Murderwing

The operatives that comprise Murderwing kill teams are sadistic killers whose various obsessions are reflected in the mutations they possess, the armour they wear and the weapons they bear to battle. Relentless hunters all, they combine their skills to ensure that their chosen prey does not escape their clutches.

Books

BookKindEditionVersionLast update
  Murderwing
  MurderwingFaction3January ’26January 2026
Archetype: Seek & Destroy / Recon

Murderwing Kill Team

Below you will find a list of the operatives that make up a MURDERWING kill team, including, where relevant, any weapons specified for that operative

Operatives


  • 1 MURDERWING CHAOS LORD operative with one option from each of the following:
    • Bolt pistol or plasma pistol*
    • Lightning claw, power fist or power weapon
    Or the following option:
    • Relic lightning claws
  • 5 MURDERWING operatives selected from the following list:
    • CHAMPION with one option from each of the following:
      • Plasma pistol* or bolt pistol
      • Power fist or power weapon
    • CURSECLAW
    • DEPREDATOR
    • HUNTMASTER
    • RAPTOR with one of the following options:
      • Bolt pistol; chainsword
      • Plasma pistol*; chainsword
    • SHRIEKER
    • SKYSEAR with one of the following options:
      • Flamer; bolt pistol; fists
      • Meltagun*; bolt pistol; fists
      • Plasma gun*; bolt pistol; fists
    • WARP TALON
Other than RAPTOR operatives, your kill team can only include each operative on this list once.

* You cannot select more than two operatives with these weapons combined.

Marker/Token Guide

Damnation Points

Warp marker

Challenge Token

Warp Fuel token

Vox-casters token

Faction Rules

Jump Pack

Armour-mounted propulsion systems enable these warriors to traverse the battlefield in bounding, jetassisted leaps.

Whenever a friendly MURDERWING operative is performing the Charge, Fall Back or Reposition action during its activation, at the start of any straight-line increment, as long as no part of its base is underneath Vantage terrain, it can do a BOOST for that increment. If it does, don’t move it for that increment. Instead, remove it from the killzone and set it back up wholly within x" horizontally of its original location. X is a distance of your choice (rounded up to the nearest inch, as per the Reposition action), but it’s added to the total move distance used for that action (in other words, move plus BOOST cannot exceed the action’s move allowance).

That operative must be set up in a location it can be placed and cannot be set up with any part of its base underneath Vantage terrain. In addition, unless it’s the Charge action, it cannot be set up within control range of an enemy operative. It can continue moving after a BOOST if it has any move distance remaining and the action allows it.

In a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, the x" cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words, it cannot BOOST through an open hatchway

In this example, the MURDERWING operative (A) does a BOOST for the second increment of movement. It moves as normal during the first and third increments, as it cannot BOOST from or to a location underneath Vantage terrain.


Boost Actions

Murderwings are experts in aerial combat, lashing out at flailing prey as they soar overhead on columns of flame.

Some actions are known as BOOST actions. These are actions performed during other actions when a BOOST is used. Each operative cannot perform more than one BOOST action per activation/counteraction.

Most BOOST actions affect enemy operatives within a friendly MURDERWING operative’s BOOST ZONE. This is the horizontal area between a friendly MURDERWING operative’s current location and the location from which it used BOOST. A marker the same size as the operative’s base can be temporarily placed to help determine this. Enemy operatives with any part of their base underneath Vantage terrain are not within friendly MURDERWING operatives’ BOOST ZONEs.

In this example, the top operative (C) is within the MURDERWING operative’s (A) BOOST ZONE. The bottom operative (B) is not, as its base is underneath Vantage terrain.


Astartes

Murderwings are experts in aerial combat, lashing out at flailing prey as they soar overhead on columns of flame.

During each friendly MURDERWING operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt pistol must be selected for at least one of them.

Each friendly MURDERWING operative can counteract regardless of its order.

Strategy Ploys

PREDATORS ABOVE

Murderwings excel when striking from above, using their mobility and jet-assisted might to massacre their enemies

Whenever a friendly MURDERWING operative is at least 2" higher than the killzone floor, its weapons have the Balanced weapon rule. Whenever a friendly MURDERWING operative does a BOOST, its weapons have the Balanced weapon rule until the end of that activation.
CULL THE WEAK

Opportunistic predators all, the warriors of a Murderwing seek to single out and pick off the most vulnerable prey

Whenever a friendly MURDERWING operative is shooting or fighting, its weapons have the Punishing weapon rule if any of the following are true for the operative that friendly operative is shooting or fighting against:
  • It’s at least 2" lower than that friendly operative.
  • Its APL stat is less than normal.
  • It was wounded at the start of the activation/counteraction.
NIGHTMARE ON HIGH

So swift and elusive are the Murderwing, that even the most skilled of sharpshooters struggle to hit them as they soar above.

Whenever an operative is shooting a friendly MURDERWING operative that’s at least 2" higher than the killzone floor, or that did a BOOST during this turning point, you can re-roll one of your defence dice.
INSTIL FEAR

Such is the savagery and horror of the Murderwing, that even the boldest of combatants find their hearts gripped by paralysing fear.

Whenever a friendly MURDERWING operative is fighting, Normal Dmg of 3 or more inflicts 1 less damage on it

Firefight Ploys

MALICIOUS NARCISSISM

The Murderwing wait until fear is at its zenith before striking.

Use this firefight ploy when it’s your turn to activate with a friendly operative, if only one friendly MURDERWING operative is ready. Until the end of the turning point, whenever any ready enemy operatives are in the killzone, you can skip your activations (in other words, you can delay that friendly MURDERWING operative’s activation). Note that you cannot counteract until that friendly MURDERWING operative is expended.
MURDEROUS DESCENT

Descending from lofty perches, Murderwings ambush unwary prey

Use this firefight ploy when an enemy operative ends the Charge, Dash, Fall Back or Reposition action within 3" horizontally and more than 2" lower than a friendly MURDERWING operative (or in close quarters, within 2" and that enemy operative must be in a different room to where it started that action). Interrupt that enemy operative’s activation/counteraction and immediately perform a free Charge action with that friendly operative. It must end that action within control range of that enemy operative. If this isn’t possible, the interruption is cancelled and this rule hasn’t been used.
LONG FORGOTTEN HONOUR

Debased traitors all, Murderwings retain no codes of martial honour.

Use this firefight ploy when a friendly MURDERWING operative is fighting or retaliating, when you resolve a critical success. Instead of striking or blocking, end that sequence (any remaining attack dice are discarded) and immediately perform a free Fall Back action up to 3" with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Fall Back action.
WINGS OF DARKNESS

Warp-corrupted jump packs lend their wearers terrifying speed.

Use this firefight ploy when a friendly MURDERWING operative is performing the Fall Back or Reposition action, when it does a BOOST. That operative can be set up an additional 3" away during that BOOST (adding this to the permitted move distance), but it cannot perform the Shoot, Fight or Carving Blow (see DEPREDATOR operative) action until the next turning point. You cannot use this ploy during the first turning point.

Faction Equipment

BLADEFINS

Corrupted power armour and warp-infused jump packs bristle with metallic spikes and scything blades with which to rend the flesh of unsuspecting prey.

Friendly MURDERWING operatives can perform the following unique action:

SLICE FROM ABOVE1AP

BOOST action. Inflict D3+1 damage on one enemy operative within this operative’s BOOST ZONE.

An operative cannot perform this action normally. Instead it performs this action during the Fall Back or Reposition action after setting up from a BOOST. A DEPREDATOR operative cannot perform this action during the same activation in which it performed the Carving Blow action (or vice versa).
CLAWED ARMOUR

Snaring claws and sharpened spurs protrude from the grotesque power armour of these predatory warriors

Friendly MURDERWING operatives can perform the following unique action:

CLAWED CHARGE0AP

BOOST action. Inflict 1 damage on one enemy operative within this operative’s control range, then the Charge action ends.

An operative cannot perform this action normally. Instead, it performs this action during the Charge action after setting up from a BOOST.
WARP FUEL

Immersion within the warp has mutated this warrior’s body, transforming their blood into high-octane fuel that burns through veins and arteries, powering muscles and jet engines alike.

Once per turning point, when an enemy operative ends the Fall Back action during its activation, if at least one friendly MURDERWING operative was within its control range at the start of that action, you can use this rule. One of those friendly operatives can immediately perform a free Reposition or Charge action, but cannot use more than 3" of move distance. Note that if the enemy operative doesn’t perform the Fall Back action during its own activation, this has no effect.
VOX-CASTERS

Vox-speakers wrought into the panels of corrupted power armour enhance the roar of engines and the animal cries of predatory warriors, overwhelming the senses of stunned prey.

Friendly MURDERWING operatives can perform the following unique action:

VOX-CRY1AP

Each enemy operative within 3" of this operative 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 it has a Conceal order.

Datacards


Murderwing Chaos Lord

Many Chaos Lords revel in the thrill of airborne combat, relishing the terror they induce in their prey. Those who lead Murderwings do so by example, descending at the head of the assault to bludgeon and carve their victims apart with power weapons, lightning claws and power fists.

Murderwing Chaos Lord

Many Chaos Lords revel in the thrill of airborne combat, relishing the terror they induce in their prey. Those who lead Murderwings do so by example, descending at the head of the assault to bludgeon and carve their victims apart with power weapons, lightning claws and power fists.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
15
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Plasma pistol (standard)
Plasma pistol (standard)
4
3+
3/5
Range 8", Piercing 1Range 8", Piercing 1
Plasma pistol (supercharge)
Plasma pistol (supercharge)
4
3+
4/5
Range 8", Hot, Lethal 5+, Piercing 1Range 8", Hot, Lethal 5+, Piercing 1
Lightning claw
Lightning claw
5
3+
4/5
Lethal 5+, RendingLethal 5+, Rending
Power fist
Power fist
4
3+
5/7
Brutal, ShockBrutal, Shock
Power weapon
Power weapon
5
3+
4/6
Lethal 5+Lethal 5+
Relic lightning claws
Relic lightning claws
5
3+
4/6
Ceaseless, Lethal 5+, RendingCeaseless, Lethal 5+, Rending
Path to Damnation: This operative starts the battle with 1 Damnation point. Once per action, you can attempt to use one Boon of Damnation when it specifies (see right). If you do, roll one D6 and compare the result to the number of Damnation points this operative has; if the result is:
  • Higher: Resolve the rule, then this operative gains 1 Damnation point.
  • Equal: Do not resolve the rule.
  • Less: Inflict damage on this operative equal to its number of Damnation points and do not resolve the rule.
If this operative has 6 Damnation points, resolve the rule without rolling. Note that you cannot make an attempt more than once per action, regardless of the D6 result.
Boons of Damnation: Boons of Damnation are as follows (resolved with a D6 roll, see opposite):
  • When an attack dice inflicts damage of 3 or more on this operative, you can ignore an amount of damage equal to this operative’s Damnation points.
  • When this operative is fighting or retaliating and you strike, you can inflict an amount of additional damage equal to this operative’s Damnation points.
MURDERWING, CHAOS, HERETIC ASTARTES, LEADER, LORD
⌀40mm


Murderwing Champion

Murderwing Champions achieve dominance over their allies through intimidation and bloodshed. They are formidable warriors who demonstrate their prowess by seeking out, engaging and slaughtering enemy leaders and heroes, thereby reinforcing their own authority.

Murderwing Champion

Murderwing Champions achieve dominance over their allies through intimidation and bloodshed. They are formidable warriors who demonstrate their prowess by seeking out, engaging and slaughtering enemy leaders and heroes, thereby reinforcing their own authority.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Plasma pistol (standard)
Plasma pistol (standard)
4
3+
3/5
Range 8", Piercing 1Range 8", Piercing 1
Plasma pistol (supercharge)
Plasma pistol (supercharge)
4
3+
4/5
Range 8", Hot, Lethal 5+, Piercing 1Range 8", Hot, Lethal 5+, Piercing 1
Power fist
Power fist
4
3+
5/7
Brutal, ShockBrutal, Shock
Power weapon
Power weapon
5
3+
4/6
Lethal 5+Lethal 5+
Chaos Champion: STRATEGIC GAMBIT. Remove your Challenge token from the enemy operative that has it (if any), then select one enemy operative to gain your Challenge token. Whenever this operative is fighting against or retaliating against an enemy operative that has your Challenge token, in the Select Weapons step, you can select one of the following weapon rules for this operative’s melee weapons to have until the end of the sequence: Balanced, Brutal, Punishing, Severe, Shock.
Path to Glory: Whenever this operative incapacitates an enemy operative that has your Challenge token, you gain 1CP.
MURDERWING, CHAOS, HERETIC ASTARTES, CHAMPION
⌀32mm


Murderwing Curseclaw

Having embraced fully their feral nature, Curseclaws are horrifically mutated creatures driven by instinct. They fight and kill in a frenzied fashion with clawed hands and feet.

Murderwing Curseclaw

Having embraced fully their feral nature, Curseclaws are horrifically mutated creatures driven by instinct. They fight and kill in a frenzied fashion with clawed hands and feet.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Mutated claws
Mutated claws
5
3+
4/5
RendingRending
Frenzied Attack: If this operative is incapacitated during the Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.

SNATCH1AP

BOOST action. Select one enemy operative within this operative’s BOOST ZONE. Both players roll one D6 and add their respective operative’s Wounds stat to their result. If your result is higher, remove that enemy operative from the killzone and set it back up within this operative’s BOOST ZONE or control range. It must be set up in a location it can be placed and cannot be set up further away from this operative than where it began. If that enemy operative is set up within this operative’s control range, the Fall Back or Reposition action ends (allowing this operative to end that action within control range of enemy operatives).

This operative cannot perform this action normally. Instead, it performs this action during the Fall Back or Reposition action after setting up from a BOOST.
MURDERWING, CHAOS, HERETIC ASTARTES, CURSECLAW
⌀32mm


Murderwing Depredator

An indiscriminate murderer, the Depredator wields a great chainaxe, hurling himself into the thick of the fighting and scything down multiple foes with each brutal swing of his giant, two-handed weapon.

Murderwing Depredator

An indiscriminate murderer, the Depredator wields a great chainaxe, hurling himself into the thick of the fighting and scything down multiple foes with each brutal swing of his giant, two-handed weapon.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Great chainaxe
Great chainaxe
5
4+
5/7
BrutalBrutal
Horrifying Dismemberment: Whenever this operative incapacitates an enemy operative while fighting or retaliating, select one other enemy operative visible to and within 3" of either this operative or the incapacitated enemy operative. Subtract 1 from that enemy operative’s APL stat until the end of its next activation.

CARVING BLOW1AP

Inflict 2D3 damage on each other operative visible to and within 2" of this operative in an order of your choice (roll separately for each).

For the purposes of action restrictions and the Astartes faction rule, this action is treated as a Fight action. This operative cannot perform this action while it has a Conceal order, or during the same activation in which it performed the Slice From Above action (see faction equipment) or vice versa.
MURDERWING, CHAOS, HERETIC ASTARTES, DEPREDATOR
⌀32mm


Murderwing Huntmaster

The Huntmaster is a precision killer who singles out targets before plummeting from the skies to impale them with his power glaive. Oftentimes, victims are left to writhe upon the tip of his spear and watch as their allies are torn apart.

Murderwing Huntmaster

The Huntmaster is a precision killer who singles out targets before plummeting from the skies to impale them with his power glaive. Oftentimes, victims are left to writhe upon the tip of his spear and watch as their allies are torn apart.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Power weapon
Power weapon
5
3+
4/6
Lethal 5+Lethal 5+
Pinned Prey: Whenever an enemy operative would perform the Fall Back action while within control range of this operative, if no other enemy operatives are within this operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than this operative. If any result is a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it).

STRIKE FROM ABOVE1AP

BOOST action. Inflict 2D3+1 damage on one enemy operative within this operative’s BOOST ZONE.

This operative cannot perform this action normally. Instead, it performs this action during the Fall Back or Reposition action after setting up from a BOOST.
MURDERWING, CHAOS, HERETIC ASTARTES, HUNTMASTER
⌀32mm


Murderwing Raptor

Despised by their allies for their preening arrogance, Raptors are nonetheless appreciated by many Chaos Lords for their combat skills. They possess a well-earned reputation for sadism, seeking not only to tear their foes apart, but also to ensure they are terrified into complete submission before the final blow is struck.

Murderwing Raptor

Despised by their allies for their preening arrogance, Raptors are nonetheless appreciated by many Chaos Lords for their combat skills. They possess a well-earned reputation for sadism, seeking not only to tear their foes apart, but also to ensure they are terrified into complete submission before the final blow is struck.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Plasma pistol (standard)
Plasma pistol (standard)
4
3+
3/5
Range 8", Piercing 1Range 8", Piercing 1
Plasma pistol (supercharge)
Plasma pistol (supercharge)
4
3+
4/5
Range 8", Hot, Lethal 5+, Piercing 1Range 8", Hot, Lethal 5+, Piercing 1
Chainsword
Chainsword
5
3+
4/5
-
Thrill of Flight: Whenever this operative does a BOOST during its activation:
  • You can remove any changes to its APL stat.
  • You can ignore any changes to its stats from being injured (including its weapons’ stats) until the end of the activation
MURDERWING, CHAOS, HERETIC ASTARTES, RAPTOR
⌀32mm


Murderwing Shrieker

Obsessed with causing heart-stopping fear, Shriekers adorn their baroque armour with laud hailers and vox-casters that amplify their bloodcurdling screams as they plummet into the midst of the enemy

Murderwing Shrieker

Obsessed with causing heart-stopping fear, Shriekers adorn their baroque armour with laud hailers and vox-casters that amplify their bloodcurdling screams as they plummet into the midst of the enemy

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Chainsword
Chainsword
5
3+
4/5
-
Modified Vox-casters: Whenever an enemy operative is within 3" of this operative, your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions.

Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of this operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this

SHRIEK1AP

Select one enemy operative that’s visible to and within 6" of this operative. Alternatively, select one enemy operative within this operative’s BOOST ZONE (at which point this becomes a BOOST action). If enemy operatives are within control range of this operative, you cannot select an enemy operative that isn’t. Inflict D3 damage on the selected operative and subtract 1 from its APL stat until the end of its next activation.

This operative cannot perform this action while it has a Conceal order. If you’re selecting an enemy operative within this operative’s BOOST ZONE, this operative cannot perform this action normally. Instead, it performs this action during the Fall Back or Reposition action after setting up from a BOOST.
MURDERWING, CHAOS, HERETIC ASTARTES, SHRIEKER
⌀32mm


Murderwing Skysear

Preferring to obliterate their foes in gouts of flame or beams of heat energy, Skysears use their mobility to manoeuvre themselves into ideal killing positions.

Murderwing Skysear

Preferring to obliterate their foes in gouts of flame or beams of heat energy, Skysears use their mobility to manoeuvre themselves into ideal killing positions.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Flamer
Flamer
4
2+
3/3
Range 8", Saturate, Torrent 2"Range 8", Saturate, Torrent 2"
Meltagun
Meltagun
4
3+
6/3
Range 6", Devastating 4, Piercing 2Range 6", Devastating 4, Piercing 2
Plasma gun (standard)
Plasma gun (standard)
4
3+
4/6
Piercing 1Piercing 1
Plasma gun (supercharge)
Plasma gun (supercharge)
4
3+
5/6
Hot, Lethal 5+, Piercing 1Hot, Lethal 5+, Piercing 1
Fists
Fists
4
3+
3/4
-
MURDERWING, CHAOS, HERETIC ASTARTES, SKYSEAR
⌀32mm


Murderwing Warp Talon

Feral in the extreme, Warp Talons are unleashed like hunting dogs. Their empyrically-attuned senses enable them to track and ambush their prey with unerring accuracy and ferocity.

Murderwing Warp Talon

Feral in the extreme, Warp Talons are unleashed like hunting dogs. Their empyrically-attuned senses enable them to track and ambush their prey with unerring accuracy and ferocity.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Lightning claws
Lightning claws
5
3+
4/5
Ceaseless, Lethal 5+, RendingCeaseless, Lethal 5+, Rending
Slice the Veil: When setting up this operative before the battle, you can set it up in the warp instead: place it to one side instead of in the killzone. In the first Firefight phase, when this operative is activated, place one of your Warp markers wholly within your territory, then expend this operative.

In the second Firefight phase, when this operative is activated, set it up with an order of your choice in a location it can be placed either wholly within your drop zone, or wholly within your territory contesting your Warp marker. Continue its activation as normal, but during that activation it cannot perform more than two actions and cannot use more than 4" of move distance. Until the Ready step of the next Strategy phase, this operative is obscured to operatives more than 3" from it.

Whenever this operative is in the warp, it cannot be the ready friendly MURDERWING operative for the Malicious Narcissism firefight ploy.
MURDERWING, CHAOS, HERETIC ASTARTES, WARP TALON
⌀32mm

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Killzone Floor
The killzone floor is the lowest level of the killzone (i.e. the game board). Anything that’s on a marker that’s on the killzone floor is also on the killzone floor.
Balanced
You can re-roll one of your attack dice.
Boost Actions

Murderwings are experts in aerial combat, lashing out at flailing prey as they soar overhead on columns of flame.

Some actions are known as BOOST actions. These are actions performed during other actions when a BOOST is used. Each operative cannot perform more than one BOOST action per activation/counteraction.

Most BOOST actions affect enemy operatives within a friendly MURDERWING operative’s BOOST ZONE. This is the horizontal area between a friendly MURDERWING operative’s current location and the location from which it used BOOST. A marker the same size as the operative’s base can be temporarily placed to help determine this. Enemy operatives with any part of their base underneath Vantage terrain are not within friendly MURDERWING operatives’ BOOST ZONEs.

In this example, the top operative (C) is within the MURDERWING operative’s (A) BOOST ZONE. The bottom operative (B) is not, as its base is underneath Vantage terrain.

Punishing
If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Astartes

Murderwings are experts in aerial combat, lashing out at flailing prey as they soar overhead on columns of flame.

During each friendly MURDERWING operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt pistol must be selected for at least one of them.

Each friendly MURDERWING operative can counteract regardless of its order.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.

CARVING BLOW1AP

Inflict 2D3 damage on each other operative visible to and within 2" of this operative in an order of your choice (roll separately for each).

For the purposes of action restrictions and the Astartes faction rule, this action is treated as a Fight action. This operative cannot perform this action while it has a Conceal order, or during the same activation in which it performed the Slice From Above action (see faction equipment) or vice versa.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Hot
After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Brutal
Your opponent can only block with critical successes.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).

The HERETIC ASTARTES keyword is used in the following Murderwing datacards:

Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. The Devastating and Piercing Crits weapon rules still take effect, but Punishing and Rending don’t..
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.
Saturate
The defender cannot retain cover saves.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target, but not within control range of friendly operatives, as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
MALICIOUS NARCISSISM

The Murderwing wait until fear is at its zenith before striking.

Use this firefight ploy when it’s your turn to activate with a friendly operative, if only one friendly MURDERWING operative is ready. Until the end of the turning point, whenever any ready enemy operatives are in the killzone, you can skip your activations (in other words, you can delay that friendly MURDERWING operative’s activation). Note that you cannot counteract until that friendly MURDERWING operative is expended.

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