diff --git a/2021 - Blades of Khaine.cat b/2021 - Blades of Khaine.cat
index 85f70d3..724b8fb 100644
--- a/2021 - Blades of Khaine.cat
+++ b/2021 - Blades of Khaine.cat
@@ -1,1283 +1,1414 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- -
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 4/5
- Lethal 5+
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- If this operative is equipped with a shimmershield, while a friendly BLADES OF KHAINE operative is within ⬤ of this operative, that friendly operative has a 4+ invulnerable save.
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟, Torrent ⬛
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, during this operative's activation, you can use the Bladewind Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, during this operative's activation, you can use the Starfall Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, at the start of the Roll Defence Dice step of a shooting attack made against this operative, you can use this ability. If you do so, before rolling your defence dice, you can retain one as a successful critical save without rolling it.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Add ▲ to this operative's Movement characteristic.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - You can ignore any or all modifiers to this operative's Movement characteristic.
-- Each time this operative is activated, ignore the first distance of ⬤ it travels for a climb, drop or traverse during that activation.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike or parry with one normal hit as if it were a critical hit.
-
-
-
-
-
-
-
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
- ⚔
-
-
-
-
- Each time this operative performs the Fight action, at the end of the Select Valid Target step of that combat, the target suffers 2 mortal wounds.
-
-
-
-
- Each time this operative performs the Fight action, worsen the Weapon Skill characteristic of the target operative's weapons by 1 for that combat. This is not cumulative with being injured.
-
-
-
-
- Each time this operative performs the Overwatch action, do not worsen the Ballistic Skill characteristic of its ranged weapons as a result of performing the Overwatch action for that shooting attack.
-
-
-
-
- This operative can perform two Shoot or Fight actions during its activation.
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 4+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 4+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 4+
- 8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- -
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 9
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/3
- Relentless
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 3+
- 2/3
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 9
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 5/6
- -
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 4/6
- Brutal, Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 4+
- 3/4
- Rng ⬟, Relentless
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 4/5
- Relentless
- Rending
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 3+
- 9
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 4/6
- Lethal 5+, Relentless
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 3/7
- Lethal 5+
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Aspect Techniques are unique abilities that are available to BLADES OF KHAINE operatives with the relevant keyword.
-- You cannot use more than one technique per activation.
-- You cannot use each technique more than once per Turning Point.
-- If every friendly BLADES OF KHAINE operative selected for deployment has the same Aspect keyword (e.g. Striking Scorpion), you cannot use each technique more than twice per Turning Point instead.
-
-
-
-
-
-
-
-
-
-
-
-
- Select fists or gun butts the operative is equipped with. Add 1 to that weapon's Attacks characteristic for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, you can ignore the damage inflicted on it from one attack dice.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- When you reveal this equipment, select one of your opponent's Strategic or Tactical Ploys (excluding Command Re-roll). The first time your opponent uses that ploy, you gain 1CP.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, after rolling off to determine initiative, you can add or subtract 1 from your result.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy (see the Kill Team Core Book) without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Place the centre of one of your Shadow-wave tokens within _ of this operative. That token creates an area of smoke with a _ radius and unlimited upward height (but not below). Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The target suffers 3 mortal wounds as a result of this operative's Mindiblasters ability (instead of 2).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While an enemy operative is within this operative's Engagement Range, subtract 1 from the Attacks characteristic of that enemy operative's weapons.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative fights in combat or a shooting attack is made against it, in the Roll Attack Dice step of that combat or shooting attack, your opponent cannot regain attack dice results of less than 6 as critical hits (e.g. as a result of the Lethal X or Rending rules).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, at the start or end of this operative's activation, you can use this ability. If you do so, this operative regains two D3 lost wounds.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- After the battle, in the Update Dataslates step, this operative passes Casualty and Recovery tests.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select a shuriken catapult the operative is equipped with (note that you cannot select a twin shuriken catapult). That weapon gains the Lethal 5+ special rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Rng ⬟
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Lethal 5+
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ -
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3+
+ 3/4
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 2+
+ 4/5
+ Lethal 5+
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If this operative is equipped with a shimmershield, while a friendly BLADES OF KHAINE operative is within ⬤ of this operative, that friendly operative has a 4+ invulnerable save.
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 2/3
+ Rng ⬟, Torrent ⬛
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, during this operative's activation, you can use the Bladewind Tactical Ploy without spending any Command points.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, during this operative's activation, you can use the Starfall Tactical Ploy without spending any Command points.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, at the start of the Roll Defence Dice step of a shooting attack made against this operative, you can use this ability. If you do so, before rolling your defence dice, you can retain one as a successful critical save without rolling it.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add ▲ to this operative's Movement characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - You can ignore any or all modifiers to this operative's Movement characteristic.
+- Each time this operative is activated, ignore the first distance of ⬤ it travels for a climb, drop or traverse during that activation.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike or parry with one normal hit as if it were a critical hit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Use this Aspect Technique during a friendly DIRE AVENGER operative’s Normal Move action. Perform one Shoot action with that operative during that Normal Move action (it must do so in a location it can be placed, and any remaining increments of movement can be used after it does so). You must select a shuriken catapult, shuriken pistol or twin shuriken catapult for that shooting attack.
+
+
+
+
+ Use this Aspect Technique when a friendly DIRE AVENGER operative is performing the Shoot action, after it makes a shooting attack using a shuriken catapult or twin shuriken catapult. Make another shooting attack with that operative using the same weapon against another valid target within ⬤ of the first target.
+
+
+
+
+ Use this Aspect Technique when a friendly DIRE AVENGER operative performs the Shoot action. Until the end of that shooting attack, that operative’s shuriken catapult, shuriken pistol or twin shuriken catapult gains the No Cover special rule, and that operative must make a shooting attack with it against an enemy operative in Cover.
+
+
+
+
+ Use this Aspect Technique in the Roll Defence Dice step of a shooting attack made against a friendly DIRE AVENGER operative, if you retain any critical saves and discard one or more failed saves. Select one of your failed saves to be retained as a successful normal save instead.
+
+
+
+
+ Use this Aspect Technique when a friendly DIRE AVENGER operative that’s injured or has its APL characteristic negatively modified is activated. Until the start of that operative’s next activation, ignore those modifiers and that operative cannot be injured.
+
+
+
+
+
+
+
+
+
+
+
+ Use this Aspect Technique in the Resolve Successful Hits step of a combat, after an active friendly HOWLING BANSHEE operative strikes with a critical hit. Immediately perform a free Dash or Fall Back action with that operative up to ⬛ as though it can FLY (any remaining attack dice are discarded). Do so even if that operative has performed an action during that activation that prevents it from performing the Dash or Fall Back action (e g. the Charge action).
+
+
+
+
+ Use this Aspect Technique when a friendly HOWLING BANSHEE operative performs an action in which it moves. It performs that action as though it can FLY, but cannot move more than 3⬤ (normal Movement characteristics still apply, e.g. if the operative is injured).
+
+
+
+
+ Use this Aspect Technique during a friendly HOWLING BANSHEE operative’s activation, after it has performed the Charge action, incapacitated an enemy operative in combat and is no longer within Engagement Range of an enemy operative. Perform a free Charge action with that friendly operative using any remaining increments of movement from the first Charge action. This Aspect Technique allows that operative to perform two Charge actions to do so.
+
+
+
+
+ Use this Aspect Technique at the start of the Resolve Successful Hits step of a combat involving a friendly HOWLING BANSHEE operative, if you retained any successful hits. Resolve one successful hit before the Attacker; it must be used to parry.
+
+
+
+
+ Use this Aspect Technique when a friendly HOWLING BANSHEE operative performs the Shoot action. Until the end of that shooting attack, that operative is equipped with and must use the Shriek-that-kills weapon.
+
+
+
+
+
+
+
+
+ 6
+ 3+
+ 1/2
+ Rng ⬟, Indirect, No Cover, Torrent ▲
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Use this Aspect Technique when a friendly STRIKING SCORPION operative with a Conceal order performs the Normal Move action. During that action, that operative can and must move within Engagement Range of one or more enemy operatives (but it cannot finish that move there). One enemy operative that it moved within Engagement Range of suffers D3+2 mortal wounds.
+
+
+
+
+ Use this Aspect Technique after a friendly STRIKING SCORPION operative with an Engage order incapacitates an enemy operative in combat, and is now more than ⬛ from enemy operatives. Change that friendly operative’s order to Conceal, and you can immediately perform a free Dash action with it. You can do so even if it has performed an action during that activation that prevents it from performing the Dash action (e.g. the Charge action).
+
+
+
+
+ Use this Aspect Technique when a friendly STRIKING SCORPION operative performs the Shoot action. Until the end of that shooting attack, that operatives twin shuriken pistols or shuriken pistol gains the Indirect special rule, and that operative must make a shooting attack with it against an enemy operative in Cover.
+
+
+
+
+ Use this Aspect Technique at the start of the Resolve Successful Hits step of a Fight action performed by a friendly STRIKING SCORPION operative, if you retained any critical hits. Until the end of that combat, that operative’s melee weapons gain the Stun critical hit rule.
+
+
+
+
+ Use this Aspect Technique when a friendly STRIKING SCORPION operative moves within ▲ of a Light or Heavy terrain feature. Until the start of its next activation, while that operative has a Conceal order, it’s always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
+
+
+
+
+
+
+
+
+
+
+
+ ▲
+ ⬤
+ ⬛
+ ⬟
+ ⌖
+ ⚔
+
+
+
+
+ Each time this operative performs the Fight action, at the end of the Select Valid Target step of that combat, the target suffers 2 mortal wounds.
+
+
+
+
+ Each time this operative performs the Fight action, worsen the Weapon Skill characteristic of the target operative's weapons by 1 for that combat. This is not cumulative with being injured.
+
+
+
+
+ Each time this operative performs the Overwatch action, do not worsen the Ballistic Skill characteristic of its ranged weapons as a result of performing the Overwatch action for that shooting attack.
+
+
+
+
+ This operative can perform two Shoot or Fight actions during its activation.
+
+
+
+
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 4+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 4+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 4+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ -
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 3+
+ 9
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/3
+ Relentless
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3+
+ 2/3
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 3+
+ 9
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 2+
+ 5/6
+ -
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 2+
+ 4/6
+ Brutal, Lethal 5+
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/4
+ Rng ⬟, Relentless
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 2+
+ 4/5
+ Relentless
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 3+
+ 9
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 2+
+ 4/6
+ Lethal 5+, Relentless
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 2+
+ 3/7
+ Lethal 5+
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Aspect Techniques are unique abilities that are available to BLADES OF KHAINE operatives with the relevant keyword.
+- You cannot use more than one technique per activation.
+- You cannot use each technique more than once per Turning Point.
+- If every friendly BLADES OF KHAINE operative selected for deployment has the same Aspect keyword (e.g. Striking Scorpion), you cannot use each technique more than twice per Turning Point instead.
+
+
+
+
+
+
+
+
+
+
+
+
+ Select fists or gun butts the operative is equipped with. Add 1 to that weapon's Attacks characteristic for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, when this operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, you can ignore the damage inflicted on it from one attack dice.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When you reveal this equipment, select one of your opponent's Strategic or Tactical Ploys (excluding Command Re-roll). The first time your opponent uses that ploy, you gain 1CP.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, after rolling off to determine initiative, you can add or subtract 1 from your result.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy (see the Kill Team Core Book) without spending any Command points.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Place the centre of one of your Shadow-wave tokens within _ of this operative. That token creates an area of smoke with a _ radius and unlimited upward height (but not below). Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Rng ⬟, Blast ⬤, Indirect, Limited
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The target suffers 3 mortal wounds as a result of this operative's Mindiblasters ability (instead of 2).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While an enemy operative is within this operative's Engagement Range, subtract 1 from the Attacks characteristic of that enemy operative's weapons.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative fights in combat or a shooting attack is made against it, in the Roll Attack Dice step of that combat or shooting attack, your opponent cannot regain attack dice results of less than 6 as critical hits (e.g. as a result of the Lethal X or Rending rules).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, at the start or end of this operative's activation, you can use this ability. If you do so, this operative regains two D3 lost wounds.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ After the battle, in the Update Dataslates step, this operative passes Casualty and Recovery tests.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select a shuriken catapult the operative is equipped with (note that you cannot select a twin shuriken catapult). That weapon gains the Lethal 5+ special rule for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/2021 - Scout Squad.cat b/2021 - Scout Squad.cat
index b0dc8fd..c26017c 100644
--- a/2021 - Scout Squad.cat
+++ b/2021 - Scout Squad.cat
@@ -1,1268 +1,1287 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/4
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 4/4
- Rng ⬟
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 3+
- 4/5
- Fusillade, Heavy
- P1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3⬤ it travels are counted as ⬤ for that climb.
-- This operative does not need to be within ▲ of a physical and climbable part of a terrain feature in order to climb it.
-- Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
-- Each time this operative drops, it counts any vertical distance it travels as half for that drop.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform the Charge action while it has a conceal order.
-
-
-
-
-
-
-
-
-
-
-
- Add ▲ to this operative's Movement characteristic.
-
-
-
-
-
-
-
-
-
-
-
- This operative does not have to be Visible to a Sergeant operative for the purposes of that operative's Guidance and Experience ability.
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform the Fall Back action for one less action point (to a minimum of 0AP).
-
-
-
-
-
-
-
-
-
-
-
- This operative can perform the Charge action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, during this operative's activation, you can use the Astartes Training Tactical Ploy without spending any Command points.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select a combat blade the operative is equipped with. That weapon gains the Balanced special rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if the operative has not moved during this activation, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Ranged weapons on this operative's datacard that it's equipped with gain the No Cover special rule. Note that ranged weapons it's equipped with by other means (e.g. grenades from Equipment) are unaffected.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Place the centre of one of your Smoke tokens within ⬟ of this operative. That token creates an area of smoke with a ⬤ radius and unlimited upward height (but not below). Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 2/3
- Rng ⬟, Blast ⬤, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 4/5
- Rng ⬟, AP1, Indirect, Limited
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select an Astartes shotgun the operative is equipped with. That weapon gains the Blast ▲ rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While this operative has a Conceal order, it's always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select a missile launcher the operative is equipped with. The frag profile of that weapon has its Blast ⬤ special rule changed to Blast ⬛ for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Until the end of the activation, each time this operative makes a shooting attack, each enemy operative that has a Conceal order and is in Cover provided by Light terrain is treated as having an Engage order for that shooting attack instead. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select a sniper rifle this operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
- Select a boltgun this operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Select one bolt pistol the operative is equipped with. That weapon gains the Silent special rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
- Select one boltgun the operative is equipped with. That weapon gains the Silent special rule for the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- At the end of the Set Up Operatives step, you can select and resolve up to five Forward Scouting options. Each option has a number in brackets, which is the maximum number of times you can select and resolve it for the battle. For example, your five selections could be Recon x2, Trip Alarm, Booby Trap, and Diversion. If both players have this ability, alternate resolving, starting with the Defender.
-
-
-Redeploy (5)
-Change the set up of one of your operatives that is wholly within your drop zone and/or change its order.
-
-
-Recon (2)
-Resolve a Recon option as specified by the Scouting step of the mission sequence.
-
-
-Infiltrate (2)
-Resolve an Infiltrate option as specified by the Scouting step of the mission sequence.
-
-
-Trip Alarm (2)
-Place one of your Trip Alarm tokens anywhere in the killzone that is more than ⬟ from your opponent's drop zone. During the Firefight phase, the first time an enemy operative with a Conceal order moves within ⬤ of one of your Trip Alarm tokens:
-- Remove that token.
-- Until the start of that enemy operative's next activation, friendly operatives treat it as if it has an Engage order.
-
-
-Booby Trap (1)
-Place one of your Booby Trap tokens more than ⬟ from your opponent's drop zone and more than ⬤ from each objective marker. Each time an enemy operative moves within ⬤ of one of your Booby Trap tokens, interrupt that action to roll one D6, adding 1 to the result if the enemy operative's move is from a Charge or Dash action. Only roll once per action for each relevant token.
-- On a 1-3, nothing happens and that enemy operative continues its action (the token is not removed).
-- On a 4+, that enemy operative suffers a number of mortal wounds equal to the result of the D6, its move action ends and the token is removed.
-
-
-Diversion (1)
-Select one enemy operative. Subtract 1 from its APL.
-
-
-Devise Plan (1)
-You gain 1 CP.
-
-
-Designate Target (1)
-Select one enemy operative to gain your Target token. Each time a friendly SCOUT SQUAD operative fights in combat or makes a shooting attack against the enemy operative with your Target token, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
-
-
-
-
-
- Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your Defence Dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
-
-
-
-
- ▲
- ⬤
- ⬛
- ⬟
- ⌖
- ⚔
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 10
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 3/5
- Blast ⬤, Heavy
- -
-
-
-
-
- 4
- 3+
- 5/7
- AP1, Heavy
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 10
-
-
-
-
- This operative is equipped with climbing equipment and it does not cost any equipment points for this operative.
-
-
-
-
- Perform a free Charge action with this operative. If, during that action, this operative climbs, drops, jumps, traverses or its base moves under a Vantage Point, its melee weapons gain the Lethal 3+ special rule until the end of the activation.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 3
- 1
- 3
- 4+
- 11
-
-
-
-
- Each time this operative is activated, you can select one other friendly SCOUT SQUAD operative Visible to it. Add 1 to the selected operative's APL.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5
- 2+
- 4/5
- -
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 10
-
-
-
-
- Until the end of the activation, when determining Line of Sight for this operative, enemy operatives are not Obscured. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2+
- 3/3
- Heavy, Silent
- MW3
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 10
-
-
-
-
- Select one enemy operative with a Conceal order Visible to and within ⬟ of this operative, then select one friendly SCOUT SQUAD operative. Until the end of the Turning Point, the selected friendly SCOUT SQUAD operative treats that enemy operative as if it has an Engage order. This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
- Select one enemy operative Visible to or within ⬟ of this operative. Until the end of the Turning Point:
-- That enemy operative is not Obscured.
-- Defence dice cannot be automatically retained as a result of Cover for that enemy operative.
-
-
-This operative cannot perform this action while within Engagement Range of an enemy operative.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3⬤
- 2
- 1
- 3
- 4+
- 10
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Rng ⬟
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3+
+ 3/4
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/5
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2+
+ 4/4
+ Rng ⬟
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3+
+ 4/5
+ Fusillade, Heavy
+ P1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3⬤ it travels are counted as ⬤ for that climb.
+- This operative does not need to be within ▲ of a physical and climbable part of a terrain feature in order to climb it.
+- Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
+- Each time this operative drops, it counts any vertical distance it travels as half for that drop.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This operative can perform the Charge action while it has a conceal order.
+
+
+
+
+
+
+
+
+
+
+
+ Add ▲ to this operative's Movement characteristic.
+
+
+
+
+
+
+
+
+
+
+
+ This operative does not have to be Visible to a Sergeant operative for the purposes of that operative's Guidance and Experience ability.
+
+
+
+
+
+
+
+
+
+
+
+ This operative can perform the Fall Back action for one less action point (to a minimum of 0AP).
+
+
+
+
+
+
+
+
+
+
+
+ This operative can perform the Charge action while within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, during this operative's activation, you can use the Astartes Training Tactical Ploy without spending any Command points.
+
+
+
+
+
+
+
+
+
+
+
+ Resolve a Recon option as specified by the Scouting step of the mission sequence.
+
+
+
+
+ Resolve an Infiltrate option as specified by the Scouting step of the mission sequence.
+
+
+
+
+ Place one of your Trip Alarm tokens anywhere in the killzone that is more than ⬟ from your opponent's drop zone. During the Firefight phase, the first time an enemy operative with a Conceal order moves within ⬤ of one of your Trip Alarm tokens:
+- Remove that token.
+- Until the start of that enemy operative's next activation, friendly operatives treat it as if it has an Engage order.
+
+
+
+
+ Place one of your Booby Trap tokens more than ⬟ from your opponent's drop zone and more than ⬤ from each objective marker. Each time an enemy operative moves within ⬤ of one of your Booby Trap tokens, interrupt that action to roll one D6, adding 1 to the result if the enemy operative's move is from a Charge or Dash action. Only roll once per action for each relevant token.
+- On a 1-3, nothing happens and that enemy operative continues its action (the token is not removed).
+- On a 4+, that enemy operative suffers a number of mortal wounds equal to the result of the D6, its move action ends and the token is removed.
+
+
+
+
+ Select one enemy operative. Subtract 1 from its APL.
+
+
+
+
+ You gain 1 CP.
+
+
+
+
+ Select one enemy operative to gain your Target token. Each time a friendly SCOUT SQUAD operative fights in combat or makes a shooting attack against the enemy operative with your Target token, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
+
+
+
+
+ Change the set up of one of your operatives that is wholly within your drop zone and/or change its order.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select a combat blade the operative is equipped with. That weapon gains the Balanced special rule for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if the operative has not moved during this activation, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Ranged weapons on this operative's datacard that it's equipped with gain the No Cover special rule. Note that ranged weapons it's equipped with by other means (e.g. grenades from Equipment) are unaffected.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Place the centre of one of your Smoke tokens within ⬟ of this operative. That token creates an area of smoke with a ⬤ radius and unlimited upward height (but not below). Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 2/3
+ Rng ⬟, Blast ⬤, Indirect, Limited
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ Rng ⬟, AP1, Indirect, Limited
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select an Astartes shotgun the operative is equipped with. That weapon gains the Blast ▲ rule for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While this operative has a Conceal order, it's always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select a missile launcher the operative is equipped with. The frag profile of that weapon has its Blast ⬤ special rule changed to Blast ⬛ for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Until the end of the activation, each time this operative makes a shooting attack, each enemy operative that has a Conceal order and is in Cover provided by Light terrain is treated as having an Engage order for that shooting attack instead. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select a sniper rifle this operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.
+
+
+
+
+
+
+
+
+
+
+
+ Select a boltgun this operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Select one bolt pistol the operative is equipped with. That weapon gains the Silent special rule for the battle.
+
+
+
+
+
+
+
+
+
+
+
+ Select one boltgun the operative is equipped with. That weapon gains the Silent special rule for the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ At the end of the Set Up Operatives step, you can select and resolve up to five Forward Scouting options. Each option has a number in brackets, which is the maximum number of times you can select and resolve it for the battle. For example, your five selections could be Recon x2, Trip Alarm, Booby Trap, and Diversion. If both players have this ability, alternate resolving, starting with the Defender.
+
+
+
+
+
+ Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your Defence Dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
+
+
+
+
+ ▲
+ ⬤
+ ⬛
+ ⬟
+ ⌖
+ ⚔
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 4+
+ 10
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/5
+ Blast ⬤, Heavy
+ -
+
+
+
+
+ 4
+ 3+
+ 5/7
+ AP1, Heavy
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 4+
+ 10
+
+
+
+
+ This operative is equipped with climbing equipment and it does not cost any equipment points for this operative.
+
+
+
+
+ Perform a free Charge action with this operative. If, during that action, this operative climbs, drops, jumps, traverses or its base moves under a Vantage Point, its melee weapons gain the Lethal 3+ special rule until the end of the activation.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 3
+ 1
+ 3
+ 4+
+ 11
+
+
+
+
+ Each time this operative is activated, you can select one other friendly SCOUT SQUAD operative Visible to it. Add 1 to the selected operative's APL.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 2+
+ 4/5
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 4+
+ 10
+
+
+
+
+ Until the end of the activation, when determining Line of Sight for this operative, enemy operatives are not Obscured. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2+
+ 3/3
+ Heavy, Silent
+ MW3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 4+
+ 10
+
+
+
+
+ Select one enemy operative with a Conceal order Visible to and within ⬟ of this operative, then select one friendly SCOUT SQUAD operative. Until the end of the Turning Point, the selected friendly SCOUT SQUAD operative treats that enemy operative as if it has an Engage order. This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+ Select one enemy operative Visible to or within ⬟ of this operative. Until the end of the Turning Point:
+- That enemy operative is not Obscured.
+- Defence dice cannot be automatically retained as a result of Cover for that enemy operative.
+
+
+This operative cannot perform this action while within Engagement Range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3⬤
+ 2
+ 1
+ 3
+ 4+
+ 10
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+