MUTOID VERMIN operatives cannot perform any actions other than Charge, Dash, Fall Back, Fight, Reposition and Shoot, or use any weapons that aren’t on their datacard. They can perform the Fall Back action for 1 less AP.
MUTOID VERMIN operatives cannot contest markers or areas of the killzone, and are ignored for your opponent’s kill/elimination op (when they're incapacitated, and when determining your starting number of operatives). They're also ignored for victory conditions that require operatives to ‘escape’, ‘survive’ or be incapacitated (if they escape/survive/ are incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
Operatives can move through MUTOID VERMIN operatives, and enemy operatives can move within control range of them. Having only MUTOID VERMIN operatives within their control range doesn't prevent enemy operatives from performing the Charge, Dash and Reposition action, and enemy operatives can leave MUTOID VERMIN operatives' control range when performing the Charge action.
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