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==Special Equipment== ===Ranged Weapons=== *'''Adrathic Weapons''': Yet another super special Terran-only weapon, these are proper disintegrators. As a rule, they will make Mechanicum players cry, also they are all AP2 with Instant Death, Armorbane, and Gets Hot. **'''Adrathic Destructor''': 12" S5 AP2 Assault 1: By far the most 'common', available in some form or another on most infantry models. **'''Adrathic Devastator''': 18" S6 AP2 Heavy 2: Dickbike and Pallas upgrade. **'''Adrathic Exterminator''': 36" S6 AP2 Heavy 1, 3" Blast: Not yet used on any model, but it's only a matter of time. If they remember this exists. It isn't on the Telemon or the Orion. So it's now a shot in the dark if the Exterminator will be used at all. *'''Adrastus Bolt Caliver''': 30" Assault 3 Heavy Bolter with a Disintegration Beam welded onto it. Distinctly stated as being two functional weapons with unlimited uses, but only one can be used a turn. *'''Lastrum Bolt Weapons''': The Caladus' fixed mounts have turned into the Custodes' most prevalent vehicle mount. All weapons have '''Heliothermic Detonation''', so anybody that takes ''one or more'' unsaved wounds and ''is not slain'' has to make a Toughness roll or get '''Instant Death''' (or +1 to penetration damage table if a vehicle). **'''Lastrum Storm Bolter''': 24" S5 AP4; only used by Aquilon Terminators and the Contemptor-Achillus. **'''Lastrum Bolt Cannon''': 36" S6 AP3 Heavy 3; used on the Caladus, Coronus, and the Dickbikes. **'''Iliastus Accelerator Cannon''': 60" S7 AP2 Heavy 3, Rending, Rapid Tracking (ignores Jink saves). ***Heliothermic Detonation is mostly relevant against models with a lot of Wounds. Because all models in a unit that are firing the same weapon shoot at the same time, it doesn't matter if said unit is firing one or a thousand Lastrum shells : the rule will only be triggered once against the last wounded model after all the others have been killed normaly. This greatly mitigates the efficiency of Lastrum weaponry against squads of multi-wounded models, but killing an extra bastard is always a good thing nevertheless. *'''Infernus Weapons''': The Custodes super flamers. Only two versions, and they're both Heavy 1, but who gives a shit when they're S6! **'''Infernus Firepike''': S6 AP6 Heavy 1, Torrent; only used by Aquilon Terminators. **'''Infernus Incinerator''': S6 AP4 Heavy 1; used on the Contemptors, either as a replacement for the Storm Bolters or in the Galatus Warblade. *'''Proteus Las-Lance''': 24" S7 AP2 Heavy 2, Lance; like the Adrathic Exterminator, it is not yet used on any model, come again later. *'''Corve Las-Pulsar''': 36" S9 AP2 Heavy D3: Upgrade for the Agamatus jetbikes and found as part of the Contemptor-Achillus's Dreadspear, and most of the reason for it's 40 point upgrade cost. The Pulsar is one of the few weapons that Custodes have as a counterpart to Lascannons. So you will need it. *'''Arachnus Blaze Weapons''': Bastard offspring of Multi-lasers and Lascannons, they have two firing modes. One is Burst for infantry shredding, the other is Concentrated for Vehicle killing with AP1 and '''Exoshock''', which gives you an automatic '''second''' Penetrating hit which ignores cover saves on a 4+ after you score one (so you roll to hit, roll to penetrate, enemy rolls invulnerable/cover, and only then...) **'''Arachnus Blaze Cannon''': S6 AP5 Heavy Bolter, '''or''' 48" S8AP1 Heavy 1, Exoshock: In all honesty, the Burst mode is rather shitty, but Concentrated is essentially a Lascannon with nasty special rules. **'''Arachnus Storm Cannon''': 48" S7 AP3 Heavy 7, '''or''' 72" S9 AP1 Heavy 2, Exoshock: the Telemon's big Gatling gun and perhaps the most versatile of the Arachnus weapons. This is a must take if you are facing armies with a large amount of vehicles. **'''Arachnus Heavy Blaze Cannon''': 48" S8 AP3 Heavy 4, '''or''' 72" S10 AP1 Heavy 1, Exoshock: Optional turret replacement for the Caladus, enjoy IDing MEQs. *'''Psyk-Out Weaponry''': Available as grenades with 8" range, in grenade launchers with 24", or in missiles with 48", each of them has Strength 2, Blast 3 and Psi-Shock, which forces Psykers to suffer perils. *'''Stake Crossbow''': A 24" S5 AP- crossbow with Rapid Fire and Psi-shock *'''Needle Weapons''': S2 AP5 weapons with Rending and Poisoned 4+. **'''Needle Pistol''': 12" Pistol. **'''Assault Needler''': 18" Assault 2. *'''Snare Gun''': A 12" Assault 1 Pinning weapon. If it hits, it inflicts d3 hits, each of them requiring a Strength test to resist taking an unsavable wound (though Invulns work). Just don't expect Superheavies to listen to this. Hurray, the Rogue Trader Webber has finally made a return! *'''Hellion Pattern Heavy Cannon Array''': So far exclusive to the Sisters of Silence Kharon Pattern Acquistor. It's basically two Autocannons with halved range, Twin-Linked and Pinning. *'''Proteus Plasma Projector''': One of the few actual Plasma weapons that TOTE get besides Plasma pistols. It is currently exclusive to the Telemon Dreadnought. This is an Assault 1, Template weapon with Strength 5, and Ap2. Making it a decent weapon for roasting TEQs and anything else with inadequate saves. Forgeworld should have given Sagittarum Guard squads the Projector as an upgrade option to make them useful. *'''Spiculus Bolt Launchers''': Vehicle only Bolt weapons introduced in datasheets for Telemon Dreadnought and the Orion Dropship. As if Forge World is already working on the next red book. **'''Spiculus launcher''': The basic version. It's profile is Heavy 5, Range 48", Str5, AP5, with Rending and the Volley Fire rules. Volley Fire allows the weapon to fire twice if the bearer doesn't move. Making it a counter for Flyers, blobs and a decent follow up against anything that somehow survives the deadly firepower that said vehicle will already have. **'''Spiculus Heavy Bolt Launcher''': It is Str7, Heavy 3 and loses Volley Fire. Lowering the amount of Dakka it will spew out despite the improved strength. Not much of a downside if taken in pairs in the case of the Orion. Otherwise not worth it. ===Melee Weapons=== *'''Custodes Spears''': Made of two parts, the power blade is AP2 +1S on the charge, and reverts to a specialist power sword afterwards. Every time you roll a 6 to hit with it, you get another attack, but those extra attacks can't generate any more. The second part depends on the spear. **'''Adrasite Spear''': It has an Adrathic Destructor, which was 12" S5 AP2 Assault 1, Instant Death, Armorbane, and Gets Hot. Short range and nasty. **'''Guardian Spear''': Attached with a 18" S4 AP4 Assault 2 bolt weapon. Pretty good on anything short of an MEQ, but not great. **'''Pyrithite Spear''': Attached with a 6" S8 AP1 Melta, essentially an inferno pistol. Okay for busting light vehicles or TEQs, but 3" melta range can hurt, but it's not like you weren't planning on charging at that range anyways. **'''Paragon Spear''': AP2 '''+2S''' on the charge (reverts to AP2 +1S when not charging, like a Paragon Blade), rather than +1, and 6s to wound always inflict Instant Death, but 6s to hit get another attack, as it is a spear. The attachment is an 18" S5 AP3 Assault 2 bolter. *'''Misericordia''': For longer than a year this was listed without rules, and then an FAQ was released and... it wasn't supposed to be in the book at all. According to the Talons of the Emperor FAQ it's a 'symbol of office' for the Custodes, apparently to show that they're not Custodian Guard or Sentinel Guard (as they're the only two units without them). *'''Paragon Blade''': Specialist +1S AP2 that inflicts Instant Death on a wound roll of 6, but you want a Paragon Spear more. *'''Plasma Grenades''': Rare enough to mention here, they are assault grenades that can be thrown as S4 AP4 instead of S3 AP-. *'''Sentinel Warblade''': A Specialist Power Sword with Rending. In addition, it's got an inbuilt 12" Storm Bolter that snap fires at BS2. As it exists now, it's almost entirely inferior to the Guardian Spear except when snap shooting (including overwatch), unless you're planning on using Rending to even out long assaults with high toughness models, or you need to crack open AV11+ and you can't get enough Custodes stuck in to use their Krak Grenades (a lucky rend with this sword can glance a Land Raider, though [[MathHammer]] doesn't favor your odds). But, the Sentinel Warblade does work better with the Praesidium Shield, so taking models with this is a legitimate trade of punching power for defense. *'''Solarite power gauntlet''': AP1 mastercrafted power fist, same as Imperial Fists. However, you are Custodes, so your punches are now railguns. *'''Solarite power talon''': +2S, master crafted lightning claw. ====Sisters of Silence Melee Weapons==== *'''Proteus Neuro-Lash:''' Flails and sectioned staves known for causing agonizing pain. Each is a two-handed melee weapon with S+1 but AP-. What they also get is the ability to hit anyone within 3" as opposed to just hitting one unit. In addition, for every hit they make, they roll a d6, with a 3+ meaning they can deliver an additional attack with Poisoned 4+ at AP-. These aren't gonna kill a marine any time soon, but Daemons will rue fucking with these ladies. *'''Execution Blade''': Essentially Charnabal Sabres with more fancy. They're Two-Handed S+1 AP3 weapons with Duelist's Edge (+1 Initiative in a challenge) and Flawless Cut (a 5+ to hit counts as AP2) ===Equipment=== *'''Arae-shrikes''': Enemy units deep striking within 12" of a model with this wargear suffer perils on a 4+, including models that ignore the effects of mishap. In addition, barrage weapons targeting models with this wargear add 1D6 to their scatter and pick the 2 highest results, although a hit still remains a hit. *'''Aquilon pattern Terminator Armour''' is super Cataphractii armour with Hammer of Wrath and pseudo-relentless. They can't Run, but they can make Sweeping Advances and fire Overwatch. *'''Custodian Armour''': Artificer Armour and ''Move Through Cover'' rolled into one pimping banana suit. ''Makes footslogging and charging across difficult terrain a bit more reliable and basically means your Agamatus jetbikers can move everywhere confidently.'' *'''Praesidium Shield''': Adds +1 to the invulnerable save up to the maximum of 3++ and your opponents suffer -1 to Hit on every attack targeting the wielder in close combat up to the maximum of 6+. A Praesidium Shield precludes two-handed weapons, the +1A for 2 CCW, and the bonus for charging with a spear (this includes the Paragon Spear). *'''Magisterium Vexilla''': A unit with this wargear can reroll failed leadership checks and gains the ''Fear'' special rule. In addition, all units within 12" add 1 to combat resolution at the end of the phase. ''TAKE IT. The vexilla compensates for the lack of Fearless and may give you the edge when charging with Guardian spears. Fear may be especially useful if you're fielding Sisters of Silence alongside your Custodes.'' *'''Refractor Field & Iron Halos''': Refractor Fields confer 5++, iron halos give a tasty 4++. *'''Teleportation Transponder''': Already known to Imperial Fists and Night Lords, this model's entire unit can deep strike. ====Sisters of Silence Equipment==== *'''Vratine Armour''': The armor of the Sisters of Silence and symbol of their oath to kill witches...otherwise known as Power Armor.
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