*Evil Laugh*

*Evil Laugh*

Common Abilities and Options

Astartes:
During each friendly MURDERWING operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt pistol must be selected for at least one of them.

Each friendly MURDERWING operative can counteract regardless of its order.

Boost Actions:
Some actions are known as BOOST actions. These are actions performed during other actions when a BOOST is used. Each operative cannot perform more than one BOOST action per activation/counteraction.

Most BOOST actions affect enemy operatives within a friendly MURDERWING operative’s BOOST ZONE. This is the horizontal area between a friendly MURDERWING operative’s current location and the location from which it used BOOST. A marker the same size as the operative’s base can be temporarily placed to help determine this. Enemy operatives with any part of their base underneath Vantage terrain are not within friendly MURDERWING operatives’ BOOST ZONEs.

Jump Pack:
Whenever a friendly MURDERWING operative is performing the Charge, Fall Back or Reposition action during its activation, at the start of any straight-line increment, as long as no part of its base is underneath Vantage terrain, it can do a BOOST for that increment. If it does, don’t move it for that increment. Instead, remove it from the killzone and set it back up wholly within x" horizontally of its original location. X is a distance of your choice (rounded up to the nearest inch, as per the Reposition action), but it’s added to the total move distance used for that action (in other words, move plus BOOST cannot exceed the action’s move allowance).

That operative must be set up in a location it can be placed and cannot be set up with any part of its base underneath Vantage terrain. In addition, unless it’s the Charge action, it cannot be set up within control range of an enemy operative. It can continue moving after a BOOST if it has any move distance remaining and the action allows it.

In a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, the x" 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 BOOST through an open hatchway.

Operatives

1. Zyrath Gaya'Phis
Chaos Lord
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
AstartesBoost ActionsBoons Of DamnationJump PackPath To Damnation

Boons Of Damnation: Boons of Damnation are as follows (resolved with a D6 roll, see Paths to Damnation):

  • When an attack dice inflicts damage of 3 or more on this operative, you can ignore an amount of damage equal to this operative’s Damnation points.
  • When this operative is fighting or retaliating and you strike, you can inflict an amount of additional damage equal to this operative’s Damnation points.

Path To Damnation: This operative starts the battle with 1 Damnation point. Once per action, you can attempt to use one Boon of Damnation when it specifies (see right). If you do, roll one D6 and compare the result to the number of Damnation points this operative has; if the result is:

  • Higher: Resolve the rule, then this operative gains 1 Damnation point.
  • Equal: Do not resolve the rule.
  • Less: Inflict damage on this operative equal to its number of Damnation points and do not resolve the rule.

If this operative has 6 Damnation points, resolve the rule without rolling. Note that you cannot make an attempt more than once per action, regardless of the D6 result.

MURDERWING, CHAOS, HERETIC ASTARTES, LEADER, LORD
2. Furigar Aranix
Curseclaw
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Mutated Claws (Rnd)
5
3+
4/5
Abilities
AstartesBoost ActionsFrenzied AttackJump Pack1AP: Snatch

Frenzied Attack: If this operative is incapacitated during the Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.

Snatch (1AP): BOOST action. Select one enemy operative within this operative’s BOOST ZONE. Both players roll one D6 and add their respective operative’s Wounds stat to their result.

If your result is higher, remove that enemy operative from the killzone and set it back up within this operative’s BOOST ZONE or control range. It must be set up in a location it can be placed and cannot be set up further away from this operative than where it began. If that enemy operative is set up within this operative’s control range, the Fall Back or Reposition action ends (allowing this operative to end that action within control range of enemy operatives).

This operative cannot perform this action normally. Instead, it performs this action during the Fall Back or Reposition action after setting up from a BOOST.

MURDERWING, CHAOS, HERETIC ASTARTES, CURSECLAW
3. Ruvax Zylek
Raptor
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
AstartesBoost ActionsJump PackThrill Of Flight

Thrill Of Flight: Whenever this operative does a BOOST during its activation:

  • You can remove any changes to its APL stat.
  • You can ignore any changes to its stats from being injured (including its weapons’ stats) until the end of the activation.
MURDERWING, CHAOS, HERETIC ASTARTES, RAPTOR
4. Molash Puririque
Warp Talon
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Lightning Claws (Ceaseless, Lethal 5+, Rnd)
5
3+
4/5
Abilities
AstartesBoost ActionsJump PackSlice The Veil

Slice The Veil: When setting up this operative before the battle, you can set it up in the warp instead: place it to one side instead of in the killzone. In the first Firefight phase, when this operative is activated, place one of your Warp markers wholly within your territory, then expend this operative.

In the second Firefight phase, when this operative is activated, set it up with an order of your choice in a location it can be placed either wholly within your drop zone, or wholly within your territory contesting your Warp marker. Continue its activation as normal, but during that activation it cannot perform more than two actions and cannot use more than 4" of move distance. Until the Ready step of the next Strategy phase, this operative is obscured to operatives more than 3" from it.

Whenever this operative is in the warp, it cannot be the ready friendly MURDERWING operative for the Malicious Narcissism firefight ploy.

MURDERWING, CHAOS, HERETIC ASTARTES, WARP TALON
5. Davroq Ezthall
Huntmaster
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
AstartesBoost ActionsJump PackPinned Prey1AP: Strike From Above

Pinned Prey: Whenever an enemy operative would perform the Fall Back action while within control range of this operative, if no other enemy operatives are within this operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than this operative. If any result is a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it).

Strike From Above (1AP): BOOST action. Inflict 2D3+1 damage on one enemy operative within this operative’s BOOST ZONE.

This operative cannot perform this action normally. Instead, it performs this action during the Fall Back or Reposition action after setting up from a BOOST.

MURDERWING, CHAOS, HERETIC ASTARTES, HUNTMASTER
6. Robas Jihirr
Skysear
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Meltagun (Rng 6", Dev4, Prc2)
4
3+
6/3
Fists
4
3+
3/4
Abilities
AstartesBoost ActionsJump Pack
MURDERWING, CHAOS, HERETIC ASTARTES, SKYSEAR

Equipment

Bladefins

Friendly MURDERWING operatives can perform the following unique action:

SLICE FROM ABOVE 1AP

BOOST action. Inflict D3+1 damage on one enemy operative within this operative’s BOOST ZONE.

An operative cannot perform this action normally. Instead it performs this action during the Fall Back or Reposition action after setting up from a BOOST. A DEPREDATOR operative cannot perform this action during the same activation in which it performed the Carving Blow action (or vice versa).

Clawed Armour

Friendly MURDERWING operatives can perform the following unique action:

CLAWED CHARGE 0AP

BOOST action. Inflict 1 damage on one enemy operative within this operative’s control range, then the Charge action ends. An operative cannot perform this action normally. Instead, it performs this action during the Charge action after setting up from a BOOST.

Warp Fuel

Once per turning point, when an enemy operative ends the Fall Back action during its activation, if at least one friendly MURDERWING operative was within its control range at the start of that action, you can use this rule. One of those friendly operatives can immediately perform a free Reposition or Charge action, but cannot use more than 3" of move distance. Note that if the enemy operative doesn’t perform the Fall Back action during its own activation, this has no effect.

Vox-Casters

Once per turning point, one friendly MURDERWING operative can perform the following unique action:

VOX-CRY 1AP

Each enemy operative within 3" of this operative 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 it has a Conceal order.

Ploys

Predators Above
Strategy Ploy

Whenever a friendly MURDERWING operative is at least 2" higher than the killzone floor, its weapons have the Balanced weapon rule. Whenever a friendly MURDERWING operative does a BOOST, its weapons have the Balanced weapon rule until the end of that activation.

Cull The Weak
Strategy Ploy

Whenever a friendly MURDERWING operative is shooting or fighting, its weapons have the Punishing weapon rule if any of the following are true for the operative that friendly operative is shooting or fighting against:

  • It’s at least 2" lower than that friendly operative.
  • Its APL stat is less than normal.
  • It was wounded at the start of the activation/counteraction.
Nightmare On High
Strategy Ploy

Whenever an operative is shooting a friendly MURDERWING operative that’s at least 2" higher than the killzone floor, or that did a BOOST during this turning point, you can re-roll one of your defence dice.

Instill Fear
Strategy Ploy

Whenever a friendly MURDERWING operative is fighting, Normal Dmg of 3 or more inflicts 1 less damage on it.

Malicious Narcissism
Firefight Ploy

Use this firefight ploy when it’s your turn to activate with a friendly operative, if only one friendly MURDERWING operative is ready. Until the end of the turning point, whenever any ready enemy operatives are in the killzone, you can skip your activations (in other words, you can delay that friendly MURDERWING operative’s activation). Note that you cannot counteract until that friendly MURDERWING operative is expended.

Murderous Descent
Firefight Ploy

Use this firefight ploy when an enemy operative ends the Charge, Dash, Fall Back or Reposition action within 3" horizontally and more than 2" lower than a friendly MURDERWING operative (or in close quarters, within 2" and that enemy operative must be in a different room to where it started that action). Interrupt that enemy operative’s activation/counteraction and immediately perform a free Charge action with that friendly operative. It must end that action within control range of that enemy operative. If this isn’t possible, the interruption is cancelled and this rule hasn’t been used.

Long Forgotten Honour
Firefight Ploy

Use this firefight ploy when a friendly MURDERWING operative is fighting or retaliating, when you resolve a critical success. Instead of striking or blocking, end that sequence (any remaining attack dice are discarded) and immediately perform a free Fall Back action up to 3" with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Fall Back action.

Wings Of Darkness
Firefight Ploy

Use this firefight ploy when a friendly MURDERWING operative is performing the Fall Back or Reposition action, when it does a BOOST. That operative can be set up an additional 3" away during that BOOST (adding this to the permitted move distance), but it cannot perform the Shoot, Fight or Carving Blow (see DEPREDATOR operative) action until the next turning point.

You cannot use this ploy during the first turning point.

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.

Flank
Recon

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.

Retrieval
Recon

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.
Scout Enemy Movement
Recon

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.