
-
5: The High Priest, The Fiend or The Lost Child.
-
6: The Martyr, The Harlequin or The Warlock.
GOD-EMPEROR PROTECTS!
Strategy PloyIf you select the Dogmatic Alignment (i.e. from the LORDSHIP OF THE STARS rule), you can re-roll any of your defence dice results of one result (e.g. results of 2) for friendly ROGUE TRADER operatives with the "IMPERIUM" keyword.
GRAND STRATEGEM
Strategy PloyFor the Strategy phase of the first turning point. Place up to 3 of the following Strategem Markers wholly within your territory and 2 inches away from other mission markers:
-
FRONTLINE: Improve the Save stat for each friendly ROGUE TRADER operative that has this marker within its control range.
-
BACKLNE: You can retain one cover save as a critical success for each friendly ROGUE TRADER operative that has this marker within its control range. This is not cumulative with improved cover saves from vantage terrain.
-
REAR: You can re-roll an attack die for each friendly ROGUE TRADER operative that has this marker within its control range.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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 DestroyReveal: 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 DestroyReveal: 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
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.
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.