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CodexFactionsDeathwatchTalonstrike Kill Team

Talonstrike Kill Team

Kill Team Sergeant w/ Jump Pack
M12"
T4
SV3+
W2
LD6+
OC1
Kill Team Heavy Intercessor w/ Jump Pack
M10"
T6
SV3+
W3
LD6+
OC1

Composition & Wargear

Intercessor
Each model one of: heavy bolt pistol and Jump Pack / Jump Pack (max 5) / plasma pistol and Jump Pack (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Heavy Bolt Pistol 18"13+ 4-11
Hand flamer 12"D6N/A 301
Plasma pistol - Standard 12"13+ 7-21
Plasma pistol - Supercharge 12"13+ 8-32
Assault bolters 18"33+ 5-12
Plasma exterminators - standard 18"23+ 7-22
Plasma exterminators - supercharge 18"23+ 8-33
Vortex bolt 24"12+ 40D3+3

Melee Weapons

WeaponRangeAWSSAPD
Astartes Chainsword Melee43+ 4-11
Power fist Melee33+ 8-22
Power weapon Melee33+ 5-21
Close combat weapon Melee33+ 401
Paragon Blade Melee62+ 6-33
Monster Slayer of Caliban Melee72+ 6-22
Encarmine Warblade Melee62+ 6-33

Abilities

Talonstrike Doctrines Datasheet

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.

Attached Unit Datasheet

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.

Oath of Moment Core

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.

Deep Strike Core

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.

Mission Tactics Core

Refer to the Detachment Rule for more information.

Assault Core

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

Twin-linked Core

Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.

Sustained Hits Core

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 Core

[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.

Hazardous Core

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.