Book | Kind | Edition | Version | Last update |
Kill Team Annual 2022 (Warpcoven) | ||||
Kill Team Annual 2022 (Warpcoven) | Expansion | 2 | 1.6 | May 2024 |
The Balance Dataslate | ||||
The Balance Dataslate | Rulebook | 2 | Q2 2024 | June 2024 |
Close Quarters | ||||
Close Quarters | Expansion | 2 | December 2022 |
Q: | If an enemy operative has a rule that allows it to ignore modifiers to its Movement characteristic, can it ignore the subtracted distance from the Ephemeral Instability psychic power? |
A: | No, as Ephemeral Instability does not modify the operative’s Movement characteristic. |
Q: | For the Warp Portal psychic power, can I select the operative performing the action to warp portal itself? |
A: | Yes. Before the operative is removed, mark its original location or intended destination so you can accurately set it back up again within of its original location. |
Q: | If a SORCERER operative has already performed a Dash action during its activation, can I still use the Capricious Plan Tactical Ploy just to change its order? |
A: | Yes. |
Q: | How does the All is Dust ability (RUBRIC MARINE) interact with traversing? |
A: | Traversing must be included when determining its move limit. Therefore, if a RUBRIC MARINE operative traverses, it can only move 2 horizontally. |
Q: | If I use the Schemes of Change Tactical Ploy, is the new Tac Op unrevealed? |
A: | Yes. It’s revealed when it specifies, so if that time has passed, you won’t be able to score any VP from it. |
Below you will find a list of the operatives that make up a WARPCOVEN kill team, including, where relevant, any wargear those operatives must be equipped with.
Below you will find a common ability of the WARPCOVEN kill team.
Mutation1. Warp Swell: Add 1 to the Normal Damage characteristic of melee weapons this operative is equipped with. |
Fate1. 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.
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Aetheric1. Immaterial Flight: This operative gains the FLY keyword. |
Name | A | BS/WS | D | |||
Doombolt | 4 | 3+ | 3/3 | |||
Special Rules | ! | |||||
Lethal 5+ | MW2 |
Name | A | BS/WS | D | |||
Fluxblast | 4 | 3+ | 3/4 | |||
Special Rules | ! | |||||
Blast | Rending |
Name | A | BS/WS | D | |||
Firestorm | 5 | 4+ | 2/2 | |||
Special Rules | ! | |||||
Barrage, Blast , Indirect | - |
If your faction is WARPCOVEN, you can use the Warpcoven Tac Ops listed below, as specified in the mission sequence.
Below you will find a selection of rules for Spec Ops campaigns in which you have selected WARPCOVEN as your faction keyword.
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1. OCULUS [1/2EP] Select an autopistol or inferno bolt pistol the operative is equipped with. Remove its Rng special rule for the battle. If you selected an autopistol, this equipment costs 1EP; if you selected an inferno pistol, this equipment costs 2EP. |
2. ANIMATE AVIANS [3EP] The operative gains the following ability for the battle: |
3. WITCHFIRE MANTLE [3EP] SORCERER operative only. The operative gains the following ability for the battle: |
4. AEONGLASS [3EP] The operative gains the following ability for the battle: |
5. FLUXHELM [3EP] SORCERER operative only. The operative gains one Boon of Tzeentch for the battle (that boon is removed at the end of the battle). It must be randomly determined. |
6. CHANGEBLADE [3EP] The operative can perform the following action during the battle: Changeblade1APSelect one friendly TZAANGOR operative Visible to and within of this operative and roll one D6:
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REBINDING ALTARUpon this altar, following perilous rituals and unholy offerings, rent and ruined plates of Rubricae armour are made whole, and the damned echoes of their imprisoned wearers are conjured back to serve again. Each time you roll one D6 to determine a Battle Scar for a friendly RUBRIC MARINE operative, you can treat all results (excluding Slain) as Cerebral Affliction. |
DIVINE ORRERYThis complex set of darkly esoteric equipment reads the strands of fate, alignments of planets and the falling sands of time to give the kill team knowledge of a key moment in their future. At the start of the battle, secretly make a note of a specific Turning Point other than the first (e.g. Turning Point 3). When rolling off to determine initiative for that Turning Point, roll a D3 and add the result to your score. If you re-roll your dice for this roll off, you must also re-roll the D3. |
HERDSTONEThis nexus of change serves as a focal point for the Tzaangors’ worship of Tzeentch. In return, it ignites ever-changing mutations within select Beastmen. After selecting your kill team for each battle, you can select one friendly TZAANGOR operative selected for deployment that does not already have any Boons of Tzeentch. That operative gains one Boon of Tzeentch for the battle (that boon is removed at the end of the battle). |
The Thousand Sons are ever seeking new favours from their divine patron, willing to do almost anything to win his blessings - but Tzeentch is fickle, and not every gift he gives is as beneficial as it appears...
The Sorcerer delves into ancient and forbidden tomes, refocusing their efforts on a new discipline of powerful sorcery.
All manner of ancient artefacts and strange curios are articles for study and collection. For Tzaangor they are precious treasures; for the Thousand Sons of the Legion they are potential sources of power.
A series of key spells and rituals, their purpose bizarre and labyrinthine, must be performed to bring about a future that serves the Thousand Sons and their interests.
The kill team manipulate the strands of fate, the ripples causing a key moment to occur in their futures.
Complete five games in which you scored victory points from the ‘Sorcerous Ritual’, ‘Triangulate’ and/or ‘Plant Signal Beacon’ Tac Op.The moment of destiny arrives, a seemingly inconsequential event that will echo into the future.
Complete a game in which you scored victory points from a randomly generated Tac Op. To randomly generate a Tac Op, draw and select the first card of your Tac Op deck (discard the second, then proceed selecting Tac Ops as normal). A Tac Op randomly generated from the Schemes of Change Tactical Ploy is also a valid Tac Op for this operation.Whether it be an ancient tome of Lore, a strange relic or a seemingly trivial trinket, the Thousand Sons know of a powerful arcane artefact hidden within the area. The kill team must discover its Location from those unknowing of its true power, then claim it for themselves.
The kill team use all manner of subterfuge and tricks to discern the location of the arcane artefact they seek.
Complete five games in which you scored victory points from the ‘Scry Secret’, ‘Rob and Ransack’ and/or ‘Interloper’ Tac Op.With the location of the arcane artefact now known, the kill team must hold the enemy at bay for it to be extracted from its repository.
Complete a game in which you scored victory points from the ‘Sorcerous Ritual’ Tac Op.WARPCOVEN operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.
GARGOYLE BAYONET [2EP]
RUBRIC MARINE operative only. The operative is equipped with the following melee weapon for the battle:Name | A | BS/WS | D | |
Gargoyle Bayonet | 4 | 3+ | 4/4 |
HIGH CAPACITY MAGAZINE [1/3EP]
Select one autopistol, inferno bolt pistol or inferno boltgun the operative is equipped with. That weapon gains the Ceaseless special rule for the battle. If you selected an autopistol, this equipment costs 1 EP; otherwise, it costs 3EP.OCCULT TALISMAN [2EP]
The operative gains the following ability for the battle:SORCEROUS SCROLL+ [4EP]
SORCERER operative only. The operative gains the following ability for the battle:ARCANE ROBES [2EP]
SORCERER operative only. The operative gains the following ability for the battle:ENSORCELLED ROUNDS [2EP]
TZAANGOR FIGHTER operative only. Select one autopistol the operative is equipped with. Add 1 to that weapon’s Damage characteristics for the battle.GILDED HORNS [1EP]
TZAANGOR operative only. The operative gains the following ability for the battle:M | APL | GA | DF | SV | W | Base | |
3 | 3 | 1 | 3 | 3+ | 13 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Inferno bolt pistol | |||||||||
Inferno bolt pistol | 4 | 3+ | 3/4 | Rng , AP1 | Rng , AP1 | - | |||
Warpflame pistol | |||||||||
Warpflame pistol | 5 | 2+ | 2/4 | Rng , Torrent , AP1 | Rng , Torrent , AP1 | - | |||
Force stave | |||||||||
Force stave | 4 | 3+ | 4/6 | !Stun | - | Stun | |||
Prosperine khopesh | |||||||||
Prosperine khopesh | 4 | 3+ | 4/6 | Lethal 5+ | Lethal 5+ | - |
ABILITIES | UNIQUE ACTIONS |
Favoured by Change: This operative has a 5+ invulnerable save. Relentless: If this operative is equipped with a force stave and a Prosperine khopesh, those melee weapons gain the Relentless special rule for this operative.
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Manifest Psychic Power (1AP): Psychic action. Resolve a WARPCOVEN psychic power, as specified here. This operative cannot perform this action while within Engagement Range of an enemy operative.
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ABILITIES |
Favoured by Change: This operative has a 5+ invulnerable save. Relentless: If this operative is equipped with a force stave and a Prosperine khopesh, those melee weapons gain the Relentless special rule for this operative.
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UNIQUE ACTIONS |
Manifest Psychic Power (1AP): Psychic action. Resolve a WARPCOVEN psychic power, as specified here. This operative cannot perform this action while within Engagement Range of an enemy operative.
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WARPCOVEN, CHAOS, ARCANA ASTARTES, <GREAT CULT>, PSYKER, SORCERER
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M | APL | GA | DF | SV | W | Base | |
3 | 3 | 1 | 3 | 3+ | 12 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Soulreaper cannon | |||||||||
Soulreaper cannon | 6 | 3+ | 3/4 | AP1, Fusillade | AP1, Fusillade | - | |||
Warpflamer | |||||||||
Warpflamer | 5 | 2+ | 2/4 | Rng , Torrent , AP1 | Rng , Torrent , AP1 | - | |||
Fists | |||||||||
Fists | 4 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
Favoured by Change: This operative has a 5+ invulnerable save. All is Dust:
Sorcerer’s Command: Each time this operative is activated, if it isn’t within + of a friendly SORCERER operative, subtract 1 from its APL.
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ABILITIES |
Favoured by Change: This operative has a 5+ invulnerable save. All is Dust:
Sorcerer’s Command: Each time this operative is activated, if it isn’t within + of a friendly SORCERER operative, subtract 1 from its APL.
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UNIQUE ACTIONS |
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WARPCOVEN, CHAOS, ARCANA ASTARTES, <GREAT CULT>, RUBRIC MARINE, GUNNER
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M | APL | GA | DF | SV | W | Base | |
3 | 3 | 1 | 3 | 3+ | 12 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Inferno boltgun | |||||||||
Inferno boltgun | 4 | 3+ | 3/4 | AP1 | AP1 | - | |||
Fists | |||||||||
Fists | 4 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
Favoured by Change: This operative has a 5+ invulnerable save. All is Dust:
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour. Icon of Flame: Once per Turning Point, a friendly SORCERER operative within of this operative can perform a free Manifest Psychic Power action during that SORCERER operative’s activation. Sorcerer’s Command: Each time this operative is activated, if it isn’t within + of a friendly SORCERER operative, subtract 1 from its APL.
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ABILITIES |
Favoured by Change: This operative has a 5+ invulnerable save. All is Dust:
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour. Icon of Flame: Once per Turning Point, a friendly SORCERER operative within of this operative can perform a free Manifest Psychic Power action during that SORCERER operative’s activation. Sorcerer’s Command: Each time this operative is activated, if it isn’t within + of a friendly SORCERER operative, subtract 1 from its APL.
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UNIQUE ACTIONS |
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WARPCOVEN, CHAOS, ARCANA ASTARTES, <GREAT CULT>, RUBRIC MARINE, ICON BEARER
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M | APL | GA | DF | SV | W | Base | |
3 | 3 | 1 | 3 | 3+ | 12 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Inferno boltgun | |||||||||
Inferno boltgun | 4 | 3+ | 3/4 | AP1 | AP1 | - | |||
Fists | |||||||||
Fists | 4 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
Favoured by Change: This operative has a 5+ invulnerable save. All is Dust:
Sorcerer’s Command: Each time this operative is activated, if it isn’t within + of a friendly SORCERER operative, subtract 1 from its APL.
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ABILITIES |
Favoured by Change: This operative has a 5+ invulnerable save. All is Dust:
Sorcerer’s Command: Each time this operative is activated, if it isn’t within + of a friendly SORCERER operative, subtract 1 from its APL.
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UNIQUE ACTIONS |
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WARPCOVEN, CHAOS, ARCANA ASTARTES, <GREAT CULT>, RUBRIC MARINE, WARRIOR
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 6+ | 9 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Tzaangor greataxe | |||||||||
Tzaangor greataxe | 4 | 3+ | 4/5 | Brutal, Lethal 5+ | Brutal, Lethal 5+ | - | |||
Tzaangor greatblade | |||||||||
Tzaangor greatblade | 4 | 3+ | 4/5 | Lethal 5+. !Reap 1 | Lethal 5+ | Reap 1 |
ABILITIES | UNIQUE ACTIONS |
Favoured by Change: This operative has a 5+ invulnerable save.
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Savage Assault (1AP): Perform a free Fight action with this 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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ABILITIES |
Favoured by Change: This operative has a 5+ invulnerable save.
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UNIQUE ACTIONS |
Savage Assault (1AP): Perform a free Fight action with this 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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WARPCOVEN, CHAOS, TZAANGOR, CHAMPION
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 6+ | 9 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Autopistol | |||||||||
Autopistol | 4 | 4+ | 2/3 | Rng | Rng | - | |||
Chainsword | |||||||||
Chainsword | 4 | 4+ | 4/5 | - | - | ||||
Tzaangor blades | |||||||||
Tzaangor blades | 4 | 4+ | 4/5 | Relentless | Relentless | - |
ABILITIES | UNIQUE ACTIONS |
Favoured by Change: This operative has a 5+ invulnerable save.
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ABILITIES |
Favoured by Change: This operative has a 5+ invulnerable save.
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UNIQUE ACTIONS |
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WARPCOVEN, CHAOS, TZAANGOR, FIGHTER
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Often, a member of a Tzaangor flock will carry a daemonically mawed instrument, the piercing blasts of which stir its fellow creatures into a bestial frenzy. Their shrill cries echo and their horns clatter together as they vie to be first into the fray to hack their victims apart.
Often, a member of a Tzaangor flock will carry a daemonically mawed instrument, the piercing blasts of which stir its fellow creatures into a bestial frenzy. Their shrill cries echo and their horns clatter together as they vie to be first into the fray to hack their victims apart. |
M | APL | GA | DF | SV | W | Base |
3 | 2 | 1 | 3 | 6+ | 9 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||
Dagger | |||||||
Dagger | 4 | 4+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
Favoured by Change: This operative has a 5+ invulnerable save.
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Brayhorn (1AP): Until the end of the Turning Point, add to the Movement characteristic of friendly TZAANGOR operatives.
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ABILITIES |
Favoured by Change: This operative has a 5+ invulnerable save.
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UNIQUE ACTIONS |
Brayhorn (1AP): Until the end of the Turning Point, add to the Movement characteristic of friendly TZAANGOR operatives.
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WARPCOVEN, CHAOS, TZAANGOR, HORN BEARER
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 6+ | 9 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||
Dagger | |||||||
Dagger | 4 | 4+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
Favoured by Change: This operative has a 5+ invulnerable save. Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier.
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Herd Banner (1AP): Until the end of the Turning Point, while a friendly TZAANGOR operative is within of this operative, that friendly operative is invigorated by the herd banner. While an operative is invigorated by the herd banner, improve its invulnerable save by 1.
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ABILITIES |
Favoured by Change: This operative has a 5+ invulnerable save. Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier.
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UNIQUE ACTIONS |
Herd Banner (1AP): Until the end of the Turning Point, while a friendly TZAANGOR operative is within of this operative, that friendly operative is invigorated by the herd banner. While an operative is invigorated by the herd banner, improve its invulnerable save by 1.
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WARPCOVEN, CHAOS, TZAANGOR, ICON BEARER
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The RUBRIC MARINE keyword is used in the following Warpcoven datacards:
The ARCANA ASTARTES keyword is used in the following Warpcoven datacards:
The TZAANGOR keyword is used in the following Warpcoven datacards:
Mutation1. Warp Swell: Add 1 to the Normal Damage characteristic of melee weapons this operative is equipped with. |
Fate1. 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.
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Aetheric1. Immaterial Flight: This operative gains the FLY keyword. |
The Thousand Sons are ever seeking new favours from their divine patron, willing to do almost anything to win his blessings - but Tzeentch is fickle, and not every gift he gives is as beneficial as it appears...
3. WITCHFIRE MANTLE [3EP]
SORCERER operative only. The operative gains the following ability for the battle:5. FLUXHELM [3EP]
SORCERER operative only. The operative gains one Boon of Tzeentch for the battle (that boon is removed at the end of the battle). It must be randomly determined.The Sorcerer delves into ancient and forbidden tomes, refocusing their efforts on a new discipline of powerful sorcery.
All manner of ancient artefacts and strange curios are articles for study and collection. For Tzaangor they are precious treasures; for the Thousand Sons of the Legion they are potential sources of power.
SORCEROUS SCROLL+ [4EP]
SORCERER operative only. The operative gains the following ability for the battle:ARCANE ROBES [2EP]
SORCERER operative only. The operative gains the following ability for the battle:The WARPCOVEN keyword is used in the following Warpcoven datacards:
The CHAOS keyword is used in the following Warpcoven datacards:
The ARCANA ASTARTES keyword is used in the following Warpcoven datacards:
The <GREAT CULT> keyword is used in the following Warpcoven datacards:
GARGOYLE BAYONET [2EP]
RUBRIC MARINE operative only. The operative is equipped with the following melee weapon for the battle:Name | A | BS/WS | D | |
Gargoyle Bayonet | 4 | 3+ | 4/4 |
The RUBRIC MARINE keyword is used in the following Warpcoven datacards:
The ICON BEARER keyword is used in the following Warpcoven datacards:
GILDED HORNS [1EP]
TZAANGOR operative only. The operative gains the following ability for the battle:The TZAANGOR keyword is used in the following Warpcoven datacards:
ENSORCELLED ROUNDS [2EP]
TZAANGOR FIGHTER operative only. Select one autopistol the operative is equipped with. Add 1 to that weapon’s Damage characteristics for the battle.