Talons of the Emperor

Homebrew by Marcoosh

An attempt at the Talons of the Emperor Kill Team based on the 11th edition detatchment of the same name.

100% positive
Composition

1 SHIELD CAPTAIN operative with one of the following options; Guardian Spear Sentinel Blade 3 CUSTODIAN GUARD operatives with one of the following options; Guardian Spear Sentinel Blade and Praesidium Shield 3 ANATHEMA PSYKANA operatives from the following list; Prosecutor Vigilator Witchseeker You can take any of the Anathema Psykana operatives as many times as you like.

Common Abilities and Options

Martial Ka'Tah:
Every time a friendly Adeptus Custodes operative performs a Fight action or Retaliates to an enemy operatives Fight action, select one of the Ka’tah Stances below. Until that operative has finished making its attacks, the selected stance is active for it and it gains the relevant ability: Dacatarai Stance

Melee weapons equipped by this operative gain the Relentless weapon rule.

Rendax Stance

Melee weapons equipped by this operative gain the Rending weapon rule.

Daughters of the Abyss:
whenever an attack dice inflicts damage from Psychic Attacks or Devastating Wounds this Operative may roll one D6: on a 5+, subtract 1 from that inflicted damage.

Revered Companions:
Friendly Anathema Psykana operatives gain the following ability: Null Aegis (Aura): While a friendly Adeptus Custodes Operative is within 6” and visible to this operative, whenever an attack dice inflicts damage from Psychic Attacks or Devastating Wounds that Friendly Adeptus Custodes Operative may roll one D6: on a 5+, subtract 1 from that inflicted damage.

Shield Captain
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Guardian Spear (AP1)
3
3+
2/3
Sentinel Blade (AP1, Range 8")
3
3+
2/3
Guardian Spear
4
2+
3/4
Sentinel Blade (Brutal)
4
2+
2/3
Abilities
Martial Ka'TahMaster of StancesStrategic Mastery

Master of Stances: Once per battle, when this operative is performing a fight action, it can use this ability. If it does until that fight is resolved, both Ka’tah Stances are active for this operative.

Strategic Mastery: Once per round, when using a strategic or Firefight ploy, reduce the cost of that ploy by 1CP.

32Adeptus Custodes
Custodian Guard
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Guardian Spear (AP1)
3
3+
2/3
Sentinel Blade & Paesiduim Shield (AP1)
3
3+
2/3
Guardian Spear
4
2+
3/4
Sentinel Blade & Paesiduim Shield (Brutal)
4
2+
2/3
Abilities
Martial Ka'TahPraesidium ShieldSentinel StormStand Vigil

Praesidium Shield: Any melee attack dice that deals 3 or more damage is reduced by 1 damage (to a minimum of 2)

Sentinel Storm: Once per battle, this operative can shoot twice due ng an activation.

Stand Vigil: Eachtime this operative makes an attack while within control range of an objective marker, the attack gets the balanced weapon rule.

32Adeptus Custodes
Prosecutor
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Bolt Rifle (Piercing Crits 1)
4
3+
3/4
CCW
3
3+
2/3
Abilities
Daughters of the AbyssPurity of ExecutionRevered Companions

Purity of Execution: whenever this operative makes a ranged attack against a PSYKER operative, give its weapons the Accurate 1 and Devastating Wounds 1 weapon rules

32Anathema Psykana
Vigilator
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Executioner Greatblade (Devastating Wounds 2)
4
3+
3/3
Abilities
Daughters of the AbyssDeft ParryRevered Companions

Deft Parry: The first time in a fight sequence that this operative is hit with an attack dice, reduce the damage to 0 and the attacker may resolve a second die.

32Anathema Psykana
Witchseeker
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Witchseeker Flamer (Range 8", Saturate, Torrent 1")
4
2+
3/3
CCW
3
3+
2/3
Abilities
Daughters of the AbyssRevered CompanionsSanctified Flames

Sanctified Flames: when this operative makes a ranged attack against an enemy, select one enemy hit by one or more of the attacks. That enemy must make a save against its defence score, on a failure inflict 1 Devastating Wound and the operative is shocked, removing one APL until the end of its next activation.

32Anathema Psykana
Equipment

Misericordia:
Once per turning point, when a friendly Adeptus Custodes Operative is performing a fight action, you can use this rule. If you do, until the end of that action, this weapon has Lethal 5+.


Imperius Seal:
Once per battle, during a friendly Talon of the Emperor operative’s activation, before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, add 1 to that friendly operative’s APL stat until the end of its activation.


Hunter’s Mark:
Once per turning point a friendly Talon of the Emperor operative may fall back for one less AP.


Vexilla Banner:
All friendly Adeptus Custodes Operative count as having 1 additional APL for the purpose of control.


Ploys

Firefight - Taloned Pincer:
When an enemy operative ends a reposition, dash or fall back action, Up to two Adeptus Custodes Operatives that are within 8” and visible to that model can make a free dash.


Firefight - Empyric Severance:
Whenever a friendly Adeptus Custodes operative is the target of an enemy operatives shoot attack and is within range of the Null Aegis (Aura) from a friendly Anathema Psykana operative, improve the target for the Null Aegis (Aura) roll to a 4+.


Firefight - Shield of Honour:
Whenever a friendly Anathema Psykana Operative is the target of a shoot attack or a charge, if a friendly Adeptus Custodes Operative is within 3”, you can choose to change the target to this operative instead.


Firefight - Talons Interlocked:
Whenever a friendly Adeptus Custodes Operative makes a shooting attack, and that operative is within range of the Null Aegis (Aura) from a friendly Anathema Psykana, give the weapon +1 attack and 1AP


Strategic - Aegis Projector:
Friendly Adeptus Custodes Operatives may re-roll 1 defence dice per attack sequence.


Strategic - Champion of the Imperium:
The range of your Null Aegis (Aura) ability is increased from 6” to 9”.


Strategic - Gift of Terran Artifice:
Add 1 to the Atk stat of friendly Adeptus Custodes Operatives’ melee weapons (to a maximum of 5).


Strategic - Radiant Mantle:
Whenever a friendly Adeptus Custodes Operative is targeted by a shooting attack and the attacking operative is within 8” of the target, the attacking operative must worsen the hit stat of that weapon by 1 for this attack (to a maximum of 5+)


TacOps
Seek And Destroy: Sweep & Clear

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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.


Seek And Destroy: Rout

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.


Security: Plant Banner

Reveal: 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.


Security: Martyrs

Reveal: 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.


Security: Envoy

Reveal: 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.