Below you will find a list of the operatives that make up a PATHFINDER kill team, including, where relevant, any weapons specified for that operative.
1 PATHFINDER SHAS’UI operative
11 PATHFINDER operatives selected from the following list:
Other than SHAS’LA and WEAPONS EXPERT operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two WEAPONS EXPERT operatives.
Some PATHFINDER rules refer to a ‘pulse weapon’. The following weapons are pulse weapons: burst cannon, pulse carbine, suppressed pulse carbine, twin pulse carbine.
| Nom | A | T | D | Règles | |
| Pulse carbine | 4 | 3+ | 4/5 | ||
| Gun butt | 3 | 4+ | 2/3 | ||
Once per battle STRATEGIC GAMBIT if this operative is in the killzone. Select one of the following and apply its rules until the end of the turning point:
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
| Nom | A | T | D | Règles | |
| Pulse carbine | 4 | 3+ | 4/5 | ||
| Gun butt | 3 | 4+ | 2/3 | ||
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
Once per battle STRATEGIC GAMBIT if this operative is in the killzone. Select one of the following and apply its rules until the end of the turning point:
| Nom | A | T | D | Règles | |
| Fusion grenade | 4 | 3+ | 4/3 | Devastating 2, Limited 1, Piercing 2, Range 6", Saturate | |
| Devastating 2, Limited 1, Piercing 2, Range 6", Saturate | |||||
| Pulse carbine | 4 | 4+ | 4/5 | ||
| Gun butt | 3 | 5+ | 2/3 | ||
This operative can use frag and krak grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it’s doing so, improve the Hit stat of that weapon by 1.
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
| Nom | A | T | D | Règles | |
| Fusion grenade | 4 | 3+ | 4/3 | Devastating 2, Limited 1, Piercing 2, Range 6", Saturate | |
| Devastating 2, Limited 1, Piercing 2, Range 6", Saturate | |||||
| Pulse carbine | 4 | 4+ | 4/5 | ||
| Gun butt | 3 | 5+ | 2/3 | ||
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
This operative can use frag and krak grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it’s doing so, improve the Hit stat of that weapon by 1.
| Nom | A | T | D | Règles | |
| Suppressed pulse carbine | 4 | 3+ | 4/5 | Silent | |
| Silent | |||||
| Bionic arm | 3 | 4+ | 3/4 | ||
During a turning point in which you have used a friendly SHAS’UI operative’s Art of War STRATEGIC GAMBIT and you selected Mont’ka, this operative can use Kauyon instead during its activation (and vice versa).
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
| Nom | A | T | D | Règles | |
| Suppressed pulse carbine | 4 | 3+ | 4/5 | Silent | |
| Silent | |||||
| Bionic arm | 3 | 4+ | 3/4 | ||
During a turning point in which you have used a friendly SHAS’UI operative’s Art of War STRATEGIC GAMBIT and you selected Mont’ka, this operative can use Kauyon instead during its activation (and vice versa).
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
| Nom | A | T | D | Règles | |
| Pulse carbine | 4 | 4+ | 4/5 | ||
| Fists | 3 | 5+ | 2/3 | ||
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
SUPPORT. Select one other friendly PATHFINDER operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.
This operative cannot perform this action while within control range of an enemy operative.
| Nom | A | T | D | Règles | |
| Pulse carbine | 4 | 4+ | 4/5 | ||
| Fists | 3 | 5+ | 2/3 | ||
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
SUPPORT. Select one other friendly PATHFINDER operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.
This operative cannot perform this action while within control range of an enemy operative.
| Nom | A | T | D | Règles | |
| Pulse carbine | 4 | 4+ | 4/5 | ||
| Gun butt | 3 | 5+ | 2/3 | ||
Whenever this operative is in the killzone:
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
One friendly PATHFINDER DRONE operative can immediately perform one free action, but it cannot move more than 2" during that action. That action can be one that’s normally restricted by its drone rule (this takes precedence over that rule).
This operative cannot perform this action while within control range of an enemy operative. This operative can perform this action more than once during its activation, but if it does, the same DRONE operative cannot perform the same free action more than once per activation.
| Nom | A | T | D | Règles | |
| Pulse carbine | 4 | 4+ | 4/5 | ||
| Gun butt | 3 | 5+ | 2/3 | ||
Whenever this operative is in the killzone:
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
One friendly PATHFINDER DRONE operative can immediately perform one free action, but it cannot move more than 2" during that action. That action can be one that’s normally restricted by its drone rule (this takes precedence over that rule).
This operative cannot perform this action while within control range of an enemy operative. This operative can perform this action more than once during its activation, but if it does, the same DRONE operative cannot perform the same free action more than once per activation.
| Nom | A | T | D | Règles | |
| Marksman rail rifle (dart round) | 4 | 3+ | 3/4 | Piercing 1, Silent | |
| Piercing 1, Silent | |||||
| Marksman rail rifle (standard) | 4 | 3+ | 4/4 | Devastating 2, Lethal 5+, Piercing 1 | |
| Devastating 2, Lethal 5+, Piercing 1 | |||||
| Gun butt | 3 | 5+ | 2/3 | ||
You can ignore any changes to the Hit stat of this operative’s marksman rail rifle.
| Nom | A | T | D | Règles | |
| Marksman rail rifle (dart round) | 4 | 3+ | 3/4 | Piercing 1, Silent | |
| Piercing 1, Silent | |||||
| Marksman rail rifle (standard) | 4 | 3+ | 4/4 | Devastating 2, Lethal 5+, Piercing 1 | |
| Devastating 2, Lethal 5+, Piercing 1 | |||||
| Gun butt | 3 | 5+ | 2/3 | ||
You can ignore any changes to the Hit stat of this operative’s marksman rail rifle.
| Nom | A | T | D | Règles | |
| Pulse carbine | 4 | 4+ | 4/5 | ||
| Gun butt | 3 | 5+ | 2/3 | ||
The first time during each turning point that another friendly PATHFINDER operative (excluding DRONE) would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can then immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a Shoot action and this operative would be a primary or secondary target.
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
Select one friendly PATHFINDER operative (excluding DRONE) within this operative’s control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.
This operative cannot perform this action while within control range of an enemy operative.
| Nom | A | T | D | Règles | |
| Pulse carbine | 4 | 4+ | 4/5 | ||
| Gun butt | 3 | 5+ | 2/3 | ||
The first time during each turning point that another friendly PATHFINDER operative (excluding DRONE) would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can then immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a Shoot action and this operative would be a primary or secondary target.
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
Select one friendly PATHFINDER operative (excluding DRONE) within this operative’s control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.
This operative cannot perform this action while within control range of an enemy operative.
| Nom | A | T | D | Règles | |
| Pulse carbine | 4 | 4+ | 4/5 | ||
| Gun butt | 3 | 5+ | 2/3 | ||
Whenever this operative is expended, you must then activate one other ready friendly PATHFINDER SHAS’LA operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
This operative can perform the Markerlight action while within control range of an enemy operative (taking precedence over the Markerlight action’s normal conditions). In addition, this operative can perform the Fall Back action for 1 less AP.
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
| Nom | A | T | D | Règles | |
| Pulse carbine | 4 | 4+ | 4/5 | ||
| Gun butt | 3 | 5+ | 2/3 | ||
Whenever this operative is expended, you must then activate one other ready friendly PATHFINDER SHAS’LA operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
This operative can perform the Markerlight action while within control range of an enemy operative (taking precedence over the Markerlight action’s normal conditions). In addition, this operative can perform the Fall Back action for 1 less AP.
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
| Nom | A | T | D | Règles | |
| Pulse carbine | 4 | 4+ | 4/5 | ||
| Gun butt | 3 | 5+ | 2/3 | ||
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
Select one enemy operative visible to this operative. Until the end of that operative’s next activation, subtract 1 from its APL stat.
This operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Until the start of this operative’s next activation, whenever it’s shooting, enemy operatives cannot be obscured.
This operative cannot perform this action while within control range of an enemy operative.
| Nom | A | T | D | Règles | |
| Pulse carbine | 4 | 4+ | 4/5 | ||
| Gun butt | 3 | 5+ | 2/3 | ||
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
Select one enemy operative visible to this operative. Until the end of that operative’s next activation, subtract 1 from its APL stat.
This operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Until the start of this operative’s next activation, whenever it’s shooting, enemy operatives cannot be obscured.
This operative cannot perform this action while within control range of an enemy operative.
| Nom | A | T | D | Règles | |
| Ion rifle (overcharge) | 5 | 4+ | 4/5 | Lethal 5+, Piercing 1, Hot | |
| Lethal 5+, Piercing 1, Hot | |||||
| Ion rifle (standard) | 5 | 4+ | 4/5 | Piercing Crits 1 | |
| Piercing Crits 1 | |||||
| Rail rifle | 4 | 4+ | 4/4 | Devastating 2, Lethal 5+, Piercing 1 | |
| Devastating 2, Lethal 5+, Piercing 1 | |||||
| Gun butt | 3 | 5+ | 2/3 | ||
| Nom | A | T | D | Règles | |
| Ion rifle (overcharge) | 5 | 4+ | 4/5 | Lethal 5+, Piercing 1, Hot | |
| Lethal 5+, Piercing 1, Hot | |||||
| Ion rifle (standard) | 5 | 4+ | 4/5 | Piercing Crits 1 | |
| Piercing Crits 1 | |||||
| Rail rifle | 4 | 4+ | 4/4 | Devastating 2, Lethal 5+, Piercing 1 | |
| Devastating 2, Lethal 5+, Piercing 1 | |||||
| Gun butt | 3 | 5+ | 2/3 | ||
| Nom | A | T | D | Règles | |
| Burst cannon (focused) | 5 | 4+ | 3/4 | Ceaseless, Heavy (Reposition only), Punishing | |
| Ceaseless, Heavy (Reposition only), Punishing | |||||
| Burst cannon (sweeping) | 4 | 4+ | 3/4 | Ceaseless, Heavy (Reposition only), Torrent 1", Punishing | |
| Ceaseless, Heavy (Reposition only), Torrent 1", Punishing | |||||
| Ram | 3 | 5+ | 2/3 | ||
Whenever this operative performs the Markerlight action, each other enemy operative that’s both visible to this operative and within 3" of the enemy operative you selected for that action also gains one of your Markerlight tokens.
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
| Nom | A | T | D | Règles | |
| Burst cannon (focused) | 5 | 4+ | 3/4 | Ceaseless, Heavy (Reposition only), Punishing | |
| Ceaseless, Heavy (Reposition only), Punishing | |||||
| Burst cannon (sweeping) | 4 | 4+ | 3/4 | Ceaseless, Heavy (Reposition only), Torrent 1", Punishing | |
| Ceaseless, Heavy (Reposition only), Torrent 1", Punishing | |||||
| Ram | 3 | 5+ | 2/3 | ||
Whenever this operative performs the Markerlight action, each other enemy operative that’s both visible to this operative and within 3" of the enemy operative you selected for that action also gains one of your Markerlight tokens.
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
| Nom | A | T | D | Règles | |
| Twin pulse carbine | 4 | 4+ | 4/5 | Ceaseless | |
| Ceaseless | |||||
| Ram | 3 | 5+ | 2/3 | ||
| Nom | A | T | D | Règles | |
| Twin pulse carbine | 4 | 4+ | 4/5 | Ceaseless | |
| Ceaseless | |||||
| Ram | 3 | 5+ | 2/3 | ||
| Nom | A | T | D | Règles | |
| Ram | 3 | 5+ | 2/3 | ||
| Nom | A | T | D | Règles | |
| Ram | 3 | 5+ | 2/3 | ||
| Nom | A | T | D | Règles | |
| Ram | 3 | 5+ | 2/3 | ||
Whenever this operative performs the Markerlight action, the selected enemy operative gains two of your Markerlight tokens (instead of one).
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
| Nom | A | T | D | Règles | |
| Ram | 3 | 5+ | 2/3 | ||
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
Whenever this operative performs the Markerlight action, the selected enemy operative gains two of your Markerlight tokens (instead of one).
| Nom | A | T | D | Règles | |
| Ram | 3 | 5+ | 2/3 | ||
Until the start of this operative’s next activation or until it's incapacitated (whichever comes first), whenever another friendly PATHFINDER operative is shooting with a pulse weapon within 3" of this operative, that weapon has the Lethal 5+ and Severe weapon rules.
| Nom | A | T | D | Règles | |
| Ram | 3 | 5+ | 2/3 | ||
Until the start of this operative’s next activation or until it's incapacitated (whichever comes first), whenever another friendly PATHFINDER operative is shooting with a pulse weapon within 3" of this operative, that weapon has the Lethal 5+ and Severe weapon rules.
| Nom | A | T | D | Règles | |
| Ram | 3 | 5+ | 2/3 | ||
| Nom | A | T | D | Règles | |
| Ram | 3 | 5+ | 2/3 | ||
Some PATHFINDER operatives (indicated on their datacard) can perform the Markerlight unique action (see below).
Once during each of their activations, whenever an enemy operative that has any of your Markerlight tokens performs the Dash, Charge, Fall Back or Reposition action, remove one of those tokens.
Select one enemy operative visible to this operative. That enemy operative gains one of your Markerlight tokens (to a maximum of four).
An operative cannot perform this action while within control range of an enemy operative. If an operative (excluding MB3 RECON) would perform the Shoot action (excluding Guard) and this action during the same activation, only the target of that Shoot action can be selected for this action (and vice versa).
While only some PATHFINDER operatives can perform the Markerlight action, all PATHFINDER operatives can benefit from its effects. Whenever a friendly PATHFINDER operative is shooting with a weapon from its datacard (excluding ASSAULT GRENADIER’S fusion grenade), it has additional rules determined by the number of your Markerlight tokens the target has. These are cumulative, so if an enemy operative has two of your Markerlight tokens, the friendly operative shooting it has the rules for 1 and 2 tokens during that sequence.
Select one killzone edge (excluding your own). Each friendly PATHFINDER operative that’s wholly within 6" of that edge can immediately perform a free Dash action in an order of your choice, but each that does so must end that move wholly within 6" of a killzone edge (excluding your own). You cannot use this ploy during the first turning point.
Whenever an operative is shooting a friendly PATHFINDER operative, if you can retain any cover saves, improve that friendly operative’s Save stat by 1.
Whenever a friendly PATHFINDER operative (excluding DRONE) is shooting or retaliating with a ranged weapon (see Point-Blank Fusillade firefight ploy), if it’s within 3" of another friendly PATHFINDER operative (excluding DRONE), that first friendly operative’s ranged weapons have the Accurate 1 weapon rule.
Whenever an enemy operative is performing the Shoot action, if the target (the primary target if the weapon has the Blast or Torrent weapon rules) isn’t the closest valid target, your opponent cannot re-roll their attack dice. Ignore friendly PATHFINDER operatives that have a Conceal order or are obscured when determining this.
Use this firefight ploy at the start of the Firefight phase. One friendly PATHFINDER operative (excluding DRONE) can immediately perform a free mission action.
Use this firefight ploy when a friendly PATHFINDER operative is performing the Shoot action and you’re selecting a valid target within 6" of it. Having other friendly PATHFINDER operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.
Use this firefight ploy when a friendly PATHFINDER operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly PATHFINDER DRONE operative visible to and within 3" of that first friendly operative to become the valid target instead (even if it wouldn’t normally be valid for this). That friendly DRONE operative is only in cover or obscured if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.
Use this firefight ploy when a friendly PATHFINDER operative (excluding DRONE) is retaliating, if it wasn’t within control range of enemy operatives at the start of that activation/ counteraction. You can use one of its ranged weapons as a melee weapon (excluding a weapon that has the word ‘grenade’ in its name) during that sequence. If you do, you cannot block during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: Devastating, Piercing, Torrent. If that friendly operative is ready, has an Engage order and is retaliating with a pulse weapon, you resolve the first attack dice (i.e. defender instead of attacker).
The following equipment options are available to PATHFINDER kill teams, alongside the universal equipment online. You cannot select each option more than once per battle.
Once per turning point, when a friendly PATHFINDER operative (excluding DRONE) is performing the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of that action, if the target has at least one of your Markerlight tokens, it's treated as having one more. If the ranged weapon has the Blast or Torrent weapon rule, only the primary target is affected.
Once per turning point, when a friendly PATHFINDER operative (excluding MV7 MARKER DRONE) performs the Markerlight action, you can use this rule. If you do, the enemy operative you select gains two of your Markerlight tokens (instead of one).
Once per turning point, when a friendly PATHFINDER operative performs the Markerlight action, you can use this rule. If you do, you can select one enemy operative in the killzone to gain one of your Markerlight tokens instead (it doesn’t need to be visible). This isn’t cumulative with the High-intensity Markerlight or Analyse rules.
Once per turning point, a friendly PATHFINDER operative that has the Markerlight action on their datacard (excluding DRONE) can perform the following unique action:
Select a valid target for this operative and roll one D6: on a 3+, until the end of that operative’s next activation, subtract 2" from its Move stat and it cannot perform the Dash action.
An operative cannot perform this action while within control range of an enemy operative.