Azyr's Vanguard
Composition
SQUAD COMPOSITION
The Lightning Aegis operates as a fixed 6-model elite strike cell. It relies on absolute synchronization between its two functional halves to execute its tactical directives.
The Vanguard Anchor (3 Praetors)
The heavy frontline element of the squad. Clad in impenetrable sigmarite plate and carrying massive soulshield halberds, their sole function is to dictate the flow of close combat and absorb incoming fire. They form an unbreakable physical wall, pinning threats in place and ensuring their fragile spellcasting charges remain entirely unmolested.
- 1x Praetor Prime (Leader /
corviusNameType) - 2x Praetor Guard (Warriors /
aesbaerNameType)
The Breaching Element (3 Stormcoven)
The aggressive firepower of the squad. These raw channels of celestial energy completely lack long-range rifles, instead carrying short-range Azyrite focus-staves. They advance directly in the shadow of their Praetor guardians, stepping out at point-blank range to unleash armor-melting blasts of magic that disintegrate elite enemy infrastructure.
- 3x Stormcoven Spell-Breachers (Specialists /
kassothorNameType)
Common Abilities and Options
Soul-Bound Bodyguard:
At the start of the game, pair this leader with one of your Stormcoven Mages. While within 2 inches of that Mage, this leader can absorb any damage intended for the spellcaster.
Azyrite Ward:
This operative has a permanent 5+ Invulnerable Save against enemy psychic attacks and mortal wounds
Praetor Prime
A 3
M 6"
S 3+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Soulshield Halberd (Lethal 5+, Balanced) | 5 | 2+ | 4/5 |
Abilities
Soul-Bound BodyguardPraetor Guard-01
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Soulshield Halberd (Lethal 5+, Balanced) | 5 | 3+ | 4/5 |
Abilities
Soul-Bound BodyguardPraetor Guard-02
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Soulshield Halberd (Lethal 5+, Balanced) | 5 | 3+ | 4/5 |
Abilities
Soul-Bound BodyguardStormcoven Mage-01
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Azyrite Bolt (Rng 6", AP1, MW2) | 4 | 3+ | 3/5 |
| Stormstave (Stun) | 4 | 3+ | 3/4 |
Abilities
Azyrite WardStormcoven Mage-02
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Azyrite Bolt (Rng 6", AP1, MW2) | 4 | 3+ | 3/5 |
| Stormstave (Stun) | 4 | 3+ | 3/4 |
Abilities
Azyrite WardStormcoven Mage-03
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Azyrite Bolt (Rng 6", AP1, MW2) | 4 | 3+ | 3/5 |
| Stormstave (Stun) | 4 | 3+ | 3/4 |
Abilities
Azyrite WardSigmarite Barricade
Deployable Cover: During the setup phase, you can place one extra temporary barricade anywhere on your half of the board. Use this to create a safe corridor for your short-range Mages to advance up the field without being shot out in the open.
Blessed Whetstone
Weapon Sharpener: Choose one Soulshield Halberd on this model. For the entire match, its normal damage is increased by +1 (changing its damage profile from 4/5 to 5/5).
Azyrite Scroll
Focusing Item: Each time this Mage performs a shooting action with their Azyrite Bolts, you can reroll one of your attack dice that rolled a natural 1.
Thunderstrike Pendant
Once per battle: When this Mage is targeted by an enemy shooting attack, you can activate this pendant to force the enemy to reroll one of their successful hit dice. This adds an extra layer of protection if their Praetor bodyguard isn't close enough to intercept the hit.
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: Staunch Defender
In the Shooting phase, when a friendly Stormcoven operative is selected as a target, if a friendly Praetor is within 2 inches of that Mage, you can instantly swap the targets. The enemy must resolve the entire shooting attack against the Praetor.
Firefight: Sigmar's Vengence
In the Firefight phase, after a friendly Praetor operative is incapacitated by an enemy melee attack, select one friendly Stormcoven operative within 6 inches of that combat; they can immediately perform a free, out-of-turn Shooting action against that same enemy model.
Firefight: Cleanse the Defiled
When a friendly Stormcoven operative scores a critical hit with their Azyrite Bolts, that attack gains the Splash 1 rule (every enemy model within 2 inches of the primary target takes 1 automatic mortal wound from the attack).
Strategy Ploys
Strategy: Form Shieldwall
Until the end of the Turning Point, each time an enemy model makes a shooting attack against a friendly Praetor operative that is within 2 inches of another friendly Praetor operative, the defender can reroll one of their failed defense dice.
Strategy: Ride the Lightning
Until the end of the Turning Point, each time a friendly Stormcoven operative performs a Charge or Dash action, it can move an additional 2 inches.
Strategy: Unyielding Bastion
Until the end of the Turning Point, while a friendly operative is contesting an objective marker, the enemy cannot use rules that modify or subtract from your operatives' Action Point Limit.
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.
Equipment
Sigmarite Barricade:
Deployable Cover: During the setup phase, you can place one extra temporary barricade anywhere on your half of the board. Use this to create a safe corridor for your short-range Mages to advance up the field without being shot out in the open.
Blessed Whetstone:
Weapon Sharpener: Choose one Soulshield Halberd on this model. For the entire match, its normal damage is increased by +1 (changing its damage profile from 4/5 to 5/5).
Azyrite Scroll:
Focusing Item: Each time this Mage performs a shooting action with their Azyrite Bolts, you can reroll one of your attack dice that rolled a natural 1.
Thunderstrike Pendant:
Once per battle: When this Mage is targeted by an enemy shooting attack, you can activate this pendant to force the enemy to reroll one of their successful hit dice. This adds an extra layer of protection if their Praetor bodyguard isn't close enough to intercept the hit.
Ploys
Firefight - Staunch Defender:
In the Shooting phase, when a friendly Stormcoven operative is selected as a target, if a friendly Praetor is within 2 inches of that Mage, you can instantly swap the targets. The enemy must resolve the entire shooting attack against the Praetor.
Firefight - Sigmar's Vengence:
In the Firefight phase, after a friendly Praetor operative is incapacitated by an enemy melee attack, select one friendly Stormcoven operative within 6 inches of that combat; they can immediately perform a free, out-of-turn Shooting action against that same enemy model.
Firefight - Cleanse the Defiled:
When a friendly Stormcoven operative scores a critical hit with their Azyrite Bolts, that attack gains the Splash 1 rule (every enemy model within 2 inches of the primary target takes 1 automatic mortal wound from the attack).
Strategic - Form Shieldwall:
Until the end of the Turning Point, each time an enemy model makes a shooting attack against a friendly Praetor operative that is within 2 inches of another friendly Praetor operative, the defender can reroll one of their failed defense dice.
Strategic - Ride the Lightning:
Until the end of the Turning Point, each time a friendly Stormcoven operative performs a Charge or Dash action, it can move an additional 2 inches.
Strategic - Unyielding Bastion:
Until the end of the Turning Point, while a friendly operative is contesting an objective marker, the enemy cannot use rules that modify or subtract from your operatives' Action Point Limit.
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.