The black spite
Operatives
1. Ashen chaplain
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Crozius of ash (Shock, Stun) | 5 | 3+ | 4/4 |
| Inferno pistol (Devastating 3, piercing 2, range 3") | 4 | 3+ | 5/3 |
Abilities
1AP: Again, again0AP: Litany of spite2. Shattered seraph
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Encarmine spear (Lethal 5+) | 4 | 3+ | 4/7 |
Abilities
Red furyWinged fixation3. Anvil
A 3
M 6"
S 4+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Eviscerator (Rending) | 4 | 3+ | 4/6 |
Abilities
1AP: Anchor of the riteButchers arc4. Hangman
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Executioner blade (Brutal) | 4 | 3+ | 4/7 |
| Bolt pistol (Range 8") | 4 | 3+ | 3/4 |
Abilities
ShackledThe sentenceBinding chains5. Bloodmist
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Handflamer (Saturate, Torrent 1", Rng 6") | 4 | 2+ | 3/3 |
| Virus claws (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
1AP: ScorcherCrimson contagion6. Witness
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Missile launcher [frag] (Blast 2" Heavy [repostion only]) | 4 | 3+ | 3/5 |
| Missile launcher [krak] (Heavy [repostion only] piercing 1) | 4 | 3+ | 5/7 |
| Fists | 4 | 3+ | 3/4 |
Equipment
Purity seals
Once per turning point, when a friendly Black spite operative is shooting or fighting, if you roll two or more fails, you can discard one of them to retain another as a normal success instead
Ashen reliquary
Once per turningpoint, if Horus was incapacitated, gain 1 CP.
Blood chalice
Whenever a friendly BLACK SPITE operative is fighting or retaliating, in the Resolve Attack Dice step, you can subtract 1 from the damage inflicted on it from one success
Censer of ash
Before the battle, you can set up the Censer of Ash marker wholly within your territory. When a friendly BLACK SPITE operative is within 3" of the Censer of Ash marker, their attacks gain "Ceaseless" when attacking Horus.
1AP: Pick up marker/plant marker. The censer gives the bonus only to the carrier operative. It regains its 3" aura when planted.
Ploys
TRANSHUMAN PHYSIOLOGY
Firefight PloyUse this firefight ploy when an operative is shooting a friendly BLACK SPITE operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead
Flames of retribution
Firefight PloyMeltas and inferno pistols double their range and flamers torrent counts as +1"
Horus must fall
Firefight PloyUse this firefight ploy when shooting at horus, ranged attack on Horus is considered having seek light
Duty in death
Firefight PloyUse this firefight ploy when a friendly BLACK SPITE operative retaliates and is incapacitaded by a normal success, it may resolve one attack before being removed from the killzone.
AND THEY SHALL KNOW NO FEAR
Strategy PloyYou can ignore any changes to the stats of friendly BLACK SPITE operatives from being injured (including their weapons’ stats).
Sanguine rush
Strategy Ployone friendly BLACK SPITE operative immedietly performs a free Dash that must end closer to Horus.
Feel no pain
Strategy PloyWhenever an operative is shooting a friendly BLACK SPITE operative that has an Engage order, you can re-roll one of your defence dice
Red thirst
Strategy PloyIf a friendly BLACK SPITE operative performs a charge its melee weapons has rending
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.