Talons
Common Abilities and Options
The Emperor's Chosen:
During each friendly ADEPTUS CUSTODES operative's activation, it can perform either two Shoot actions or two Fight actions.
Each friendly ADEPTUS CUSTODES operative can counteract regardless of its order.
Martial Ka’Tah:
As a STRATEGIC GAMBIT in each turning point, choose a Martial Ka’Tah from those presented below. All friendly TALONS OF THE EMPEROR operatives gain the selected benefit.
- Dacatarai Stance: After fighting or retaliating, if a friendly operative is no longer within control range of an enemy operative they can perform a free charge up to 3".
- Kaptaris Stance: Whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
- Rendax Stance: Until the end of the turning point all melee weapons gain the Severe special Rule.
*Storm Shield:
If this operative is equipped with a Storm Shield, it ignores the Piercing weapon rule. Each time it fights in combat, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent's successful hits are discarded (instead of one).
Psychic Abomination:
Psychic Abomination: While an operative is within 6" of an ANATHEMA PSYKANA operative, it cannot perform psychic actions. SISTER OF SILENCE operatives cannot be targeted or affected by psychic actions.
Operatives
1. Custodian Guard Leader
A 3
M 6"
S 2+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sentinel Blade (Rng 6", PrcCrit1) | 4 | 2+ | 3/4 |
| Sentinel Blade (Lethal 5+) | 5 | 2+ | 4/6 |
| Storm Shield (*Storm Shield) | - | - | - |
Abilities
The Emperor's ChosenMartial Ka’TahShield of Honor*Storm Shield2. Custodian Guard Warrior
A 3
M 6"
S 2+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Guardian Spear (PrcCrit1) | 4 | 2+ | 3/5 |
| Guardian Spear (Lethal 5+) | 5 | 2+ | 5/7 |
Abilities
The Emperor's ChosenMartial Ka’Tah*Storm Shield3. Sister Of Silence Superior
A 3
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Executioner Greatblade (Lethal 5+) | 4 | 2+ | 4/6 |
Abilities
Martial Ka’TahPsychic Abomination1AP: Adaptive Training4. Sister Of Silence Witchseeker
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer (Rng 6", Tor 2", Sat) | 5 | 2+ | 2/2 |
| Gun Butt | 4 | 3+ | 2/3 |
Abilities
Martial Ka’TahPsychic Abomination5. Sister Of Silence Prosecutor
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | 4 | 3+ | 3/4 |
| Gun Butt | 4 | 3+ | 2/3 |
Abilities
Martial Ka’TahPsychic Abomination6. Sister Of Silence Vigilator
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Executioner Greatblade (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Martial Ka’TahPsychic AbominationEquipment
Tanglefoot Grenades
Twice per battle in the firefight phase, an TALONS OF THE EMPEROR operative can perform the following action: Tanglefoot Grenade (1 AP): Select one enemy operative Visible to this operative. Subtract 2" from its Movement characteristic until the end of the turning point. This operative can can not perform this action while within Engagement Range of enemy operatives.
Vratine Faceplates
Once per turning point, when an operative is shooting a friendly ANATHEMA PSYKANA operative, in the roll defence dice step, you can retain one of your normal successes as a critical success instead.
Misericordias
Each time after a friendly ADEPTUS CUSTODES operative fights in combat, you can use this ability. If you do so, roll one D6: on a 3+, the enemy operative that fought it in that combat suffers 2 mortal wounds.
Oath Parchments
Once per turning point, when a friendly TALONS OF THE EMPEROR 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
Aegis Of The Emperor
Strategy PloyUntil the end of the Turning Point, each time Critical Damage would be inflicted upon a friendly TALONS OF THE EMPEROR operative from an attack die, you can choose for that attack die to inflict Normal Damage instead.
Unwavering Sentinels
Strategy PloyYou can ignore any changes to the stats of friendly TALONS OF THE EMPEROR operatives from being injured (including their weapons' stats).
Creeping Dread
Strategy PloyUntil the end of the Turning Point, while an enemy operative is within 3" of a friendly ANATHEMA PSYKANA operative, worsen the Ballistic Skill and Weapon Skill characteristics of ranged and melee weapons respectively that enemy operative is equipped with as if it were injured.
Vigilance Eternal
Strategy PloyUntil the end of the Turning Point, whenever determining control of a marker, treat ADEPTUS CUSTODES operative’s APL stat as 1 higher.
Arcane Genetic Alchemy
Firefight PloyUse this firefight ploy when an operative is shooting a friendly TALONS OF THE EMPEROR operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Avenge the Fallen
Firefight PloyUse this firefight ploy when a friendly TALONS OF THE EMPEROR operative is incapacitated by an enemy operative. Until the end of the battle, whenever another friendly TALONS OF THE EMPEROR operative is shooting against, fighting against or retaliating against that enemy operative, that other friendly operative’s weapons have the Balanced weapon rule. You cannot use this ploy again during the battle until that enemy operative is incapacitated.
Brotherhood Of Demigods
Firefight PloyUse this firefight ploy when a friendly TALONS OF THE EMPEROR operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.
Talons Interlocked
Firefight PloyUse this Firefight Ploy when a ready friendly TALONS OF THE EMPEROR operative is activated:
If that operative is an ANATHEMA PSYKANA operative, select one ready friendly ADEPTUS CUSTODES operative Visible to and within 3" of it.
If that operative is an ADEPTUS CUSTODES operative, select one ready friendly ANATHEMA PSYKANA operative Visible to and within 3" of it
Both operatives are activated at the same time and you can perform their actions in any order.
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.