Warp Bound Constructs
Composition
1 Warp Smith 6 Warp Bound Constructs From the Following List
- Brute
- Obliterator
- Howler
- Warrior
- Devistator
- Ravager
Channel Deamons: When a WARP BOUND CONSTRUCT is activated you can choose to Channel Deamons. If you do roll d3+1 and the model takes that much damage. Until that operatives next activation its deamons are channeled
Deamon Forged Weapons: Whenever this operative is using this weapon if its Deamons are channeled, add 1 to both Dmg stats of this weapon.
Warp Smith
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Daemonforged Bolter (Daemonforged) | 4 | 3+ | 3/4 |
| Forge Weapon (Daemonforged, Brutal) | 4 | 3+ | 3/4 |
Abilities
1AP: Rebind DaemonsVeteran Astartes:Brute
A 3
M 5"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Daemon Bound Chainfists (Brutal, Daemonforged, Shock) | 4 | 3+ | 4/5 |
Abilities
Overwhelming BulkUnstoppable ChargeObliterator
A 3
M 5"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fleshmetal Guns | |||
| Focused Malice (Piercing 1, DeamonForged, Rng 4") | 5 | 3+ | 4/5 |
| Ruinous Salvo (DeamonForged) | 5 | 3+ | 3/4 |
| Warp Hail (DeamonForged, Torrent 2") | 4 | 3+ | 3/4 |
| Deamon Metal Fists (DeamonForged) | 3 | 4+ | 3/4 |
Abilities
Unending FirepowerHowler
A 3
M 6"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Warpflamer (Piercing 1, Torrent 1") | 4 | 2+ | 3/3 |
| Jagged Blades (DeamonForged, Severe) | 5 | 3+ | 3/5 |
Abilities
Engine of Suffering1AP: Otherworldly ShreikWarrior
A 3
M 6"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Deamon Forged Bolter (DeamonForged) | 4 | 3+ | 3/4 |
| Deamon Blade (DeamonForged) | 4 | 3+ | 3/4 |
Abilities
Unrelenting Fire PowerRavager
A 3
M 6"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws and Fang (Lethal 5+) | 5 | 3+ | 4/5 |
Abilities
Blur of MotionWrath of the WarpDevastator
A 3
M 6"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Deamon Wrath Cannon | |||
| Warpspace (Soulrip) | 4 | 3+ | 2/3 |
| Realspace (Deamonforged) | 4 | 3+ | 3/4 |
| Deamon Fists (Deamon Forged) | 3 | 3+ | 3/4 |
Abilities
2AP: Dual BonbardmentSoulripSoul Forged Contract
Once Per Turning Point when a WARP BOUND CONSTRUCT Channels Deamons It takes no damage
Debt to the Soul Forge
Keep a Debt tally. Whenever an Opponents operative is incapacitated, add 1 to your Debt tally or 2 if that model had 12 or more wounds. When your Debt tally reaches 4, you gain 1CP and Reset that tally
Blood Binding
Whenever a friendly WARP BOUND CONSTRUCT operative ends an action, if it wasn’t incapacitated but Incapacitated any enemy operatives during that action, it regains 1 lost wound or if that model has not channeled deamons it heals 3
Breaching Charge
Once Per game a model can preform the Breach Point Action or can preform The breach Action as if it had the Word Breach Point on its data card BREACH POINT 1AP Place one of your Breach markers within this operative’s control range as close as possible to a terrain feature within control range of it. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain.
This operative cannot perform this action while within control range of an enemy operative, or if a terrain feature isn’t within its control range
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: Warp Sight
Use this firefight ploy when a friendly WARP BOUND CONSTRUCT operative performs the Shoot action during an activation it has not moved. Until the end of the activation/counteraction, its ranged weapons have the Seek Light weapon rule and enemy operatives cannot be obscured.
Firefight: Reorder Reality
Use this firefight ploy when an enemy operative is shooting a friendly WARPBOUND CONSTRUCT operative. That operative’s ranged weapons have the Hot weapon rule until the end of that sequence; if the weapon already has that weapon rule, when your opponent rolls one D6 for that weapon rule, you can add or subtract 1 from the result. Note that for the latter you can see the result of your opponent’s roll for the Hot weapon rule before deciding to use this ploy.
Firefight: Iron Unbroken
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly WARP BOUND CONSTRUCT operative. If that Model has not unleashed Daemons, ignore that inflicted damage.
Firefight: Savage Assult
Use this firefight ploy when a friendly WARP BOUND CONSTRUCT operative performs the FIGHT action. Until the end of the activation/counteraction, its Melee weapons have the Lethal 5+ and Rending Rules.If that model has lethal 5+ it gains Lethal 4+ instead. At the End of that activation the Operative is Incapacitated
Strategy Ploys
Strategy: Guided By Beyond
Whenever a friendly WARP BOUND CONSTRUCT operative is shooting, fighting or retaliating, if its Channeled Daemons its weapons have the Ceaseless weapon rule.
Strategy: Deamonic Resiliance
Whenever an operative is shooting a WARP BOUND CONSTRUCT operative, defence dice results of 5+ are critical successes
Strategy: BINDING CONTRACTS
You can ignore any changes to the stats of friendly WARP BOUND CONSTRUCT operatives from being injured (including their weapons’ stats).
Strategy: Deamonic Haunting
Select one enemy operative visible to a friendly WARP BOUND CONSTRUCT operative. Until the end of the turning point, Whenever determining control of a marker, treat the total APL stat of that operatives as 1 lower and your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions.
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Equipment
Soul Forged Contract:
Once Per Turning Point when a WARP BOUND CONSTRUCT Channels Deamons It takes no damage
Debt to the Soul Forge:
Keep a Debt tally. Whenever an Opponents operative is incapacitated, add 1 to your Debt tally or 2 if that model had 12 or more wounds. When your Debt tally reaches 4, you gain 1CP and Reset that tally
Blood Binding:
Whenever a friendly WARP BOUND CONSTRUCT operative ends an action, if it wasn’t incapacitated but Incapacitated any enemy operatives during that action, it regains 1 lost wound or if that model has not channeled deamons it heals 3
Breaching Charge:
Once Per game a model can preform the Breach Point Action or can preform The breach Action as if it had the Word Breach Point on its data card
BREACH POINT 1AP
Place one of your Breach markers within this operative’s control range as close as possible to a terrain feature within control range of it. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain.
This operative cannot perform this action while within control range of an enemy operative, or if a terrain feature isn’t within its control range
Ploys
Firefight - Warp Sight:
Use this firefight ploy when a friendly WARP BOUND CONSTRUCT operative performs the Shoot action during an activation it has not moved. Until the end of the activation/counteraction, its ranged weapons have the Seek Light weapon rule and enemy operatives cannot be obscured.
Firefight - Reorder Reality:
Use this firefight ploy when an enemy operative is shooting a friendly WARPBOUND CONSTRUCT operative. That operative’s ranged weapons have the Hot weapon rule until the end of that sequence; if the weapon already has that weapon rule, when your opponent rolls one D6 for that weapon rule, you can add or subtract 1 from the result. Note that for the latter you can see the result of your opponent’s roll for the Hot weapon rule before deciding to use this ploy.
Firefight - Iron Unbroken:
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly WARP BOUND CONSTRUCT operative. If that Model has not unleashed Daemons, ignore that inflicted damage.
Firefight - Savage Assult:
Use this firefight ploy when a friendly WARP BOUND CONSTRUCT operative performs the FIGHT action. Until the end of the activation/counteraction, its Melee weapons have the Lethal 5+ and Rending Rules.If that model has lethal 5+ it gains Lethal 4+ instead. At the End of that activation the Operative is Incapacitated
Strategic - Guided By Beyond:
Whenever a friendly WARP BOUND CONSTRUCT operative is shooting, fighting or retaliating, if its Channeled Daemons its weapons have the Ceaseless weapon rule.
Strategic - Deamonic Resiliance:
Whenever an operative is shooting a WARP BOUND CONSTRUCT operative, defence dice results of 5+ are critical successes
Strategic - BINDING CONTRACTS:
You can ignore any changes to the stats of friendly WARP BOUND CONSTRUCT operatives from being injured (including their weapons’ stats).
Strategic - Deamonic Haunting:
Select one enemy operative visible to a friendly WARP BOUND CONSTRUCT operative. Until the end of the turning point, Whenever determining control of a marker, treat the total APL stat of that operatives as 1 lower and your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions.
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.