Warp Coven kt21
Rubric Marines, also known by the High Gothic term Rubricae, are the spectral remnants of those Astartes of the Thousand Sons Traitor Legion who are now trapped within their suits of ancient Power Armour as mindless automatons. Remorseless, implacable foes, the Rubric Marines are forever cursed. They bestride the galaxy in armoured suits that are little more than sealed tombs, within which only a handful of dust remains of what was once a proud Space Marine. During the razing of their homeworld Prospero, the Thousand Sons Legion was forced to flee its beloved capital city of Tizca. The Emperor had sent against them the Space Wolves, the Custodian Guard and the Sisters of Silence, His intent to call the Primarch Magnus and his fellow psykers of the XV Legion to account. For all their esoteric skill, the Thousand Sons could not stand against the combined might of these invaders, and escaped to the Eye of Terror and the Planet of the Sorcerers, Sortiarius, that awaited them there through a Warp Gate opened by their Sorcerers and Magnus. However, their rapid evasion and dabbling with forbidden powers was not without price.
Rubric Marine Gunner
APL
3
MV
3⬤
GA
1
DF
3
SV
3+
WND
12
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Soulreaper Cannon (AP1, Fus) | 6 | 3+ | 3/4 |
Warpflamer (Rng ⬟, Tor ⬤, AP1) | 5 | 2+ | 2/4 |
Fists | 4 | 3+ | 3/4 |
ABILITIES
All Is Dust
Favoured By Change
Sorcerer's Command
WARPCOVEN, CHAOS, ARCANA ASTARTES, <GREAT CULT>, RUBRIC MARINE, GUNNER
Rubric Marine Icon Bearer
APL
3
MV
3⬤
GA
1
DF
3
SV
3+
WND
12
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Inferno Boltgun (AP1) | 4 | 3+ | 3/4 |
Fists | 4 | 3+ | 3/4 |
ABILITIES
All Is Dust
Favoured By Change
Icon Bearer
Icon Of Flame
Sorcerer's Command
WARPCOVEN, CHAOS, ARCANA ASTARTES, <GREAT CULT>, RUBRIC MARINE, ICON BEARER
Rubric Marine Warrior
APL
3
MV
3⬤
GA
1
DF
3
SV
3+
WND
12
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Inferno Boltgun (AP1) | 4 | 3+ | 3/4 |
Fists | 4 | 3+ | 3/4 |
ABILITIES
All Is Dust
Favoured By Change
Sorcerer's Command
WARPCOVEN, CHAOS, ARCANA ASTARTES, <GREAT CULT>, RUBRIC MARINE, WARRIOR
Sorcerer
APL
3
MV
3⬤
GA
1
DF
3
SV
3+
WND
13
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Inferno Bolt Pistol (Rng ⬟, AP1) | 4 | 3+ | 3/4 |
Warpflame Pistol (Rng ⬟, Tor ▲, AP1) | 5 | 2+ | 2/4 |
Force Stave (Stun) | 4 | 3+ | 4/6 |
Prosperine Khopesh (Lethal 5+) | 4 | 3+ | 4/6 |
ACTIONS
Manifest Psychic Power (1 AP)
ABILITIES
Favoured By Change
Relentless
WARPCOVEN, CHAOS, ARCANA ASTARTES, <GREAT CULT>, PSYKER, SORCERER
Tzaangor Champion
APL
2
MV
3⬤
GA
1
DF
3
SV
6+
WND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Tzaangor Greataxe (Brutal, Lethal 5+) | 4 | 3+ | 4/5 |
Tzaangor Greatblade (Lethal 5+, Reap 1) | 4 | 3+ | 4/5 |
ACTIONS
Savage Assault (1 AP)
ABILITIES
Favoured By Change
WARPCOVEN, CHAOS, TZAANGOR, CHAMPION
Tzaangor Fighter
APL
2
MV
3⬤
GA
1
DF
3
SV
6+
WND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Autopistol (Rng ⬟) | 4 | 4+ | 2/3 |
Chainsword | 4 | 4+ | 4/5 |
Tzaangor Blades (Relentless) | 4 | 4+ | 4/5 |
ABILITIES
Favoured By Change
WARPCOVEN, CHAOS, TZAANGOR, FIGHTER
Tzaangor Horn Bearer
APL
2
MV
3⬤
GA
1
DF
3
SV
6+
WND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Dagger | 4 | 4+ | 3/4 |
ACTIONS
Brayhorn (1 AP)
ABILITIES
Favoured By Change
WARPCOVEN, CHAOS, TZAANGOR, HORN BEARER
Tzaangor Icon Bearer
APL
2
MV
3⬤
GA
1
DF
3
SV
6+
WND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Dagger | 4 | 4+ | 3/4 |
ACTIONS
Herd Banner (1 AP)
ABILITIES
Favoured By Change
Icon Bearer
WARPCOVEN, CHAOS, TZAANGOR, ICON BEARER
Strategic Ploys
Exalted Astartes
Psychic Dominion
Slow And Purposeful
Savage Herd
Firefight Ploys
Capricious Plan
Mutant Herd
Psychic Cabal
Schemes Of Change
Equipment
Arcane Robes
Arcane Robes: Once per Turning Point, when Critical Damage would be inflicted upon this operative, you can use this ability. If you do so, that attack dice inflicts Normal Damage instead.
Ensorcelled Rounds
Gargoyle Bayonet
Name | A | BS | D |
---|---|---|---|
Gargoyle Bayonet | 4 | 3+ | 4/4 |
Gilded Horns
Gilded Horns: Each time this operative fights in combat, if it performed a Charge action during that activation, in the Roll Attack Dice step of that combat, you can retain one of your attack dice results of 5+ that is a successful hit as a critical hit.
High-Capacity Magazine (AutoPistol)
High-Capacity Magazine (Bolt Pistol/Boltgun)
Occult Talisman
Occult Talisman: Each time this operative would lose a wound as a result of a mortal wound or a shooting attack from a psychic power, roll one D6: on a 5+, that wound is not lost.
Sorcerous Scroll*
Sorcerous Scroll: When this operative gains this ability, select one psychic power from a discipline this operative has not studied. Once in the battle, when this operative performs the Manifest Psychic Power action, if it is not within Engagement Range of an enemy operative, you can select that psychic power to be resolved for that action.
Discipline
Destiny Discipline
Twist Destiny: Select one enemy operative Visible to this operative. Until the start of this operative’s next activation, until it's incapacitated, or until this psychic power is selected again (whichever comes first):
- Each time that enemy operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that shooting attack, your opponent cannot re-roll their attack dice.
- That enemy operative ignores all positive modifiers to its APL.
Doombolt: Perform a free Shoot action using the following ranged weapon:
Name | A | BS | D |
---|---|---|---|
Doombolt | 4 | 3+ | 3/3 |
Special Rules | |||
Lethal 5+, MW2 |
Tempyric Discipline
Temporal Manipulation: Select one friendly WARPCOVEN operative Visible to and within ⬟ of this operative. That operative regains 2D3 lost wounds.
Fluxblast: Perform a free Shoot action using the following ranged weapon:
Name | A | BS | D |
---|---|---|---|
Fluxblast | 4 | 3+ | 3/4 |
Special Rules | |||
Blast ⬤, Rending |
Warpfire Discipline
Infernal Fire: Select one enemy operative Visible to this operative. Until the start of this operative’s next activation, until it's incapacitated, or until this psychic power is selected again (whichever comes first), each time a friendly WARPCOVEN operative fights in combat or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
Firestorm: Perform a free Shoot action using the following ranged weapon:
Name | A | BS | D |
---|---|---|---|
Firestorm | 5 | 4+ | 2/2 |
Special Rules | |||
Barrage, Blast ▲, Indirect |
Boon Of Tzeentch
[BOT] Fate - Patron Of Destiny
Once per Turning Point, when this operative is fighting in combat or making a shooting attack or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy without spending any CPs. Each time you do so, roll one D6: on a 1-3, this operative loses this ability for the rest of the battle.
[BOT] Mutation - Warp Swell
Add 1 to the Normal Damage characteristic of melee weapons this operative is equipped with.
[BOT] Mutation - Mutant Appendage
Once per Turning Point, during this operative’s activation, it can perform a mission action or the Pick Up action for one less AP (to a minimum of 0AP).
[BOT] Mutation - Avian Talons
Each time this operative fights in combat, if it performed a Charge action during this activation, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike with one normal hit as if it were a critical hit.
[BOT] Fate - Time-Walker
- Add 1 to the Attacks characteristic of melee weapons this operative is equipped with.
- Add ▲ to this operative’s Movement characteristic.
[BOT] Fate - Incorporeal Sight
Ranged weapons this operative is equipped with (excluding ranged weapons from a psychic power) gain the Lethal 5+ and No Cover special rules.
[BOT] Aetheric - Immaterial Flight
This operative gains the FLY keyword.
[BOT] Aetheric - Empyric Ward
This operative has a 4+ invulnerable save.
[BOT] Aetheric - Crystalline
Improve this operative’s Save characteristic by 1.
Rare Equipment
Oculus (AutoPistol)
Oculus (Bolt Pistol)
Animate Avians
Animate Avians: While an enemy operative is within Engagement Range of this operative, subtract 1 from the Attacks characteristic of melee weapons that enemy operative is equipped with.
Witchfire Mantle
Witchfire Mantle: Each time this operative makes a shooting attack with a ranged weapon from a Psychic Power, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your Attack Dice.
Aeonglass
Aeonglass: Once per battle, when this operative is activated, you can use this ability. if you do so, add 1 to this operative's APL.
Fluxhelm
Changeblade
Changeblade (1 AP): Select one friendly TZAANGOR operative Visible To and within ▲ of this operative and roll 1D6:
- On a 1-2, that operative suffers 1 Mortal Wound
- On a 3-4, until the end of the battle, improve the BS and WS characteristics of ranged and melee weapons that operative is equipped with by 1
- On a 5-6, that operative gains 3 Wounds. This can take it above its Wounds characteristic (any Wounds gained above its Wounds characteristic are removed at the end of the battle)
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Warp Coven
Scry Secret
Your opponent selects one of their operatives to be holding a secret.
- If a friendly operative performs the Scry Secret action, you score 1VP.
- At the end of the battle, if a friendly operative has performed the Scry Secret action and has not been incapacitated, you score 1VP.
Scry Secret (1 AP)
Psychic action. An operative can perform this action while within ⬟ of the enemy operative holding a secret. An operative cannot perform this action while within Engagement Range of an enemy operative. Your kill team can only perform this action once.
Sorcerous Ritual
- If a friendly operative performs the Sorcerous Ritual action in two or more Turning Points, you score 1VP.
- If a friendly operative performs the Sorcerous Ritual action in three or more Turning Points, you score 1VP.
Sorcerous Ritual (1 AP)
Psychic action. An operative can perform this action while within ⬤ of a ritual site. An operative cannot perform this action while within ⬤ of an enemy operative. A ritual site is the centre of the killzone or an objective marker that is more than ⬟ from your drop zone. Once a friendly operative performs this action, friendly operatives can only perform this action again at the same ritual site.
Grand Plan
Your opponent selects one of their operatives and an objective marker that is more than ⬟ from their killzone edge (they cannot select an objective marker that can be removed during the battle).
- If that enemy operative is incapacitated, you score 1VP.
- If you control that objective marker at the end of any Turning Point, you score 1VP.
Recon
Outflank
- At the end of any Turning Point, if friendly operatives control both neutral killzone edges, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Courier
When you do so, select one friendly operative.
- At the end of any Turning Point, if that operative is within ⬟ of your opponent's drop zone, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Plant Transponder
- If a friendly operative performs the Plant Transponder mission action, you score 1 VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1 VP.
An operative can perform this action while wholly within your opponent's territory and more than ⬤ from terrain features (barricades are terrain features; ignore terrain features that have the Insignificant trait). If it does so, place one of your Transponder tokens underneath the operative as close as possible to the centre of its base. An operative cannot perform this action while within Engagement Range of an enemy operative or ⬟ of your other Transponder tokens.
Secure Vantage
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if you control a Vantage Point that is more than ◼ from your drop zone, you score 1VP.
- If you achieve the first condition with a different vantage point at the end of any subsequent Turning Points, you score 1VP.
Recover Item
Place one of your Item tokens within your opponent's territory. The Pick Up action can be performed by friendly operatives (but not enemy operatives) upon your Item token.
- At the end of any Turning Point, if a friendly operative controls your Item token, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Surge Forward
- At the end of any Turning Point, if the total APL of friendly operatives within ⬟ of your opponent's drop zone is 4 or more, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Unexplored Rooms
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if the total APL of friendly operatives within an Unexplored Room (see below) is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition with a different Unexplored Room (i.e. separated by access points) at the end of any subsequent Turning Points, you score 1VP.
Security
Seize Ground
You must reveal this Tac Op in the Target Reveal step of the first turning point.
Select one terrain feature that is more than ◼ from your drop zone and includes any parts with the Heavy trait.
- At the end of the battle, if friendly operatives control that terrain feature, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ▲ of that terrain feature, and the total APL of the friendly operatives that control it is 4 or more, you score 1VP.
Hold Them Back
- At the end of any Turning Point, if there are no enemy operatives wholly within your territory, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Protect Assets
- At the end of any Turning Point, if two or more enemy operatives were incapacitated within ⬤ of an objective marker during that Turning Point, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Centre Line
- At the end of any Turning Point, if the total APL of friendly operatives on the centre line and not on a Vantage Point is greater than that of the enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Escort Operative
Select one friendly operative.
At the end of the battle:
- If that friendly operative is wholly within your opponent's territory, you score 1VP.
- If that friendly operative is within ⬟ of your opponent's killzone edge, you score 1VP.
Central Control
- At the end of any Turning Point, if the total APL of friendly operatives within ◼ of the center and not on a Vantage Point is greater than that of enemy operatives, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Seize Access Point
You must reveal this Tac Op in the Target Reveal step of the first Turning Point.
Select one access point on the centre line or within your opponent’s territory.
- At the end of the battle, if the total APL of friendly operatives within ⬤ of that access point is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ⬤ of that access point, and the total APL of friendly operatives within ⬤ of it is 4 or more, you score 1VP.
Ferratonic Furnace Control
- At the end of any Turning Point, if the total APL of friendly operatives on the roof of the ferratonic furnace is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.