Stormwall
Composition
A STORMWALL kill team is composed of:
2 STORMWALL WARLOCK operatives equipped with one of the following options:
- Destructor, Shuriken pistol; Singing spear
- Destructor, Shuriken pistol; Witchblade
1 FIRE DRAGON RECLAIMER operative with one of the following options:
- Flamer; Close combat weapon
- Fusion gun; Close combat weapon
1 HOWLING BANSHEE RECLAIMER operative
1 STRIKING SCORPION RECLAIMER operative
4 STORM GUARDIAN operatives
FACTION RULES: Psychic Powers:
Friendly STORMWALL WARLOCK operatives have the Psychic Powers listed below. Psychic Powers are unique actions that can be performed according to the following rules:
- Each Psychic Power costs 1 AP to perform.
- Friendly STORMWALL operatives cannot perform more than one Psychic Power per activation / counteraction.
- Psychic Powers come in pairs. Whenever one half of the pair is performed, that Psychic Power cannot be performed again during this turning point, and the paired Psychic Power may not be performed at all at this turning point.
- Psychic Powers may not be performed while within control range of an enemy operative.
Empower / Enervate
-
Empower: Select another friendly operative visible to and within 6” of this operative. Until the end of that operative’s next activation, improve the Atk stat of its melee weapons by 1 (to a maximum of 5).
-
Enervate: Select one enemy operative visible to and within 6” of this operative. Until the end of that operative’s next activation, worsen the Atk stat of its melee weapons by 1 (to a minimum of 3).
Enhance / Drain
-
Enhance: Select another friendly operative visible to and within 6” of this operative. Until the end of that operative’s next activation, improve the Hit stat of that operatives ranged weapons by 1 (to a minimum of 2+)
-
Drain: Select one enemy operative visible to and within 6” of this operative. Until the end of that operative’s next activation, worsen the Hit stat of that operatives ranged weapons by 1 (to a maximum of 5+)
Protect / Jinx
-
Protect: Select one friendly STORMWALL operative visible to and within 6” of this operative. Until the end of that operative’s next activation, the first time an attack dice inflicts damage on that friendly operative, reduce that damage by 2 (to a minimum of 1).
-
Jinx: Select one enemy operative visible to and within 6” of this operative. Until the end of that operative’s next activation, the first time an attack dice inflicts damage on that operative, increase that damage by 2.
Quicken / Restrain
-
Quicken: Select another friendly operative visible to and within 6” of this operative. Until the end of that operative's next activation, they can perform the Dash action for 0 AP.
-
Restrain: Select one enemy operative visible to and within 6” of this operative. Until the end of that operative’s next activation, subtract 2” from that operative’s Move stat. Shroud / Reveal
Shroud / Reveal
-
Shroud: Select another friendly operative visible to and within 6” of this operative. Until the end of that operative’s next activation, that friendly operative is obscured to operatives more than 2" from it.
-
Reveal: Select one enemy operative visible to and within 6” of this operative. Until the end of that operative’s next activation, when friendly STORMWALL operatives perform the Shoot action and select that enemy operative as the valid target, that enemy operative cannot be obscured.
WARLOCK
A 3
M 7"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Destructor (PSYCHIC, Saturate, Torrent 1") | 4 | 3+ | 3/4 |
| Shuriken Pistol (RNG 8", Rending) | 4 | 3+ | 3/4 |
| Singing Spear (throw) (RNG 6", PSYCHIC) | 4 | 3+ | 3/5 |
| Singing Spear (thrust) (PSYCHIC) | 4 | 3+ | 3/5 |
| Witchblade (PSYCHIC, Brutal, Severe) | 4 | 3+ | 4/5 |
Abilities
Follow the PathPsychic CommunionRune ArmorFIRE DRAGON RECLAIMER
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer (Saturate, Torrent 2") | 4 | 2+ | 3/3 |
| Fusion Gun (RNG 6", Devastating 3, Piercing 2) | 4 | 3+ | 5/3 |
| Close Combat Weapon | 3 | 3+ | 2/3 |
Abilities
Assured DestructionHOWLING BANSHEE RECLAIMER
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (RNG 8", Rending) | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
AcrobaticSTRIKING SCORPION RECLAIMER
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (RNG 8", Rending) | 4 | 3+ | 3/4 |
| Chainsword (Rending) | 4 | 3+ | 4/5 |
Abilities
One With the GloomSTORM GUARDIAN
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (RNG 8", Rending) | 4 | 3+ | 3/4 |
| Aeldari Blade | 4 | 3+ | 3/4 |
Abilities
StormbladesINFINITY CIRCUIT CONDUIT
In the Ready Step of each Strategy Phase, for each friendly STORMWALL WARLOCK operative in the kill zone, you may roll a D6. If the result is a 6, you gain 1 CP and for the rest of the battle you do not count that operative as being in the kill zone for the purposes of this rule.
PSYCHSTONE
Once per turning point, when a friendly STORMWALL WARLOCK operative performs a Psychic Power, increase the distance requirement of that Psychic Power by 3"
RUNE-ETCHED WEAPONS
Once per turning point, when a friendly STORMWALL operative is retaliating, you can resolve one of your successes before the normal order, if you do, that success must be used to block.
SERPENT SHIELD
Once per turning point, when an operative is shooting a friendly STORMWALL operative more than 3” from it, at the start of the Roll Defense Dice step, you can use this rule. If you do, worsen the x of any Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.
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: BLADESTORM
Use this firefight ploy during the Resolve Attack Dice step when a friendly STORMWALL operative is fighting or retaliating and you have chosen to block. That block can be allocated to block two unresolved successes.
Firefight: FADE BACK
Use this firefight ploy after an operative shoots a friendly STORMWALL operative. That friendly operative can immediately perform a free Dash action.
Strategy Ploys
Strategy: OF ONE MIND
When determining an eligible target for a Psychic Power, friendly STORMWALL WARLOCK operatives may determine visibility and measure distance from another friendly STORMWALL WARLOCK operative visible to and within 6” of that operative.
Strategy: PRESCIENCE
Whenever a friendly STORMWALL operative is rolling defense dice, if you roll 2 or more failures, you may reroll one of your defense dice.
Strategy: RESIDUAL POWER
The weapons of friendly STORMWALL operatives affected by a Psychic Power have the Balanced weapon rule.
Strategy: TACTICAL SUPERIORITY
Whenever a friendly STORMWALL operative is determining control of a marker, treat that operative's APL stat as 1 higher, to a maximum of 3. Note this is not a change to its APL stat, so any changes are cumulative with this.
Strategy: RENEWAL
Use this firefight ploy when a friendly STORMWALL operative becomes affected by a friendly Psychic Power. That operative regains D3+1 wounds.
Strategy: UNDAUNTED
Use this Firefight Ploy during a Friendly STORMWALL operative’s activation, before or after it performs an action. For the duration of its activation, being in control range of enemy operatives doesn’t prevent it from performing the Pick up Marker action or 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.
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
INFINITY CIRCUIT CONDUIT:
In the Ready Step of each Strategy Phase, for each friendly STORMWALL WARLOCK operative in the kill zone, you may roll a D6. If the result is a 6, you gain 1 CP and for the rest of the battle you do not count that operative as being in the kill zone for the purposes of this rule.
PSYCHSTONE:
Once per turning point, when a friendly STORMWALL WARLOCK operative performs a Psychic Power, increase the distance requirement of that Psychic Power by 3"
RUNE-ETCHED WEAPONS:
Once per turning point, when a friendly STORMWALL operative is retaliating, you can resolve one of your successes before the normal order, if you do, that success must be used to block.
SERPENT SHIELD:
Once per turning point, when an operative is shooting a friendly STORMWALL operative more than 3” from it, at the start of the Roll Defense Dice step, you can use this rule. If you do, worsen the x of any Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.
Ploys
Firefight - BLADESTORM:
Use this firefight ploy during the Resolve Attack Dice step when a friendly STORMWALL operative is fighting or retaliating and you have chosen to block. That block can be allocated to block two unresolved successes.
Firefight - FADE BACK:
Use this firefight ploy after an operative shoots a friendly STORMWALL operative. That friendly operative can immediately perform a free Dash action.
Strategic - OF ONE MIND:
When determining an eligible target for a Psychic Power, friendly STORMWALL WARLOCK operatives may determine visibility and measure distance from another friendly STORMWALL WARLOCK operative visible to and within 6” of that operative.
Strategic - PRESCIENCE:
Whenever a friendly STORMWALL operative is rolling defense dice, if you roll 2 or more failures, you may reroll one of your defense dice.
Strategic - RESIDUAL POWER:
The weapons of friendly STORMWALL operatives affected by a Psychic Power have the Balanced weapon rule.
Strategic - TACTICAL SUPERIORITY:
Whenever a friendly STORMWALL operative is determining control of a marker, treat that operative's APL stat as 1 higher, to a maximum of 3. Note this is not a change to its APL stat, so any changes are cumulative with this.
Strategic - RENEWAL:
Use this firefight ploy when a friendly STORMWALL operative becomes affected by a friendly Psychic Power. That operative regains D3+1 wounds.
Strategic - UNDAUNTED:
Use this Firefight Ploy during a Friendly STORMWALL operative’s activation, before or after it performs an action. For the duration of its activation, being in control range of enemy operatives doesn’t prevent it from performing the Pick up Marker action or 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.
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.