Professional Documents
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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.
following options:
o Autopistol; chainsword *
o Tzaangor blades
*
. TZAANGOR HOBN BEABER
. TZAANGOR ICON BEARTR
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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.
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*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.
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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.
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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
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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
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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:
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Ep$meral lnstabiliQr: Until the end of the Turning point,
subtlqct U
from the distance that enemy operatives can
move\when performing Charge and Dash actions. :!
Temporal Manipulationl Select one friendly
WA&pC0Vnrut operative Vrsible to and within I of this
1
Blast O Rending
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EIE Pl[Y$ 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.
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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.
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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
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.
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Rubric Marines ond their masters ultimotely serve the
schemes of the Choos God Tzeentch. Some of these
30 2 1
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.
W&*1i3fi{.}V€ruS, CHAOS, ARCANA ASTABTES, <GREAT CULT>, RUBBIC MARINE, ICON BEARER
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.
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Favoured by Ghange: This operative has a 5+ invulnerable save. Savage Assault (1AP): Perform a free Fight action with this
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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).
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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.
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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.
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IIEW RULES
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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.
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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.
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lf your faction i5 r,::., ... 'r ': .:r , you can use the Warpcoven Tac Ops listed below, as specified in the mission sequence.
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