Abyssal Talons

Abyssal Talons

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.

Operatives

1. DARK HERALD
DARK HERALD
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
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
Abilities
*AssaultRenegade Astartes*BlazeForgotten Hero

*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
2. DEATH SEEKER
DEATH SEEKER
A 3
M 6"
S 3+
W 13/13
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Neutron Blaster (Dev2)
4
3+
2/3
Eviscerator (Rending)
4
3+
4/5
Abilities
Obsessed With its Own End*Poison*StingerRenegade Astartes

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.

*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.

ABYSSAL TALON, RENEGADE ASTARTES, DEATH SEEKER; 32
3. ORPHAN OF WAR
ORPHAN OF WAR
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Lascarbine (Rng 12")
4
3+
2/3
Xenos Deathlock (Rng 8", Stun, Prc2, *Lethal Exposure)
5
3+
5/6
Prosperine Khopesh (Lethal 5+)
4
3+
3/5
Abilities
Renegade Astartes*Lethal ExposureNo Gods, No Masters, No Traitors

*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
4. OUTLANDER
OUTLANDER
A 3
M 6"
S 3+
W 13/13
Weapons
ATK
HIT
DMG
Reclaimed Bolt Sniper Rifle
Mobile (Hvy(Repos), Saturate)
4
3+
3/4
Stationary (Hvy, Saturate, Seek light, Dev3, Silent)
4
3+
3/3
Power Knife (Lethal 5+)
4
3+
2/4
Abilities
Renegade Astartes*AssaultTyrant 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
5. CHYMERIAE
CHYMERIAE
A 3
M 6"
S 4+
W 18/18
Weapons
ATK
HIT
DMG
Transdimensional Beamer (Rng 6*, Saturate, Balanced, *Dimensional Banishment)
1
4+
0/0
Neutron Grenade (Rng 6", Saturate, Dev2, Blast 2", Lim1)
4
4+
3/4
Mutated Claws And Fist (Rending)
5
4+
4/5
Abilities
*Rad*Dimensional BanishmentAbandoned AbominationRenegade Astartes*Poison

*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.

*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.

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

DEATH TO ALL!
Firefight Ploy

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.

UNWORTHY TO DIE FOR!
Firefight Ploy

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.

YOU WON'T NEED THIS ANY MORE!
Firefight Ploy

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.

TAINT OF XENOS
Firefight Ploy

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) .

UNCHAINED COHORTS
Strategy Ploy

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.

YOUR NEW LEGION!
Strategy Ploy

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.

THOSE WHO HAVE NO NAMES
Strategy Ploy

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.

IN DISGRACE, ALL ARE EQUAL
Strategy Ploy

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.).

ETERNAL VENDETTA
Strategy Ploy

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.).

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Track Enemy
Infiltration

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.

Plant Devices
Infiltration

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.

Steal Intelligence
Infiltration

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.