Warp Coven kt24
Many are the dark and terrible secrets of the galaxy, and the Thousand Sons seek to learn them all. Gathering relentless Rubricae and degenerate mutants, Warpcoven kill teams employ sorcery and savagery alike as they sweep aside those who stand in their way.
Sorcerer Of Destiny
APL
3
MOVE
6"
SAVE
3+
WOUND
14
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Inferno Bolt Pistol (Rng 8", Prc1) | 4 | 3+ | 3/4 |
Warpflame Pistol (Rng 6", Prc1, Tor 1") | 4 | 2+ | 3/3 |
Doombolt (Psychic, Dev2, Lethal 5+) | 4 | 3+ | 4/4 |
Force Stave (Psychic, Shock) | 4 | 3+ | 4/6 |
Prosperine Khopesh (Lethal 5+) | 5 | 3+ | 4/6 |
ACTIONS
Protected By Fate (1 AP)
Ravage Destiny (1 AP)
ABILITIES
Astartes
Boons Of Tzeentch
WARPCOVEN , CHAOS, HERETIC ASTARTES, PSYKER, SORCERER, DESTINY
Sorcerer Of Tempyrion
APL
3
MOVE
6"
SAVE
3+
WOUND
14
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Inferno Bolt Pistol (Rng 8", Prc1) | 4 | 3+ | 3/4 |
Warpflame Pistol (Rng 6", Prc1, Tor 1") | 4 | 2+ | 3/3 |
Fluxblast (Psychic, Blast 2", Rending) | 4 | 3+ | 3/4 |
Force Stave (Psychic, Shock) | 4 | 3+ | 4/6 |
Prosperine Khopesh (Lethal 5+) | 5 | 3+ | 4/6 |
ACTIONS
Reconstitution Ritual (1 AP)
Temporal Flux (1 AP)
ABILITIES
Astartes
Boons Of Tzeentch
WARPCOVEN , CHAOS, HERETIC ASTARTES, PSYKER, SORCERER, TEMPYRION
Sorcerer Of Warpfire
APL
3
MOVE
6"
SAVE
3+
WOUND
14
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Inferno Bolt Pistol (Rng 8", Prc1) | 4 | 3+ | 3/4 |
Warpflame Pistol (Rng 6", Prc1, Tor 1") | 4 | 2+ | 3/3 |
Firestorm (Psychic, Sat, Seek Light, Tor 2") | 5 | 4+ | 2/3 |
Mindburn (Psychic, Lethal 5+, Sat, Seek, *Mindburn) | 5 | 4+ | 1/1 |
Force Stave (Psychic, Shock) | 4 | 3+ | 4/6 |
Prosperine Khopesh (Lethal 5+) | 5 | 3+ | 4/6 |
ACTIONS
Alight (1 AP)
ABILITIES
Astartes
Boons Of Tzeentch
*Mindburn
WARPCOVEN , CHAOS, HERETIC ASTARTES, PSYKER, SORCERER, WARPFIRE
Rubric Marine Gunner
APL
3
MOVE
5"
SAVE
2+
WOUND
14
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Soulreaper Cannon | |||
- Focused (Prc1) | 5 | 3+ | 4/5 |
- Sweeping (Prc1, Tor 1") | 4 | 3+ | 4/5 |
Warpflamer (Rng 8", Sat, Prc1, Tor 2") | 4 | 2+ | 4/4 |
Fists | 3 | 3+ | 3/4 |
ABILITIES
Astartes
Sorcerous Automata
WARPCOVEN , CHAOS, HERETIC ASTARTES, RUBRIC MARINE, GUNNER
Rubric Marine Icon Bearer
APL
3
MOVE
5"
SAVE
2+
WOUND
14
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Inferno Boltgun (Prc1) | 4 | 3+ | 3/4 |
Fists | 3 | 3+ | 3/4 |
ABILITIES
Astartes
Icon Bearer
Sorcerous Automata
WARPCOVEN , CHAOS, HERETIC ASTARTES, RUBRIC MARINE, ICON BEARER
Rubric Marine Warrior
APL
3
MOVE
5"
SAVE
2+
WOUND
14
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Inferno Boltgun (Prc1) | 4 | 3+ | 3/4 |
Fists | 3 | 3+ | 3/4 |
ABILITIES
Astartes
Sorcerous Automata
Slow And Purposeful
WARPCOVEN , CHAOS, HERETIC ASTARTES, RUBRIC MARINE, WARRIOR
Tzaangor Champion
APL
2
MOVE
6"
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Greataxe (Brutal, Lethal 5+) | 4 | 3+ | 4/5 |
Greatblade (Lethal 5+, Rending) | 4 | 3+ | 4/5 |
ABILITIES
Savage Brutality
WARPCOVEN , CHAOS, TZAANGOR, CHAMPION
Tzaangor Horn Bearer
APL
2
MOVE
6"
SAVE
5+
WOUND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Dagger | 4 | 4+ | 3/5 |
ACTIONS
Brayhorn (1 AP)
WARPCOVEN , CHAOS, TZAANGOR, HORN BEARER
Tzaangor Icon Bearer
APL
2
MOVE
6"
SAVE
5+
WOUND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Dagger | 4 | 4+ | 3/5 |
ABILITIES
Herd Banner
Icon Bearer
WARPCOVEN , CHAOS, TZAANGOR, ICON BEARER
Tzaangor Warrior
APL
2
MOVE
6"
SAVE
5+
WOUND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Autopistol (Rng 8") | 4 | 4+ | 2/3 |
Chainsword | 4 | 4+ | 4/5 |
Tzaangor Blade & Shield (*Shield) | 4 | 4+ | 3/4 |
Tzaangor Blades (Balanced) | 4 | 4+ | 4/5 |
ABILITIES
Relic Hunters
*Shield
WARPCOVEN , CHAOS, TZAANGOR, WARRIOR
Strategic Ploys
Aetherial Warding
Brotherhood Of Sorcerers
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Balanced: Can re-roll one Attack die.
Fate Itself Is My Weapon
Savage Herd
Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
Firefight Ploys
All Is Dust
Capricious Plan
Mutant Herd
Psychic Cabal
Sorcerer Leader
Leader - Destiny
Leader - Tempyrion
Leader - Warpfire
Equipment
Ensorcelled Rounds
Daemonmaw Weapons
Sorcerous Scrolls
Arcane Robes
Boon Of Tzeentch
[BOT] Incorporeal Sight
[BOT] Time-Walk
[BOT] Echoes From The Warp
[BOT] Warp Swell
[BOT] Immaterial Flight
Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.
[BOT] Twist Of Fate
[BOT] Mutant Appendage
Once per activation, this operative can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP.
[BOT] Astral Bombardment
[BOT] Astral Bombardment (Doombolt)
[BOT] Master Of The Immaterium
Universal Equipment
Ammo Cache
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice. An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device
Mines
Light Barricades
Heavy Barricade
Ladders
- Wholly within your territory.
- Upright against terrain that is at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Portable Barricade
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, ignore the Piercing weapon rule unless they are within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it 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 within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag
Name | A | BS | D | |
---|---|---|---|---|
Frag Grenade | 4 | 4+ | 2/4 | |
Special Rules | ||||
Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak
Name | A | BS | D | |
---|---|---|---|---|
Krak Grenade | 4 | 4+ | 4/5 | |
Special Rules | ||||
Rng 6", Piercing 1, Saturate |
Recon
Confirm Kill
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it is removed from the killzone, place one of your Confirm Kill mission markers within its control range.
Victory Points:
At the end of each turning point after the first, if a friendly operative controls one of your Confirm Kill mission markers, that marker is not contested by enemy operatives and no enemy operatives are that are within that friendly operative's control range, you can remove that marker to score 1VP, or 2VP if it was placed for an enemy operative with a wounds stat of 12 or more.
You can score a maximum of 2 VP from this op per turning point.
Recover Items
Reveal: At the start of the Set Up operatives step, before equipment is set up.
Additional Rules:
When revealed, your opponent places one of your Item mission markers on the centreline and one within 2" of your territory. You then place one more than 6" from your territory. In all cases, your Item mission markers must be 2" from other markers (including other item mission markers). Your operatives can perform the Pick Up Marker action on your Item mission markers after the first turning point.
Victory Points:
At the end of the fourth turning point, for each of your Item mission markers that both the Pick Up Marker action has been performed upon and friendly operatives control, you score 2VP. Note that it is not a requirement to be carrying those markers, but each of them must have been carried by friendly operatives at some point during the battle.
Plant Beacon
Reveal: The first time a friendly operative performs the Plant Beacon action.
Mission Action: Plant Beacon (1 AP)
Place one of your Beacon mission markers:
- Within the active operative's control range
- More than 4" from your drop zone
- More than 6" from your other Beacon mission markers
- With no part of it underneath Vantage terrain.
Victory Points:
Once per turning point after the first, whenever one of your Beacon mission markers is placed wholly within your territory, you score 1VP.
Once per turning point after the first, whenever one of your Beacon mission markers is placed wholly within your opponent's territory, you score 1VP.
Security
Contain
Reveal: When you first score VP from this op.
Victory Points:
At the end of each turning point after the first:
- If there are no enemy operatives wholly within your territory, you score 1 VP.
- If there are no enemy operatives wholly within 6" of your drop zone, you score 1 VP.
Secure Centre
Reveal: When you first score VP from this op.
Victory Points:
At the end of each turning point after the first:
- If the total APL of friendly operatives within 3" of the centre of the killzone is greater than that of enemy operatives, you score 1VP.
- If the total APL of friendly operatives on the centreline but more than 3" from the centre of the killzone is greater than that of enemy operatives, you score 1VP.
Take Ground
Reveal: When you first score VP from this op.
Victory Points:
At the end of each turning point after the first:
- In Killzone Volkus: if friendly operatives control any stronghold terrain features within your opponent's territory, you score 2VP; for each ruin (Large or small) terrain feature within your opponent's territory that friendly operatives control, you score 1 VP.
- In Killzone Gallowdark, for each access point you control that is on the centreline or within your opponent's territory that friendly operatives control, you score 1 VP.
- In any other kill zone, for each terrain feature with Heavy terrain within your opponent's territory that Friendly operatives control, you score 1 VP. You can score a maximum of 2VP form this op per turning point.
An operative contests a stronghold terrain feature it is wholly within. An operative contests all other terrain features within their control range, or while underneath a terrain feature's Vantage terrain. Friendly operative control each such terrain feature if the total APL stat of those contesting it is greater than that of enemy operatives.