Wyrmblade Expansion Project: Claw and Shadow
Composition
Common Abilities and Options
Conspire (1AP):
You gain 1 CP.
This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.
Cult Agent:
Whenever an operative is shooting a friendly WYRMBLADE CULT AGENT operative:
Ignore the Piercing and Saturate weapon rules.
If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
Cult Ambush:
Whenever a friendly WYRMBLADE operative is shooting or fighting during its activation, if its order was changed from Conceal to Engage at the start of that activation, or it wasn’t visible to enemy operatives at the start of that activation, that friendly operative's weapons have the Ceaseless weapon rule.
Fist Of The Patriarch:
This operative can perform either two shoot or two fight actions during its activation.
Mastermind:
Once per turning point, after rolling off to determine initiative, if this operative is in the killzone, you can do one of the following (you cannot select each option more than once per battle):
- Add 1 to your dice result.
- If you did not have initiative in the previous turning point, re-roll your dice.
Mental Onslaught (1AP):
PSYCHIC
Select one enemy operative that is a valid target to this operative. Inflict 2 damage on it, or 4 damage instead if it is within 6" of this operative. Then roll 1D6, if the result is higher than that enemy's APL stat, inflict an additional 2 damage on it, or 4 damage instead if it is within 6" of this operative. Keep rolling 1D6 in this manner until you roll equal to or less than that enemy operative's APL stat, until it is incapacitated, or until you inflict 8 damage on it during this action (whichever comes first).
This operative cannot perform this action while within control range of an enemy operative.
Spiritual Leader:
STRATEGIC GAMBIT if this operative is in the killzone. Select one of the following for friendly BROOD BROTHER operatives to have until the end of the turning point or until this operative is incapacitated (whichever comes first):
- Whenever an enemy operative is shooting a friendly BROOD BROTHER operative, ignore the piercing rule.
- You can ignore any changes to friendly BROOD BROTHER operative's stats from being injured (including their weapons' stats).
- You can ignore any changes to the APL stats of friendly BROOD BROTHER operative.
Telepathic Overload (1AP):
PSYCHIC
Select one enemy operative that is a valid target for this operative. Until the end of that operative's next activation, subtract 1 from its APL stat.
This operative cannot perform this action while within control range of an enemy operative.
Crossfire:
Whenever a friendly BROOD BROTHER operative is shooting against or fighting against an enemy operative, after resolving all of your attack dice, if that enemy operative is not incapacitated it gains one of your Crossfire tokens.
Whenever a friendly BROOD BROTHER operative is shooting against, fighting against or retaliating against an enemy operative that has any of your Crossfire tokens, you can remove any of those tokens. For each that you do, you can re-roll one of your attack dice.
Primus
A 3
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped Needle Pistol | |||
| Short Range (Rng 8", Lethal 5+, Silent) | 4 | 3+ | 2/4 |
| Long Range (Silent) | 4 | 3+ | 2/4 |
| Bonesword and Toxin Injector Claw (Lethal 5+, Rnd) | 5 | 3+ | 4/5 |
Abilities
1AP: ConspireCult AgentCult AmbushFist Of The PatriarchMastermindMagus
A 3
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Bio Dagger (Lethal 4+) | 2 | 4+ | 3/6 |
| Force Stave (Psychic, Shock) | 4 | 4+ | 4/6 |
Abilities
Cult AgentCult Ambush1AP: Mental OnslaughtSpiritual Leader1AP: Telepathic OverloadReductus Saboteur
A 3
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Reductus Autopistol (Rng 8", Lethal 5+) | 4 | 3+ | 2/3 |
| Blasting Charge (Rng 6", Sat, Blast 1") | 4 | 3+ | 3/5 |
| Demolition Charge (Rng 5", Prc1, Sat, Blast 2", Heavy (Repos)) | 4 | 4+ | 3/4 |
| Reductus Dagger (Lethal 5+) | 4 | 3+ | 3/5 |
Abilities
1AP: Cult AgentCult Ambush1AP: ExplosivesGrenadier1AP: Plan At Any CostsBenefictus
A 3
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Bio Dagger (Lethal 4+) | 2 | 4+ | 3/6 |
| Force Stave (Psychic, Shock) | 4 | 4+ | 4/6 |
Abilities
Crossfire1AP: Mental OnslaughtSpiritual Leader1AP: Telepathic OverloadBiophagus
A 3
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Bio Dagger (Lethal 4+) | 2 | 4+ | 3/6 |
| Force Stave (Psychic, Shock) | 4 | 4+ | 4/6 |
Abilities
Crossfire1AP: Mental OnslaughtSpiritual Leader1AP: Telepathic OverloadNexos
A 3
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped Needle Pistol | |||
| Short Range (Rng 8", Lethal 5+, Silent) | 4 | 3+ | 2/4 |
| Long Range (Silent) | 4 | 3+ | 2/4 |
| Bonesword and Toxin Injector Claw (Lethal 5+, Rnd) | 5 | 3+ | 4/5 |
Abilities
1AP: ConspireCrossfireFist Of The PatriarchMastermindClamavus
A 3
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped Needle Pistol | |||
| Short Range (Rng 8", Lethal 5+, Silent) | 4 | 3+ | 2/4 |
| Long Range (Silent) | 4 | 3+ | 2/4 |
| Bonesword and Toxin Injector Claw (Lethal 5+, Rnd) | 5 | 3+ | 4/5 |
Abilities
1AP: ConspireCrossfireFist Of The PatriarchMastermindJackal Alphus
A 3
M 6"
S 4+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped Needle Pistol | |||
| Short Range (Rng 8", Lethal 5+, Silent) | 4 | 3+ | 2/4 |
| Long Range (Silent) | 4 | 3+ | 2/4 |
| Bonesword and Toxin Injector Claw (Lethal 5+, Rnd) | 5 | 3+ | 4/5 |
Abilities
1AP: ConspireCrossfireFist Of The PatriarchMastermindPatriarch
A 4
M 6"
S 4+
W 21
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws (Relentless, Rnd) | 5 | 3+ | 5/6 |
Abilities
Alpha PredatorCrossfire1AP: Into Shadow2AP: Mind ControlMonsterUniversal 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.