Dominatrix Wyches (P)
Common Abilities and Options
Power From Pain:
After a friendly CULT OF TORMENT operative performs an action, it gains one of your Pain tokens if:
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An enemy operative was injured during that action, but was not incapacitated.
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An injured enemy operative was wounded during that action, but was not incapacitated.
You can spend friendly operatives' Pain tokens on the invigorations below when the "when" condition is met. You cannot use more than one invigoration per activation or counteraction, except Stimulated Senses, which can be used in addition to other invigorations.
Dark Animus
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When: During the operative’s activation, before or after it performs an action.
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Effect: Until the start of the operative’s next activation, add 1 to its APL stat.
Accelerated Rejuvenation
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When: During the operative’s activation or counteraction, before or after it performs an action.
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Effect: The operative regains D3+1 lost wounds.
Vitalised Surge
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When: After the operative incapacitates an enemy operative and that enemy operative is removed from the killzone.
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Effect: The operative can immediately perform a free Dash action, even if it’s performed an action that prevents it from performing the Dash action.
Stimulated Senses
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When: After rolling your attack or defence dice for the operative.
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Effect: You can re-roll any of your dice results of one result (e.g. results of 2).
Keep Them Suffering:
Each time this operative incapacitates an enemy operative, when that enemy operative is removed from the Killzone, worsen the Hit stat of this operative's weapons by 1 until the end of their next activation (to a maximum of 5+) and this operative loses one of it's Pain tokens (if it has any).
Operatives
1. Lelith Hesperax
A 3
M 7"
S 3+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Wicked Blades (Ceaseless, Severe) | 4 | 2+ | 4/5 |
| Barbed Hair (Rng 2", Tor 1", Silent) | 4 | 4+ | 3/4 |
Abilities
Keep them SufferingMaster of the Colliseum2AP: Razor Foot SpursPower From Pain2. Succubus
A 3
M 7"
S 3+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Archite Glave (Lethal 4+) | 4 | 3+ | 4/5 |
| Agoniser (Lethal 5+, Shock) | 4 | 3+ | 3/5 |
Abilities
Combat DrugsHeadlinerKeep Them SufferingPower From Pain3. Hekatrix
A 2
M 7"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Drukhari Power Sword (Lethal 5+, Accurate 1) | 4 | 3+ | 4/6 |
| Blast pistol (Rng 8", Prc2) | 4 | 3+ | 3/4 |
Abilities
ShowmanshipPower From PainKeep Them Suffering4. Spite-Weaver
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shardnet (Rng 5", Stun, Silent, Seek Light, *Caught) | 4 | 4+ | 1/2 |
| Impaler (Lethal 4+) | 4 | 3+ | 2/4 |
Abilities
Keep Them SufferingPower From Pain*CaughtYou're Mine5. Hydra
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hydra Gauntlets (Ceaseless, *Flay) | 4 | 3+ | 4/5 |
Abilities
Power From PainKeep Them Suffering*FlayInsensible To Pain6. Crimson Dancer
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Razorflails (Severe, *Tangle) | 5 | 3+ | 4/5 |
| Elongated Razorflail (Rng 2", Rending, *Hooked) | 3 | 4+ | 3/4 |
Abilities
Keep Them SufferingCrimson DancePower From Pain*Hooked*TangleBrutal Display7. Pain-Conductor
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Agoniser (Lethal 5+, Shock) | 4 | 3+ | 3/5 |
| Splinter Pistol (Rng 8", Lethal 5+) | 4 | 3+ | 2/4 |
Abilities
Electric BoogalooKeep Them SufferingPower From Pain8. Wych (2)
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hekatarii Blades (Severe) | 3 | 3+ | 3/4 |
| Splinter Pistol (Rng 8", Lethal 5+) | 4 | 3+ | 2/4 |
Abilities
Power From PainKeep Them SufferingSadistic CompetitionEquipment
Traitors Embrace
Once per battle, when one of your friendly CULT OF TORMENT operatives is incapacitated, you may use this equipment. When you do, before the operative is removed from the Killzone, inflict D3 damage to all operatives (friendly and enemies) within 1" of the incapacitated operative.
Twisted Knife
Once per turning point, if any damage was dealt to an enemy operative through Fighting or Retaliating, you can roll one D6.
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On a 5+ that enemy operative is Injured regardless of its remaining Wounds.
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If the result of the roll was less than 5+, a different friendly operative may use this equipment again this turning point.
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If the result was 1, you may not use this equipment again for the rest of the battle.
Performance drugs
Once per battle, one friendly CULT OF TORMENT operative may use this equipment to gain 2" to it's movement stat until the end of their activation.
This equipment may not be used by your LEADER.
Chain Snare
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly CULT OF TORMENT operative, if no other enemy operatives are within that friendly 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 that friendly operative.
If any result is a 4+, that enemy operative gains one of your Caught tokens (if it doesn't already have one) and cannot perform that action during that activation or counteraction (no AP are spent on it).
Phantasm Grenade
Once per battle, you may choose one valid target within 6" of the active CULT OF TORMENT operative. Roll one D6:
- If the result is equal to or higher than the enemy operative's APL stat, you spend 1AP and that enemy operative and any enemy operatives within 1" of that enemy operative suffers D3+1 damage.
- If the result is less than the enemy operative's APL stat, nothing happens and a different friendly operative may try to use this equipment again.
Enemy operatives hit by this attack cannot be activated until all friendly WYCH operatives have been activated this Turning Point. (If all WYCH operatives have already activated, this effect is ignored.)
Razornet
Once per turning point, you may choose one valid target within 5" of the active CULT OF TORMENT operative. Roll one D6:
- If the result is equal to or higher than the enemy operative's APL stat, you spend 1AP and that enemy operative gains one of your Caught tokens (if it doesn't already have one) and their movement stat is reduced by 2" until the end of their activation (this is not cumulative with the *Caught weapon rule).
- If the result is less than the enemy operative's APL stat, nothing happens and a different friendly operative may try to use this equipment again.
Ploys
Cruel Deception
Firefight PloyUse this firefight ploy during a friendly CULT OF TORMENT operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
Perfect Choreography
Firefight PloyUse this firefight ploy during a friendly CULT OF TORMENT operative’s activation, when it deals damage to an enemy operative in it's control range. If that enemy operative is not injured or incapacitated, select one other ready friendly CULT OF TORMENT operative that’s visible to and within 3" of the enemy operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal.
Backstab
Firefight PloyUse this firefight Ploy at the beginning of your activation when another friendly CULT OF TORMENT operative is in control range of an enemy operative and is visible to and within 7" of the active operative. Immediately perform the Charge action and Fight that enemy operative (spend AP as appropriate for those actions). If you manage to deal critical damage to the enemy operative, that friendly CULT OF TORMENT operative may immediately perform a free Fall Back action.
Humiliation - 0CP
Firefight PloyUse this free firefight Ploy whenever you incapacitate an enemy operative during a Fight or Retaliation, before that operative is removed from the Killzone.
- The enemy operative is not incapacitated and is left in the Killzone with 1 wound remaining instead.
- The prevented incapacitation therefore doesn't count towards your Kill Op
- The enemy operative suffers from the Injured state rules even if any other rule allows it to ignore them (this takes precedence over any other rule).
- You immediately perform a free Fall Back action and gain 1CP (maximum of 2CP per turning point).
This Ploy may not be used on the same enemy operative more than once per battle.
This Ploy may be used multiple times each turning point.
This Ploy costs 1CP if you used it two times in the current turning point already (i.e. maximum of two free uses per turning point).
Spectacle of Agony
Firefight PloyThis Firefight Ploy costs 0CP if used by your LEADER. The active CULT OF TORMENT operative must have an Engaged order and spend 2AP to use this Firefight Ploy:
Perform a free Reposition action with this operative. During that action, it can move an additional 1", and can move within control range of enemy operatives (it cannot begin or end the move there). Inflict D3+1 damage on each enemy operative it moved within control range of (roll separately for each after it’s moved, in the order it moved within control range of them).
RANGED ARTISTS
Strategy PloyFriendly CULT OF TORMENT operatives’ ranged weapons have the Rending weapon rule.
MERCILESS SADISTS
Strategy PloyWhenever a friendly CULT OF TORMENT operative is shooting against or fighting against a wounded enemy operative, that friendly operative’s weapons have the Balanced weapon rule.
WELCOME TO THE SHOW
Strategy PloyYou may use this strategy ploy in the first turning point only. Until the end of the Turning Point, when a friendly CULT OF TORMENT operative's activation ends, if that operative performed a Dash action during that activation (and did not perform a Charge action or any Mission actions), that operative may immediately perform a free Dash action, but must end their movement at least 9" away from all enemy operatives.
HARVEST PLAYTHINGS
Strategy PloyUntil the end of this turning point, while any friendly CULT OF TORMENT operative Fights or Retaliates against an enemy operative with one of your Caught tokens, that friendly operative's melee weapons gain the Punishing weapon rule. If the enemy operative is not injured, their melee weapons also gain the Brutal weapon rule.
(Punishing - If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.)
(Brutal - Your opponent can only block with critical successes.)
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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 DestroyReveal: 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 DestroyReveal: 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
InfiltrationReveal: 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
InfiltrationReveal: 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
InfiltrationReveal: 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.