Stormboyz - Orky Airborne Shock Troops
Common Abilities and Options
Faction Rule: Flyby:
While using the Fly rule, you can use this one. If you do, your selected operative gains one of your flyby tokens.
Whenever a freindly STORMBOY operative with a concealed order has one of your flyby tokens: Improve its move stat by 1" and improve its save stat by 1.
Whenever a freindly STORMBOY operative has an engage order and one of your flyby tokens performs a shoot action after performing a FLY movement: its ranged weapon profiles gain the Seek Light, and Accurate 1 weapon rules (this is not cumularive with the benefits of vantage terrain). However, worsen both the hit stat of their ranged weapon profiles by 1, and their move stat by 1". This is considered an "flyby shot". A freindly STORMBOY operative can perform the shoot action during a move in which it also moved with FLY and can continue its movement with FLY with the distance it had remaining (if any).
Freindly STORMBOY operatives cannot use this rule if they are within control range of an enemy operative or if they did not FLY.
Faction Rule: Fly:
Whenever a friendly STORMBOY
operative (excluding Mek operatives) performs an action in which it moves, it
can FLY. If it does, don’t move it. Instead, remove
it from the killzone and set it back up wholly
within a distance equal to its Move stat (or 3" if
it was a Dash) horizontally of its original location
(in a killzone that uses the close quarters rules,
e.g. Killzone: Tomb World, this distance cannot
be measured over or through Wall terrain, and
that operative cannot be set up on the other side
of an access point – in other words it cannot FLY
through an open hatchway). Note that it gains
no additional distance when performing the
Charge action. It must be set up in a location it
can be placed, and unless it’s the Charge action,
it cannot be set up within control range of an
enemy operative.
Speedy Zogger:
This operative cannot have an engage order. Whenever this
operative is in cover and has an concraled order, it cannot be selected
as a valid target, taking precedence over
all other rules (e.g. Seek, Vantage terrain)
except being within 2".
Operatives
1. Stormboy Kaptin
A 3
M 6"
S 5+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Double Barrel Boomstikk | |||
| (standard) (Range 8", Torrent 2") | 4 | 2+ | 2/3 |
| (volley) (Range 4", Heavy (Dash Only), Punishing, Knockback*) | 8 | 4+ | 4/6 |
| Fists | 3 | 3+ | 3/4 |
| Eq: [Flashbang] ([Range 6", Blast 3", Silent, Stun]) | [4] | [3+] | [1/1] |
Abilities
Faction Rule: Flyby1AP: Get r' dunFaction Rule: Fly*Knockback2. Stormboy Firebomber
A 2
M 6"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Scorcha | |||
| (standard) (Range 6", Torrent 2", Saturate) | 4 | 3+ | 2/2 |
| (focused) (Range 7", Torrent 1", Saturate, Severe, Hot) | 4 | 3+ | 3/3 |
| Choppa | 4 | 3+ | 4/5 |
| Eq: [Flashbang] ([Range 6", Blast 3", Silent, Stun]) | [4] | [3+] | [1/1] |
Abilities
1AP: ShockscreenFaction Rule: FlybyFaction Rule: FlyFirebomber3. Stormboy Divebomber
A 2
M 6"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Range 8") | 4 | 4+ | 3/4 |
| Choppa | 4 | 3+ | 4/5 |
| Rokkit Detonation (Lethal +5, Blast 2", 1" Devastating 4, Limited 1, Explosive*) | 5 | 4+ | 3/4 |
| Eq: [Flashbang] ([Range 6", Blast 3", Silent, Stun]) | [4] | [3+] | [1/1] |
Abilities
Faction Rule: Fly*ExplosiveBoom!Faction Rule: Flyby4. Stormboy Heavy Shoota
A 2
M 5"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Splinta Shoota | |||
| (shoota) (Devastating 1, Heavy (Reposition Only), Ceaseless) | 5 | 4+ | 3/3 |
| (splinta) (Devastating 2, Heavy (Reposition Only), Seek Light, Saturate) | 5 | 4+ | 2/1 |
| Fists | 3 | 3+ | 3/4 |
| Eq: [Flashbang] ([Range 6", Blast 3", Silent, Stun]) | [4] | [3+] | [1/1] |
Abilities
Faction Rule: FlybyFaction Rule: Fly5. Stormboy Trooper
A 2
M 6"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Range 8") | 4 | 4+ | 3/4 |
| Choppa | 4 | 3+ | 4/5 |
| Eq: [Flashbang] ([Range 6", Blast 3", Silent, Stun]) | [4] | [3+] | [1/1] |
Abilities
Faction Rule: FlyFaction Rule: Flyby6. Grot Gitseeker
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Chopper | 3 | 5+ | 1/4 |
| Eq: [Flashbang] ([Range 6", Blast 3", Silent, Stun]) | [4] | [3+] | [1/1] |
Abilities
1AP: GitseekingFaction Rule: FlybyFaction Rule: FlySpeedy Zogger7. Grot Glidebomber
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Chopper | 3 | 5+ | 1/4 |
| Eq: [Flashbang] ([Range 6", Blast 3", Silent, Stun]) | [4] | [3+] | [1/1] |
Abilities
Storm TactiksFaction Rule: FlybyFaction Rule: Fly1AP: Surprise BoomSpeedy ZoggerSelected Equipment
Flashbang
Some Stormboys utilize special devices manufactured by the flashgits in their warband to make their krumpin strategies more effective.
Once per turning point, a friendly STORMBOY operative (Excluding STORMBOY Gitseeker and Mek operatives) can select the following weapon when performing the shoot action:
Flashbang: ATK: 4, HIT: 3+, DMG: 1/1, WR: Range 6", Blast 3", Silent, Stun
Gitseeking Squig
Once per battle, one freindly STORMBOY Gunner, Grot Gitseeker or Divebomber operative can ignore the Limited weapon rule of the ranged weapons on its datacard. If you choose the STORMBOY Divebomber operative, replace the Explosive weapon rule with the Range 8" weapon rule instead. If you choose the STORMBOY Grot Gitseeker operative, it can perform the Gitseeking action for one less AP until it is incapacitated.
Afterburners
After the first turning point, as a STRATEGIC GAMBIT, up to 3 of your freindly STORMBOY operatives of your choice with an engage order (excluding GROT operatives) gain one of your afterburner tokens. Increase the move stat of operatives with this token by 1".
When you would activate an operative with one of your afterburner tokens, roll one D3:
- On a 1 inflict 1 damage to that operative at the end of its activation.
- On a 2 that operative cannot FLY until the end of its activation.
- On a 3 that operative can perform a free Dash action until the end if its next activation and doing so does not count towards action restrictions.
When the result of the D3 has been resolved, remove the afterburner token.
Grot sized handlebars
You can select this equipment option during the select operatives step of the mission sequence. If you do so, select one freindly STORMBOY GROT operative to become "connected". Then select one freindly STORMBOY Kaptin or Trooper operative to become "handling". The selected handling operative then gains one of your Handlebar tokens. The base of the connected operative must be touching the base of the handling operative. The freindly handling operative gains a bonus APL until the end of the battle.
The commected operative activates immediately after the handling operative does (or vice versa). This does not effect counteractions.
Whenever you would activate the connected operative, it cannot move or FLY. Instead, this operative moves with the freindly handling operative and must remain connected to it (the connected operative can still gain the benefits of the flyby faction rule if the handling operative currently is). Whenever an opponent is shooting an operative with your Handlebar tokens they can select either the connected or handling operative as the target if at least one of then is a valid target. If the freindly handling operative is incapacitated, place the connected operative within control range of the handling operative before removing it from the killzone. The connected operative is no longer connected and can then perform actions as normal. If the friendly connected operative is incapacitated, remove the Handlebar token from the handling operative.
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: Tactikal Retreat
Even the most brutal of Stormboy bosses knows the value in retreating from a firefight if that means they can devise a plan more kunnin than the last.
Use this ploy when a freindly STORMBOY Kaptin operative is within 3" of your dropzone edge and is wounded, or if it becomes injured. That freindly operative can immediately perform one free Dash, Reposition, or Fallback action (you can interrupt your opponents activation or ongoing actions to do so). If it ends that move wholly within your territory you gain 1CP. If it ends that move within 3" of your dropzone edge you gain 2CP instead.
You cannot use this ploy during the first turning point and cannot gain more than 4CP per battle by using this ploy (this doesnt stop you from using ploy for it's other bemefits).
Firefight: Smokescreen
Particularly kunnin Stormboys can utilize their rockkit packs for more than just flying above the battleflield, instead creating screens of smog that can hide even the biggest of Ork.
Use this ploy whenever a freindly STORMBOY operative (excluding the Firebomber, Divebomber, Berserka, and Mek operatives) is expended. Until the start of the next turning point that operative and any operative wholly within 1" of it are obscured (to any operatives not within 2" of them) if both of the following are true:
- The expended operative did not move or be set up more than its move stat.
- The expended operative did not FLY.
You cannot use this ploy during the first turning point.
Firefight: Hot Bomber
Stormboys sometimes mark themselves with yellow markings, believing their rokkit packs will burn even hotter. Any Ork worth their teef knows to give these particular Orks a wide birth.
Use this ploy whenever an operative is activated or ends an action within control range of freindly STORMBOY Firebomber, Divebomber, Glidebomber, or Berserka operatives. Inflict D3 damage on that enemy operative or D3 + 2 damage if the freindly STORMBOY operative has one of your afterburner tokens.
Firefight: Final Flight
Use this ploy after your opponent rolls attack dice for a shooting attack against a freindly STORMBOY operative (excluding Berserka operatives) in control range of an objective marker. Before you roll your defence dice you can do one of the following:
- Retain one save dice as a success without rolling it.
- Immediately perform a free Pickup Marker or Mission action with the targeted operative (You can interrupt your opponents action to do so), but roll one less save dice adterwards.
If the damage taken is enough to incapacitate your operative, they can perform a free Dash action before being removed from the killzone.
Strategy Ploys
Strategy: WAAAAAGH!
The infamous and dreaded battle cry of the Orks heralds a tempest of violence and butchery.
Friendly STORMBOY operarives' melee weapons have the Balanced weapon rule.
Strategy: Nab da flashy fings!
Freindly STORMBOY operatives (Excluding Heavy Shoota, Berserka, and Divebomber operatives) can perform a free Pick Up Marker or Place Marker action when they perform a Reposition or Dash action. During that move, you can determine control of that marker during that action, and any remaining move distance it had from the Dash or Reposition action can be used after it does so.
Strategy: Krunchin' Decent
Whenever a freindly STORMBOY operative (excluding GROT operatives) finishes a Charge action, roll a stun test for a single enemy operative within its control range. For an operative to take a stun test, roll one D6: on a 4+, subtract 1 from its APL stat until the end of its next activation.
Strategy: Use da go juice!
Beliving the liquid fueling their rokkit packs makes them go faster, some Stormboys drink directly from the source.
Freindly STORMBOY operatives (excluding GROT operatives) ignore the movement changes from being injured.
Equipment
Flashbang
Some Stormboys utilize special devices manufactured by the flashgits in their warband to make their krumpin strategies more effective.
Once per turning point, a friendly STORMBOY operative (Excluding STORMBOY Gitseeker and Mek operatives) can select the following weapon when performing the shoot action:
Flashbang: ATK: 4, HIT: 3+, DMG: 1/1, WR: Range 6", Blast 3", Silent, Stun
Gitseeking Squig
Once per battle, one freindly STORMBOY Gunner, Grot Gitseeker or Divebomber operative can ignore the Limited weapon rule of the ranged weapons on its datacard. If you choose the STORMBOY Divebomber operative, replace the Explosive weapon rule with the Range 8" weapon rule instead. If you choose the STORMBOY Grot Gitseeker operative, it can perform the Gitseeking action for one less AP until it is incapacitated.
Afterburners
After the first turning point, as a STRATEGIC GAMBIT, up to 3 of your freindly STORMBOY operatives of your choice with an engage order (excluding GROT operatives) gain one of your afterburner tokens. Increase the move stat of operatives with this token by 1".
When you would activate an operative with one of your afterburner tokens, roll one D3:
- On a 1 inflict 1 damage to that operative at the end of its activation.
- On a 2 that operative cannot FLY until the end of its activation.
- On a 3 that operative can perform a free Dash action until the end if its next activation and doing so does not count towards action restrictions.
When the result of the D3 has been resolved, remove the afterburner token.
Grot sized handlebars
You can select this equipment option during the select operatives step of the mission sequence. If you do so, select one freindly STORMBOY GROT operative to become "connected". Then select one freindly STORMBOY Kaptin or Trooper operative to become "handling". The selected handling operative then gains one of your Handlebar tokens. The base of the connected operative must be touching the base of the handling operative. The freindly handling operative gains a bonus APL until the end of the battle.
The commected operative activates immediately after the handling operative does (or vice versa). This does not effect counteractions.
Whenever you would activate the connected operative, it cannot move or FLY. Instead, this operative moves with the freindly handling operative and must remain connected to it (the connected operative can still gain the benefits of the flyby faction rule if the handling operative currently is). Whenever an opponent is shooting an operative with your Handlebar tokens they can select either the connected or handling operative as the target if at least one of then is a valid target. If the freindly handling operative is incapacitated, place the connected operative within control range of the handling operative before removing it from the killzone. The connected operative is no longer connected and can then perform actions as normal. If the friendly connected operative is incapacitated, remove the Handlebar token from the handling operative.
Ploys
Tactikal Retreat
Firefight PloyEven the most brutal of Stormboy bosses knows the value in retreating from a firefight if that means they can devise a plan more kunnin than the last.
Use this ploy when a freindly STORMBOY Kaptin operative is within 3" of your dropzone edge and is wounded, or if it becomes injured. That freindly operative can immediately perform one free Dash, Reposition, or Fallback action (you can interrupt your opponents activation or ongoing actions to do so). If it ends that move wholly within your territory you gain 1CP. If it ends that move within 3" of your dropzone edge you gain 2CP instead.
You cannot use this ploy during the first turning point and cannot gain more than 4CP per battle by using this ploy (this doesnt stop you from using ploy for it's other bemefits).
Smokescreen
Firefight PloyParticularly kunnin Stormboys can utilize their rockkit packs for more than just flying above the battleflield, instead creating screens of smog that can hide even the biggest of Ork.
Use this ploy whenever a freindly STORMBOY operative (excluding the Firebomber, Divebomber, Berserka, and Mek operatives) is expended. Until the start of the next turning point that operative and any operative wholly within 1" of it are obscured (to any operatives not within 2" of them) if both of the following are true:
- The expended operative did not move or be set up more than its move stat.
- The expended operative did not FLY.
You cannot use this ploy during the first turning point.
Hot Bomber
Firefight PloyStormboys sometimes mark themselves with yellow markings, believing their rokkit packs will burn even hotter. Any Ork worth their teef knows to give these particular Orks a wide birth.
Use this ploy whenever an operative is activated or ends an action within control range of freindly STORMBOY Firebomber, Divebomber, Glidebomber, or Berserka operatives. Inflict D3 damage on that enemy operative or D3 + 2 damage if the freindly STORMBOY operative has one of your afterburner tokens.
Final Flight
Firefight PloyUse this ploy after your opponent rolls attack dice for a shooting attack against a freindly STORMBOY operative (excluding Berserka operatives) in control range of an objective marker. Before you roll your defence dice you can do one of the following:
- Retain one save dice as a success without rolling it.
- Immediately perform a free Pickup Marker or Mission action with the targeted operative (You can interrupt your opponents action to do so), but roll one less save dice adterwards.
If the damage taken is enough to incapacitate your operative, they can perform a free Dash action before being removed from the killzone.
WAAAAAGH!
Strategy PloyThe infamous and dreaded battle cry of the Orks heralds a tempest of violence and butchery.
Friendly STORMBOY operarives' melee weapons have the Balanced weapon rule.
Nab da flashy fings!
Strategy PloyFreindly STORMBOY operatives (Excluding Heavy Shoota, Berserka, and Divebomber operatives) can perform a free Pick Up Marker or Place Marker action when they perform a Reposition or Dash action. During that move, you can determine control of that marker during that action, and any remaining move distance it had from the Dash or Reposition action can be used after it does so.
Krunchin' Decent
Strategy PloyWhenever a freindly STORMBOY operative (excluding GROT operatives) finishes a Charge action, roll a stun test for a single enemy operative within its control range. For an operative to take a stun test, roll one D6: on a 4+, subtract 1 from its APL stat until the end of its next activation.
Use da go juice!
Strategy PloyBeliving the liquid fueling their rokkit packs makes them go faster, some Stormboys drink directly from the source.
Freindly STORMBOY operatives (excluding GROT operatives) ignore the movement changes from being injured.
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.
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.