Kill Borbs
Composition
Below you will find a list of the operatives that make up a MURDERWING kill team, including, where relevant, any weapons specified for that operative.
OPERATIVES
• 1 MURDERWING CHAOS LORD operative with one option from each of the following: ○ Bolt pistol or plasma pistol ○ Lightning claw, power fist or power weapon Or the following option: ○ Relic lightning claws
• 5 MURDERWING operatives selected from the following list: ○ CHAMPION with one option from each of the following: ▪ Plasma pistol or bolt pistol ▪ Power fist or power weapon ○ CURSED CLAW ○ DREDRAPTOR ○ HUNTMASTER ○ RAPTOR with one of the following options: ▪ Bolt pistol; chainsword ▪ Plasma pistol; chainsword ○ SHRIKER ○ SKYSEAR with one of the following options: ▪ Flamer; bolt pistol; fists ▪ Meltagun; bolt pistol; fists ▪ Plasma gun; bolt pistol; fists ○ WARP TALON
Other than RAPTOR operatives, your kill team can only include each operative on this list once.
- You cannot select more than two operatives with these weapons combined.
Common Abilities and Options
ASTARTES:
These genetically modified superhumans are made for one purpose: war.
During each friendly MURDERWING operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt pistol must be selected for at least one of them.
Each friendly MURDERWING operative can counteract regardless of its order.
BOOST ACTIONS:
Murderwings are experts in aerial combat, lashing out at fleeing prey as they soar overhead on columns of flame.
Some actions are known as BOOST actions. These are actions performed during other actions when a BOOST is used. Each operative cannot perform more than one BOOST action per activation/counteraction.
Most BOOST actions affect enemy operatives within a friendly MURDERWING operative’s BOOST ZONE. This is the horizontal area between a friendly MURDERWING operative’s current location and the location from which it used BOOST. A marker the same size as the operative’s base can be temporarily placed to help determine this. Enemy operatives with any part of their base underneath Vantage terrain are not within friendly MURDERWING operatives’ BOOST ZONES.
In this example, the top operative (C) is within the MURDERWING operative’s (A) BOOST ZONE. The bottom operative (B) is not, as its base is underneath Vantage terrain.
JUMP PACK:
Armour-mounted propulsion systems enable these warriors to traverse the battlefield in bounding, jet-assisted leaps.
Whenever a friendly MURDERWING operative is performing the Charge, Fall Back or Reposition action during its activation, at the start of any straight-line increment, as long as no part of its base is underneath Vantage terrain, it can do a BOOST for that increment. If it does, don’t move it for that increment. Instead, remove it from the killzone and set it back up wholly within X" horizontally of its original location. X is a distance of your choice (rounded up to the nearest inch, as per the Reposition action), but is added to the total move distance for the action. In other words, move plus BOOST cannot exceed the action’s move allowance.
That operative must be set up in a location it can be placed and cannot be set up with any part of its base underneath Vantage terrain. In addition, unless it’s the Charge action, it cannot be set up within control range of an enemy operative. It cannot continue moving after a BOOST if it has any movement remaining that action allows.
In a killzone that uses the close quarters rules (e.g. Killzone: Gallowdark), the “X” cannot be measured over or through Wall terrain, and the operative cannot be set up on the other side of an access point – in other words, it cannot BOOST through an open hatchway.
In this example, the MURDERWING operative (A) does a BOOST for the second increment of movement. It moves as normal during the first and third increments, as it cannot BOOST from or to a location underneath Vantage terrain.
Chaos Lord
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8”) | 4 | 3+ | 3/4 |
| Plasma Pistol | |||
| Standard (Rng 8”, Piercing 1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8”, Hot, Lethal 5+, Piercing 1) | 4 | 3+ | 4/5 |
| Lightning Claw (Lethal 5+, Rending) | 5 | 3+ | 4/5 |
| Relic Lightning Claws (Ceaseless, Lethal 5+, Rending) | 5 | 3+ | 4/6 |
| Power Fist (Brutal, Shock) | 4 | 3+ | 5/7 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
ASTARTESBOONS OF DAMNATIONBOOST ACTIONSJUMP PACKPATH TO DAMNATIONChampion
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8”) | 4 | 3+ | 3/4 |
| Plasma Pistol | |||
| Standard (Rng 8”, Piercing 1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8”, Hot, Lethal 5+, Piercing 1) | 4 | 3+ | 4/5 |
| Power Fist (Brutal, Shock) | 4 | 3+ | 5/7 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
ASTARTESBOOST ACTIONSCHAOS CHAMPION: STRATEGIC GAMBITJUMP PACKPATH TO GLORYShrieker
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8”) | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
ASTARTEsBOOST ACTIONSJUMP PACKMODIFIED VOX-CASTERS1AP: SHRIEKSkysear
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8”) | 4 | 3+ | 3/4 |
| Flamer (Rng 8", Saturate, Torrent 2") | 4 | 2+ | 3/3 |
| Meltagun (Rng 6", Devastating 4, Piercing 2) | 4 | 3+ | 6/3 |
| Plasma Gun | |||
| Standard (Piercing 1) | 4 | 3+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Piercing 1) | 4 | 3+ | 5/6 |
| Fists | 4 | 3+ | 3/4 |
Abilities
ASTARTESBOOST ACTIONSJUMP PACKHuntmaster
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8”) | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
ASTARTESBOOST ACTIONSJUMP PACKPINNED PREY1AP: STRIKE FROM ABOVECurseclaw
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8”) | 4 | 3+ | 3/4 |
| Mutated Claws (Rending) | 5 | 3+ | 4/5 |
Abilities
ASTARTESBOOST ACTIONSFrenzied AttackJUMP PACK1AP: SNATCHDepredator
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8”) | 4 | 3+ | 3/4 |
| Great Chainaxe (Brutal) | 5 | 3+ | 5/7 |
Abilities
ASTARTESBOOST ACTIONSCarving BlowHorrifying DismembermentJUMP PACKRaptor
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8”) | 4 | 3+ | 3/4 |
| Plasma Pistol | |||
| Standard (Rng 8”, Piercing 1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8”, Hot, Lethal 5+, Piercing 1) | 4 | 3+ | 4/5 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
ASTARTESBOOST ACTIONSJUMP PACKThrill of FlightWarp Talon
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lightning Claws (Ceaseless, Lethal 5+, Rending) | 5 | 3+ | 4/5 |
Abilities
ASTARTESBOOST ACTIONSJUMP PACKSLICE THE VEILBLADEFINS
Corrupted power and warp-infused jump packs bristle with metallic spines and scything blades with which to rend the flesh of unsuspecting prey.
Friendly MURDERWING operatives can perform the following unique action:
SLICE FROM ABOVE (1AP) BOOST action. Inflict D3+1 damage on one enemy operative within this operative’s BOOST ZONE.
An operative cannot perform this action normally. Instead, it performs this action during the Fall Back or Reposition action after setting up from a BOOST. A DEPREDATOR operative cannot perform this action during the same activation in which it performed the Carving Blow action (or vice versa).
CLAWED ARMOUR
Snaring claws and sharpened spurs protrude from the grotesque power armour of these predatory warrior.
Friendly MURDERWING operatives can perform the following unique action:
CLAWED CHARGE (0AP) BOOST action. Inflict 1 damage on one enemy operative within this operative’s control range, then the Charge action ends.
An operative cannot perform this action normally. Instead, it performs this action during the Charge action after setting up from a BOOST.
VOX-CASTERS
Vox-speakers wrought into the panels of corrupted power armour enhance the roar of engines and the animal cries of predatory warriors, overwhelming the senses of stunned prey.
Once per turning point, one friendly MURDERWING operative can perform the following unique action:
VOX-CRY (1AP) Each enemy operative within 3" of this operative 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 it has a Conceal order.
WARP FUEL
Immersion within the warp has mutated this warrior’s body, transforming their blood into high-octane fuel that burns through veins and arteries, powering muscles and jet engines alike.
Once per turning point, when an enemy operative ends the Fall Back action during its activation, if at least one friendly MURDERWING operative was within its control range at the start of that action, you can use this rule. One of those friendly operatives can immediately perform a free Reposition or Charge action, but cannot move more than 3" of move distance. Note that if the enemy operative doesn’t perform the Fall Back action during its own activation, this has no effect.
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.
Firefight Ploys
Firefight: MALICIOUS NARCISSISM
The Murderwing wait until fear is at its zenith before striking.
Use this firefight ploy when it’s your turn to activate, if only one friendly MURDERWING operative is ready. Until the end of the turning point, whenever any enemy operatives are in the killzone, you can skip your activations (in other words, you can delay that friendly MURDERWING operative’s activation). Note that you cannot counteract until that friendly MURDERWING operative is expended.
Firefight: MURDEROUS DESCENT
*Descending from lofty perches, Murderwings ambush unwary prey. * Use this firefight ploy when an enemy operative ends the Charge, Dash, Fall Back or Reposition action within 3" horizontally of a friendly MURDERWING operative (or in close quarters, 2"), and that enemy operative must be in a different room where it started that action. Interrupt the enemy operative’s activation/counteraction and immediately perform a free Charge action with that friendly operative. It must end that action within control range of the enemy operative. If this isn’t possible, the interruption is cancelled and this rule hasn’t been used.
Firefight: LONG FORGOTTEN HONOUR
Debased traitors all, Murderwings retain no codes of martial honour.
Use this firefight ploy when a friendly MURDERWING operative is fighting or retaliating, when you resolve a critical success. Instead of striking or blocking, end the sequence and any remaining attack dice are discarded and immediately perform a free Fall Back action up to 3" with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Fall Back action.
Firefight: WINGS OF DARKNESS
*Warp-corrupted jump packs lend their wearers terrifying speed. * Use this firefight ploy when a friendly MURDERWING operative is performing the Fall Back or Reposition action, when it does a BOOST. That operative can be set up an additional 3" away during that BOOST (adding this to the permitted move distance), but cannot perform the Shoot, Fight or Carving Blow (pg 43) action until the next turning point. You cannot use this ploy during the first turning point.
Strategy Ploys
Strategy: PREDATORS ABOVE
*Murderwings excel when striking from above, using their mobility and jet-assisted might to massacre their enemies. * Whenever a friendly MURDERWING operative is at least 2" higher than the killzone floor, its weapons have the Balanced weapon rule. Whenever a friendly MURDERWING operative does a BOOST, its weapons have the Balanced weapon rule until the end of that activation.
Strategy: CULL THE WEAK
*Opportunistic predators all, the warriors of a Murderwing seek to single out and pick off the most vulnerable prey. * Whenever a friendly MURDERWING operative is shooting or fighting, its weapons have the Punishing weapon rule if any of the following are true for the operative that friendly operative is shooting or fighting against:
• It’s at least 2" lower than that friendly operative.
• Its APL stat is less than normal.
• It was wounded at the start of the activation/counteraction.
Strategy: NIGHTMARE ON HIGH
So swift and elusive are the Murderwing that even the most skilled of sharpshooters struggle to hit them as they soar above.
Whenever an operative is shooting a friendly MURDERWING operative that’s at least 2" higher than the killzone floor, or that did a BOOST during this turning point, you can re-roll one of your defence dice.
Strategy: INSTIL FEAR
Such is the savagery and horror of the Murderwing that even the boldest combatants find their hearts gripped by paralysing fear.
Whenever a friendly MURDERWING operative is fighting, Normal Dmg of 3 or more inflicts 1 less damage on it.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action 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, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
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
BLADEFINS:
Corrupted power and warp-infused jump packs bristle with metallic spines and scything blades with which to rend the flesh of unsuspecting prey.
Friendly MURDERWING operatives can perform the following unique action:
SLICE FROM ABOVE (1AP) BOOST action. Inflict D3+1 damage on one enemy operative within this operative’s BOOST ZONE.
An operative cannot perform this action normally. Instead, it performs this action during the Fall Back or Reposition action after setting up from a BOOST. A DEPREDATOR operative cannot perform this action during the same activation in which it performed the Carving Blow action (or vice versa).
CLAWED ARMOUR:
Snaring claws and sharpened spurs protrude from the grotesque power armour of these predatory warrior.
Friendly MURDERWING operatives can perform the following unique action:
CLAWED CHARGE (0AP) BOOST action. Inflict 1 damage on one enemy operative within this operative’s control range, then the Charge action ends.
An operative cannot perform this action normally. Instead, it performs this action during the Charge action after setting up from a BOOST.
VOX-CASTERS:
Vox-speakers wrought into the panels of corrupted power armour enhance the roar of engines and the animal cries of predatory warriors, overwhelming the senses of stunned prey.
Once per turning point, one friendly MURDERWING operative can perform the following unique action:
VOX-CRY (1AP) Each enemy operative within 3" of this operative 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 it has a Conceal order.
WARP FUEL:
Immersion within the warp has mutated this warrior’s body, transforming their blood into high-octane fuel that burns through veins and arteries, powering muscles and jet engines alike.
Once per turning point, when an enemy operative ends the Fall Back action during its activation, if at least one friendly MURDERWING operative was within its control range at the start of that action, you can use this rule. One of those friendly operatives can immediately perform a free Reposition or Charge action, but cannot move more than 3" of move distance. Note that if the enemy operative doesn’t perform the Fall Back action during its own activation, this has no effect.
Ploys
Firefight - MALICIOUS NARCISSISM:
The Murderwing wait until fear is at its zenith before striking.
Use this firefight ploy when it’s your turn to activate, if only one friendly MURDERWING operative is ready. Until the end of the turning point, whenever any enemy operatives are in the killzone, you can skip your activations (in other words, you can delay that friendly MURDERWING operative’s activation). Note that you cannot counteract until that friendly MURDERWING operative is expended.
Firefight - MURDEROUS DESCENT:
*Descending from lofty perches, Murderwings ambush unwary prey.
*
Use this firefight ploy when an enemy operative ends the Charge, Dash, Fall Back or Reposition action within 3" horizontally of a friendly MURDERWING operative (or in close quarters, 2"), and that enemy operative must be in a different room where it started that action. Interrupt the enemy operative’s activation/counteraction and immediately perform a free Charge action with that friendly operative. It must end that action within control range of the enemy operative. If this isn’t possible, the interruption is cancelled and this rule hasn’t been used.
Firefight - LONG FORGOTTEN HONOUR:
Debased traitors all, Murderwings retain no codes of martial honour.
Use this firefight ploy when a friendly MURDERWING operative is fighting or retaliating, when you resolve a critical success. Instead of striking or blocking, end the sequence and any remaining attack dice are discarded and immediately perform a free Fall Back action up to 3" with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Fall Back action.
Firefight - WINGS OF DARKNESS:
*Warp-corrupted jump packs lend their wearers terrifying speed.
*
Use this firefight ploy when a friendly MURDERWING operative is performing the Fall Back or Reposition action, when it does a BOOST. That operative can be set up an additional 3" away during that BOOST (adding this to the permitted move distance), but cannot perform the Shoot, Fight or Carving Blow (pg 43) action until the next turning point. You cannot use this ploy during the first turning point.
Strategic - PREDATORS ABOVE:
*Murderwings excel when striking from above, using their mobility and jet-assisted might to massacre their enemies.
*
Whenever a friendly MURDERWING operative is at least 2" higher than the killzone floor, its weapons have the Balanced weapon rule. Whenever a friendly MURDERWING operative does a BOOST, its weapons have the Balanced weapon rule until the end of that activation.
Strategic - CULL THE WEAK:
*Opportunistic predators all, the warriors of a Murderwing seek to single out and pick off the most vulnerable prey.
*
Whenever a friendly MURDERWING operative is shooting or fighting, its weapons have the Punishing weapon rule if any of the following are true for the operative that friendly operative is shooting or fighting against:
• It’s at least 2" lower than that friendly operative.
• Its APL stat is less than normal.
• It was wounded at the start of the activation/counteraction.
Strategic - NIGHTMARE ON HIGH:
So swift and elusive are the Murderwing that even the most skilled of sharpshooters struggle to hit them as they soar above.
Whenever an operative is shooting a friendly MURDERWING operative that’s at least 2" higher than the killzone floor, or that did a BOOST during this turning point, you can re-roll one of your defence dice.
Strategic - INSTIL FEAR:
Such is the savagery and horror of the Murderwing that even the boldest combatants find their hearts gripped by paralysing fear.
Whenever a friendly MURDERWING operative is fighting, Normal Dmg of 3 or more inflicts 1 less damage on it.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action 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, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
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.