Talons of the Emperor
Common Abilities and Options
Martial Ka'tahs:
The first time each friendly CUSTODIAN operative activates during each turning point you can choose for one of the Martial Ka'tah rules below for that operative to have until the end of the turning point. You cannot choose a Martial Kat'ah you have previously selected for a different operative during the turning point.
Martial Ka'tahs:
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Callistus: Add 1" to this operative's Move stat.
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Salvus: Whenever this operative is shooting an operative more than 6" from it, its weapons have the Rending weapon rule.
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Dacatarai: Whenever this operative is fighting or retaliating, enemy operatives cannot assist.
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Rendax: This operative's melee weapons have the Shock weapon rule.
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Conservai: This operative can perform the fallback action for 1 less AP.
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Kaptaris: Whenever an enemy operative would perform the Fall Back action while within control range of this operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll one D6, If the result of the roll is higher than that enemy operative's APL stat, that enemy operative cannot perform that action during that activation or counteraction (no AP are spent on it).
Perfect Creations:
-You can activate this operative twice during the turning point as long as it has AP to spend (it stays ready while it can still be activated a second time). You cannot spend more than 3 AP during each activation, and you cannot activate this each operative a second time until all your other CUSTODIAN operatives have been activated at least once. Per turning point it cannot move more than 12" and you cannot spend more than 4AP in total for it.
-During each friendly CUSTODIAN operative's activation, it can perform either two Shoot actions or two Fight actions.
-Each friendly CUSTODIAN operative can counteract regardless of its order.
Shield:*
Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).
Operatives
1. Custodian Captain
A 4
M 6"
S 2+
W 21
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Castellan Axe (Lethal 5+, Brutal) | 4 | 3+ | 6/7 |
| Sentinel Bolt Caster (Piercing 1; Rng 8") | 4 | 2+ | 4/5 |
Abilities
Martial Ka'tahsPerfect CreationsShield*2. Custodian blade warden
A 4
M 6"
S 2+
W 21
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sentinel Blade and Praesidium Shield (Lethal 5+, Shield*) | 4 | 2+ | 4/6 |
Abilities
Martial Ka'tahsPerfect CreationsShield*3. Custodian
A 4
M 6"
S 2+
W 21
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Guardian Spear (Lethal 5+) | 5 | 2+ | 5/6 |
| Bolt Caster (Piercing 1) | 4 | 2+ | 4/5 |
Abilities
Martial Ka'tahsPerfect CreationsShield*4. Custodian
A 4
M 6"
S 2+
W 21
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Guardian Spear (Lethal 5+) | 5 | 2+ | 5/6 |
| Sentinel Bolt Caster (Piercing 1; Rng 8") | 4 | 2+ | 4/5 |
Abilities
Martial Ka'tahsPerfect CreationsShield*5. Custodian
A 4
M 6"
S 2+
W 21
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Guardian Spear (Lethal 5+) | 5 | 2+ | 5/6 |
| Bolt Caster (Piercing 1) | 4 | 2+ | 4/5 |
Abilities
Martial Ka'tahsPerfect CreationsShield*Inactive Equipment
Auric Boltshells
Once per Turning Point, whenever a friendly CUSTODIAN operative is performing the Shoot action and you select a Bolt Caster or Sentinel Bolt Caster, you can use this rule. If you do, until the end of that action, that weapon loses the Piercing 1 weapon rule but has the Blast 1" weapon rule.
Voidsheen Cloak
Whenever an operative is shooting a friendly ANATHEMA PSYKANA operative, if you can retain any cover saves, you can retain one additional cover save.
This is not cumulative with improved cover saves from vantage terrain.
Misericordia
Once per turning point, when a friendly CUSTODIAN operative is fighting or retaliating and you strike with a critical success. Inflict D3 additional damage with that strike.
Aquilon Teleportarium
Once per battle, when a friendly CUSTODIAN operative is performing the Charge or Reposition action during its activation, it can TELEPORT. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat of its original location, measuring the 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’s the Charge action, it cannot be set up within control range of an enemy operative.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Null Maidens
Use this FIREFIGHT PLOY when a friendly ANATHEMA PSYKANA operative that has a Conceal order is activated. Until the end of the turning point, as long as that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules except being within 2".
Firefight: Superhuman Reserves
Use this Firefight Ploy when you activate a friendly CUSTODIAN operative, it regains up to 1D3+3 lost wounds.
Firefight: Martial Mastery
Use this Firefight Ploy during a friendly CUSTODIAN operative's activation, before or after it performs an action. Change the Martial Ka'tah rule you selected for this operative.
Firefight: Strategical Superiority
Use this firefight ploy when it’s your turn to activate a friendly operative. You can skip that activation.
Strategy Ploys
Strategy: Arcane Genetic Alchemy
You can ignore any changes to the stats of friendly CUSTODIAN operatives from being injured.
Strategy: Unleash the Lions
Whenever an operative is shooting a friendly CUSTODIAN operative that is more than 6" away from other friendly CUSTODIAN operatives, you can re-roll one of your Defense dice.
Strategy: Radiant Mantle
Whenever an operative is shooting a friendly CUSTODIAN operative, weapons with the Piercing X weapon rule have the Piercing Crits X weapon rule instead (This means that a weapon with the Piercing 2 weapon rule has the Piercing Crits 2 weapon rule instead).
Strategy: Taloned Pincer
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Friendly CUSTODIAN operatives' weapons have the Balanced weapon rule if another friendly ANATHEMA PSYKANA operative is within 9" of that operative.
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Friendly ANATHEMA PSYKANA operatives' weapons have the Severe and Accurate 1 weapon rules if another friendly CUSTODIAN operative is within 9" of that operative.
Equipment
Auric Boltshells
Once per Turning Point, whenever a friendly CUSTODIAN operative is performing the Shoot action and you select a Bolt Caster or Sentinel Bolt Caster, you can use this rule. If you do, until the end of that action, that weapon loses the Piercing 1 weapon rule but has the Blast 1" weapon rule.
Voidsheen Cloak
Whenever an operative is shooting a friendly ANATHEMA PSYKANA operative, if you can retain any cover saves, you can retain one additional cover save.
This is not cumulative with improved cover saves from vantage terrain.
Misericordia
Once per turning point, when a friendly CUSTODIAN operative is fighting or retaliating and you strike with a critical success. Inflict D3 additional damage with that strike.
Aquilon Teleportarium
Once per battle, when a friendly CUSTODIAN operative is performing the Charge or Reposition action during its activation, it can TELEPORT. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat of its original location, measuring the 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’s the Charge action, it cannot be set up within control range of an enemy operative.
Ploys
Null Maidens
Firefight PloyUse this FIREFIGHT PLOY when a friendly ANATHEMA PSYKANA operative that has a Conceal order is activated. Until the end of the turning point, as long as that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules except being within 2".
Superhuman Reserves
Firefight PloyUse this Firefight Ploy when you activate a friendly CUSTODIAN operative, it regains up to 1D3+3 lost wounds.
Martial Mastery
Firefight PloyUse this Firefight Ploy during a friendly CUSTODIAN operative's activation, before or after it performs an action. Change the Martial Ka'tah rule you selected for this operative.
Strategical Superiority
Firefight PloyUse this firefight ploy when it’s your turn to activate a friendly operative. You can skip that activation.
Arcane Genetic Alchemy
Strategy PloyYou can ignore any changes to the stats of friendly CUSTODIAN operatives from being injured.
Unleash the Lions
Strategy PloyWhenever an operative is shooting a friendly CUSTODIAN operative that is more than 6" away from other friendly CUSTODIAN operatives, you can re-roll one of your Defense dice.
Radiant Mantle
Strategy PloyWhenever an operative is shooting a friendly CUSTODIAN operative, weapons with the Piercing X weapon rule have the Piercing Crits X weapon rule instead (This means that a weapon with the Piercing 2 weapon rule has the Piercing Crits 2 weapon rule instead).
Taloned Pincer
Strategy Ploy-
Friendly CUSTODIAN operatives' weapons have the Balanced weapon rule if another friendly ANATHEMA PSYKANA operative is within 9" of that operative.
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Friendly ANATHEMA PSYKANA operatives' weapons have the Severe and Accurate 1 weapon rules if another friendly CUSTODIAN operative is within 9" of that operative.
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.