Warp Coven
Composition
A WARP COVEN KillTeam is composed of 5 WARPCOVEN operatives selected from the following list:
- SORCERER OF DESTINY (1)
- SORCERER OF TEMPYRION (1)
- SORCERER OF WARPFIRE (1)
- RUBRIC MARINE GUNNER with one of the following options:
- Warpflamer; fists
- Soulreaper cannon (2); fists
- RUBRIC MARINE ICON BEARER
- RUBRIC MARINE WARRIOR
- TZAANGOR CHAMPION (3) with one of the following options:
- Greataxe
- Greatblade
- TZAANGOR HORN BEARER (3)
- TZAANGOR ICON BEARER (3)
- TZAANGOR WARRIOR (3) with one of the following options:
- Tzaangor blades
- Tzaangor blade & shield
- Autopistol; chainsword
(1): With force stave, PSYCHIC weapons on their datacard and one of the following options:
- Inferno bolt pistol
- Prosperine khopesh
- Warpflame pistol
(2): Your kill team can only include up to one warpflame pistol and up to one soulreaper cannon.
(3): These operatives count as half a selection each.
You must select at least one friendly SORCERER operative.
Other than WARRIOR your kill team can only include each operative on this list once.
Common Abilities and Options
Astartes:
During each friendly WARPCOVEN HERETIC ASTARTES operative’s activation, it can perform either two Shoot actions or two Fight actions.
If it’s two Shoot actions and a soulreaper cannon or a warpflamer is selected for both, 1 additional AP must be spent for the second action.
You cannot select the same PSYCHIC ranged weapon more than once per activation.
Each friendly WARPCOVEN HERETIC ASTARTES operative can counteract regardless of its order.
Boons Of Tzeentch:
Whenever you select a SORCERER operative for the battle, you must select a BOON OF TZEENTCH (below) for it to have for the battle. You cannot select each BOON OF TZEENTCH more than once per battle.
Sorcerous Automata:
Whenever this operative is activated, subtract 1 from its APL stat until the end of that activation, unless a friendly WARPCOVEN SORCERER operative is within 9" of it.
Icon Bearer:
Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
[BOT] Incorporeal Sight:
This operative’s ranged weapons have
the Saturate weapon rule. Whenever
this operative is shooting, enemy
operatives cannot be obscured.
[BOT] Time-Walk:
Add 1" to this operative’s Move stat.
[BOT] Echoes From The Warp:
Once per battle, when you counteract with this operative, you can change its order, and it can perform an additional 1AP action for free during that counteraction, but both actions must be different.
[BOT] Warp Swell:
Add 1 to the Normal Dmg stat of this operative’s melee weapons.
[BOT] Immaterial Flight:
Once per turning point, when this operative is performing the Charge or Reposition action during its activation, it can FLY.
If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat of its original location, measuring the horizontal distance only.
In a killzone that uses the close quarters rules (e.g. Killzone: Gallowdark), this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point
(in other words, it cannot FLY through an open hatchway).
Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.
[BOT] Twist Of Fate:
This operative’s PSYCHIC ranged weapons have the Piercing Crits 1 weapon rule.
[BOT] Mutant Appendage:
Having an enemy operative within this operative's control range does not prevent it from performing the Pick Up Marker or mission actions.
Once per activation, this operative can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP.
[BOT] Astral Bombardment:
Select one of this operative's PSYCHIC ranged weapons. That weapon has the Devastating 1 weapon rule. If you select a doombolt, it has the 2" Devastating 2 weapon rule instead of Devastating 2.
If you select Firestorm or Mindburn (SORCERER OF WARPFIRE), whenever that operative performs the Shoot action, select the Seek Light or Devastating 1 weapon rule for that weapon to have until the end of the action (it cannot have both).
[BOT] Astral Bombardment (Doombolt):
Select one of this operative's PSYCHIC ranged weapons. That weapon has the Devastating 1 weapon rule. If you select a doombolt, it has the 2" Devastating 2 weapon rule instead of Devastating 2.
If you select Firestorm or Mindburn (SORCERER OF WARPFIRE), whenever that operative performs the Shoot action, select the Seek Light or Devastating 1 weapon rule for that weapon to have until the end of the action (it cannot have both).
[BOT] Master Of The Immaterium:
Add 3" to the distance requirements of this operative’s PSYCHIC actions that have a distance requirement.
Note that for the SORCERER OF TEMPYRION’s Temporal Flux action, this boon only affects the distance in the first effect of that rule.
Sorcerer Of Destiny
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Doombolt (Psychic, Dev2, Lethal 5+) | 4 | 3+ | 4/2 |
| Inferno Bolt Pistol (Rng 8", Prc1) | 4 | 3+ | 3/4 |
| Warpflame Pistol (Rng 6", Prc1, Tor 1") | 4 | 2+ | 3/3 |
| Force Stave (Psychic, Shock) | 4 | 3+ | 4/6 |
| Prosperine Khopesh (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
AstartesBoons Of Tzeentch1AP: Protected By Fate1AP: Ravage DestinyOptions
Leader - Destiny[BOT] Incorporeal Sight[BOT] Time-Walk[BOT] Echoes From The Warp[BOT] Warp Swell[BOT] Immaterial Flight[BOT] Twist Of Fate[BOT] Mutant Appendage[BOT] Astral Bombardment[BOT] Astral Bombardment (Doombolt)[BOT] Master Of The ImmateriumSorcerer Of Tempyrion
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fluxblast (Psychic, Blast 2", Rnd) | 4 | 3+ | 3/4 |
| Inferno Bolt Pistol (Rng 8", Prc1) | 4 | 3+ | 3/4 |
| Warpflame Pistol (Rng 6", Prc1, Tor 1") | 4 | 2+ | 3/3 |
| Force Stave (Psychic, Shock) | 4 | 3+ | 4/6 |
| Prosperine Khopesh (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
AstartesBoons Of Tzeentch1AP: Reconstitution Ritual1AP: Temporal FluxOptions
Leader - Tempyrion[BOT] Incorporeal Sight[BOT] Time-Walk[BOT] Echoes From The Warp[BOT] Warp Swell[BOT] Immaterial Flight[BOT] Twist Of Fate[BOT] Mutant Appendage[BOT] Astral Bombardment[BOT] Astral Bombardment (Doombolt)[BOT] Master Of The ImmateriumSorcerer Of Warpfire
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Firestorm (Psychic, Sat, Seek Light, Tor 2") | 5 | 4+ | 2/3 |
| Inferno Bolt Pistol (Rng 8", Prc1) | 4 | 3+ | 3/4 |
| Mindburn (Psychic, Lethal 5+, Sat, Seek Light, *Mindburn) | 5 | 4+ | 1/1 |
| Warpflame Pistol (Rng 6", Prc1, Tor 1") | 4 | 2+ | 3/3 |
| Force Stave (Psychic, Shock) | 4 | 3+ | 4/6 |
| Prosperine Khopesh (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
*Mindburn1AP: AlightAstartesBoons Of TzeentchOptions
Leader - Warpfire[BOT] Incorporeal Sight[BOT] Time-Walk[BOT] Echoes From The Warp[BOT] Warp Swell[BOT] Immaterial Flight[BOT] Twist Of Fate[BOT] Mutant Appendage[BOT] Astral Bombardment[BOT] Astral Bombardment (Doombolt)[BOT] Master Of The ImmateriumRubric Marine Gunner
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Soulreaper Cannon | |||
| Focused (Prc1) | 5 | 3+ | 4/5 |
| Sweeping (Prc1, Tor 1") | 4 | 3+ | 4/5 |
| Warpflamer (Rng 8", Sat, Prc1, Tor 2") | 4 | 2+ | 4/4 |
| Fists | 3 | 3+ | 3/4 |
Abilities
AstartesSorcerous AutomataOptions
[BOT] Incorporeal Sight[BOT] Time-Walk[BOT] Echoes From The Warp[BOT] Warp Swell[BOT] Immaterial Flight[BOT] Twist Of Fate[BOT] Mutant Appendage[BOT] Astral Bombardment[BOT] Astral Bombardment (Doombolt)[BOT] Master Of The ImmateriumRubric Marine Icon Bearer
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Inferno Boltgun (Prc1) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 3/4 |
Abilities
AstartesIcon BearerSorcerous AutomataOptions
[BOT] Incorporeal Sight[BOT] Time-Walk[BOT] Echoes From The Warp[BOT] Warp Swell[BOT] Immaterial Flight[BOT] Twist Of Fate[BOT] Mutant Appendage[BOT] Astral Bombardment[BOT] Astral Bombardment (Doombolt)[BOT] Master Of The ImmateriumRubric Marine Warrior
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Inferno Boltgun (Prc1) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 3/4 |
Abilities
AstartesSlow And PurposefulSorcerous AutomataOptions
[BOT] Incorporeal Sight[BOT] Time-Walk[BOT] Echoes From The Warp[BOT] Warp Swell[BOT] Immaterial Flight[BOT] Twist Of Fate[BOT] Mutant Appendage[BOT] Astral Bombardment[BOT] Astral Bombardment (Doombolt)[BOT] Master Of The ImmateriumTzaangor Champion
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Greataxe (Brutal, Lethal 5+) | 4 | 3+ | 4/5 |
| Greatblade (Lethal 5+, Rnd) | 4 | 3+ | 4/5 |
Abilities
Savage BrutalityOptions
[BOT] Incorporeal Sight[BOT] Time-Walk[BOT] Echoes From The Warp[BOT] Warp Swell[BOT] Immaterial Flight[BOT] Twist Of Fate[BOT] Mutant Appendage[BOT] Astral Bombardment[BOT] Astral Bombardment (Doombolt)[BOT] Master Of The ImmateriumTzaangor Horn Bearer
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dagger | 4 | 4+ | 3/5 |
Abilities
0AP: BrayhornOptions
[BOT] Incorporeal Sight[BOT] Time-Walk[BOT] Echoes From The Warp[BOT] Warp Swell[BOT] Immaterial Flight[BOT] Twist Of Fate[BOT] Mutant Appendage[BOT] Astral Bombardment[BOT] Astral Bombardment (Doombolt)[BOT] Master Of The ImmateriumTzaangor Icon Bearer
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dagger | 4 | 4+ | 3/5 |
Abilities
Herd BannerIcon BearerOptions
[BOT] Incorporeal Sight[BOT] Time-Walk[BOT] Echoes From The Warp[BOT] Warp Swell[BOT] Immaterial Flight[BOT] Twist Of Fate[BOT] Mutant Appendage[BOT] Astral Bombardment[BOT] Astral Bombardment (Doombolt)[BOT] Master Of The ImmateriumTzaangor Warrior
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Chainsword | 4 | 4+ | 4/5 |
| Tzaangor Blade & Shield (*Shield) | 4 | 4+ | 3/4 |
| Tzaangor Blades (Balanced) | 4 | 4+ | 4/5 |
Abilities
*ShieldRelic HuntersOptions
[BOT] Incorporeal Sight[BOT] Time-Walk[BOT] Echoes From The Warp[BOT] Warp Swell[BOT] Immaterial Flight[BOT] Twist Of Fate[BOT] Mutant Appendage[BOT] Astral Bombardment[BOT] Astral Bombardment (Doombolt)[BOT] Master Of The ImmateriumEnsorcelled Rounds
Friendly WARPCOVEN operatives’ inferno boltguns, inferno bolt pistols and autopistols have the Devastating 1 weapon rule.
Daemonmaw Weapons
Add 1 to the Atk stat of friendly WARPCOVEN RUBRIC MARINE operatives’ melee weapons. Whenever a friendly WARPCOVEN RUBRIC MARINE operative is retaliating, its melee weapons have the Accurate 1 weapon rule.
Sorcerous Scrolls
Once per battle, when a friendly WARPCOVEN SORCERER operative is activated or counteracts, you can select a different BOON OF TZEENTCH for it to have until the end of the battle (it loses any it previously had). It cannot be the same BOON OF TZEENTCH any other friendly operative has. Note that if you use this rule when a friendly operative counteracts and you select Echoes from the Warp, it can be used immediately to change the operative’s order and perform a free action during that counteraction.
Arcane Robes
Whenever an attack dice would inflict Critical Dmg on a friendly WARPCOVEN SORCERER operative, you can choose for that attack dice to inflict Normal Dmg instead. You cannot use this rule for each friendly WARPCOVEN SORCERER operative more than once per turning point.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Strategy Ploys
Strategy: Aetherial Warding
Whenever an operative is shooting a friendly WARPCOVEN operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.
Strategy: Brotherhood Of Sorcerers
Friendly WARPCOVEN SORCERER operatives' PSYCHIC weapons have the Balanced weapon rule, or Ceaseless instead if another friendly WARPCOVEN SORCERER operative is within 9" of that operative.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Balanced: Can re-roll one Attack die.
Strategy: Fate Itself Is My Weapon
Roll 2D6 and reserve them (put them to one side). In the following Firefight phase, whenever an operative is shooting, fighting or retaliating, after you or your opponent roll their attack dice, but before re-rolls, you can use one of your reserved dice to replace one of the D6 rolled for that sequence (yours or your opponent's); that replacement die cannot be re-rolled or retained as a success or critical success if it is not, and is discarded at the end of that sequence. Then, if the combined result of both reserved dice was less than 9, discard the other die. You cannot use more than one reserved dice per sequence. Discard any remaining reserved dice at the end of the turning point.
Strategy: Savage Herd
Friendly WARPCOVEN TZAANGOR operatives' melee weapons have the Accurate 1 weapon rule.
Whenever a friendly WARPCOVEN TZAANGOR operative is assisted by a friendly WARPCOVEN operative, or is fighting while visible to and within 6" of a friendly WARPCOVEN SORCERER operative,
that friendly WARPCOVEN TZAANGOR operative's melee weapons also have the Severe weapon rule.
Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
Firefight Ploys
Firefight: All Is Dust
Use this firefight ploy when an attack die inflicts Normal Dmg on a friendly WARPCOVEN RUBRIC MARINE operative. That attack die inflicts 1 damage instead.
Firefight: Capricious Plan
Use this firefight ploy at the end of a friendly WARPCOVEN SORCERER operative’s activation. That friendly operative can immediately perform a free Dash action (even if it’s performed an action that prevents it from performing the Dash action), or you can change its order instead.
Firefight: Mutant Herd
Use this firefight ploy when a friendly WARPCOVEN TZAANGOR operative is activated. Select one other ready friendly WARPCOVEN TZAANGOR operative visible to and within 2" of it to activate at the same time. Complete their activations action by action in any order.
Firefight: Psychic Cabal
Use this firefight ploy when a friendly WARPCOVEN SORCERER operative is activated.
Select one other friendly WARPCOVEN SORCERER operative visible to and within 9" of that operative,
then select one of that other friendly operative's PSYCHIC unique actions or PSYCHIC ranged weapons for that first friendly operative to have until the end of its activation.
You cannot select a PSYCHIC ranged weapon that has been used by that other friendly operative during this turning point, and that other friendly operative cannot use the selected weapon during this turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
Ensorcelled Rounds:
Friendly WARPCOVEN operatives’ inferno boltguns, inferno bolt pistols and autopistols have the Devastating 1 weapon rule.
Daemonmaw Weapons:
Add 1 to the Atk stat of friendly WARPCOVEN RUBRIC MARINE operatives’ melee weapons. Whenever a friendly WARPCOVEN RUBRIC MARINE operative is retaliating, its melee weapons have the Accurate 1 weapon rule.
Sorcerous Scrolls:
Once per battle, when a friendly WARPCOVEN SORCERER operative is activated or counteracts, you can select a different BOON OF TZEENTCH for it to have until the end of the battle (it loses any it previously had). It cannot be the same BOON OF TZEENTCH any other friendly operative has.
Note that if you use this rule when a friendly operative counteracts and you select Echoes from the Warp, it can be used immediately to change the operative’s order and perform a free action during that counteraction.
Arcane Robes:
Whenever an attack dice would inflict Critical Dmg on a friendly WARPCOVEN SORCERER operative, you can choose for that attack dice to inflict Normal Dmg instead.
You cannot use this rule for each friendly WARPCOVEN SORCERER operative more than once per turning point.
Ploys
Strategic - Aetherial Warding:
Whenever an operative is shooting a friendly WARPCOVEN operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.
Strategic - Brotherhood Of Sorcerers:
Friendly WARPCOVEN SORCERER operatives' PSYCHIC weapons have the Balanced weapon rule, or Ceaseless instead if another friendly WARPCOVEN SORCERER operative is within 9" of that operative.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Balanced: Can re-roll one Attack die.
Strategic - Fate Itself Is My Weapon:
Roll 2D6 and reserve them (put them to one side).
In the following Firefight phase, whenever an operative is shooting, fighting or retaliating, after you or your opponent roll their attack dice, but before re-rolls,
you can use one of your reserved dice to replace one of the D6 rolled for that sequence (yours or your opponent's);
that replacement die cannot be re-rolled or retained as a success or critical success if it is not, and is discarded at the end of that sequence.
Then, if the combined result of both reserved dice was less than 9, discard the other die.
You cannot use more than one reserved dice per sequence. Discard any remaining reserved dice at the end of the turning point.
Strategic - Savage Herd:
Friendly WARPCOVEN TZAANGOR operatives' melee weapons have the Accurate 1 weapon rule.
Whenever a friendly WARPCOVEN TZAANGOR operative is assisted by a friendly WARPCOVEN operative, or is fighting while visible to and within 6" of a friendly WARPCOVEN SORCERER operative,
that friendly WARPCOVEN TZAANGOR operative's melee weapons also have the Severe weapon rule.
Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
Firefight - All Is Dust:
Use this firefight ploy when an attack die inflicts Normal Dmg on a friendly WARPCOVEN RUBRIC MARINE operative. That attack die inflicts 1 damage instead.
Firefight - Capricious Plan:
Use this firefight ploy at the end of a friendly WARPCOVEN SORCERER operative’s activation.
That friendly operative can immediately perform a free Dash action (even if it’s performed an action that prevents it from performing the Dash action), or you can change its order instead.
Firefight - Mutant Herd:
Use this firefight ploy when a friendly WARPCOVEN TZAANGOR operative is activated. Select one other ready friendly WARPCOVEN TZAANGOR operative visible to and within 2" of it to activate at the same time.
Complete their activations action by action in any order.
Firefight - Psychic Cabal:
Use this firefight ploy when a friendly WARPCOVEN SORCERER operative is activated.
Select one other friendly WARPCOVEN SORCERER operative visible to and within 9" of that operative,
then select one of that other friendly operative's PSYCHIC unique actions or PSYCHIC ranged weapons for that first friendly operative to have until the end of its activation.
You cannot select a PSYCHIC ranged weapon that has been used by that other friendly operative during this turning point, and that other friendly operative cannot use the selected weapon during this turning point.
TacOps
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.