The black spite

Operatives

1. Ashen chaplain
Ashen chaplain
A 3
M 6"
S 3+
W 15/15
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 spite

Again, again (1AP): Once per Turning Point, you may immediately designate another visibile enemy operative as Horus.

Litany of spite (0AP): While a friendly Black Spite operative is within 6” of this operative, its attacks gain Ceaseless against Horus.

2. Shattered seraph
Shattered seraph
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Encarmine spear (Lethal 5+)
4
3+
4/7
Abilities
Red furyWinged fixation

Red fury: When Shattered Seraph charges, immediately inflict 1d3 wounds to the charged operative

Winged fixation: Sanguine surge cost 0 cp if used on Shattered Seraph.

3. Anvil
Anvil
A 3
M 6"
S 4+
W 14/14
Weapons
ATK
HIT
DMG
Eviscerator (Rending)
4
3+
4/6
Abilities
1AP: Anchor of the riteButchers arc

Anchor of the rite (1AP): While this operative is within range of an objective marker, APL from horus is ignored when determining control of that objective marker.

Butchers arc: Each time this operative incapacitates an enemy operative in combat, you may allocate one of your successful hits to another enemy operative within ⬟ (2”) of the original target.

4. Hangman
Hangman
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Executioner blade (Brutal)
4
3+
4/7
Bolt pistol (Range 8")
4
3+
3/4
Abilities
ShackledThe sentenceBinding chains

Shackled: Enemy operatives cannot perform Fall Back actions while in Engagement Range of this operative.

The sentence: When this operative fights an enemy operative that has already been activated this Turning Point, resolve one additional successful hit.

Binding chains: This operative cannot perform Fall Back actions.

BLACK SPITE death company
5. Bloodmist
Bloodmist
A 3
M 6"
S 3+
W 14/14
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 contagion

Scorcher (1AP): Select one enemy operative that is Visible and within 6" of this operative. That operative’s controlling player must choose one of the following: • Change that operative’s order to Conceal. If they do, that operative suffers 1 damage. • Do not change that operative’s order. If they do not, that operative suffers 2D3 damage.

Crimson contagion: When this operative fights or retaliates, after the first successful hit is retained, give the target enemy operative a Virus token. An operative with a Virus token is considered Injured. When an operative with a Virus token has half or less wounds remaining, remove all Virus tokens from it. At the end of an enemy operative’s activation, if it is within 2" of another enemy operative with a Virus token, it gains a Virus token.

6. Witness
Witness
A 3
M 6"
S 3+
W 14/14
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
Black spite, death company, gunner

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 Ploy

Use 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 Ploy

Meltas and inferno pistols double their range and flamers torrent counts as +1"

Horus must fall
Firefight Ploy

Use this firefight ploy when shooting at horus, ranged attack on Horus is considered having seek light

Duty in death
Firefight Ploy

Use 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 Ploy

You can ignore any changes to the stats of friendly BLACK SPITE operatives from being injured (including their weapons’ stats).

Sanguine rush
Strategy Ploy

one friendly BLACK SPITE operative immedietly performs a free Dash that must end closer to Horus.

Feel no pain
Strategy Ploy

Whenever 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 Ploy

If a friendly BLACK SPITE operative performs a charge its melee weapons has rending

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.