Warp Talons

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Revision as of 02:00, 27 July 2014 by 1d4chan>Newerfag (→‎Fluff)
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Warp Talons are Chaos Raptors with extra Chaos. They look awesome, yet kinda Derp rule-wise. Instead make them count as Chaos Raptors. Remember only to replace their arms with the appropriate equipment.

The WH40K equivalent of "style over substance."

Fluff

The Warp has overtaken them (but it's a good pain for them) so hard that their capacity for reason or even basic speech is no longer present. They're little more than deranged bat-monsters with an overactive hunting instinct. Their hands and feet have mutated into wickedly sharp talons, at the cost of being unable to use any other weapon, and they are partially daemonic; in fact, they are capable of traveling directly through the Warp, cutting their way through the Veil itself whenever a good battle can be had. They are so bestial that fielding them is supposed to be the equivalent of releasing the dogs of war or the kraken- rather than being given orders, they're shown a picture of what they're supposed to kill or given a possession of the enemy so they can track it by scent. Whenever they're not in flight, they even hang upside down from the ceiling like bats or impotently crawl on all fours, having lost the ability to walk normally.

Crunch

Let's break this down, shall we?

PROS

  • Jump Infantry
  • Daemons (5++ and Fear)
  • Come with two Lightning Claws
  • Have a nifty attack when they deep-strike that blinds targets within range, which gives them a modicum of defense

CONS

  • Expensive as fuck! They clock in at 30 pts./model; for comparison's sake, Terminators cost a paltry 31 pts./model and can beat the shit out of Warp Talons.
  • No assault grenades! This makes charging anything in cover a risky prospect.
  • Barring their blind attack, they have no ranged weapons, which makes them vulnerable to gun lines which they may be charging/deep-striking.
  • Speaking of that blind attack, it has a criminally short range - 6 fucking inches! You're more likely to scatter onto something and lose your overpriced assault unit or be totally out of range for it to be effective. Even then, blind attacks require an initiative test which isn't likely going to work in a Space Marine metagame.
  • They eat up a fast attack slot, which are rightfully designated to Helldrakes, which costs a paltry 10 pts. more than a basic squad of 5 Talons. For the loss, Helldrakes are the single unit in Codex: CSM that makes the fucking book even remotely competitive on account of drakes being enormously deadly!

Conclusion

Just don't! If you want jump infantry, Raptors do what Talons do but for less and arguably better; if you're going to take one Fast Attack choice, WHY AREN'T YOU TAKING A FUCKING HELLDRAKE?!

The Traitor Legions and Warbands of Chaos
Chaos
Legions
:
Alpha Legion - Black Legion - Death Guard
Emperor's Children - Iron Warriors - Night Lords
Thousand Sons - Word Bearers - World Eaters
Legion
Offshoots:
Apostles of Contagion - Bloodborn - Broken Aquila
Foresworn - Mouldering Claw - Plague Fleet - Prodigal Sons
The Consortium - Warband of Subsector Aurelia
Fallen
Chapters
(Including
Judged):
Adharon's Reavers - Blood Gorgons - Company of Misery
Corpus Brethren - Crimson Slaughter - Deathmongers
Death Shadows - Invocators - Lords of Decay
Oracles of Change - Red Corsairs - Shriven
The Brazen Beasts - The Flawless Host - The Scourged
Skyrar's Dark Wolves - Steel Cobras - Voidrippers
Unknown/
Other:
Apostles of Minthras - Claws of Lorek - Disciples of Destruction
Dragon Warriors - Extinction Angels - Hakanor's Reavers - Punishers
The Cleaved - The Purge - The Pyre - Sons of Malice - Sons of Vengeance
The Reborn - Violators - Warp Ghosts - Bleak Brotherhood