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This is an unofficial homebrew. Use with care.

ARCHETYPE: INFILTRATION / RECON

OPTIMISED STEALTH CADRE


Below you will find a list of the operatives that make up a OPTIMISED STEALTH CADRE
kill team, including, where relevant, any wargear those operatives must be equipped with.

OPERATIVES
A OPTIMISED STEALTH CADRE kill team consists of 8 operatives selected as follows:

- 1 SHAS’VRE XV22 Stalker operative equipped with Pulse pistol, Light missile pod, Flechette launcher
and one of the following options:
- Twin high-energy fusion blasters; Bonding blade
- High-energy fusion blaster; dispersed fusion blaster; Bonding blade
- 1 MV37 ADVANCED GUARDIAN DRONE
- 1 MV62 COMMAND-LINK DRONE

- 5 MONT’YR STEALTH ELITES operatives chosen selected from the following list:
- SHAS’UI XV25
- XV25 WEAPONS SPECIALIST equipped with one of the following options:
- Microburst Fragmentation Launcher; Fists
- Phased-plasma Flamer; Fists
- Alternating Fusion blaster; Fists
- Collapsible Railgun; Fists
- XV25 DRONE CONTROLLER
- XV25 SENSOR SPECIALIST

If a XV25 DRONE CONTORLLER is selected, pick one DRONE operative from the following
- MV1 GUN DRONE
- MV4 SHIELD DRONE
- MV7 MARKER DRONE

If a XV25 SENSOR SPECIALIST is selected, add one HOME BEACON equipment operative.

SHAS’UI XV25 operatives can be selected up to 5 times, and each other operative can be selected once.

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New Rules
BATTLESUIT
Operatives with the BATTLESUIT keyword can perform the following:
• Can perform the Shoot and Overwatch action while within Engagement Range of an enemy
operative, if it does, in the Select Valid Target step of that shooting attack(s), you can only
select enemy operatives within this operative’s Engagement Range as the target(s).
• Can perform the Shoot action against an enemy operative that is within Engagement Range
of a friendly operative and within 6” of the active operative, and that enemy operative cannot
be in Cover as a result of friendly operatives’ bases. Note, however, that in the Roll Defence
Dice step of that shooting attack, the enemy operative can be in Cover as a result of friendly
operatives’ bases.

New Abilities
STEALTH FIELDS
Operatives with the STEALTH BATTLESUIT keyword has the following ability. Each time an enemy
operative makes a shooting attack, unless it is within 2” of this operative or it is a subsequent attack
made as a result of the Blast special rule, this operative is always treated as being in Cover for that
shooting attack. While this operative has a Conceal order, it is always treated as having a Conceal
order, regardless of any other rules (e.g. Vantage Point).

ART OF WAR
When a SHAS’VRE XV25 STEALTH BATTLESUIT operative uses its Art of War ability, select one Art
of War below to be in effect until the end of the turning Point.
• Mont’ka (THE KILLING BLOW)
Each time a friendly operative is activated, during that operative’s activation, if it performs a
Normal Move or Dash action and ends that move within 6" of an enemy operative, when this
operative makes a shooting attack against that enemy operative, in the Roll Attack Dice step,
before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
• Kauyon (THE PATIENT HUNTER)
Select a mission objective or a friendly injured operative in the killzone, shooting attacks
made against enemy operatives within 3" of that selection gain the Lethal 5+ special rule for
that attack.

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OPTIMISED STEALTH CADRE PLOYS
Strategic Ploys Tactical Ploys

The Baited Trap 1CP The Lone Hunter 1CP

Cannot be performed on first Turning Point. Use this Tactical Ploy in the Set Up Operatives
Until end of Turning Point, you may choose to step of the mission sequence. Select one
change your friendly operatives order at the friendly MONT’YR STEALTH BATTLESUIT
end of their activation instead of at the operative. That operative can be set up with a
beginning. Friendly operatives can Conceal order anywhere in the killzone that is
Overwatch when concealed. If they do so, within 1” of Heavy terrain and more than 6”
switch them to an Engage Order, and do not from enemy operatives and the enemy drop
worsen their ballistic skill for that shooting zone. That operative cannot have its order
action. changed during the first Turning Point. You can
only use this Tactical Ploy once.

Engage Stealth Field 1CP Strike and Fade 1CP

Friendly STEALTH BATTLESUIT operatives Use this Tactical Ploy when friendly
can perform the following action: BATTLESUIT operative is activated, it gains
Engage Stealth Field (1AP): Change this the following ability until end of Turning Point.
operative’s order. Cannot perform this action Strike and Fade (2AP): Perform a free shoot
within” 2” of enemy operatives. action, then if you are not within 2" of an enemy
operative, you may change this operative's
Wall of Mirrors 1CP order.

Until the end of the Turning Point, each time a Fail-safe Detonator 1CP
shooting attack is made against a friendly
BATTLESUIT operative, if it is within 6” of
another friendly BATTLESUIT operative and if Use this Tactical Ploy when a friendly
both operatives can benefit from Cover as a STEALTH BATTLESUIT operative is
result of their Stealth Field, reduce the attack incapacitated. Roll 1 D6 for each operative
characteristic by 1 for that shooting attack. within 2" and Visible to that operative. On a 3-5,
those operatives suffer D3 MW. On a 6+, they
suffer MW3 instead.

Hushed Steps (1CP) Counterfire defence system 1CP

Until the end of the Turning Point, friendly Use this Tactical Ploy when a friendly
STEALTH BATTLESUIT operatives who are BATTLESUIT operative (excluding a DRONE
in a conceal order can perform a free Dash operative) is selected as the target for combat.
action during their activation. For that combat:
• Select a ranged weapon to fight with.
• Treat that weapon’s Ballistic Skill
characteristic as a Weapon Skill
characteristic.
• Ignore any special rules that weapon
has.

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SHAS’VRE XV22 Stalker M APL GA

3O 3 1

DF SV W

3 3+ 11

NAME A BS/WS D SR !

Twin-linked high-energy fusion blasters


- Long Range 4 3+ 6/3 Rng 9”, Relentless, AP2 MW4
- Close Range 5 3+ 6/3 Rng 6”, Relentless, AP2 MW4

High-energy fusion blaster


- Long Range 4 3+ 6/3 Rng 9”, AP2 MW4
- Close Range 5 3+ 6/3 Rng 6”, AP2 MW4

Dispersed fusion blaster


- Normal Range 3 3+ 4/3 Rng 6”, Blast 1”, AP2 MW2
- Close Range 3 3+ 6/3 Rng 3”, Blast 1”, AP2 MW4

Light missile pod 3 4+ 5/7 Limited -

Flechette launcher 5 4+ 3/4 Blast 2”, Limited Rending

Pulse pistol 4 3+ 4/5 Rng 6”, Balanced -

Bonding knife 4 4+ 3/4 Balanced -

ABILITIES UNIQUE ACTIONS

Stealth Field. Multi-Tracker (1AP): Until the end of the Turning Point, this
operative can:
XV22 Stalker Battlesuit: This operative has a 5+ invulnerable save. • Perform a free Shoot action with a FUSION weapon.
• Perform a second Shoot action with a weapon that is
Advance Target Lock: Each time this operative makes a shooting not FUSION.
attack, in the Roll Attack Dice step of that shooting attack:
• The target is treated as having a Markerlight token.
• If the target already has a Markerlight token, consider it to
have one additional Markerlight token.

Art of War: Once per battle, when it is in your turn to use a


Strategic Ploy, if this operative is in the killzone, it can use this
ability. If it does, select one Art of War to be in effect until the end
of the Turning Point.

OPTIMISED STEALTH CADRE, T’AU, <SEPT>, FLY, LEADER, STEALTH BATTLESUIT, SHAS’VRE XV22 Combat Staunch Marksman Scout
STALKER

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SHAS’UI XV25 M APL GA

3O 2 1

DF SV W

3 3+ 10

NAME A BS/WS D SR !

Burst cannon 6 4+ 3/4 Ceaseless, Fusillade -

Fists 4 5+ 2/3 - -

ABILITIES UNIQUE ACTIONS

Stealth Field. Markerlight (1AP)

Target Lock: Each time this operative makes a shooting attack, in


the Roll Attack Dice step of that shooting attack:
• The target is treated as having a Markerlight token.

OPTIMISED STEALTH CADRE, T’AU, <SEPT>, FLY, STEALTH BATTLESUIT, SHAS’UI XV25 Combat Staunch Marksman Scout

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XV25 WEAPONS SPECIALIST M APL GA

3O 2 1

DF SV W

3 3+ 10

NAME A BS/WS D SR !

Collapsible Railgun 4 4+ 5/5 AP1, Lethal 5+, Heavy, *Deploy P2, MW2

Phased-plasma flamer
- Standard 5 3+ 2/2 Rng 6”, Torrent 2” AP1 MW1
- Nova 5 3+ 2/2 Rng 6”, *Nova, Torrent 2”, AP2 Splash 1

Alternating Fusion Blaster 4 4+ 5/3 Rng 6”, AP2, *Oscillating Fusion MW4

Microburst fragmentation launcher <NO OVERWATCH>


- Flechette Burst 4 4+ 3/4 Barrage, Blast 2” Rending
- Seeker Burst 4 4+ 4/4 Barrage, Lethal 5+ P1

Fists 4 5+ 2/3 - -

ABILITIES UNIQUE ACTIONS

Stealth Field. Experimental Weaponry (2AP): Perform a free Shoot action


with this operative. Until the end of the turning point, each time
Prototype Weapon Systems: This operative is unable to re-roll this operative makes a shooting attack, the target cannot use
attack dice in any shooting attack. Ignore any negative modifiers to invulnerable saves in the roll defence step. This operative
this operative’s Ballistic Skill characteristics of its ranged weapons. cannot perform this action if it is within Engagement Range of
an enemy operative.
*Deploy: An operative can only make a shooting attack with this
weapon if an extra AP is subtracted to perform a Shoot action.

*Nova: Each time a friendly operative makes a shooting attack with


this weapon, in the Roll Attack Dice step of that shooting attack, for
each attack dice result of 1 that is discarded (resolve results of 1
first), roll a D6:
• 6: that operative suffers 1 mortal wounds.
• 3-5: that operative suffers 3 mortal wounds.
• 1: that operative is incapacitated. Operatives within 2”
suffer 3 mortal wounds. Discard remaining attack dice.

*Oscillating Fusion: Each time a friendly operative makes a shooting


attack with this weapon, in the roll attack dice step of that shooting
attack, if any hits are retained, draw a straight line between the
closet point of this operative’s base to the closet point of the
target’s base, for each hit or critical hit retained, inflict 1 mortal
wound on the target and each other operative this line passes over.

OPTIMISED STEALTH CADRE, T’AU, <SEPT>, FLY, STEALTH BATTLESUIT, XV25 WEAPON SPECALIST. Combat Staunch Marksman Scout

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XV25 DRONE CONTROLLER M APL GA

3O 2 1

DF SV W

3 3+ 10

NAME A BS/WS D SR !

Burst cannon 6 4+ 3/4 Ceaseless, Fusillade -

Fists 4 5+ 2/3 - -

ABILITIES UNIQUE ACTIONS

Stealth Field. Markerlight (1AP)

Advanced Drone Controller: At the end of this operative’s


activation, you may select one friendly DRONE operative, then
select one of the following:
• If that DRONE operative is Ready, you can activate that
DRONE operative and until the end of the Turning Point, it
is not considered to have the first three bullet points of its
Artificial Intelligence ability.
• If that DRONE operative has been activated during this
Turning Point, perform a free Dash or Shoot action with it.
If you perform a Shoot action, for that action’s shooting
attack, worsen the Ballistic Skill characteristic of its ranged
weapons by 1.
This operative cannot perform this action if it is within Engagement
Range of an enemy operative.

OPTIMISED STEALTH CADRE, T’AU, <SEPT>, FLY, STEALTH BATTLESUIT, XV25 DRONE CONTROLLER Combat Staunch Marksman Scout

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XV25 SENSOR SPECIALIST M APL GA

3O 2 1

DF SV W

3 3+ 10

NAME A BS/WS D SR !

Burst cannon 6 4+ 3/4 Ceaseless, Fusillade -

Fists 4 5+ 2/3 - -

ABILITIES UNIQUE ACTIONS

Stealth Field. Disruption Field (1AP): Until the beginning of this operative’s
next activation, if it does not enter Engagement Range of an
Sensor Array: At the end of this operative’s activation, you may enemy operative, or changes to an Engage order, you may
select one of the following. worsen the Ballistic skill by 1 for shooting attacks made against
• Select one other friendly BATTLESUIT operative Visible and friendly operatives within 3” of this operative. This operative
within 6” of this operative. Add 1 to its APL. cannot perform this action if it has a Engage order.
• Select one enemy operative Visible to this operative.
Subtract 1 from its APL.
This operative cannot perform this action if it has a Conceal order or
if it is within Engagement Range of an enemy operative.

OPTIMISED STEALTH CADRE, T’AU, <SEPT>, FLY, STEALTH BATTLESUIT, XV25 SENOR SPECIALIST Combat Staunch Marksman Scout

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HOMING BEACON M APL GA

0O 1 1

DF SV W

2 5+ 5

ABILITIES UNIQUE ACTIONS

Support Unit: This operative cannot: ORIBITAL Support: Choose an action from below, each action
• Perform any actions other than Unique actions, Pass. can only be used once per battle. This operative cannot perform
• Be equipped with equipment or carry anything. these action while within 6" of enemy operatives.
• This operative cannot control objective markers.
• This operative's APL cannot be modified. Orbital Ion Beam(1AP): Place two Ion Beam makers anywhere
in the killzone 3" apart. At the start of the next firefight phase,
Rapid Extraction: Once per battle, at the end of each Turning Point, on your turn, if this operative is still in the killzone, draw a
while this operative is in the killzone, if any BATTLESUIT operatives straight, 1 mm imaginary line with unlimited height between
were incapacitated during that Turning Point, you may choose one the centre of the two Ion Beam markers, and then roll one D6
of those operatives for redeployment at the beginning of the next for each unit that this line crosses over if they are visible to the
Turning Point with half of its wounds rounded up if there are no Orbital Ion Beam. (Determine each operative separately). An
enemy operatives within 3" of where it was incapacitated. Setup operative is not visible to an Orbital Ion Beam if any part of its
that operative within 3" of this operative. This operative cannot base is hidden by a terrain feature from directly above. On a 2-
perform this ability it if it is within Engagement Range of an enemy 5, that unit suffers D6 mortal wounds; on a 6+ that unit suffers 6
operative or the operative was incapacitated within 6” of the mortal wounds. The Ion beam makers are then removed.
enemy drop zone. Remove this operative from the killzone.
Orbital Deep Scan(1AP): Place an Orbital Deep Scan token in
Machine details: the Killzone (cannot place the token through ceilings). As long as
• Starts the battle carried by the XV25 SENSOR SPECIALIST. this operative is in the Killzone, enemy operatives that are
• Once per Turning Point, the HOMING BEACON can be within 3” horizontally of the centre of the token are treated as
setup within 1” of the operative carrying it during that having an Engage order, regardless of any other rules.
operative’s activation by dropping the HOMING BEACON
operative. This unit cannot be dropped any other way.
• Only friendly BATTLESUIT operatives can perform the Pick
Up action against this operative.
• Remove the homing beacon from the killzone when it is
carried as a result of a Pick up action.
• It retains its Wounds value when Picked Up and dropped.
• If the operative carrying the homing beacon is
incapacitated, so is the homing beacon operative.

OPTIMISED STEALTH CADRE, T’AU, <SEPT>, HOMING BEACON Combat Staunch Marksman Scout

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MV37 ADVANCE GUARDIAN DRONE M APL GA

3O 2 1

DF SV W

3 4+ 7

NAME A BS/WS D SR !

Ram 3 5+ 2/3 - -

ABILITIES UNIQUE ACTIONS

Artificial Intelligence, Saviour Protocols Advance Guardian Field (1AP): Until this operative is next
activated or docks, while a friendly OPTIMISED STEALTH CADRE
Advance Guardian Shield Generator: This operative has a 4+ operative is within 3” of this operative, it has a 4+ invulnerable
invulnerable save. save.

Docking: At the ready operatives step, this operative may Dock or


Undock with the XV22 STALKER. If it does dock, place this operative
within 1” of the XV22 Stalker. Remove its order, it does not have an
activation and cannot be targeted for attacks while docked. If the
XV22 Stalker is incapacitated while the drone is docked, the drone is
also incapacitated. Docked drones lose access to their Unique
actions, but the XV22 Stalker gains the defined docked passive
ability. Upon undocking, give the drone operative a conceal order at
the ready operatives step.

Docked (Passive): XV22 Stalker gains 4+ invulnerable save while this


operative is docked.

OPTIMISED STEALTH CADRE, T’AU, <SEPT>, DRONE, FLY, MV37 ADVANCE GUARDIAN DRONE Combat Staunch Marksman Scout

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MV62 COMMAND-LINK DRONE M APL GA

3O 2 1

DF SV W

3 4+ 7

NAME A BS/WS D SR !

Ram 3 5+ 2/3 - -

ABILITIES UNIQUE ACTIONS

Artificial Intelligence, Saviour Protocols, Stealth Field. Command Uplink (1AP): Select one friendly OPTIMISED
STEALTH CADRE operative within 6” of and Visible to this
Synchronized Uplink: This operative can perform one free Unique operative. Add 1 to its APL. This operative cannot perform this
Action while it is within 3” of a homing beacon operative. action while within Engagement Range of an enemy operative.

Docking: At the ready operatives step, this operative may Dock or Orbital Uplink (1AP): Gain 1CP. This operative cannot perform
Undock with the XV22 STALKER. If it does dock, place this operative this action while within 6” of an enemy operative.
within 1” of the XV22 Stalker. Remove its order, it does not have an
activation and cannot be targeted for attacks while docked. If the Orbital Survey Uplink (1AP): Select one enemy operative
XV22 Stalker is incapacitated while the drone is docked, the drone is Visible to this operative. That operative, and each enemy
also incapacitated. Docked drones lose access to their Unique operative within 1” of it, gains 1 Markerlight token if they are
actions, but the XV22 Stalker gains the defined docked passive visible to an orbital scan (determine each operative separately).
ability. Upon undocking, give the drone operative a conceal order at An operative is not visible to an orbital scan if any part of its
the ready operatives step. base is hidden by a terrain feature from directly above.

Docked (Passive): XV22 Stalker gains 1APL while this operative is


docked.

OPTIMISED STEALTH CADRE, T’AU, <SEPT>, DRONE, FLY, MV62 COMMAND-LINK DRONE Combat Staunch Marksman Scout

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MV1 GUN DRONE M APL GA

3O 2 1

DF SV W

3 4+ 7

NAME A BS/WS D SR !

Twin pulse carbine 4 4+ 4/5 Relentless -

Ram 3 5+ 2/3 - -

ABILITIES UNIQUE ACTIONS

Artificial Intelligence, Saviour Protocols

OPTIMISED STEALTH CADRE, T’AU, <SEPT>, DRONE, FLY, MV1 GUN DRONE Combat Staunch Marksman Scout

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MV4 SHIELD DRONE M APL GA

3O 2 1

DF SV W

3 4+ 7

NAME A BS/WS D SR !

Ram 3 5+ 2/3 - -

ABILITIES UNIQUE ACTIONS

Artificial Intelligence, Saviour Protocols

Shield Generator: This operative has a 4+ invulnerable save. Each


time this operative would lose a wound that is not as a result of a
mortal wound, roll one D6: on a 5+, that wound is not lost.

OPTIMISED STEALTH CADRE, T’AU, <SEPT>, DRONE, FLY, MV4 SHIELD DRONE Combat Staunch Marksman Scout

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MV7 MARKER DRONE M APL GA

3O 2 1

DF SV W

3 4+ 7

NAME A BS/WS D SR !

Ram 3 5+ 2/3 - -

ABILITIES UNIQUE ACTIONS

Artificial Intelligence, Saviour Protocols Markerlight (1AP): See Markerlights.

High-intensity Markerlight: Each time this operative performs the


Markerlight action, the selected enemy operative gains 2
Markerlight tokens instead of 1.

OPTIMISED STEALTH CADRE, T’AU, <SEPT>, DRONE, FLY, MV7 MARKER DRONE Combat Staunch Marksman Scout

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EQUIPMENT
OPTIMISED STEALTH CADRE operatives in your kill team can be equipped with equipment from this list,
as specified in the mission sequence. Any equipment marked with a * can be selected a maximum of once,
and each operative can be equipped with no more than one of each item.

EMP Grenade [2EP]


The operative is equipped with the following ranged weapon
for the battle: Repulsor impact field* [2EP]
The operative gains the following ability for the
Name A BS D SR ! battle.
Repulsor impact field: Each time an enemy
EMP 4 3+ 2/3 Blast 2”, Indirect, EMP*, Rng 6”, -
Grenade Limited
operative Fights in combat within 3” of this
operative, worsen that enemy operative Weapon
Skill by 1 for that Combat.
Fusion Grenade [4EP]
The operative is equipped with the following ranged weapon High-intensity Markerlight [2EP]
for the battle:
Name A BS D SR !

Fusion 4 3+ 4/3 AP2, Indirect, Rng 6”, Limited MW3


Grenade

Stimulant Injector* [3EP]


The operative gains the following ability for the battle:
Stimulant Injector: Once per battle, when this operative is
activated or would lose a wound, it can use this ability. If it
does so, until the end of the Turning Point:
• Each time this operative would lose a wound, roll one
D6: on a 5+, that wound is not lost.
• It cannot be injured.
• You can ignore any or all modifiers to its APL.

Multi-Spectrum Sensors* [2EP]


This operative can perform the following action during the
battle: Select one enemy operative Visible to this operative.
Until end of TP, that enemy is not obscured.

Vectored Retro Thrusters* [3EP]


Once per battle, this operative can immediately perform a
Fall-back for 1AP when it is the target for combat.

Early warning override [1EP]


Each time this operative performs an Overwatch action, for that
action’s shooting attack, do not worsen the Ballistic Skill
characteristic as a result of performing an Overwatch action.

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TAC OPS
If your faction is OPTIMISED STEALTH CADRE, you can use the OPTIMISED STEALTH CADRE Tac Ops listed
below, as specified in the mission sequence.

Tac Op 1: FORWARD RECON Tac Op 3: THE QUIET HUNTER

You may reveal this during the target reveal Cannot reveal at the first Turning Point, you
step. At the end of the turning point, If you may reveal this at the end of the Turning Point if
have 3 or more BATTLESUIT operatives half of your BATTLESUIT operatives have
within 6" of enemy operatives or the enemies conceal orders at the end of the turning point
drop zone, score 1VP. Subsequent turning and are within 6” of enemy operatives or
point, score 1 VP mission objectives. Subsequent turning point, if
this condition is met, score 1VP.

Tac Op 2: DEEP DEPLOY

You may reveal this at the end of the battle. At


the end of the battle, if your homing beacon is
in the enemy drop zone, score 1VP. At the
end of battle, if this homing beacon is still in
the Killzone, score 1VP.

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FACTION SPEC OPS RULES
Over the following pages you will find a selection of rules for Spec Ops campaigns in which you have selected
OPTIMISED STEALTH CADRE as your faction keyword.

Battle Honours
Each time a OPTIMISED STEALTH CADRE operative gains a Battle Honour, instead of determining one from its
specialism, you can determine one from the OPTIMISED STEALTH CADRE Specialist table below. You can
either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an
appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate
result is rolled, roll again until a different result is rolled).

TBD Specialist
D6 Battle Honour

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Rare Equipment
Each time you would determine an item of rare equipment to add to your stash, if your faction OPTIMISED
STEALTH CADRE, you can determine one from the table below instead of determining one from another source.
As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is
rolled, roll again until a different result is rolled).

1. Iridium Lining [2EP]


Improve save characteristics by +1 (to a max save of +2)

2. Holophoton Countermeasures * [2EP]


Once per battle, until the end of the Turning Point, this operative is not a valid target for Shooting attacks, unless it
is the result of Blast/Torrent/Point of origin attack.(e.g. mine)

3. Advance Burst Cannon* [4EP]


Select a Burst Cannon the operative is equipped with. Add the following critical special hit rule. DW-02: If any critical hits are
retained, that operative cannot use any rules to ignore the wounds it loses. (Roll saves as normal).

4. Optimized Reflection Panels [2EP]


This operative can perform the following action once during the battle: (1AP) Change this operative's order.

5. Shield Generator [2EP]


Operative gains a 4+ invulnerability save.

6. Vectored Manoeuvring Thrusters* [3EP]


Add 3” to the equipped Operative’s movement characteristic.

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Strategic Assets
Each time you would add a strategic asset to your base of operations, if your faction is OPTIMISED STEALTH
CADRE, you can select one from the list below instead of selecting one from another source. As with any strategic
asset, you can never have more than one of each.

Requisitions
In a Spec Ops campaign, if your faction is OPTIMISED STEALTH CADRE, you can use the following Requisitions
in addition to those presented in other publications.

1RP 1RP

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Spec Ops
Each time you would select a Spec Op for your kill team to be assigned to, if your faction is OPTIMISED
STEALTH CADRE, you can select one from the list below instead of selecting one from another source.

OPERATION 1: CLOSE IN COMMENDATION:

. - You gain two Requisition Points.


- You can distribute 5XP among the operatives in
Complete five games in which you scored victory points your roster.
from the “”, “”, and/or “” Tac Ops. - Increase your Asset Capacity by one.

OPERATION 2: SPEC OPS BONUS:

. For the purposes of a mission’s Spec Ops bonus, this Spec


Op is considered a “” Spec Op.
Complete one game in which you scored victory points
from the “” Tac Op.

OPERATION 1: COMMENDATION:

. - You gain three Requisition Points.


- You can add one item of Rare Equipment to your
Complete five games in which you scored victory points stash.
from the “”, “”, and/or “” Tac Ops.

OPERATION 2: SPEC OPS BONUS:

. For the purposes of a mission’s Spec Ops bonus, this Spec


Op is considered a “” Spec Op.
Complete one game in which you scored victory points
from the “” Tac Op.

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