THE LAST TIZCA RUBRIC COMMANDO
Common Abilities and Options
Astartes:
During each friendly WARPCOVEN HERETIC ASTARTES operative’s activation, it can perform either two Shoot actions or two Fight actions.
If it’s two Shoot actions and a soulreaper cannon or a warpflamer is selected for both, 1 additional AP must be spent for the second action.
You cannot select the same PSYCHIC ranged weapon more than once per activation.
Each friendly WARPCOVEN HERETIC ASTARTES operative can counteract regardless of its order.
Sorcerous Automata:
Whenever this operative is activated, subtract 1 from its APL stat until the end of that activation, unless a friendly WARPCOVEN SORCERER operative is within 9" of it.
Slow And Purposeful:
Whenever this operative is shooting, if it hasn’t performed the Charge or Reposition action during the activation, or if it is a counteraction, its ranged weapons have the Ceaseless weapon rule.
Note this operative isn’t restricted from performing these actions after shooting.
[BOT] Incorporeal Sight:
This operative’s ranged weapons have
the Saturate weapon rule. Whenever
this operative is shooting, enemy
operatives cannot be obscured.
Operatives
1. "ANUBIS" Sorcerer Of Tempyrion
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fluxblast (Psychic, Blast 2", Rnd) | 4 | 3+ | 3/4 |
| Warpflame Pistol (Rng 6", Prc1, Tor 1") | 4 | 2+ | 3/3 |
| Force Stave (Psychic, Shock) | 4 | 3+ | 4/6 |
| Prosperine Khopesh (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
AstartesBoons Of Tzeentch1AP: Reconstitution Ritual1AP: Temporal FluxOptions
Leader - Tempyrion[BOT] Echoes From The Warp[BOT] Master Of The ImmateriumNotes
Anubis was the most decorated and well-known captain of his lord Magnus the Red's teaching campaigns in the galaxy, he was entrusted with the honor of covering the rearguard in Tizca during the genocide on Prospero, losing his most devoted students in the process, attributed and empowered with an enormous psychic power that he used for peace, now corrupted by the misfortunes of the Emperor, he fell into the most absolute madness of the God of Change when he saw how his brothers were being killed, one by one... Exploding in a Psychic power, even though he is psychically linked to the incarnated essences of his students even after they have fallen, he can automatically control them at will, that brought them back to life but in the most horrendous way and for all etenity.
2. "KÉOPS" Marine Icon Master
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Inferno Boltgun (Prc1) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 3/4 |
Abilities
AstartesIcon BearerSorcerous AutomataOptions
[BOT] Immaterial FlightNotes
Keops was once the most young and great Scribe of his guard and standard-bearer of honor for his outstanding grades in arcane studies, the youngest of all in his squad and also the most intelligent, versed in his arts of the Power to Progress of Humanity... Serving Anubis in second command, during the carnage of Tizca when everyone had already fallen and the last steps of the library were being defended, Keops placed his body between a direct shot and his lord Anubis, giving his life for him and unleashing his lord's psychic power... And now forever.
3. "IMOTHEP" Marine Heavy Gunner
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Soulreaper Cannon | |||
| Focused (Prc1, Sat, NoObscure) | 5 | 3+ | 4/5 |
| Sweeping (Prc1, Tor 1", Sat, NoObscure) | 4 | 3+ | 4/5 |
| Fists | 3 | 3+ | 3/4 |
Abilities
AstartesSorcerous AutomataOptions
[BOT] Incorporeal SightNotes
Imhotep, a former priest of his temple in Prospero, giving sermons in the name of his captain, Anubis, time ago was also the best marksman in his group and the strongest... Falling in combat on the last steps of the library of Tizca and protecting his younger brother Utzi from a explosive mine that would have killed him instantly... Now nothing remains but dust.
4. "UTZI" Marine Heretic Flammer
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Warpflamer (Rng 8", Sat, Prc1, Tor 2", Sat, NoObscure) | 4 | 2+ | 4/4 |
| Fists | 3 | 3+ | 3/4 |
Abilities
AstartesSorcerous AutomataOptions
[BOT] Incorporeal SightNotes
Utzi was once a student of his mentor Anubis and direct young brother of Imhotep. No one could have foreseen that with the fall of Tizca, he would be the one who would finally convince his mentor to surrender his soul to the Fire of Chaos when his brother Imothep and Tizca falls.
5. "ÆGON" Marine Warrior
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Inferno Boltgun (Prc1, Sat, NoObscure) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 3/4 |
Abilities
AstartesSorcerous AutomataSlow And PurposefulOptions
[BOT] Incorporeal SightNotes
Aëgon, was the first bodyguard and student of Anubis, in Tizca he gave his life to protect the squadron from a direct attack in the shelves of the libraries, now he serves in the dust of eternity.
6. "ASHAR" Marine Warrior
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Inferno Boltgun (Prc1, Sat, NoObscure) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 3/4 |
Abilities
AstartesSorcerous AutomataSlow And PurposefulOptions
[BOT] Incorporeal SightNotes
Ashar, was the second bodyguard and student of Anubis during the battle for Tizca, fell in combat in the library's reading rooms, but I gave his soul to his brother to serve in the dust of eternity.
Equipment
Ensorcelled Rounds
Friendly WARPCOVEN operatives’ inferno boltguns, inferno bolt pistols and autopistols have the Devastating 1 weapon rule.
Daemonmaw Weapons
Add 1 to the Atk stat of friendly WARPCOVEN RUBRIC MARINE operatives’ melee weapons. Whenever a friendly WARPCOVEN RUBRIC MARINE operative is retaliating, its melee weapons have the Accurate 1 weapon rule.
Sorcerous Scrolls
Once per battle, when a friendly WARPCOVEN SORCERER operative is activated or counteracts, you can select a different BOON OF TZEENTCH for it to have until the end of the battle (it loses any it previously had). It cannot be the same BOON OF TZEENTCH any other friendly operative has. Note that if you use this rule when a friendly operative counteracts and you select Echoes from the Warp, it can be used immediately to change the operative’s order and perform a free action during that counteraction.
Arcane Robes
Whenever an attack dice would inflict Critical Dmg on a friendly WARPCOVEN SORCERER operative, you can choose for that attack dice to inflict Normal Dmg instead. You cannot use this rule for each friendly WARPCOVEN SORCERER operative more than once per turning point.
Ploys
Aetherial Warding
Strategy PloyWhenever an operative is shooting a friendly WARPCOVEN operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.
Brotherhood Of Sorcerers
Strategy PloyFriendly WARPCOVEN SORCERER operatives' PSYCHIC weapons have the Balanced weapon rule, or Ceaseless instead if another friendly WARPCOVEN SORCERER operative is within 9" of that operative.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Balanced: Can re-roll one Attack die.
Fate Itself Is My Weapon
Strategy PloyRoll 2D6 and reserve them (put them to one side). In the following Firefight phase, whenever an operative is shooting, fighting or retaliating, after you or your opponent roll their attack dice, but before re-rolls, you can use one of your reserved dice to replace one of the D6 rolled for that sequence (yours or your opponent's); that replacement die cannot be re-rolled or retained as a success or critical success if it is not, and is discarded at the end of that sequence. Then, if the combined result of both reserved dice was less than 9, discard the other die. You cannot use more than one reserved dice per sequence. Discard any remaining reserved dice at the end of the turning point.
Savage Herd
Strategy PloyFriendly WARPCOVEN TZAANGOR operatives' melee weapons have the Accurate 1 weapon rule.
Whenever a friendly WARPCOVEN TZAANGOR operative is assisted by a friendly WARPCOVEN operative, or is fighting while visible to and within 6" of a friendly WARPCOVEN SORCERER operative,
that friendly WARPCOVEN TZAANGOR operative's melee weapons also have the Severe weapon rule.
Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
All Is Dust
Firefight PloyUse this firefight ploy when an attack die inflicts Normal Dmg on a friendly WARPCOVEN RUBRIC MARINE operative. That attack die inflicts 1 damage instead.
Capricious Plan
Firefight PloyUse this firefight ploy at the end of a friendly WARPCOVEN SORCERER operative’s activation. That friendly operative can immediately perform a free Dash action (even if it’s performed an action that prevents it from performing the Dash action), or you can change its order instead.
Mutant Herd
Firefight PloyUse this firefight ploy when a friendly WARPCOVEN TZAANGOR operative is activated. Select one other ready friendly WARPCOVEN TZAANGOR operative visible to and within 2" of it to activate at the same time. Complete their activations action by action in any order.
Psychic Cabal
Firefight PloyUse this firefight ploy when a friendly WARPCOVEN SORCERER operative is activated.
Select one other friendly WARPCOVEN SORCERER operative visible to and within 9" of that operative,
then select one of that other friendly operative's PSYCHIC unique actions or PSYCHIC ranged weapons for that first friendly operative to have until the end of its activation.
You cannot select a PSYCHIC ranged weapon that has been used by that other friendly operative during this turning point, and that other friendly operative cannot use the selected weapon during this turning point.
Tac Ops
Plant Banner
SecurityReveal: 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.
Martyrs
SecurityReveal: 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.
Envoy
SecurityReveal: 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.
Flank
ReconReveal: 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.
Retrieval
ReconReveal: 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.
Scout Enemy Movement
ReconReveal: 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.