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Below you will find a list of the operatives that make up a WARPG0YENC kill team, including, where relevant, any wargear
those operatives must be equipped with.

'ilffi l[0illtfflfit [ Entllt0il 0t


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milmil. ffi[I IHI$rtB t0r$m$ffi [
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Glill[ ff I[r GfllilEffi 0t Hlr$. tt tE0lll[,
>I SORCERER operative equipped with a force stave and one of
rmm ffu0llt iltt fltiltEilr$ 0l ilrr
the following: ilt, fltll Iru0 ilHfi fltmffi il0mon
c lnferno bolt pistol ff rflrlfl il$fircr. Htr tm ffi Iffffi t$ [
c Prosperine khopesh fi]ItffTl IffI.'
c Warpflame pistol (max one per kill team) - Hasophet, Magister of the Mind-Eaters
> l0 WARPC0VENE operatives selected from the following list
(ARCANA ASTABTES operatives count as two selections):
. SORCEBEB operative equipped with a force stave and one of
the following:
*'/:
lnferno bolt pistol 1
t
c Prosperine khopesh
o Warpflame pistol (max one per kill team)
. RUBBIC MARINE GUNNEB operative equipped with fists
and a warpflamer
. RUBRIC MARINE GUNNEB operative equipped with fists
and one of the following options:
o Soulreaper cannon
c Warpflamer
. RUBRIC MARINE ICON BEABER
. RUBRIC MARINE WARBIOR
. TZAANGOB CHAMPION operative equipped with one of
. the following options:
o Tzaangor greataxe
sq*,*s*tF+
o lzaangor greatblade
. TZAANG0R FIGHTEB operative equipped with one of the ,

following options:
o Autopistol; chainsword *
o Tzaangor blades
*
. TZAANGOR HOBN BEABER
. TZAANGOR ICON BEARTR

Other than S0RCERER, RUBBIC MARINE WARRIOR and TZAANG0B


FIGHTER operatives, your kill team can only include each operative
above once.

This kill team can include up to three SORCEREB operatives.


-#,
You cannot s6lect a second GUNNER operative until your kill team
includes four RUBBIC MARINE operatives.
,#ff
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tr# #

r *,s
-.8
ln the Select a KillTeam step of the mission sequence, you must select one ,tr:r '
friendly S0RCEREB operative to gain the TEADER keyword for the battle.
i1'
*lf your kill team includes four or more ARCANA ASTARTES operatives, ,A,*
this kill team has the Security archetype. lf your kill team includes five or
more TZAANG0R operatives, this kill team has the Recon archetype.

t|,flffqlaff 101
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0n this page you will find a common ability of the


WABPC0VENQ kill team.

B0[1t$ 0t uffltlEfl
Boons ofTzeentch are Chaos blessings available to
WARPC0VENE operatives. When a S0BCERER operative
is added to your roster or dataslate, it gains one Boon of
Tzeentch - select or randomly determine one for it to gain, as
described below.

When an operative gains a Boon ofTzeentch by any other


means (i.e. WABPG0VENQ Spec Ops rules, pg 1i 1 ), roll one
D6: on a I-2, randomly determine one for it to gain; on a 3+,
select or randomly determine one for it to gain. An operative
can never have the same boon more than once (if randomly
determined and neither order of resulE would determine a
unique boon, roll again). I\4ake a note of each operative's
Boons ofTzeentch on your roster or dataslate.

When you select a boon for a SORCERER operative to gain,


you can select one from any ofthe categories on the right, but
you cannot select one a S0RCEREB operative on your roster or
dataslate already has. When you randomly determine a boon
for a S0RCERER operative to gain, roll two D3, selecting one
result to determine the category of boon and the other result
to determine the boon.

When you select a boon for a TZAANG0R operative to gain,


you must select one from the f\4utation calegory, but you
cannot select one a TZAANGOR operative on your roster or
dataslate akeady has. When you randomly determine a boon
for a TZAANG0R operative to gain, roll one D3 to determine
the boon from the lVlutation category.

102
p$YsfltG [GII0m$
When a WARPCOVEIU8 SORCERER operative is added llarplire [!suipline
to your roster or dataslate, you must select one of the Warp Portal: Select one friendly WAHP0OVENS operative
following psychic disciplines for it to study: Destiny, Tempyric Visible to and within I of this operative that has not
or Warpfire" That operative knows the psychic powers performed an action in which it moved during this Turning
associated with that discipline. Point. Remove it from the killzone and set it back up again
within Iof this operative and not within Engagement
Each time a friendly S0RCERER operative performs the Range of an enemy operative. That friendly operative cannot
,l05),
Manifest Psychic Power action (pg select one perform actions in which it moves during this Turning Point.
psychic power it knows to be resolved. You can only select
each psychic power a maximum of once per Turning Point. lnfernal Fire: Select one enemy operative Visible to thrs
operative. Untrl the end of the Turning Point, each time a
friendly I', .,:.'r.. l',., t,';',ir operative fi ghts i n combat or makes
.

Us$tiny [issiilins a shooting attack against that enemy operative, in the Roll
Weave Fate; Select one friendly WeH$!&SVfruS operative Attack Dice step of that combat or shooting attack, you can
Visible to this operative. Until the end of the Turning point, re-roll any or all of your attack dice.
each time a shooting attack is made against that operative,
in the Roll Defence Dice step of that shooting attack, you Firestorm: Perform a free Shoot action using the following
can re-roll any or all of your defence dice. ranged weapon:

Twist Destiny: Select one enemy operative Visible to this


operative. Until the end of the Turning Point:
, Each time that enemy operative fights in combat or
# Firestorm 5 4+ 212

makes a shooting attack, in the Roll Attack Dice step


of that shootin g attack, your opponent cannot re+oll their Barrage, Blast A, lndirect
attack dice.
" That enemy operative ignores all positive modifiers to
its APL.

Doombolt Perform a free Shoot action using the following


ranged weapon:

<) Doombolt 4 3+ 313


Lethal 5+ tVIW2

il
Xmm$yrim $ismiplills
Ep$meral lnstabiliQr: Until the end of the Turning point,
subtlqct U
from the distance that enemy operatives can
move\when performing Charge and Dash actions. :!
Temporal Manipulationl Select one friendly
WA&pC0Vnrut operative Vrsible to and within I of this
1

operative. That operative regains 2D3 lost wounds.

Fluxblast Perform a free Shoot action using the following


ranged weapon:
s
# Fluxblast 4 3+ 314
M}

Blast O Rending

103
EIE Pl[Y$ TRITIGRI P
lf your faction is WARPC0VENS, you can use the following lf your faction is , , you can use the following
Strategic Ploys during a game. fadical Ploys during a game.

CAPRICIOUS PLAN (1CP)


Until the end of the Turning Point, each time a friendly Use this Tactical Ploy at the end of a friendly SORCERER
S0BCERER operative is activated: operative's activatron. You can immedrately perform a free
Dash action with that operative and change its order.
- lf it does not perform a Shoot action during that
activation, it can perform two Fight actions during
that activation. PSYCHIC CABAL (1CP)
* lf it does not perform a Fight action during that activation,
Use thrs Tactical Ploy when you would select a psychic power
it can perform two Shoot actions during that activation,
to be resolved by a friendly S0RCERER operative as a result of
but it must select different ranged weapons for those
performing the Manifest Psychic Power action (pg 105). You
shooting attacks. Ranged weapons from a TIVAHF*&1/E[{*,
can select a psychic power from a discipline another friendly
psychic power (pg 103) are eligible weapons for this.
SORCEBEB operative within O of this operative has studied.

PSYCHIC DOMINION (1CP)


Until the end of the Turning Point, friendly SORCERER MUTANT HERD (1CP)
operatives can perform the Manifest Psychic Power action Use this Tactical Ploy at the start of a friendly TZAANG0R
(pg 105) twice during their activations. operative's activation. Select one other ready friendly
TZAANG0R operative Visible to and within I
of that operative
that is eligible to be activated. After that operative's activation,
SLOId AND PURPOSEFUL (1CP) activate that other operative before your opponent activates
Until the end of the Turning Point, each time a friendly any operatives or performs an Overwatch action.
RUBRIC MARINE operative makes a shooting attack, if it has
not performed a Charge, Fall Back or Normal Move action
during this Turning Point, in the Roll Attack Dice step of that SCHEMES OF CHANGE (1CP)
shooting attack, you can re-roll any or all ofyour attack dice Use this Tactical Ploy at the start ofthe Target Reveal step
results of one result (e.9. results of 2). of the Strategy phase, or when you activate a ready friendly
W&mp{:*V&ruS operative. Discard one of your Tac Ops (any
victory points scored from it are lost) and randomly determine a
SAVAGE HERD (1CP) new Tac 0p from those remaining in your Tac Ops deck.
Until the end of the Turning Point, each time a friendly
TZAANG0R operative flghts in combat, before rolling your
atlack dice for that combat, you can retarn one as a successful
normal hit without rolling it. lf another friendly TZAANG0B
operative is supporting them in that combat, you can retain
one as a successful critical hit instead.

104
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Sorcerers sre the leaders af the Thousand Sons Legion. They


control forces of Rubric Morines, having yoked them to their will,
3Lr 3 1

Sorcerers direct them like puppeteers, employing Rubric Marines


os bulwarks against their foes as they channel dark magics of
mani pulation through thei r,psychically attu ned weqpons.
33+13
{) lnferno bolt 314 Rng ':-:,,, AP1
-/\ Warpflame pistol ?+ U4 Rng r,i.}:,, AP1, Torrent I
X Force stave 3+ 416 Stun
X Prosperine 4 3+ 4ls Lethal 5+

Favoured by Ghange: This operative has a 5+ invulnerable save. Manifest Psychic Power (1AP): Psychic action. Resolve a
psychic power, as specified on page 103. This
Rubric Command: 0nce per Turning Point, when a friendly RUBRIC
operative cannot perform this action while within Engagement
MABINE operative Visibte to and within tr of this operative is
Range of an enemy operative.
activated, you can add 1 to that friendly operative's APL.

Relentless: lf this operative is equipped with a force stave and a


Prosperine khopesh, those melee weapons gain the Relentless
special rule for this operative.

CHAOS, ARCANA ASTARTES, <GREAT CULT>, PSYKER, SORCERER


'-,*.&Ef}C&VEN'8,

illll I
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Wth their armour's seruos infused with sorcery, the
within a Rubric Morine's shell easily hefts the heaviest of
spirit
30 2 1
qrcone weopons. Their soulreoper connons shoot streqms of
shells alight with mogical power, while their warpflamers
unleosh gouts of iridescent fire.
33+12
(i Soulreaper cannon 6 3+ 314 APl, Fusillade
{,i Warpflamer 5 ?+ 214 Rng ir , , APl, Torrent C
X Fists 3 3+ 314

Favoured by Change: This operative has a 5+ invulnerable save.

All is Dust:
Each time a shooting attack is made against this operative, if
the ranged weapon has a Normal Damage characteristic of 3 or
less, this operative is treated as having a Save characteristic of
2+ for that shooting attack.
This operative .unnot moue more than 3 ()
during
its activation.

, CHAOS, ABCANA ASIARTES, <GREAT CULT>, RUBRIC MARINE, GUNNEB

105
t

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Rubric Marines ond their masters ultimotely serve the
schemes of the Choos God Tzeentch. Some of these
30 2 1

qrcane worriors beqr sorcerous icons of the Changer of


the Ways that crawl with coruscating energ)4 which the
sorcerers can draw upon.to enhance their power.
33+12
$fi
() lnferno boltgun 4 3+ 314 AP1
X Fists 3

Favoured by Ghange: This operative has a 5+ invulnerable save.

All is Dust:
Each time a shooting attack is made against this operative, if
the ranged weapon has a Normal Damage characteristic of 3 or
less, this operative is treated as having a Save characteristic of
2+ for that shooting attack.
, This operative cannot move more than 3 i- , during its activation.

lcon Bearer: When determining control of an objective marker,


treatthis operative's APL characteristic as being t higher, Note
that this is not a modifier" ln narrative play, this is cumulative with
the Focused Battle Honour (see the Kill Team Core Bookl.

lcon ol Flame: 0nce per Turning Point, a friendly SORCERER


operative within ,ii: of this operative can perform a free
Manifest Psychic Power action (pg 105) during that S0RCERER
operative's a ctivation.

W&*1i3fi{.}V€ruS, CHAOS, ARCANA ASTABTES, <GREAT CULT>, RUBBIC MARINE, ICON BEARER

RUBRIG IIIRITI TTIRRIOR


Rubric Marine Worriors are animated suits of power
armour inhabited by the bound souls of their former 3C) 2 1

occupants. With ruinous proficiency, they steadily fire


bursts of eldritch shells from their inferno boltguns,
adva ncing u pon their psychic mosters' enem ies.
33+12
(ii lnferno boltgun 4 3+ 314 AP1
X Fists

Favoured hy Change: This operative has a 5+ invulnerable save.

AII is Dust:
, Each time a shooting attack is made againstthis operative, if
the ranged weapon has a Normal Damage characteristic of 3 or
less, this operative is treated as having a Save characteristic of
2+ for that shooting attack.
This operative cannot move more than 3 i.l 6u1;r, its activation.

W,&*PE8V€r{&, CHAOS, ARCANA ASTABTES, <GREAT CULT>, RUBBIC MARINE, WARRIOR

106
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IIII]IEOR
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These ferocious Tzaangor wield enormous twohanded


blades or axu thdt can cleave enemy worriors in two.
3a 2 1

It takes fighters with great skill ss well qs aggression


to carry such formidoble weopons, and they cause as
much terror as they do cfosualties.
36+8
*
X Tzaa reataxe 4 3+ 415 B ruta Lethal 5+
4 fieap I

Favoured by Ghange: This operative has a 5+ invulnerable save. Savage Assault (1AP): Perform a free Fight action with this
1
operative. After completing that action's fight sequence, if this
operative is still within Engagement Range of an enemy operative,
you can immediately fight in combat with this operative again (you
do not have to select the same target).

:,YAAPC&VEN&, CHAOS, TZAANG0B, CHAMPI0N

rHl EOTl ]I I
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Tzaangor fighters ore mutated fusions of avian beasts


ond corrupted Humans. ln thrall to Tzeentch, they serue
3() 2 1

theThousond Sons qs bestial shocktroops, attocking


with savage blows from ritual blades ond tearing flesh
with their jagged beaks.
36+8
{i Auto Rns &
X Tzaangor blades 4 4+ 415 Relentless

Favoured by Change: This operative has a 5+ invulnerable save

WARPOOVENS, CHAOS, TZAANGOR, FIGHTER

107
rlll t' I
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Often, o member of a Tzaangor flock will carry a


daemonically mawed instrument, the piercing blasts of
3() 2 1

which stir its fellow creatures into o batial frenzy. Their


shrill cries echo and their horns clatter together os they
vie to be first into,the froy to hock their victims apart.
36+8
X Dagger 4 4+ 314

Favoured by Ghange: This operative has a 5+ invulnerable save. Brayhorn (lAP): Until the end of the Turning Point, add A to the
Movement cha racteristic of f riend ly TZAANGOB operatives.

WARPS*VTru&, CHAOS, TZAANGOR, HORN BEARER

l I
fl[[11 I I
Il tEot BI illi I
I

Driven by a desire to accumulate arcane knowledge,


Tzoangor hope to use such a prize to gain even more
30 2 1

fqvour with Tzeentch. Particularly fervent Tzoongor


corry sinuous icons and bonners they believe draw their
deity's goze ond mutative blessings.
36+8
X Dagger 4 4+ 314

Favoured by Change: This operative has a 5+ invulnerable save. Herd Banner (lAP): Until the end of the Turning Point, while
a friendly TZAANGOR operative is within X of this operative,
lcon Bearer: When determining control of an objective marker, that friendly operative is invigorated by the herd banner. While
treat this operative's APL characteristic as being t higher. Note an operative is invigorated by the herd banner, improve its
that this is not a modifier. invulnerable save by 1.

W&EPS*VTTd&, CHAOS, TZAANGOR, ICON BEARER

108
IIEW RULES
I
il ffi ARCANE ROBES (zEP)
W&$EfiSSUEiU* operatives in your kill team can be equipped
with equipment from this list, as specifled in the mission S0RCEREB operative only. The operative gains the following
sequence. Any equipment marked with a + can be selected a ability for the battle:
maximum of once, and each operative can be equipped with
no more than one of each item. Arcane Robes: Once per battle, when Critical Damage would
be inflicted upon this operative, you can use this ability. lf you
do so, that attack dice inflicts Normal Damage instead.
GARGOYLE BAYONET (2EP)
BUBBIC MARINE operative only. The operative.is equipped
with the following melee weapon for the battle: ENSORCELLED ROUNDS (2EP)
TZAANG0R FIGHTER operative only. Select one autopistol the
rffi Fi til operative is equipped with. Add I to that weapon's Damage
Gargoyle Bayonet 3 3+ 414 characteristics for the battle.

i
GILDED HORNS (1EP)
TZAANG0R operative.only. The operative gains the following
ability for the battle,
HIGH CAPACITY MAGAZINE (/3EP)
Select one autopistol, inferno bolt pistol or inferno boltgun Gilded Horns; Each time this operative frghts in combat,
the operative is equipped with. That weapon gains the if it performed a Charge action during that activation, in
Ceaseless special rule for the battle. lf you selected an the Roll Attack Dice step of that combat, you can retain one
autopistol, this equipment costs I EP; otherwise, it costs 3EP ofyour attack dice results of 5+ that is a successful hit as a
criticalhit.

OCCULT TALISMAN (zEP)


The operative gains the following ability for the battle:

Occult Talisrnan: 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- (4EP)


S0RCERER operative only. The operative gains the following
ability for the battle:

Sorcerous Scroltl When this operative gains this ability,


select one psychic power from a discipline this operative has
,l03).
not studied (pq Once in the battle, when this operative
performs the Manifest Psychic Power action (pg I05), if it
is not within Engagement Range of an enemy operative, you
can select that psychic power to be resolved for that action.

:
109
.:a:,iar;r;Ei;i:ii.!@;;;{!lil4f
WAKNATUIMEK
.ff* 400dfl

tfll.l. TEAlvt -n

Tn$ up&
lf your faction i5 r,::., ... 'r ': .:r , you can use the Warpcoven Tac Ops listed below, as specified in the mission sequence.

I[.GII[]I IIG OP t $ffiY $IGRII H[II0il IIE 0P 2: $0ilH$[ll$ Hlllfil


Reveal this Tac Op in the Target Reveal step of the first Turning Reveal this Tac 0p when a friendly operative performs the
Point. Your opponent selects one of their operatives to be Sorcerous Ritual action.
holding a secret.
. lf a friendly operative performs the Sorcerous Ritual
If a friendly operative performs the Scry Secret action, you action in two or more Turning Points, you score IVP
score IVP " lf a friendly operative performs the Sorcerous Ritual
At the end of the battle, if a friendly operative has action in three or more Turning Points, you score IVP
performed the Scry Secret action and has not been
incapacitated, you score 1VP Friendly S0RCERER operatives can perform the following
mission action:
Friendly S0RCERER operatives can perform the following
mission action: Sorcerous Ritual (lAP): Psychic aclon. An operative
can perform this action while within O of a ritual site. An
Scry Secret (lAP): Psychic action. An operative can perform operative cannot perform this action while within O of an
this action while within & of the enemy operative holding a enemy operative. A ritual site is the centre of the killzone
secret. An operative cannot perform this action while within or an objective marker that is more than & fro, your drop
Engagement Range of an enemy operative. Your kill team can zone. Once a friendly operative performs this action, friendly
only perform this action once. operatives can only perform this action again at the same
ritual site.

IIGIIIil I[8 [P 8: Et[t0 P[flil


Reveal this Tac 0p in the Target Reveal step of the first Turning
Point. Your opponent selects one of their operatives and an
objective marker that is more than I
fro, their killzone edge
(they cannot select an objective marker that can be removed
during the battle).

' lf that enemy operative is incapacitated, you score I VP


. lf you control that objective marker at the end of any
Turning Point, you score IVP

t.
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