Terrorphim

Terrorphim

Common Abilities and Options

Mindless creature:
You must spend 1 additional AP for this operative to perform the PICK UP MARKER and mission actions (excluding OPERATE HATCH).

Malek's control:
If Malek the Tormentor is incapacitated, all ABOMINATION operatives must make a D6 roll BEFORE perfoming a SHOOT or FIGHT action.

On a 3+ ABOMINATION operatives carryout the action as usual. On a 2/1 ABOMINATION operatives MUST perform the action on the CLOSEST enemy OR FRIENDLY operative.

If the FIGHT action is performed on a friendly operative, once the attack dice have been resolved, assume the FALL BACK action has been performed for 0AP.

Operatives

1. Malek the Tormentor
Malek the Tormentor
A 3
M 6"
S 3+
W 8/9
Weapons
ATK
HIT
DMG
Modified Kroot scattergun (Rng 8", Piercing 1)
4
3+
3/4
Surgical claw (Severe)
4
4+
3/4
Abilities
Cruel masterBattlefield surgery

Cruel master: As long as this operative is not incapacitated, all ABOMINATION operatives gain PUNISHING on melee weapons and LETHAL 5+ on ranged weapons.

Battlefield surgery: The first time this operative would be incapacitated during the battle, it's not incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. All remaining attack dice are discarded (including yours if this operative is fighting or retaliating).

XENOS, TAU, LEADER
2. Horradon
Horradon
A 3
M 6"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Power lash (Rng 6")
4
4+
4/5
Power lash (Rending)
4
3+
4/6
Xenoshield
4
4+
3/4
Abilities
Mindless creatureShieldMalek's control

Shield: Whenever this operative is fighting or retaliating, each of your blocks can be allocated to block two unresolved successes (instead of one).

XENOS, TAU, ABOMINATION
3. Plasosaur
Plasosaur
A 3
M 6"
S 4+
W 18/18
Weapons
ATK
HIT
DMG
Plasma gun
standard (Piercing 1)
4
3+
4/6
supercharge (Hot, Lethal 5+. Piercing 1)
4
3+
5/6
Flamer (Rng 8", Saturate, Torrent 2")
6
2+
2/2
Biting teeth
4
5+
3/4
Abilities
Mindless creatureMalek's controlWalking tank

Walking tank: This operative can perform two SHOOT actions during it's activation.

XENOS, TAU, ABOMINATION
4. Meleraptor
Meleraptor
A 3
M 6"
S 4+
W 18/18
Weapons
ATK
HIT
DMG
Savage cleaver (Dev 2)
5
3+
5/6
Abilities
Mindless creatureDevastating OnslaughtMalek's control

Devastating Onslaught: At the end of each enemy operative's activation or counteraction, you can select one enemy operative within 2" of this operative. This operative can perform a free CHARGE action (you can change it's order to Engage to do so), but it cannot move more than 2" and must end that move within control range of that selected operative.

XENOS, TAU, ABOMINATION
5. M.A.P.T.
M.A.P.T.
A 2
M 7"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Modified stub gun (Rng 8")
4
3+
3/4
Claws (-)
3
3+
3/4
Abilities
1AP: Healing stims

Healing stims (1AP): Select one friendly TERRORPHIM operative within this operative's control range to regain up to 2D3 lost wounds. This operative cannot perform this action while within control range of an enemy operative.

XENOS, TAU, MEDIC

Equipment

Ploys

Combat stimulants
Firefight Ploy

Malek's experimental stims cause the Terrorphim's bodies to convulse with pure rage, heightening their speed and power.

Use this firefight ploy during a friendly TERRORPHIM operative's activation (with the ABOMINATION key word), before or after it performs an action. This firefight ploy grants the operative ONE ADDITIONAL FIGHT OR SHOOT action for 0AP, up to a maximum of TWO (i.e. and operative CANNOT use this ploy to gain 3 SHOOT actions).

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.