Flayed Claw
Common Abilities and Options
Astartes:
During each friendly NEMESIS CLAW operative's activation, it can perform either 2 Shoot actions or 2 Fight actions.
If it is 2 shoot actions, a bolt pistol, boltgun or scoped bolt pistol must be selected for at least one of them.
Each friendly NEMESIS CLAW operative can counteract regardless of its order.
In Midnight Clad:
Whenever an enemy operative is shooting a friendly NEMESIS CLAW operative, that friendly operative is obscured if both of the following are true:
- It is more than 8" from enemy operatives it is visible to.
- It has Heavy Terrain within its control range, or any part of its base is underneath Vantage terrain.
Operatives
1. Drachos Balicor
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Prc1, Hot, Lethal 5+) | 4 | 3+ | 4/5 |
| Nostraman Chainblade (Rnd) | 5 | 3+ | 4/5 |
Abilities
AstartesIn Midnight CladPrescience1AP: PremonitionNotes
Drachos Balicor is the oldest and most accomplished member of the Flayed Claw, and possesses the distinguished title of “The Ossificator”. An Astartes who was accomplished during the Great Crusade and Horus Heresy, he was well respected by his fellow Night Lords. Following much of the Legion’s turning away from the Imperium, Drachos’s warband were one of the few who readily embraced the grasp of the Chaos Gods, and turned on him due to his impressive prescience abilities and distaste of the Chaos Gods, his warband sought to remove him as a threat to their power. Following his gauntlets being painted in Sinner’s Red, Drachos had defected to the Red Corsairs before he could be deployed in a suicide raid, and now seeks to rise in the ranks of the Corsairs. Due to his impressive track record, extremely potent foresight, and leadership experience, he has become the sergeant or “Visionary” of the Flayed Claw.
2. Tavion Zaharal
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped Bolt Pistol | |||
| Short Range (Rng 8", Lethal 5+) | 4 | 3+ | 3/4 |
| Long Range | 4 | 3+ | 3/4 |
| Terrorchem Vial (Rng 6", Blast 2", Dev3, Lim1, Sat, *Terrorchem) | 5 | 3+ | 2/0 |
| Tainted Blade (*Terrorchem) | 5 | 3+ | 3/5 |
Abilities
AstartesIn Midnight Clad*TerrochemTerrochem Poison1AP: Poison ObjectiveNotes
Tavion Zaharal is perhaps the most pragmatic member of the Flayed Claw. While still a transhuman monster who revels in torture, Tavion is considerably less physically aggressive than his fellow Night Lords. He prefers a more “hands off” approach to his torture, relying on his hallucinogenic poisons in place of more conventional Night Lords methods. He does this through injuring his victims with poisoned daggers, explosives, or even assets and terrain the enemy attempts to use in the field. Once poisoned, they will often begin to feel weakened, eventually struggling to stand as it slowly overtakes their bodies. Tavion will often chuckle and taunt the horrified victim as they attempt to run and crawl while their bodies begin to shut down, and during their slow deaths they begin to hallucinate the most terrifying monsters surrounding them; often by this point, the Flayed Claw itself. The warband Tavion hailed from had grown suspicious of his distant approach to combat, and marked him in Sinner’s Red when he had poisoned and killed a fellow astartes of his warband when he had been accused of stealing his equipment. This was the perfect excuse to rid themselves of Tavion. Assuming the worst for himself, Tavion changed allegiances, and joined the Red Corsairs during a refuelling run to Hell’s Iris. Now, in the Flayed Claw, he uses his impressive skill with the bolt pistol to act as a long ranged specialist, while also specializing in both retrieving and denying assets of importance through his poisons.
3. Xoros Naevan
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Nostraman Chainglaive (Rnd) | 5 | 3+ | 4/6 |
Abilities
AstartesFlay Them AliveIn Midnight CladTyrant Of The Skinning PitsNotes
Xoros Naevan is easily the most skilled duelist of the Flayed Claw, and is also the most “honourable” (as much as Night Lords can be honourable) member of their group. Unlike his peers, who had all grown up extremely poor in Nostramo, Xoros actually came from a powerful and aristocratic crime family, and had learned much in the way of not only gang violence, but also the codes of honour that had bound him. While many of the other members of Flayed Claw were fond of the Night Lords’ twisted sense of justice, Xoros believed in it to an extreme, and carries a Chainglaive called “Executioner” that he had used to torment and execute populations into obedience during the Great Crusade. Due to his impressive skill, he was highly respected in his old warband, the leader of which had seen him as a great threat to his power. Eventually, becoming so paranoid of Xoros, the warband’s leader had attempted to assassinate him, only for Xoros to kill him in his defence, which had divided the rest of his warband. Painting his own gauntlets in Sinner’s Red, he had self imposed an exile on himself for what he considers an unjust murder. He joined up with the Flayed Claw in shame, but takes some pride in serving alongside fellow Night Lords, acting as the kill team’s front line melee specialist and bodyguard.
4. Vaedas Shadom
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lightning Claws (Ceaseless, Lethal 5+) | 5 | 3+ | 4/5 |
Abilities
Appetite For CrueltyAstartesIn Midnight CladScreecherNotes
Vaedas Shadom is the most quiet and stoic member of the Flayed Claw, but perhaps relishes the most in the hunt compared to his battle brothers. Vaedas had grown up as an orphan back on Nostramo, and had learned at a very young age how to survive on his own; memories he takes very much to heart as an Astartes. Unlike Xoros, who is a skilled duelist, Vaedas is essentially an animalistic predator. He often scouts ahead of the rest of his squad and stalks his prey silently, often jumping out of the darkness screeching and finally slaughtering his terrified prey; only to return to the shadows to hunt his next victim. In his original Night Lords warband, Vaedas had often struggled to keep his violent impulses under control, and had earned himself the Sinner’s Gauntlets after murdering one of his fellow Astartes’s slaves for perceived disobedience. Eventually joining the Red Corsairs, he was noted for being silent most of the time, only speaking when he is spoken to, and screeching at his victims when he jumps out of the shadows. Within the Flayed Claw, Vaedas serves as the kill team’s scout and assassin, often stalking singling out targets before wounding and murdering them with his Lightning Claws, to his disturbing and silent glee.
5. Arkan Valzathos
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
AstartesIcon BearerIn Midnight Clad1AP: Disconcerting MimicryNotes
Arkan Valzathos is the only member of the Flayed Claw who is a definitive worshipper of the Chaos Gods. Arkan in particular specializes in a very strange kind of fear, even compared to the likes of Tavion. Arkan carries with him a strange Chaos icon of a dead Loyalist Space Marine, and uses the Marine’s Omophagea for horrifying sorcerery. In specific, he will often use the corpse to mimic enemy commanders and trick combatants into walking into his hands before slaughtering them and taking gruesome trophies. Unlike his battle brothers, who had all joined the Red Corsairs due to being marked with the Sinner’s Gauntlets, Arkan had sought out a warband that would properly sate his dark devotion, rather than the more atheist beliefs of his Night Lords battle brothers. However, despite his change to the Red Corsairs, he still works alongside atheistic Night Lords in the Flayed Claw, but finds the Chaos taint of their base in Hell’s Iris to be truly blessed ground. In the Flayed Claw, he acts as a Psyker specialist who uses his disturbed icon to deceive and frighten lesser beings.
6. Malax Khravor
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Meltagun (Rng 6", Dev4, Prc2) | 4 | 3+ | 6/3 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesIn Midnight CladNotes
Malax Khravor is perhaps the most direct member of the Flayed Claw. He tends to not rely on the more complex fear tactics his brothers use, and instead often uses his status as a hulking chaos space marine to frighten his enemies. This is not to say he doesn’t attempt to scare his targets through stealth or subterfuge, but rather he only relies upon these as often as he needs to. Perhaps best exemplifying this is his use of a Meltagun, which he often puts towards destroying enemy armour and targets of importance to decimate enemy cohesion and cause terrified chaos. Malax’s warband had a particularly shaky hierarchy that was constantly shifting due to betrayals and backstabbing, which would earn him the Sinner’s Red gauntlets while he was deployed alongside his claw. His claw was a special weapons team who had a disastrous mission against a forge world lead to him being the sole survivor. His fellow astartes assuming the worst, his warband leader had given him the Sinner’s Red and had intended to leave him to die at the hands of his fellow astartes. However, he was able to escape this fate by escaping planetside through a drop pod, and later being found by the Red Corsairs, who he would join. In the Flayed Claw, he serves as a special weapons expert, with the Meltagun being his weapon of choice.
7. Ruvhir Narvirok
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Missile Launcher | |||
| Frag (Hvy(Repos), Blast 2") | 4 | 3+ | 3/5 |
| Krak (Hvy(Repos), Prc1) | 4 | 3+ | 5/7 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesIn Midnight CladEquipment
Chain Snare
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly NEMESIS CLAW operative, if no other enemy operatives are within that friendly operative's control range, you can use this rule. If you do, roll 2D6, or 1D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation or counteraction (No AP are spent on it), and you cannot use this rule again during this turning point.
Comms Jammer
Whenever an enemy operative is within 3" of a friendly NEMESIS CLAW operative, that enemy operative's APL stat cannot be added to. Note that this does not affect APL stats that have already been changed.
Flayed Skin
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly NEMESIS CLAW operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.
Grisly Trophy
Once per Battle, when a friendly NEMESIS CLAW operative incapacitates an enemy operative within 2" of it, you can use this rule. If you do, that friendly operative gains one of your Grisly Trophy tokens (if it does not already have one). Whenever a friendly NEMESIS CLAW operative that has one of your Grisly Trophy tokens is visible to and within 2" of an enemy operative, subtract 1 from the ATK stat of that enemy operative's weapons.
Ploys
Preysight
Strategy PloyWhenever you are selecting a valid target for a friendly NEMESIS CLAW operative, enemy operatives within 6" cannot use Light terrain for cover. While this can allow such operatives to be targeted (assuming they are visible), it does not remove their cover save (if any).
Return To Darkness
Strategy PloyOne friendly NEMESIS CLAW operative can immediately perform a free Fall Back or Reposition action, but it must end that move with Heavy terrain within its Control range, or any part of its base underneath Vantage terrain. In addition, it cannot move more than 4" during that action and it cannot end that move closer to enemy operatives (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, ignore Wall terrain when determining this).
The Black Hunt
Strategy PloyWhenever a friendly NEMESIS CLAW operative is shooting against, fighting against or retaliating against a wounded enemy operative, you can re-roll one of your attack dice.
We Have Come For You
Strategy PloyWhenever a friendly NEMESIS CLAW operative is activated, if the first action it performs during that activation is the Charge action, when it ends its move during that action, you can inflict D3 damage on one enemy operative within its control range.
Dirty Fighter
Firefight PloyUse this firefight ploy when a friendly NEMESIS CLAW operative is retaliating, at the start of the Resolve Attack Dice step. You can resolve one of your successes before the normal order. If you do you cannot resolve any other successes during that sequence.
Death To The False Emperor
Firefight PloyUse this firefight ploy after rolling your attack dice for a friendly NEMESIS CLAW operative, if it’s shooting against, fighting against or retaliating against an enemy operative that has the IMPERIUM keyword. That friendly operative's weapons have the Ceaseless weapon rule until the end of the sequence; if that enemy operative also has the Adeptus Astartes keyword, that friendly operative's weapons have the Relentless weapon rule until the end of that sequence instead.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Relentless: Can re-roll any or all Attack dice.
Proclivity For Murder
Firefight PloyUse this firefight ploy after a friendly NEMESIS CLAW operative incapacitates an enemy operative whin its control range. That friendly operative can immediately perform a free Charge or Dash action (for the former, it cannot move more than 3") even if it has performed an action that prevents it from performing the Charge or Dash action.
Vox Scream
Firefight PloyUse this firefight ploy when your opponent would activate an enemy operative that is visible to a friendly NEMESIS CLAW operative. Roll one D6; if the result is higher than that enemy operative's APL stat, your opponent cannot activate it during this activation; if the result is less than or equal to that enemy operative's APL stat, this ploy is not used, the CP spent on it is refunded and you cannot use this ploy again during this turning point. If there are no other enemy operatives eligible to be activated, this ploy has no effect.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Track Enemy
InfiltrationReveal: 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.
Plant Devices
InfiltrationReveal: 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.
Steal Intelligence
InfiltrationReveal: 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.