Abyssal Talons

Homebrew by Aionex1441

The term "Blackshield" came to be used during the Horus Heresy in the early 31st Millennium to cover a wide range of Space Marine outcasts, marauders and those Legiones Astartes units of uncertain allegiances or origin.

Mystery and suspicion attached themselves to such warriors regardless of their true loyalties or intentions, and while some did deliberately scour their old heraldry from their armour or replace it with some false device or heraldry of their own, their name of Blackshield was often a literal description for armour over-masked or simply scorched black. In battle, Blackshields were observed using "Pariah" Wargear, modifying their armour and weapons in ways that would have been considered illegal in the Legiones Astartes along using a limitless tapestrery of Xenos weaponry from wherever they stumble upon during their eternal vendetta.

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Composition

An ABYSSAL TALONS KillTeam is composed of:

  • 5 ABYSSAL TALON operatives selected from the following list:
    • DARK HERALD equipped with one of the following options:
      • Pariah Bolter; Xenophase Blade*
      • Pariah Flamer; Master-Crafted Power Weapon
      • Heavy Thunder Hammer*
    • DEATH SEEKER equipped with one of the following options:
      • Extinction Carbine; Poisoned Fighting Knives*
      • Stinger Pistol; Charnabal Sabre*
      • Neutron Blaster; Eviscerator
    • ORPHAN OF WAR equipped with one of the following options:
      • Xenos Deathlock; Prosperine Khopesh*
      • Mining Laser; Prosperine Khopesh*
      • Shuriken Pistol; Lightning Claw
      • Reclaimed Hand Flamer; Power Fist
    • OUTLANDER equipped with one of the following options:
      • Synaptic Disintegrator; Power Knife*
      • Archeotek Pistol; Power Knife*
      • Fleshborer; Halo Blade
      • Reclaimed Bolt Sniper Rifle; Power Knife*
    • CHYMERIAE equipped with one of the following options:
      • Reclaimed Grenade Launcher*
      • Transdimensional Beamer and Neutron Grenade*
      • Drum-Fed Autogun and Neutron Grenade*
      • Blight Grenade and Pox Bomb
      • Melta Bomb and Rad Grenade

Your kill team can include each operative on this list once or more. Select one operative in your kill team to have the "LEADER" and "REAVER LORD" keywords..

*You cannot select this option more than once.

Common Abilities and Options

*Assault:
This weapon can be used in shooting attacks while this operative is within control range of enemy operatives, but worsen the Hit stat of this operative's ranged weapons by 1 for these sequences.

Renegade Astartes:
Friendly ABYSSAL TALON operatives can perform any action twice (except for Operate Hatch) (this takes precedence over any action restrictions). If the second move action is a Reposition, Charge or Fallback action, it can move to a maximum of 3 inches. They can perform a Fallback, Charge, Dash or Reposition actions even they performed an action that prevents them from doing so.

Each friendly ABYSSAL TALON operative can counteract regardless of its order.

*Poison:
In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

DARK HERALD
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Pariah Bolter (*Assault)
4
3+
3/4
Pariah Flamer (Rng 8", Tor 2", Hot, *Assault)
4
2+
3/3
Volkite Charger
Standard (Rng 6*, Prc1, Lim1, *Blaze)
4
3+
3/5
Supercharge (Rng 6", Prc1, Lethal 5+, Hot, Lim1, *Blaze)
4
3+
4/5
Master-Crafted Power Weapon (Lethal 5+)
4
3+
4/6
Heavy Thunder Hammer
5
4+
6/8
Xenophase Blade (Brutal, Lethal 5+)
5
3+
4/6
Abilities
*Assault*BlazeForgotten HeroRenegade Astartes

*Blaze: If you retain any critical success, the operative this weapon is being used against gains one of your Blaze Tokens (if it doesn’t already have one). When an operative that has one of your Blaze Tokens is activated, inflict 1D3 damage on it then remove the token from it.

Forgotten Hero: Whenever this operative incapacitates an enemy operative, it gains one of your Zeal Tokens, and two tokens if it controls a Mission Marker. At the end of each turning point, remove any Zeal Tokens from this operative.

Whenever this operative has 3 or more Zeal Tokens during the turning point and is incapacitated, do not remove it from the killzone and it has 1 wound. In the Ready step of the next turning point, remove this operative from the killzone.

At the end of each turning point after the first; if this operative has a number of Zeal Tokens that is lower than the number of the turning point, inflict 1D3 damage on it.

ABYSSAL TALON, RENEGADE ASTARTES, DARK HERALD; 32
DEATH SEEKER
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Extinction Carbine (Rng 12", Dev4, Lim1)
4
3+
4/2
Bolt Pistol (Rng 8")
4
3+
3/4
Stinger Pistol (Rng 8", Lethal 5+, Lim1, *Stinger)
4
3+
3/4
Neutron Blaster (Dev2)
4
3+
2/3
Charnabal Sabre (Severe, Lethal 5+)
4
3+
4/6
Eviscerator (Rending)
4
3+
4/5
Poisoned Fighting Knives (Lethal 5+, *Poison)
5
3+
2/4
Abilities
*Poison*StingerObsessed With its Own EndRenegade Astartes

*Stinger: Whenever an enemy operative is incapacitated by this weapon, before it’s removed from the killzone, inflict D3 damage on each other operative visible to and within 2 inches of it. Each operative subsequently incapacitated as a result of this weapon rule will cause this to happen again.

Obsessed With its Own End: Whenever this operative is performing a Fallback action, it must end that move within the control range of the nearest other enemy operative to this operative.

Ignore any changes to the stats of this operative from being injured.

ABYSSAL TALON, RENEGADE ASTARTES, DEATH SEEKER; 32
ORPHAN OF WAR
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Lascarbine (Rng 12")
4
3+
2/3
Xenos Deathlock (Rng 8", Stun, Prc2, *Lethal Exposure)
5
3+
5/6
Shuriken Pistol (Rng 8", Rending, Lim1)
4
4+
3/4
Reclaimed Hand Flamer (Rng 6", Saturate, To 2", Lim1)
4
3+
3/3
Mining Laser (Hvy(Dash), Prc1)
5
4+
5/6
Prosperine Khopesh (Lethal 5+)
4
3+
3/5
Lightning Claw (Ceaseless)
4
3+
4/5
Power Fist (Brutal)
4
3+
4/7
Abilities
*Lethal ExposureNo Gods, No Masters, No TraitorsRenegade Astartes

*Lethal Exposure: Whenever this weapon is being used in a shooting attack; after that sequence ends, roll a 1D6. if the result is higher than the number of successes you retained during that sequence, inflict 1 damage on this operative equal to the difference between the aformentioned (to a maximum of 3 additional damage).

No Gods, No Masters, No Traitors: Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of this operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this.

This operative cannot perform a Mission action (except for Operate Hatch).

ABYSSAL TALON, RENEGADE ASTARTES, ORPHAN OF WAR; 32
OUTLANDER
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Fleshborer (Rng 6", Lim1, *Assault)
4
3+
3/4
Synaptic Disintegrator (Hvy(Dash), Saturate, Seek Light, Prc1, Dev2, Silent)
4
2+
4/3
Archeotek Pistol (Rng 6", PrcCrits2, Prc1, Silent, Lim2)
3
2+
1D3/1D6
Reclaimed Bolt Sniper Rifle
Mobile (Hvy(Repos), Saturate)
4
3+
3/4
Stationary (Hvy, Saturate, Seek light, Dev3, Silent)
4
3+
3/3
Halo Blade (Lethal 4+)
4
3+
3/5
Power Knife (Lethal 5+)
4
3+
2/4
Abilities
*AssaultRenegade AstartesTyrant Marauder

Tyrant Marauder: In the Set-Up Operatives phase, you can place this operative anywhere wholly within your territory and more than 6 inches of enemy operatives (this takes precedence over the operatives’ set-up restrictions).

ABYSSAL TALON, RENEGADE ASTARTES, OUTLANDER; 32
CHYMERIAE
A 3
M 6"
S 4+
W 18
Weapons
ATK
HIT
DMG
Reclaimed Grenade Launcher
Frag (Blast 2", Lim1)
4
4+
2/4
Krak (Prc1, Lim1)
4
4+
4/5
Transdimensional Beamer (Rng 6*, Saturate, Balanced, *Dimensional Banishment)
1
4+
0/0
Drum-Fed Autogun (Ceaseless, Lim1)
4
4+
2/3
Blight Grenade (Rng 6", Saturate, Severe, Blast 2", Lim1, *Poison)
3
4+
2/3
Pox Bomb (Rng 6", Dev3, Blast 1", Stun, Lethal 4+, Lim1)
3
4+
0/0
Melta Bomb (Rng 3", Blast 1", Prc2, Dev4, Saturate, Lim1)
3
4+
6/3
Neutron Grenade (Rng 6", Saturate, Dev2, Blast 2", Lim1)
4
4+
3/4
Rad Grenades (Rng 6", Saturate, Blast 2", Lim1, *Rad)
3
4+
2/4
Mutated Claws And Fist (Rending)
5
4+
4/5
Abilities
*Dimensional Banishment*Poison*RadAbandoned AbominationRenegade Astartes

*Dimensional Banishment: After this operative uses this weapon, if you inflicted damage or retained any critical successes, if the target wasn’t incapacitated, roll 2D6: if the result is higher than the target’s remaining wounds, the target is incapacitated.

*Rad: In the Resolve Attack Dice step, if you inflict damage with a critical success, the operative this weapon is being used against gains one of your Rad Tokens (if it does not already have one). When an operative that has one of your Rad Tokens is activated, inflict 1 damage on it and worsen its Save stat by 1 until the end of its next activation, then remove that token from that operative.

Abandoned Abomination: In the Select Operatives phase and if you selected this operative to be in your killteam, select one of the following mutations for it to have for the battle:

  • Over-Engineered: Add 1 Atk die for all of its weapons; subtract 2 from its Move stat.

  • Mindless Specimen: Add 2 to its Wound stat; worsen the Hit stat for all of its weapons by 1.

  • Dermal Hardening: Normal and critical Dmg of 3 or more inflicts 1 less damage on it; worsen its Save stat by 1.

ABYSSAL TALON, RENEGADE ASTARTES, CHYMERIAE; 40
Equipment

SCAVENGED POWER ARMOURS:
Add 1 to the Wound stat of the friendly operative that has the "REAVER LORD" keyword for the battle.

Once per turning point when an enemy is shooting a friendly ABYSSAL TALON operative, you can use one of the following rules:

  • At the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.

  • In the Roll Defence Dice step, you can re-roll one of your defence dice.


JUMP PACK:
Whenever a friendly ABYSSAL TALON operative is climbing a terrain, you can treat the vertical distance as 2 inches (regardless of how far the operative actually moves vertically).

Once per turning point, a friendly ABYSSAL TALON operative (excluding CHYMERIAE) can have the Fly rule.

FLY: Whenever a friendly operative is performing the Charge, Fall Back or Reposition action, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.


STORM SHIELD:
Select a friendly ABYSSAL TALON DARK HERALD operative to have the Storm Shield rule for the battle.

STORM SHIELD: The friendly operative with this rule ignores the Piercing weapon rule. Whenever it is fighting or retaliating, in the Resolve Attack Dice step of that sequence, each time it parries, two of your opponent's successful hits are discarded (instead of one).

That friendly operative cannot have that rule if the Heavy Thunder Hammer or Xenophase Blade melee weapons were selected for it.


IRON HALO:
Once per turning point, when an enemy operative is shooting or fighting a friendly ABYSSAL TALON operative, your opponent cannot retain attack dice results of less than 6 as critical successes (e.g. as a result of Lethal, Rending or Severe weapon rules).


Ploys

Firefight - DEATH TO ALL!:
Use this firefight ploy when a friendly ABYSSAL TALON operative is shooting, fighting or retaliating against an enemy operative that has the "AELDARI", "TA'U EMPIRE", "ORK", "TYRANID", "NECRON" or "VOTANN" keyword. That friendly operative's weapons have the Ceaseless weapon rule until the end of the sequence, or the Relentless weapon rule if that enemy operative has the "IMPERIUM" or "CHAOS" keyword until the end of that sequence.


Firefight - UNWORTHY TO DIE FOR!:
Use this firefight ploy when a ready friendly ABYSSAL TALON operative is fighting or retaliating against an enemy operative with 8 or less wounds. If that friendly operative is to be incapacatitated during that sequence, discard any remaining successes and it immediately performs a Fallback action. Subtract 2 from that friendly operative's APL stat until the end of its next activation.


Firefight - YOU WON'T NEED THIS ANY MORE!:
Use this firefight ploy when an enemy operative that has the "IMPERIUM" or "CHAOS" keyword is incapacitated while within control range of a friendly ABYSSAL TALON operative, you can add 1 Explosive Grenade or 1 Utility Grenade to your equipment that your opponent has selected during the Select Operatives phase.


Firefight - TAINT OF XENOS:
Use this firefight ploy when an enemy operative that has the "AELDARI", "TA'U EMPIRE", "ORK", "TYRANID", "NECRON" or "VOTANN" keyword is incapacitated while within control range of a friendly ABYSSAL TALON operative, you can add 1 of the ranged or melee weapons that enemy operative has to that friendly operative's weapons for the battle (excluding weapons that have the Heavy (of all variants), Piercing 2 or Lethal x weapon rules) .


Strategic - UNCHAINED COHORTS:
Friendly ABYSSAL TALON operatives with Engege orders and wholly within your territory can immediately perform a free Charge (up to a maximum of 3 inches) or Dash action in an order of your choice but must end their moves wholly within your opponent's territory.


Strategic - YOUR NEW LEGION!:
Whenever a friendly ABYSSAL TALON operative is within 3 inches of another friendly operative of the same keywords (e.g. both are DEATH SEEKER operatives), that friendly operative's weapons have the Severe weapon rule.


Strategic - THOSE WHO HAVE NO NAMES:
Friendly ABYSSAL TALON operatives with Engege orders and wholly within your opponent's territory can immediately perform a free Reposition action in an order of your choice but must end their moves wholly within your territory.


Strategic - IN DISGRACE, ALL ARE EQUAL:
Whenever a friendly ABYSSAL TALON operative is wholly within your territory and it's injured, you can ignore any changes to its stats (including from the Stun weapon rule etc.).


Strategic - ETERNAL VENDETTA:
Whenever a friendly ABYSSAL TALON operative is wholly within your opponent's territory and it's wounded, you can ignore any changes to its stats (including from the Stun weapon rule etc.).


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.