PROPHETS OF THE STAR CHILDREN
Common Abilities and Options
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.
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.
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.
Familiar's Soulsight (1AP):
Select one enemy operative visible to this operative. Until the end of the battle, or until this action is performed again by a friendly operative (whichever comes first),
that enemy operative gains one of your Soulsight tokens. Whenever this operative is shooting an enemy operative that has one of your Soulsight tokens,
all profiles of this operative's Sanctus sniper rifle have the Saturate weapon rule and that enemy operative cannot be obscured.
This operative cannot perform this action while within control range of an enemy operative.
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. JASKER
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Web Pistol (Rng 6", Severe, Stun) | 4 | 3+ | 3/4 |
| Power Pick (Rnd) | 4 | 3+ | 4/5 |
Abilities
Cult AmbushFamiliar TerritoryShadow Vector2. Kol
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Chainsword | 4 | 3+ | 4/5 |
Abilities
Cult AmbushFamiliar TerritoryShadow Vector3. Narek
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Master-Crafter AutoPistol (Rng 8", Lethal 5+) | 4 | 3+ | 2/4 |
| Power Maul (Shock) | 4 | 3+ | 4/6 |
Abilities
Cult AmbushFamiliar TerritoryShadow Vector4. SKIR
A 3
M 6"
S 4+
W 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*Hypersense5. KREEL
A 3
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sanctus Sniper Rifle | |||
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Dev3, Hvy(Dash), Silent) | 4 | 2+ | 3/3 |
| Fists | 4 | 3+ | 2/4 |
Abilities
Cult AgentCult Ambush1AP: Familiar's Soulsight1AP: Target Vulnerability6. MALLICK
A 3
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sanctus Bio-Dagger (Lethal 4+, Shock) | 4 | 3+ | 3/6 |
Abilities
Cult AgentCult AmbushCreeping Shadow2AP: Assassinate1AP: Familiar's Soulsight7. STENNVAR
A 3
M 6"
S 4+
W 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 Strike8. DRAHZ
A 2
M 6"
S 5+
W 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 Territory9. ELDRIC
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Webber (Rng 12", Severe, Stun) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Cult AmbushFamiliar Territory10. MATTERZHEK
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer (Rng 8", Sat, Tor 2") | 4 | 2+ | 3/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Cult AmbushFamiliar Territory11. NOVEK
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Stubber | |||
| Focused (Hvy(Dash)) | 5 | 4+ | 4/5 |
| Sweeping (Hvy(Dash), Tor 1") | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Cult AmbushFamiliar TerritoryHeavy Weapon Bipod12. TRASK
A 2
M 6"
S 5+
W 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 Bipod13. XYBEN
A 2
M 6"
S 5+
W 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 Bipod14. VREEL
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autogun | 4 | 4+ | 2/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Cult AmbushFamiliar TerritoryIcon BearerOverthrow The Oppressors15. YOHRICK
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shotgun (Rng 6") | 4 | 3+ | 3/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Cult AmbushFamiliar TerritoryGroup Activation16. BARCHUS
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shotgun (Rng 6") | 4 | 3+ | 3/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Cult AmbushFamiliar TerritoryGroup Activation17. GANNAR
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shotgun (Rng 6") | 4 | 3+ | 3/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Cult AmbushFamiliar TerritoryGroup Activation18. JERRECK
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shotgun (Rng 6") | 4 | 3+ | 3/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Cult AmbushFamiliar TerritoryGroup Activation19. HASTUN
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autogun | 4 | 4+ | 2/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Cult AmbushFamiliar TerritoryGroup Activation20. NASSER
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autogun | 4 | 4+ | 2/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Cult AmbushFamiliar TerritoryGroup Activation21. STARN
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autogun | 4 | 4+ | 2/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Cult AmbushFamiliar TerritoryGroup Activation22. DESH
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autogun | 4 | 4+ | 2/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Cult AmbushFamiliar TerritoryGroup ActivationEquipment
Blasting Charges
Once per turning point, a friendly WYRMBLADE NEOPHYTE operative can use the following ranged weapon:
| Name | Atk | Hit | Dmg |
|---|---|---|---|
| Blasting Charge | 4 | 4+ | 3/5 |
| Weapon Rules | |||
| Range 4", Blast 1", Saturate |
Cult Knives
Friendly WYRMBLADE NEOPHYTE operatives have the following melee weapon:
| Name | Atk | Hit | Dmg |
|---|---|---|---|
| Cult Knife | 3 | 4+ | 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 PloyWhenever 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 PloyUp 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 PloyWhenever 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 PloyWhenever 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 PloyUse 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 PloyUse 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 PloyUse 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 PloyUse 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 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.