Fighters of the Four Armed Caliphate
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.
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. Fazil ‘The Blade of the Caliph’
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 VectorNotes
Fazil was once a warrior in the Imperial Guard before his transformation into a Brood Brother of the Four-Armed Emperor. He became the leader of the Wyrmblade Kill Team after proving his skill in battle and his unshakable faith in the Emperor’s cause. His Chainsword is a symbol of his warrior status, and he carries it with pride as he leads his forces with a fanatic determination.
2. Sami "The Forgotten"
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 TerritoryNotes
Sami is known to ensnare human hosts to bring unto the patriarch
3. Ali ‘The Shatterer’
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 TerritoryNotes
Ali was a miner on his homeworld, using explosives to blast through rock and ore. Once his planet fell under the sway of the Cult, his skillset became invaluable in combat. Armed with a Grenade Launcher, Ali can obliterate enemy positions from afar, softening up any target for the assault that follows.
4. Barak ‘The Iron Fist’
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 BipodNotes
Barak is a heavily mutated member of the Caliphate of the Four-Armed Emperor, his body and mind warped by the blessing of the Genestealer. His mutations have granted him greater strength and resilience, making him a terrifying sight on the battlefield. Armed with a Heavy Stubber, he can deliver a hail of fire that cuts through the enemy with unrelenting ferocity.
5. Mustafa ‘The Devourer’
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 BipodNotes
Mustafa is far more mutated than most of the team, his body altered by both his servitude to the Cult and the twisted blessing of the Great Sandworm. His Mining Laser is a tool that has been repurposed for war, capable of piercing armor with ease and burning through Imperial defenses. Mustafa is viewed with awe and fear by his fellow cultists, his terrifying mutation making him a living weapon of mass destruction.
6. Omar ‘The Herald’
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 OppressorsNotes
Omar is a zealot and a devout follower of the Four-Armed Emperor, carrying the sacred Icon of the Caliphate. He uses the Icon to embolden his allies and serve as a beacon for the team in battle. His Autogun serves as a secondary weapon to protect the Icon, ensuring the symbol of their faith never falls.
7. Karim ‘The Reaver’
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 ActivationNotes
Karim is a brutal warrior, known for his ability to get up close and personal with the enemy. Armed with a Shotgun, he excels in close-quarters combat and clearing tight spaces. He carries a Melee Weapon to finish off any enemy foolish enough to survive his shotgun blasts.
8. Rashid ‘The Haunter’
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 ActivationNotes
Rashid is an agile warrior who prefers to strike fast and hard, using his Shotgun to incapacitate enemies before moving in for the kill. Like Karim, he is built for close-quarters combat, using speed and precision to overwhelm his foes.
9. Said ‘The Scourge’
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 ActivationNotes
Said is a disciplined warrior who uses his Autogun with deadly precision. Though he doesn’t have the flair of the heavy gunners or the mysticism of the Primus, Said is a reliable soldier, always in the thick of things.
10. Khalid ‘The Silent Hand’
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 ActivationNotes
Khalid is a quiet, stealthy warrior who prefers to work in the shadows. His Autogun is used to quietly suppress enemies without drawing too much attention, allowing the rest of the team to operate with stealth.
11. Zayd ‘The Serpent’s Fang’
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 ActivationNotes
Zayd is the master of assassination within the Wyrmblade Kill Team. His expertise in silent elimination has earned him the title ‘The Serpent’s Fang’. He can neutralize high-priority targets, ensuring that the team can execute their mission without interference.
12. Zayd ‘The Serpent’s Fang’
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 VulnerabilityNotes
Zayd is the master of assassination within the Wyrmblade Kill Team. His expertise in silent elimination has earned him the title ‘The Serpent’s Fang’. He can neutralize high-priority targets, ensuring that the team can execute their mission without interference.
Equipment
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.