Warp Talon
A clawed jump attacker who punishes backlines.
Threat File — Warp Talon
TR 10 · Traitor AstartesSaves: Agility +9, Toughness +6
Proficiencies: Stealth +8, Awareness +6
Senses: Sees normally in darkness and warp-shadow
Warp-Flare Descent. When the warp talon lands from a jump, enemies within 10 feet make a Willpower Save DC 15 or are Blinded by unlight until the end of their next turn.
Between Places. The warp talon does not provoke Reactive Fire while moving by jump.
Predator Logic. The warp talon has Advantage on attacks against targets 15 feet or more from all of their allies.
Lightning Claw Flurry. The warp talon makes two claw attacks against one target. Melee Attack: +8 to hit, reach 5 ft. Hit: 2d6 + 4 rending damage. If both attacks hit, the target is Exposed until the end of its next turn.
Talon Descent. The warp talon jumps up to 60 feet and makes one claw attack. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 2d6 + 4 rending damage, and the target makes an Agility Save DC 15 or is knocked Prone.
Vanish Upward. When an enemy misses the warp talon with a melee attack, it may jump up to 30 feet toward high ground or darkness without provoking Reactive Fire.
Morale: Withdraws by jump when a dive fails; it hunts on instinct and does not stay for fair fights.
Tactics: Keep it off the board until the party commits to a firing line, then land it on the medic, psyker, or heavy gunner. Strike, kill, leave — it should force the party to defend their backfield with someone who would rather be shooting.
Loot / Evidence / Hooks: Its lightning claws are relic wargear, but the jump pack is half in the warp and arrives with opinions.
Enemy Dossier
GM ReferenceA Warp Talon is a clawed jump-assault Astartes that half-exists in the warp between leaps. It arrives out of a flash of unlight, kills whoever was standing in the wrong place, and is gone before the Reactive Fire lands.
Use this enemy to punish backlines, snipers, and support characters who thought distance from the melee meant safety.
High mobility, jump assault, savage paired-claw melee, fear pressure on arrival, denies Reactive Fire, fragile only relative to other Astartes.
Warp-Flare Descent. Enemies within 10 feet of where it lands make a Willpower Save or are blinded by unlight until the end of their turn.
Between Places. Does not provoke Reactive Fire while jumping.
Predator Logic. Advantage on attacks against targets isolated from all allies by 15 feet or more.
Lightning Claw Flurry. Two melee attacks against one target; if both hit, the target is Exposed.
Talon Descent. Jump-moves up to 60 feet and attacks; the target must save or be knocked prone.
Vanish Upward. Disengages by jump without provoking, relocating to high ground or darkness.
Morale: Withdraws by jump when a dive fails; it hunts on instinct and does not stay for fair fights.
Tactics: Keep it off the board until the party commits to a firing line, then land it on the medic, psyker, or heavy gunner. Strike, kill, leave. It should force the party to defend their backfield with someone who would rather be shooting.
Full Stat Block Priority: High