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SEIZE GROUND
1. SECTOR
2. CENTRE
2
2
2
2
2
2
2
2
2
2. CENTRE
3. FLANK
2
2
3. FLANK
4. STRAIT
2
2
4. STRAIT
5. BATTLEGROUND
2 2
2
5. BATTLEGROUND
6. BOUNDARY
+
2
2
2
2
2
2
+
6. BOUNDARY
7. JUNCTION
7. JUNCTION
8. APPROACH
2 2
2
8. APPROACH
9. FRONT LINE
2
2
1AP
2
2
9. FRONT LINE
MISSION
A
MISSION RULE
LOOT
Operatives can perform the following mission
action:
LOOT 1AP
An operative can perform this action while it
controls an objective marker that has not been
looted during this Turning Point. If it does so,
that objective marker has been looted during
this turning point. Each objective marker can
be looted a maximum of thee times during the
battle.
MISSION OBJECTIVE
Each time a friendly operative performs the
Loot action, you score 1VP.
MISSION
B
MISSION RULE
SECURE
Operatives can perform the following mission
action:
SECURE 1AP
An operative can perform this action while it
controls an objective marker. Until the enemy
kill team secures that objective marker, that
objective marker is secured by your kill team.
MISSION OBJECTIVE
At the end of each Turning Point, for each
objective marker secured by your kill team, you
score 1VP.
MISSION
C
MISSION RULE
CAPTURE
Capture: At the end of Each Turning Point
(before determining VPs), each objective
marker friendly operatives control is captured
by your kill team. While an objective marker is
captured by your kill team, it stays under their
control, even if no friendly operatives are within
of it. If ant enemy operatives control that
objective marker following the normal rules for
controlling objective markers, it is no longer
captured by your kill team.
MISSION OBJECTIVE
At the end of each Turning Point, for each
objective marker captured by your kill team, you
score 1VP.
SCOUTING
1 FORTIFY
Set up one additional barricade wholly within
your territory. Unlike normal barricades, you
can set it up on a Vantage Point.
First Initiative:
1
FORTIFY
RECON FORTIFY
DECIDES DECIDES
INITIATIVE INITIATIVE
SAME
ATTACKER
DECIDES
3 INFILTRATE
2
RECON DECIDES
INITIATIVE
INFILTRATE
SCOUTING
2 INFILTRATE
Once during the first Turning Point, when you
select a ready friendly operative to activate,
you can change his order.
First Initiative:
1
FORTIFY
RECON FORTIFY
DECIDES DECIDES
INITIATIVE INITIATIVE
SAME
ATTACKER
DECIDES
3 INFILTRATE
2
RECON DECIDES
INITIATIVE
INFILTRATE
SCOUTING
3 RECON
Perform a free Dash action with one friendly
operative that is wholly within your drop
zone as if it can FLY.
First Initiative:
1
FORTIFY
RECON FORTIFY
DECIDES DECIDES
INITIATIVE INITIATIVE
SAME
ATTACKER
DECIDES
3 INFILTRATE
2
RECON DECIDES
INITIATIVE
INFILTRATE
SECURITY TAC OP
SEIZE ACCESS POINT*
B3
B3
A1
A4
A3
A2
B1
B2
B1
A2
A3
A4
A1
B3
B3
1. CONDUIT
2. CHANNELS
A4
A1 A2
B3 B2 B1
B3
A3
A3
B3
B1
B2 B3
A2 A1
A4
2. CHANNELS
3. HUB
B3
B3
B1
B1
A2
A3 A4
A2
A1
A1
B2 B2
B3 B3
A4
A3
3. HUB
4. BRIDGE
A4
A3
B3
A1
B3
B2
B1
A2
A1
B3
B1
B2
A2
B3
A3
A4
4. BRIDGE
5. VAULT
B3
A3
A1
A3
A2
A2
A1
B2 B3
B2
B3
B1 B3 B1
A4
A4
5. VAULT
6. STORE
A4
B3
A1 A2
B2
B3
A4
B1
B1
A3
B3
B3
A1
A2
B2
A3
6. STORE
7. HANGAR
B3
A4
A1
A2
B2
A3
B1
A3
B3
A2
A1
A4
B2
7. HANGAR
8. HOLD
A4
B2 B3
A2
A1
A3
B1
B3
B3
B1
A3
A2
A1
B3 B2
A4
8. HOLD
9. LOCK
A1
B3
A3
B1
A2
A4
B2
B3
B2
A4
A2
B1
A3
B3
A1
9. LOCK
10. DUCT
A4
B2
A2
A3
B3 B1
A1
B3
B3
A1
B1 B3
A3
A2
B2
A4
10. DUCT