Abyssal Talons
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
- DARK HERALD equipped with one of the following options:
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 AstartesDEATH 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 AstartesORPHAN 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 AstartesOUTLANDER
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 MarauderCHYMERIAE
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 AstartesSCAVENGED 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).
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight 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) .
Strategy Ploys
Strategy: 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.
Strategy: 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.
Strategy: 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.
Strategy: 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.).
Strategy: 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.).
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.
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.