Crystalline Brotherhood
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.
Boons Of Tzeentch:
Whenever you select a SORCERER operative for the battle, you must select a BOON OF TZEENTCH (below) for it to have for the battle. You cannot select each BOON OF TZEENTCH more than once per battle.
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.
Icon Bearer:
Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
[BOT] Immaterial Flight:
Once per turning point, when this operative is performing the Charge or Reposition action during its activation, it can FLY.
If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat of its original location, measuring the horizontal distance only.
In a killzone that uses the close quarters rules (e.g. Killzone: Gallowdark), this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point
(in other words, it cannot FLY through an open hatchway).
Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.
Operatives
1. Sorcerer Of Tempyrion
A 3
M 6"
S 3+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fluxblast (Psychic, Blast 2", Rnd) | 4 | 3+ | 3/4 |
| Force Stave (Psychic, Shock) | 4 | 3+ | 4/6 |
| Prosperine Khopesh (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
AstartesBoons Of Tzeentch1AP: Reconstitution Ritual1AP: Temporal FluxOptions
[BOT] Immaterial Flight[BOT] Twist Of Fate2. Sorcerer Of Destiny
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Doombolt (Psychic, Dev2, Lethal 5+) | 4 | 3+ | 4/2 |
| Warpflame Pistol (Rng 6", Prc1, Tor 1") | 4 | 2+ | 3/3 |
| Force Stave (Psychic, Shock) | 4 | 3+ | 4/6 |
Abilities
AstartesBoons Of Tzeentch1AP: Protected By Fate1AP: Ravage DestinyOptions
Leader - Destiny3. Sorcerer Of Warpfire
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Firestorm (Psychic, Sat, Seek Light, Tor 2") | 5 | 4+ | 2/3 |
| Mindburn (Psychic, Lethal 5+, Sat, Seek Light, *Mindburn) | 5 | 4+ | 1/1 |
| Force Stave (Psychic, Shock) | 4 | 3+ | 4/6 |
| Prosperine Khopesh (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
AstartesBoons Of Tzeentch*Mindburn1AP: AlightOptions
[BOT] Immaterial Flight4. Rubric Marine Gunner
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Warpflamer (Rng 8", Sat, Prc1, Tor 2") | 4 | 2+ | 4/4 |
| Fists | 3 | 3+ | 3/4 |
Abilities
AstartesSorcerous Automata5. Rubric Marine Gunner
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Soulreaper Cannon | |||
| Focused (Prc1) | 5 | 3+ | 4/5 |
| Sweeping (Prc1, Tor 1") | 4 | 3+ | 4/5 |
| Fists | 3 | 3+ | 3/4 |
Abilities
AstartesSorcerous Automata6. Rubric Marine Icon Bearer
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 Automata7. Rubric Marine Warrior
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
AstartesSorcerous AutomataSlow And Purposeful8. Tzaangor Champion
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Greatblade (Lethal 5+, Rnd) | 4 | 3+ | 4/5 |
Abilities
Savage Brutality9. Tzaangor Icon Bearer
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dagger | 4 | 4+ | 3/5 |
Abilities
Herd BannerIcon Bearer10. Tzaangor Warrior
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Chainsword | 4 | 4+ | 4/5 |
Abilities
Relic Hunters*ShieldEquipment
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.