Talonstrike Kill Team
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Heavy Bolt Pistol | 18" | 1 | 3+ | 4 | -1 | 1 |
| Hand flamer | 12" | D6 | N/A | 3 | 0 | 1 |
| Plasma pistol - Standard | 12" | 1 | 3+ | 7 | -2 | 1 |
| Plasma pistol - Supercharge | 12" | 1 | 3+ | 8 | -3 | 2 |
| Assault bolters | 18" | 3 | 3+ | 5 | -1 | 2 |
| Plasma exterminators - standard | 18" | 2 | 3+ | 7 | -2 | 2 |
| Plasma exterminators - supercharge | 18" | 2 | 3+ | 8 | -3 | 3 |
| Vortex bolt | 24" | 1 | 2+ | 4 | 0 | D3+3 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Astartes Chainsword | Melee | 4 | 3+ | 4 | -1 | 1 |
| Power fist | Melee | 3 | 3+ | 8 | -2 | 2 |
| Power weapon | Melee | 3 | 3+ | 5 | -2 | 1 |
| Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 |
| Paragon Blade | Melee | 6 | 2+ | 6 | -3 | 3 |
| Monster Slayer of Caliban | Melee | 7 | 2+ | 6 | -2 | 2 |
| Encarmine Warblade | Melee | 6 | 2+ | 6 | -3 | 3 |
Abilities
Each time this unit is set up on the battlefield, until the end of the turn: - Improve the Armour Penetration characteristic of weapons equipped by models in this unit by 1. - Melee weapons equipped by models in this unit have the [LANCE] ability.
If a CHARACTER unit from your army with the Leader ability can be attached to an ASSAULT INTERCESSORS WITH JUMP PACKS unit, it can be attached to this unit instead.
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: ■ You can reroll the Hit roll ■ If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well.
Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
Refer to the Detachment Rule for more information.
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X. Example: An attack made with a *[SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes.
Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06). When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with: - One or more of its [CLOSE-QUARTERS] weapons. - One or more of its other ranged weapons.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.