The Cult of the Blade

The Cult of the Blade

Common Abilities and Options

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.

Familiar Territory:
When setting up a WYRMBLADE kill team before the battle, one third of your kill team can be set up in HIDING: place them to one side instead of in the killzone. CULT AGENT operatives cannot be set up in HIDING.

In the Firefight phase, friendly WYRMBLADE operatives set up in HIDING are activated as normal. When you do, you can either expend that operative or have it emerge. If it emerges, set it up in the killzone in a location it can be placed as follows (it’s no longer set up in HIDING):

  • Wholly within 6" of your drop zone.
  • More than 6" from enemy operatives.
  • With an order of your choice.

The operative is treated as performing the Reposition action (spend the AP accordingly), then continue its activation as normal. If the operative is a WARRIOR, ignore its Group Activation rule. Friendly operatives still in HIDING at the end of the second turning point are incapacitated.

Heavy Weapon Bipod:
Whenever this operative is shooting with a weapon from its datacard, if it hasn’t moved during the activation, or if it’s a counteraction, that weapon has the Ceaseless weapon rule; if the weapon already has that weapon rule (i.e. from the Cult Ambush faction rule), it has the Relentless weapon rule. Note this operative isn’t restricted from moving after shooting.

Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly WYRMBLADE WARRIOR operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Operatives

1. John Yates
Kelermorph
A 3
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Liberator Autostubs
Hypersense (Rng 6", Sat, Seek Light, *Hypersense)
5
3+
3/4
Long Range (PrcCrit1, Rnd)
4
4+
3/4
Short Range (Rng 8", Prc1, Rnd)
5
3+
3/4
Kelermorph Knife (Rnd)
3
4+
3/4
Abilities
Cult AgentCult AmbushExpert GunslingerHeroic Inspiration*Hypersense

Expert Gunslinger: This operative can perform two Shoot actions during its activation.

Heroic Inspiration: Whenever a friendly WYRMBLADE NEOPHYTE operative visible to and within 3" of this operative is shooting, fighting or retaliating, if this operative has incapacitated an enemy operative during this turning point, that friendly operative’s weapons have the Severe weapon rule.

*Hypersense: Whenever this operative is shooting with this weapon profile, enemy operatives cannot be obscured.

WYRMBLADE, TYRANIDS, GENESTEALER CULTS, CULT AGENT, KELERMORPH
2. Keith Peterson
Locus
A 3
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Barbed Tail (Rng 3", Silent)
4
3+
3/4
Locus Blades (Lethal 5+)
5
3+
4/6
Abilities
Bladed StanceCult AgentCult AmbushExpert SwordsmanQuicksilver Strike

Bladed Stance: Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

Expert Swordsman: This operative can perform two Fight actions during its activation. Whenever this operative ends the Fight action, if it’s no longer within control range of enemy operatives, it can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but it cannot move more than 3" during that action. Doing so doesn’t prevent it from performing the Dash action afterwards during that activation.

Quicksilver Strike: Once per turning point, after an enemy operative performs an action in which it moves or is set up, you can interrupt to use this rule. If you do, this operative can immediately perform a free Charge action (you can change its order to do so), but it cannot move more than 3", and it must end that move within control range of that enemy operative. If this isn’t possible, the interruption is cancelled and this rule hasn’t been used.

WYRMBLADE, TYRANIDS, GENESTEALER CULTS, CULT AGENT, SANCTUS, LOCUS
3. Carl Burton
Neophyte Leader
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Master-Crafter AutoPistol (Rng 8", Lethal 5+)
4
3+
2/4
Power Pick (Rnd)
4
3+
4/5
Abilities
Cult AmbushFamiliar TerritoryShadow Vector

Shadow Vector: Once per turning point, you can use the Slink Into Darkness or Coiled Serpent firefight ploy for 0CP if the specified friendly WYRMBLADE operative is a NEOPHYTE visible to this operative.

WYRMBLADE, TYRANIDS, GENESTEALER CULTS, NEOPHYTE, LEADER
4. Jerome Forbes
Neophyte Icon Bearer
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Autogun
4
4+
2/3
Gun Butt
3
4+
2/3
Abilities
Cult AmbushFamiliar TerritoryIcon BearerOverthrow The Oppressors

Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this.

Overthrow The Oppressors: Once per turning point, when a ready friendly WYRMBLADE NEOPHYTE operative is incapacitated while visible to and within 6" of this operative, you can use this rule. If you do, before that operative is removed from the killzone, it can either perform one free Shoot action (you can change its order to do so), or you can use the A Plan Generations in the Making firefight ploy for 0CP if that incapacitated operative is the specified friendly WYRMBLADE NEOPHYTE operative.

It is then removed from the killzone as normal.

WYRMBLADE, TYRANIDS, GENESTEALER CULTS, NEOPHYTE, ICON BEARER
5. Terry Foster
Neophyte Gunner
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Webber (Rng 12", Severe, Stun)
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Cult AmbushFamiliar Territory
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, NEOPHYTE, GUNNER
6. Adam Case
Neophyte Gunner
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Grenade Launcher
Frag (Blast 2")
4
4+
2/4
Krak (Prc1)
4
4+
4/5
Gun Butt
3
4+
2/3
Abilities
Cult AmbushFamiliar Territory
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, NEOPHYTE, GUNNER
7. Derrick Booth
Neophyte Heavy Gunner
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Mining Laser (Hvy(Dash),Prc1)
5
4+
5/6
Gun Butt
3
4+
2/3
Abilities
Cult AmbushFamiliar TerritoryHeavy Weapon Bipod
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, NEOPHYTE, HEAVY GUNNER
8. Guy Clark
Neophyte Heavy Gunner
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Seismic Cannon
Long-Wave (Blast 1", Hvy(Dash), Stun)
6
4+
2/2
Short-Wave (Rng 6", Hvy(Dash), PrcCrit1, Stun)
4
3+
4/4
Gun Butt
3
4+
2/3
Abilities
Cult AmbushFamiliar TerritoryHeavy Weapon Bipod
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, NEOPHYTE, HEAVY GUNNER
9. Bettie Flowers
Neophyte Warrior
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Autogun
4
4+
2/3
Gun Butt
3
4+
2/3
Abilities
Cult AmbushFamiliar TerritoryGroup Activation
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, NEOPHYTE, WARRIOR
10. Carl Bishop
Neophyte Warrior
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Autogun
4
4+
2/3
Gun Butt
3
4+
2/3
Abilities
Cult AmbushFamiliar TerritoryGroup Activation
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, NEOPHYTE, WARRIOR
11. Scott Tillman
Neophyte Warrior
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Autogun
4
4+
2/3
Gun Butt
3
4+
2/3
Abilities
Cult AmbushFamiliar TerritoryGroup Activation
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, NEOPHYTE, WARRIOR
12. Larry Barker
Neophyte Warrior
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Autogun
4
4+
2/3
Gun Butt
3
4+
2/3
Abilities
Cult AmbushFamiliar TerritoryGroup Activation
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, NEOPHYTE, WARRIOR

Equipment

Blasting Charges

Once per turning point, a friendly WYRMBLADE NEOPHYTE operative can use the following ranged weapon:

NameAtkHitDmg
Blasting Charge44+3/5
Weapon Rules
Range 4", Blast 1", Saturate
Cult Knives

Friendly WYRMBLADE NEOPHYTE operatives have the following melee weapon:

NameAtkHitDmg
Cult Knife34+3/4
Explosive Traps

This equipment allows you to select two mines (see universal equipment). You cannot also select that equipment as normal (i.e. to give you three), and friendly WYRMBLADE operatives are ignored for your mines’ effects (i.e. they cannot trigger or take damage from them). This takes precedence over the normal mines rules.

Spotlights

Whenever a friendly WYRMBLADE operative is shooting, the target cannot be obscured if it is visible to and within 6" of a friendly WYRMBLADE NEOPHYTE operative that is not within control range of enemy operatives.

Ploys

Crossfire
Strategy Ploy

Whenever a friendly WYRMBLADE operative is shooting an operative that another friendly WYRMBLADE operative has already shot during this turning point, that first friendly operative's ranged weapons have the Accurate 1 weapon rule.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.

Divert And Disappear
Strategy Ploy

Up to three friendly WYRMBLADE operatives can immediately perform a free Dash or Charge action in an order of your choice (choose separately for each, and for the latter, it cannot move more than 3"). If a WYRMBLADE CULT AGENT operative is selected for this ploy, it counts as two operatives, and it can perform a free Fall Back action instead (it cannot move more than 3"); if it does, subtract 1 from its APL stat until the end of its next activation.

One With The Shadows
Strategy Ploy

Whenever an operative is shooting a friendly WYRMBLADE operative that has a Conceal order, if Light terrain is intervening, that friendly operative is obscured (unless the intervening Light terrain is within 1" of either operative).

The Day Is At Hand
Strategy Ploy

Whenever a friendly WYRMBLADE operative is activated, if its order is changed from Conceal to Engage, until the end of that activation:

  • Its ranged weapons have the Rending weapon rule.
  • Add 1 to the Atk stat of its melee weapons (to a maximum of 5).

Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.

A Plan Generations In The Making
Firefight Ploy

Use this firefight ploy when a friendly WYRMBLADE NEOPHYTE operative is incapacitated. It can perform a free mission action before it’s removed from the killzone.

Coiled Serpent
Firefight Ploy

Use this firefight ploy when a friendly WYRMBLADE operative is shooting or fighting, after rolling your attack dice. If that friendly operative’s order was changed from Conceal to Engage at the start of that activation and this is the first time it has performed either the Shoot or Fight action during that activation, you can retain one of your normal successes as a critical success instead. Note this ploy cannot come into effect more than once per activation (you cannot use it during both the Shoot and Fight action in the same activation).

Slink Into Darkness
Firefight Ploy

Use this firefight ploy at the end of a friendly WYRMBLADE operative’s activation. If that operative has an Engage order, change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.

Unquestioning Loyalty
Firefight Ploy

Use this firefight ploy when a friendly WYRMBLADE CULT AGENT or WYRMBLADE LEADER operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly WYRMBLADE NEOPHYTE operative (excluding LEADER) visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action. If it is the Shoot action, that other operative is only in cover or obscured if the original target was.

This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.

Tac Ops

Sweep & Clear
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action 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, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Dominate
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.

Rout
Seek And Destroy

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Track Enemy
Infiltration

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.

Plant Devices
Infiltration

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.

Steal Intelligence
Infiltration

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.