Skyclaw
Common Abilities and Options
Fly:
Whenever a friendly SKYCLAW operative performs an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring horizontal distance only. 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 was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).
Astartes:
During each friendly SKYCLAW operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions and a Flamer is the selected weapon for both actions, 1 additional AP must be spent for the second action.
Each friendly SKYCLAW operative can counteract regardless of its order.
Operatives
1. Skyclaw Pack Leader
A 3
M 6"
S 3+
W 13
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 |
| Lightning Claw (Brutal) | 4 | 3+ | 4/6 |
Abilities
Reckless GuidanceFlyAstartes2. Skyclaw Berserker
A 2
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lightning Claws (Brutal, Ceaseless) | 5 | 3+ | 4/6 |
Abilities
0AP: Rage of FenrisFlyAstartes3. Skyclaw Brawler
A 2
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Chainsword and Combat Blade (Ceaseless) | 5 | 3+ | 4/5 |
Abilities
FlyAstartes1AP: Stalking Wolf4. Skyclaw Bombardier
A 2
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Chainsword | 4 | 3+ | 4/5 |
| Frag Grenade (Rng 6", Blast 2", Sat) | 5 | 4+ | 2/4 |
| Krak Grenade (Rng 6", Prc1, Sat) | 5 | 4+ | 4/5 |
Abilities
AstartesBombardierFly5. Skyclaw Gunner
A 2
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer | |||
| Default (Rng 8", Sat, Tor 2") | 4 | 2+ | 3/3 |
| Skytorch (*Skytorch, Sat, *Torrent 0") | 4 | 3+ | 3/3 |
| Combat Blade | 4 | 3+ | 4/5 |
Abilities
*Torrent 0"Fly2AP: Skytorch AssaultAstartes*Skytorch6. Skyclaw Duelist
A 2
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Shield (*Storm Shield) | - | - | - |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Close the DistanceAstartes*Storm ShieldFlyEquipment
Wolf Tooth Necklace
You can use the Headstrong firefight ploy for 0CP from the second turning point onwards.
Fenrisian Ale
Whenever a friendly SKYCLAW operative is fighting, improve the Hit stat of its melee weapons by 1.
Tilting Shields
Once per turning point, when a friendly SKYCLAW operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
Wolf Talismans
Once per turning point, when a friendly SKYCLAW operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Ploys
Cunning of the Wolf
Firefight PloyUse this firefight ploy when setting up your Kill Team. Move each friendly SKYCLAW operative 2" closer to a Marker or an enemy operative immediately after settiing up that operative.
Berserk Charge
Firefight PloyUse this Firefight Ploy when a friendly SKYCLAW operative performs the Charge action. Until the end of that action, it can move an additional D3+1", or be set up an additional D3+1" away if it uses FLY.
Shock Assault
Firefight PloyUse this firefight ploy when a friendly SKYCLAW operative is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:
- Its melee weapon has the Shock weapon rule.
- The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).
Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).
Headstrong
Firefight PloyUse this Firefight Ploy when a friendly SKYCLAW operative is fighting and strikes with a critical success. Inflict D3 additional damage.
And They Shall Know No Fear
Strategy PloyYou can ignore any changes to the stats of friendly SKYCLAW operatives from being injured.
Hammer of Wrath
Strategy PloyWhenever a friendly SKYCLAW operative is fighting during its activation, if its order was changed from Conceal to Engage at the start of that activation, or it performed a Charge action during this activation:
- Its melee weapons have the Balanced weapon rule.
- If the target is expended, its melee weapons also have the rending rule.
Balanced: Can re-roll one Attack die. Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.
Keen Senses
Strategy PloyWhenever an operative is shooting a friendly SKY CLAW operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Bestial Nature
Strategy PloyWhenever an attack dice rolled by a friendly SKYCLAW operative would inflict damage of 5 or more, add 1 to that infliicted damage.
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.
Plant Banner
SecurityReveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Martyrs
SecurityReveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Envoy
SecurityReveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.