Warp Talons

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Quickly, brothers in Chaos, strike a pose!

Warp Talons are Chaos Raptors with extra Chaos. They look awesome, yet they used to be kinda Derp rule-wise. So people made them count as Chaos Raptors instead.

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. They get a good depiction in the Space Shark's novel, where they are given a roost in an abandoned Imperial chapel and are unleashed en-mass to rip & tear a whole terminator squad.

Crunch

When launched in 6th, they were a disappointment. They had claws sharp enough to cut reality but not terminator armour, they were expensive and they had to deep strike in order to use their special ability - and they had to get within 6 inches in order for it to work! They were basically universally panned by players at the time save for those looking for an expensive and fragile distraction. 7th gave them a minute usefulness bump by making them Troops in a Night Lords army along with Raptors, however Raptors were picked ahead of them again because of their versatility and price point.

With 8th though, the Talons have a new lease on unlife; the AP of their weapons is now terrifying to TEQs. They also get a nice little ability that whatever they charge cannot overwatch back at them if they charge on the turn they deep strike (which is an 8th edition thing now). Now that deep strikes don't scatter (with the caveat that they have to be 9" away from the nearest enemy unit), the trick is to get them into close combat from deep strike.

Fortunately, you just need to get 8" away from an enemy in order to be considered in an assault (1" apart) which is tied for second most common result on 2D6 with a 6, behind 7. Actually, you need 9 on the charge roll, which is significantly harder! Reason being: if an 8" charge gets you WITHIN 1" of the target, you must have been WITHIN 9" to start with, and therefore deployed from deep strike illegally. Sorry.

If you don't like tempting the dice gods, you will need a sorcerer with Warp Time nearby, preferably with a jump packaging or terminator armor himself. This was FAQ'd and is no longer allowed, so get back to praising the dice gods.

The thing is that they are super duper overpriced. If you want some deep strick impact, even mutilators are far better (worse: Bloodletter bombe). And fly+mvt 12 is useless when a sneeze wipe you... For just 2A.

Forces of the Traitor Legions of Chaos
Leaders: Chaos Champion - Chaos Lord - Daemon Prince - Dark Apostle
Master of Execution - Sorcerer - Master of Possession - Lord Discordant
Unaligned: Chaos Chosen - Chaos Raptors - Chaos Space Marine Squad - Chaos Spawn - Chaos Terminators
Cultist - Havocs - Mutilators - Obliterators - Possessed - Tech-Assassin - Warp Talons - Warpsmith
Negavolt Cultist - Greater Possessed - Dark Disciple - Heretek
Faction Aligned: Khorne Berzerkers - Plague Marines - Noise Marines - Rubric Marines
Great Crusade-era: Breacher Siege Squad - Consul - Despoiler Squad - Destroyer Squad - Esoterist Consul - Legiones Decurion
Legion Herald - Legion Outrider Squad - Legion Vigilator - Moritat - Master of the Signal - Praetor
Reconnaissance Squad - Seeker Squad - Sky Hunter Squad - Tactical Support Squad - Inductii
Structures: Noctilith Crown - Skull Altar
Walkers: Chaos Dreadnought (Ferrum Infernus - Chaos Contemptor
Hellforged Leviathan - Hellforged Deredeo
) - Helbrute
Vehicles: Bike Squad - Chaos Land Raider (Land Raider Hades Diabolus) - Infernal Relic Predator
Kratos Heavy Assault Tank - Mastodon - Predator Tank - Rhino Transport - Sicaran Battle Tank
Stalk Tank - Vindicator - Typhon Heavy Siege Tank - Spartan Assault Tank - Rapier Armoured Carrier
Whirlwind Scorpius - Termite - Cerberus Destroyer - Fellblade
Flyers: Harbinger - Hell Blade - Hell Talon - Fire Raptor
Storm Eagle - Xiphon Interceptor - Thunderhawk - Stormbird
Spacecraft: Dreadclaw Assault Pod - Kharybdis - Doomfire Bomber - Swiftdeath Fighter
Titans: Daemon Knights - Chaos Emperor Titan - Feral Scout Titan
Ravager Battle Titan - Chaos Warlord Titan - Woe Machine
Unaligned
Daemon Engines:
Decimator - Defiler - Death Wheel - Forgefiend - Heldrake
Maulerfiend - Soul Grinder - Wirewolf - Venomcrawler - Helstalker
Daemon Engines
of Khorne:
Blood Reaper - Blood Slaughterer - Brass Scorpion - Cauldron of Blood - Death Dealer
Doom Blaster - Kytan - Lord of Skulls - Skull Reaper - Tower of Skulls
Daemon Engines
of Nurgle:
Blight Drone - Contagion - Foetid Bloat-Drone - Myphitic Blight-Hauler
Nurgle Plague Tower - Plague Hulk - Plagueburst Crawler
Daemon Engines
of Slaanesh:
Hell-Scourge - Hell-Knight - Hell-Strider
Questor Scout Titan - Slaanesh Subjugator
Daemon Engines
of Tzeentch:
Aether Ray - Doom Wing - Fire Lord of Tzeentch
Mirrorfiend - Silver Tower of Tzeentch - The Auruntaur
Auxiliaries: Chaos Daemons - Death Guard - Thousand Sons - Emperor's Children - World Eaters - Fallen Angels