Warp Talons

(Unit)
Type: unit
Category: Infantry
Categories: Faction: Heretic Astartes, Infantry, Fly, Jump Pack, Chaos, Daemon, Warp Talons
LinkId: 687c-e5c-da99-96d8
Hidden: false
Costs: 125 pts

Constraints:

max(force): 3
Options (2)
5-10 Warp Talons:
Rules (2)
Dark Pacts
If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of the Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:
■ [LETHAL HITS]
■ [SUSTAINED HITS 1]
Deep Strike
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Profiles:

Unit MTSVWLDOC
Warp Talons

12"

4

3+

2

6+

1

Abilities
Warp Strike:

At the end of the Fight phase, if this unit destroyed one or more enemy units this phase and is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves.

Invulnerable Save:

Models in this unit have a 5+ invulnerable save.

Modifiers:

set pts 270
6+ selections of model in Warp Talons (recursive)
Used By (2)