Warpcoven

Books

BookKindEditionVersionLast update
  Kill Team Annual 2022 (Warpcoven)
  Kill Team Annual 2022 (Warpcoven)Expansion21.6May 2024
  The Balance Dataslate
  The Balance DataslateRulebook2Q2 2024June 2024
  Close Quarters
  Close QuartersExpansion2December 2022

FAQ

Expansion: Kill Team Annual 2022 (Warpcoven)

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.
Q:With the changes to the Exalted Astartes Strategic Ploy in the Balance Dataslate, can a GUNNER operative perform a Shoot action then a Guard action?
A:
Yes, if one additional action point is subtracted to perform a Guard action.

Expansion: Close Quarters

Q:With the changes to the Exalted Astartes Strategic Ploy in the Balance Dataslate, can a GUNNER operative perform a Shoot action then a Guard action?
A:
Yes, if one additional action point is subtracted to perform a Guard action.
Archetype: Security / Recon

Warpcoven Kill Team

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.

Operatives

  • 1 SORCERER operative equipped with a force stave and one of the following:
    • Inferno bolt pistol
    • Prosperine khopesh
    • Warpflame pistol (max one per kill team)
  • 10 WARPCOVEN operatives selected from the following list (ARCANA ASTARTES operatives count as two selections):

Other than SORCERER, RUBRIC MARINE WARRIOR and TZAANGOR FIGHTER operatives, your kill team can only include each operative above once.

This kill team can include up to three SORCERER operatives.

You cannot select a second GUNNER operative until your kill team includes four RUBRIC MARINE operatives.

In the Select a Kill Team step of the mission sequence, you must select one friendly SORCERER operative to gain the LEADER keyword for the battle.

Abilities

Below you will find a common ability of the WARPCOVEN kill team.

Boons of Tzeentch

Boons of Tzeentch are Chaos blessings available to WARPCOVEN operatives. When a SORCERER 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 of Tzeentch by any other means (e.g. Boon and Mutation Battle Honours), roll one D6: on a 1-2, 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 results would determine a unique boon, roll again). Make a note of each operative’s Boons of Tzeentch on your roster or dataslate.

When you select a boon for a SORCERER operative to gain, you can select one from any of the categories on the right, but you cannot select one a SORCERER operative on your roster or dataslate already has. When you randomly determine a boon for a SORCERER operative to gain, roll two D3, selecting one result to determine the category of boon and the other result to determine the boon.When randomly determining a boon in matched play, re-roll if you determine a boon another friendly SORCERER operative on your roster already has.

When you select a boon for a TZAANGOR operative to gain, you must select one from the Mutation category, but you cannot select one a TZAANGOR operative on your roster or dataslate already has. When you randomly determine a boon for a TZAANGOR operative to gain, roll one D3 to determine the boon from the Mutation category.

Mutation

1. Warp Swell: Add 1 to the Normal Damage characteristic of melee weapons this operative is equipped with.

2. Mutant Appendage: Once per Turning Point, during this operative’s activation, it can perform a mission action or the Pick Up action for one less AP (to a minimum of 0AP).

3. Avian Talons: Each time this operative fights in combat, if it performed a Charge action during this activation, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike with one normal hit as if it were a critical hit.

Fate

1. 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.

2. Incorporeal Sight: Ranged weapons this operative is equipped with (excluding ranged weapons from a psychic power) gain the Lethal 5+ and No Cover special rules.

3. Time-walker

  • Add 1 to the Attacks characteristic of melee weapons this operative is equipped with.
  • Add to this operative’s Movement characteristic.

Aetheric

1. Immaterial Flight: This operative gains the FLY keyword.

2. Crystalline: Improve this operative’s Save characteristic by 1.

3. Empyric Ward: This operative has a 4+ invulnerable save.


Psychic Actions

When a WARPCOVEN SORCERER operative is added to your roster or dataslate, you must select one of the following psychic disciplines for it to study: Destiny, Tempyric or Warpfire. That operative knows the psychic powers associated with that discipline.

Each time a friendly SORCERER operative performs the Manifest Psychic Power action, select one psychic power it knows to be resolved. You can only select each psychic power a maximum of once per Turning Point.

Destiny Discipline

Weave Fate: Select one friendly WARPCOVEN operative Visible to this operative. Until the start of this operative’s next activation, until it’s incapacitated, or until this psychic power is selected again (whichever comes first), each time a shooting attack is made against that operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.

Twist Destiny: Select one enemy operative Visible to this operative. Until the start of this operative’s next activation, until it’s incapacitated, or until this psychic power is selected again (whichever comes first):
  • Each time that enemy operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that shooting attack, your opponent cannot re-roll their attack dice.
  • That enemy operative ignores all positive modifiers to its APL.

Doombolt: Perform a free Shoot action using the following ranged weapon:
 
Name
A
BS/WS
D
Doombolt
4
3+
3/3
Special Rules
!
Lethal 5+
MW2

Tempyric Discipline

Ephemeral Instability: Until the start of this operative’s next activation, until it’s incapacitated, or until this psychic power is selected again (whichever comes first), subtract from the distance that enemy operatives can move when performing Charge and Dash actions.

Temporal Manipulation: Select one friendly WARPCOVEN operative Visible to and within of this operative. That operative regains 2D3 lost wounds.

Fluxblast: Perform a free Shoot action using the following ranged weapon:
 
Name
A
BS/WS
D
Fluxblast
4
3+
3/4
Special Rules
!
Blast
Rending

Warpfire Discipline

Warp Portal: Select one friendly WARPCOVEN operative Visible to and within of this operative that has not performed an action in which it moved during this Turning Point. Remove it from the killzone and set it back up again within of this operative and not within Engagement Range of an enemy operative. That friendly operative cannot perform actions in which it moves during this Turning Point.

Infernal Fire: Select one enemy operative Visible to this operative. Until the start of this operative’s next activation, until it’s incapacitated, or until this psychic power is selected again (whichever comes first), each time a friendly WARPCOVEN operative fights in combat or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.

Firestorm: Perform a free Shoot action using the following ranged weapon:
 
Name
A
BS/WS
D
Firestorm
5
4+
2/2
Special Rules
!
Barrage, Blast , Indirect
-

Strategic Ploys

If your faction is WARPCOVEN, you can use the following Strategic Ploys during a game.

EXALTED ASTARTES0CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly SORCERER operative is activated:
  • If it does not perform a Shoot action during that activation, it can perform two Fight actions during that activation.
  • If it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation, but it must select different ranged weapons for those shooting attacks. Ranged weapons from a WARPCOVEN, psychic power are eligible weapons for this.
In addition, until the end of the Turning Point, each time a friendly RUBRIC MARINE operative is activated, if it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation. If it’s a GUNNER operative, one additional action point must be subtracted to perform the second Shoot action.
PSYCHIC DOMINION1CP
Strategic Ploy
Until the end of the Turning Point, friendly SORCERER operatives can perform the Manifest Psychic Power action twice during their activations.
SLOW AND PURPOSEFUL1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly 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 shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).
SAVAGE HERD1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly TZAANGOR operative fights in combat, before rolling your attack dice for that combat, you can retain one as a successful normal hit without rolling it. If another friendly TZAANGOR operative is supporting them in that combat, you can retain one as a successful critical hit instead.

Tactical Ploys

If your faction is WARPCOVEN, you can use the following Tactical Ploys during a game.

CAPRICIOUS PLAN1CP
Tactical Ploy
Use this Tactical Ploy at the end of a friendly SORCERER operative’s activation. You can immediately perform a free Dash action with that operative and change its order.
PSYCHIC CABAL1CP
Tactical Ploy
Use this Tactical Ploy when you would select a psychic power to be resolved by a friendly SORCERER operative as a result of performing the Manifest Psychic Power action. You can select a psychic power from a discipline another friendly SORCERER operative within of this operative has studied.
MUTANT HERD1CP
Tactical Ploy
Use this Tactical Ploy at the start of a friendly TZAANGOR operative’s activation. Select one other ready friendly TZAANGOR operative Visible to and within of that operative that is eligible to be activated. After that operative’s activation, activate that other operative before your opponent activates any operatives or performs an Overwatch action.
SCHEMES OF CHANGE1CP
Tactical Ploy
Use this Tactical Ploy at the start of the Target Reveal step of the Strategy phase, or when you activate a ready friendly WARPCOVEN operative. Discard one of your Tac Ops (any victory points scored from it are lost) and select a new Tac Op from those that remain from your chosen archetype, or a faction Tac Op (unless you have another faction Tac Op in use).

Tac Ops

If your faction is WARPCOVEN, you can use the Warpcoven Tac Ops listed below, as specified in the mission sequence.

SCRY SECRET
Warpcoven – Faction Tac Op 1
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent selects one of their operatives to be holding a secret.
  • If a friendly operative performs the Scry Secret action, you score 1VP.
  • At the end of the battle, if a friendly operative has performed the Scry Secret action and has not been incapacitated, you score 1VP.

Friendly SORCERER operatives can perform the following mission action:

Scry Secret1AP

Psychic action. An operative can perform this action while within of the enemy operative holding a secret. An operative cannot perform this action while within Engagement Range of an enemy operative. Your kill team can only perform this action once.
SORCEROUS RITUAL
Warpcoven – Faction Tac Op 2
Reveal this Tac Op when a friendly operative performs the Sorcerous Ritual action.
  • If a friendly operative performs the Sorcerous Ritual action in two or more Turning Points, you score 1VP.
  • If a friendly operative performs the Sorcerous Ritual action in three or more Turning Points, you score 1VP.
Friendly SORCERER operatives can perform the following mission action:

Sorcerous Ritual1AP

Psychic action. An operative can perform this action while within of a ritual site. An operative cannot perform this action while within of an enemy operative. A ritual site is the centre of the killzone or an objective marker that is more than from your drop zone. Once a friendly operative performs this action, friendly operatives can only perform this action again at the same ritual site.
GRAND PLAN
Warpcoven – Faction Tac Op 3
Reveal this Tac Op 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 from their killzone edge (they cannot select an objective marker that can be removed during the battle).
  • If that enemy operative is incapacitated, you score 1VP.
  • If you control that objective marker at the end of any Turning Point, you score 1VP.

Spec Ops Rules

Below you will find a selection of rules for Spec Ops campaigns in which you have selected WARPCOVEN as your faction keyword.

Battle Honours

Each time a WARPCOVEN operative gains a Battle Honour, instead of determining one from its specialism, you can instead determine one from the appropriate table below. You can either roll one D3 to randomly determine the Battle Honour from the appropriate table (re-rolling if it isn’t suitable), or you can select one from the appropriate table. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

RUBRIC MARINE SPECIALIST
D3Specialism
1Warded: The first time an attack dice would inflict damage on this operative in each battle, halve the damage inflicted (rounding up).
2Unwavering: This operative has a 4+ invulnerable save.
3Automata:
  • Each time this operative is activated, you can ignore any or all modifiers to its APL.
  • This operative is not affected by the Stun critical hit rule.

SORCERER SPECIALIST
D3Specialism
1Boon: This operative gains one Boon of Tzeentch.
2Studious: Select one psychic power from a discipline this operative has not studied. This operative knows that psychic power.
3Rubric Affinity: Select one friendly RUBRIC MARINE operative from your dataslate. For the purposes of that operative’s Sorcerer’s Command ability, this SORCERER operative only needs to be in the killzone (instead of within ).

TZAANGOR SPECIALIST
D3Specialism
1Avian Mobility:
  • You can ignore any or all modifiers to this operative’s Movement characteristic.
  • Each time this operative climbs or drops, you can ignore the first vertical distance of it travels for that climb or drop.
2Mutation: This operative gains one Boon of Tzeentch.
3Savage: Weapons this operative is equipped with gain the Rending critical hit rule.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is WARPCOVEN, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

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:

Animate Avians: While an enemy operative is within Engagement Range of this operative, subtract 1 from the Attacks characteristic of melee weapons that enemy operative is equipped with.

3. WITCHFIRE MANTLE [3EP]

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

Witchfire Mantle: Each time this operative makes a shooting attack with a ranged weapon from a psychic power, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.

4. AEONGLASS [3EP]

The operative gains the following ability for the battle:

Aeonglass: Once per battle, when this operative is activated, you can use this ability. If you do so, add 1 to this operative’s APL.

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:

Changeblade1AP

Select one friendly TZAANGOR operative Visible to and within of this operative and roll one D6:
  • On a 1-2, that operative suffers 1 mortal wound.
  • On a 3-4, until the end of the battle, improve the Ballistic Skill and Weapon Skill characteristics of ranged and melee weapons that operative is equipped with by 1.
  • On a 5-6, that operative gains 3 wounds. This can take it above its Wounds characteristic (any wounds gained above its Wounds characteristic are removed at the end of the battle).
Each friendly operative can only be selected for this action once. This operative cannot perform this action while within Engagement Range of an enemy operative.


Assets

Each time you would add a strategic asset to your base of operations, if your faction is WARPCOVEN, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

REBINDING ALTAR

Upon 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 ORRERY

This 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.

HERDSTONE

This 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).


Requisitions

In a Spec Ops campaign, if your faction is WARPCOVEN, you can use the following Requisitions in addition to those presented in other publications.

BESEECH THE CHANGER OF THE WAYS1RP

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...

Purchase this Requisition before or after a game. Remove one Boon of Tzeentch from one friendly WARPCOVEN operative. That operative then gains one Boon of Tzeentch.
LORE STUDY1RP

The Sorcerer delves into ancient and forbidden tomes, refocusing their efforts on a new discipline of powerful sorcery.

Purchase this Requisition before or after a game. Select a new WARPCOVEN psychic power discipline for one friendly WARPCOVEN SORCERER operative to study; that operative knows the psychic powers associated with that discipline instead. If that operative has the Studious Battle Honour, you can also select a different psychic power for that Battle Honour in addition to, or instead of, selecting a new discipline to study.
PURSUIT OF THE ARCANE1RP

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.

Purchase this Requisition when you add an item of rare equipment to your stash, or when you increase your asset capacity by one. Select one friendly WARPCOVEN operative (excluding a RUBRIC MARINE operative) to gain 2XP.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is WARPCOVEN, you can select one from those found below instead of selecting one from another source.

Labyrinthine Plans

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.

OPERATION 1: STRANDS

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.

OPERATION 2: DESTINY’S MOMENT

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.

COMMENDATION
  • You gain two Requisition points.
  • You can distribute 5XP across the operatives on your roster.
  • You can use the ‘Beseech the Changer of the Ways’ Requisition once without spending any Requisition points. When determining that Boon of Tzeentch, you can select or randomly generate it.

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Perform Ritual’ Spec Op.

Arcane Artefact

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.

OPERATION 1: DISCERN LOCATION

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.

OPERATION 2: EXTRACT ARTEFACT

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.

COMMENDATION
  • You gain one Requisition point.
  • You can add one item of rare equipment to your stash.
  • The friendly operative that scored you victory points from the ‘Sorcerous Ritual’ Tac Op earns 5 XP. This is not affected by a passed Casualty test.

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Recover Archeotech’ Spec Op.

Equipment

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:

Occult Talisman: 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]

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

Sorcerous Scroll: When this operative gains this ability, select one psychic power from a discipline this operative has not studied. Once in the battle, when this operative performs the Manifest Psychic Power action, if it is not within Engagement Range of an enemy operative, you can select that psychic power to be resolved for that action.

ARCANE ROBES [2EP]

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

Arcane Robes: Once per Turning Point, when Critical Damage would be inflicted upon this operative, you can use this ability. If you do so, that attack dice inflicts Normal Damage instead.

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:

Gilded Horns: Each time this operative fights in combat, if it performed a Charge action during that activation, in the Roll Attack Dice step of that combat, you can retain one of your attack dice results of 5+ that is a successful hit as a critical hit.


Datacards


Sorcerer

Sorcerers are the leaders of the Thousand Sons Legion. They control forces of Rubric Marines, having yoked them to their will. Sorcerers direct them like puppeteers as bulwarks against their foes, channelling dark magics of manipulation through their own psychically attuned weapons.

Sorcerer

Sorcerers are the leaders of the Thousand Sons Legion. They control forces of Rubric Marines, having yoked them to their will. Sorcerers direct them like puppeteers as bulwarks against their foes, channelling dark magics of manipulation through their own psychically attuned weapons.

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 , AP1Rng , AP1-
Warpflame pistol
Warpflame pistol
5
2+
2/4
Rng , Torrent , AP1Rng , 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.
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.
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.
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.
DATACARD-RELATED
EXALTED ASTARTES , PSYCHIC DOMINION , CAPRICIOUS PLAN , PSYCHIC CABAL , SCRY SECRET , SORCEROUS RITUAL , WITCHFIRE MANTLE , FLUXHELM , LORE STUDY , PURSUIT OF THE ARCANE , Sorcerous Scroll , Arcane Robes
WARPCOVEN, CHAOS, ARCANA ASTARTES, <GREAT CULT>, PSYKER, SORCERER
WARPCOVEN, CHAOS, ARCANA ASTARTES, <GREAT CULT>, PSYKER, SORCERER


Rubric Marine Gunner

With their armour s servos infused with sorcery, the spirit within a Rubric Marine’s shell easily hefts the heaviest of arcane weapons. Their soulreaper cannons shoot streams of shells alight with magical power, while their warpflamers unleash gouts of iridescent fire.

Rubric Marine Gunner

With their armour s servos infused with sorcery, the spirit within a Rubric Marine’s shell easily hefts the heaviest of arcane weapons. Their soulreaper cannons shoot streams of shells alight with magical power, while their warpflamers unleash gouts of iridescent fire.

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, FusilladeAP1, Fusillade-
Warpflamer
Warpflamer
5
2+
2/4
Rng , Torrent , AP1Rng , Torrent , AP1-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
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 cannot move more than 3 during its 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.
-
ABILITIES
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 cannot move more than 3 during its 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.
UNIQUE ACTIONS
-
DATACARD-RELATED
EXALTED ASTARTES , SLOW AND PURPOSEFUL , Gargoyle Bayonet
WARPCOVEN, CHAOS, ARCANA ASTARTES, <GREAT CULT>, RUBRIC MARINE, GUNNER
WARPCOVEN, CHAOS, ARCANA ASTARTES, <GREAT CULT>, RUBRIC MARINE, GUNNER


Rubric Marine Icon Bearer

Rubric Marines and their masters ultimately serve the schemes of the Chaos God Tzeentch. Some of these arcane warriors bear sorcerous icons of the Changer of the Ways that crawl with coruscating energy, which the Sorcerers can draw upon to enhance their power.

Rubric Marine Icon Bearer

Rubric Marines and their masters ultimately serve the schemes of the Chaos God Tzeentch. Some of these arcane warriors bear sorcerous icons of the Changer of the Ways that crawl with coruscating energy, which the Sorcerers can draw upon to enhance their power.

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
AP1AP1-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
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 cannot move more than 3 during its activation.
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.
-
ABILITIES
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 cannot move more than 3 during its activation.
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.
UNIQUE ACTIONS
-
DATACARD-RELATED
EXALTED ASTARTES , SLOW AND PURPOSEFUL , Gargoyle Bayonet
WARPCOVEN, CHAOS, ARCANA ASTARTES, <GREAT CULT>, RUBRIC MARINE, ICON BEARER
WARPCOVEN, CHAOS, ARCANA ASTARTES, <GREAT CULT>, RUBRIC MARINE, ICON BEARER


Rubric Marine Warrior

Rubric Marine Warriors are animated suits of power armour inhabited by the bound souls of their former occupants. With ruinous proficiency, they steadily fire bursts of eldritch shells from their inferno boltguns, advancing upon their psychic masters’ enemies.

Rubric Marine Warrior

Rubric Marine Warriors are animated suits of power armour inhabited by the bound souls of their former occupants. With ruinous proficiency, they steadily fire bursts of eldritch shells from their inferno boltguns, advancing upon their psychic masters’ enemies.

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
AP1AP1-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
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 cannot move more than 3 during its 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.
-
ABILITIES
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 cannot move more than 3 during its 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.
UNIQUE ACTIONS
-
DATACARD-RELATED
EXALTED ASTARTES , SLOW AND PURPOSEFUL , Gargoyle Bayonet
WARPCOVEN, CHAOS, ARCANA ASTARTES, <GREAT CULT>, RUBRIC MARINE, WARRIOR
WARPCOVEN, CHAOS, ARCANA ASTARTES, <GREAT CULT>, RUBRIC MARINE, WARRIOR


Tzaangor Champion

These ferocious Tzaangor wield enormous two-handed blades or axes that can cleave enemy warriors in two. It takes fighters with great skill as well as aggression to carry such formidable weapons, and they cause as much terror as they do casualties.

Tzaangor Champion

These ferocious Tzaangor wield enormous two-handed blades or axes that can cleave enemy warriors in two. It takes fighters with great skill as well as aggression to carry such formidable weapons, and they cause as much terror as they do casualties.

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 1Lethal 5+Reap 1
ABILITIES UNIQUE ACTIONS
Favoured by Change: This operative has a 5+ invulnerable save.
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).
ABILITIES
Favoured by Change: This operative has a 5+ invulnerable save.
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).
DATACARD-RELATED
SAVAGE HERD , MUTANT HERD , PURSUIT OF THE ARCANE , Gilded Horns
WARPCOVEN, CHAOS, TZAANGOR, CHAMPION
WARPCOVEN, CHAOS, TZAANGOR, CHAMPION


Tzaangor Fighter

Tzaangor fighters are mutated fusions of avian beasts and corrupted Humans. In thrall to Tzeentch, they serve the Thousand Sons as bestial shock troops, attacking with savage blows from ritual blades and tearing flesh with their jagged beaks.

Tzaangor Fighter

Tzaangor fighters are mutated fusions of avian beasts and corrupted Humans. In thrall to Tzeentch, they serve the Thousand Sons as bestial shock troops, attacking with savage blows from ritual blades and tearing flesh with their jagged beaks.

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
RelentlessRelentless-
ABILITIES UNIQUE ACTIONS
Favoured by Change: This operative has a 5+ invulnerable save.
-
ABILITIES
Favoured by Change: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
-
DATACARD-RELATED
SAVAGE HERD , MUTANT HERD , PURSUIT OF THE ARCANE , Ensorcelled Rounds , Gilded Horns
WARPCOVEN, CHAOS, TZAANGOR, FIGHTER
WARPCOVEN, CHAOS, TZAANGOR, FIGHTER


Tzaangor Horn Bearer

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.

Tzaangor Horn Bearer

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.
Brayhorn (1AP): Until the end of the Turning Point, add to the Movement characteristic of friendly TZAANGOR operatives.
ABILITIES
Favoured by Change: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
Brayhorn (1AP): Until the end of the Turning Point, add to the Movement characteristic of friendly TZAANGOR operatives.
DATACARD-RELATED
SAVAGE HERD , MUTANT HERD , PURSUIT OF THE ARCANE , Gilded Horns
WARPCOVEN, CHAOS, TZAANGOR, HORN BEARER
WARPCOVEN, CHAOS, TZAANGOR, HORN BEARER


Tzaangor Icon Bearer

Driven by a desire to accumulate arcane knowledge, Tzaangor hope to use such a prize to gain even more favour with Tzeentch. Particularly fervent Tzaangor carry sinuous icons and banners they believe draw their deity’s gaze and mutative blessings.

Tzaangor Icon Bearer

Driven by a desire to accumulate arcane knowledge, Tzaangor hope to use such a prize to gain even more favour with Tzeentch. Particularly fervent Tzaangor carry sinuous icons and banners they believe draw their deity’s gaze and mutative blessings.

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.
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.
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.
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.
DATACARD-RELATED
SAVAGE HERD , MUTANT HERD , PURSUIT OF THE ARCANE , Gilded Horns
WARPCOVEN, CHAOS, TZAANGOR, ICON BEARER
WARPCOVEN, CHAOS, TZAANGOR, ICON BEARER
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
CAPRICIOUS PLAN1CP
Tactical Ploy
Use this Tactical Ploy at the end of a friendly SORCERER operative’s activation. You can immediately perform a free Dash action with that operative and change its order.

The RUBRIC MARINE keyword is used in the following Warpcoven datacards:

SCHEMES OF CHANGE1CP
Tactical Ploy
Use this Tactical Ploy at the start of the Target Reveal step of the Strategy phase, or when you activate a ready friendly WARPCOVEN operative. Discard one of your Tac Ops (any victory points scored from it are lost) and select a new Tac Op from those that remain from your chosen archetype, or a faction Tac Op (unless you have another faction Tac Op in use).
EXALTED ASTARTES0CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly SORCERER operative is activated:
  • If it does not perform a Shoot action during that activation, it can perform two Fight actions during that activation.
  • If it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation, but it must select different ranged weapons for those shooting attacks. Ranged weapons from a WARPCOVEN, psychic power are eligible weapons for this.
In addition, until the end of the Turning Point, each time a friendly RUBRIC MARINE operative is activated, if it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation. If it’s a GUNNER operative, one additional action point must be subtracted to perform the second Shoot action.

The ARCANA ASTARTES keyword is used in the following Warpcoven datacards:

The TZAANGOR keyword is used in the following Warpcoven datacards:

COMMAND RE-ROLL1CP
Tactical Ploy
Use this Tactical Ploy after rolling one of your attack dice or defence dice. You can re-roll that dice.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
Fly
Each time an operative makes any kind of move, if it has the FLY keyword, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
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.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Barrage
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, the automatic retention of defence dice as a result of cover is determined differently. Instead, if any part of the operative’s base is hidden by a terrain feature from directly above, the defender can retain defence dice as if they were in cover.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Psychic Action
This is a term for a certain kind of action. This term provides no additional rules on its own, but other rules may interact with actions that have this term.
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
Boons of Tzeentch
Boons of Tzeentch are Chaos blessings available to WARPCOVEN operatives. When a SORCERER 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 of Tzeentch by any other means (e.g. Boon and Mutation Battle Honours), roll one D6: on a 1-2, 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 results would determine a unique boon, roll again). Make a note of each operative’s Boons of Tzeentch on your roster or dataslate.

When you select a boon for a SORCERER operative to gain, you can select one from any of the categories on the right, but you cannot select one a SORCERER operative on your roster or dataslate already has. When you randomly determine a boon for a SORCERER operative to gain, roll two D3, selecting one result to determine the category of boon and the other result to determine the boon.When randomly determining a boon in matched play, re-roll if you determine a boon another friendly SORCERER operative on your roster already has.

When you select a boon for a TZAANGOR operative to gain, you must select one from the Mutation category, but you cannot select one a TZAANGOR operative on your roster or dataslate already has. When you randomly determine a boon for a TZAANGOR operative to gain, roll one D3 to determine the boon from the Mutation category.

Mutation

1. Warp Swell: Add 1 to the Normal Damage characteristic of melee weapons this operative is equipped with.

2. Mutant Appendage: Once per Turning Point, during this operative’s activation, it can perform a mission action or the Pick Up action for one less AP (to a minimum of 0AP).

3. Avian Talons: Each time this operative fights in combat, if it performed a Charge action during this activation, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike with one normal hit as if it were a critical hit.

Fate

1. 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.

2. Incorporeal Sight: Ranged weapons this operative is equipped with (excluding ranged weapons from a psychic power) gain the Lethal 5+ and No Cover special rules.

3. Time-walker

  • Add 1 to the Attacks characteristic of melee weapons this operative is equipped with.
  • Add to this operative’s Movement characteristic.

Aetheric

1. Immaterial Flight: This operative gains the FLY keyword.

2. Crystalline: Improve this operative’s Save characteristic by 1.

3. Empyric Ward: This operative has a 4+ invulnerable save.

Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
SORCEROUS RITUAL
Warpcoven – Faction Tac Op 2
Reveal this Tac Op when a friendly operative performs the Sorcerous Ritual action.
  • If a friendly operative performs the Sorcerous Ritual action in two or more Turning Points, you score 1VP.
  • If a friendly operative performs the Sorcerous Ritual action in three or more Turning Points, you score 1VP.
Friendly SORCERER operatives can perform the following mission action:

Sorcerous Ritual1AP

Psychic action. An operative can perform this action while within of a ritual site. An operative cannot perform this action while within of an enemy operative. A ritual site is the centre of the killzone or an objective marker that is more than from your drop zone. Once a friendly operative performs this action, friendly operatives can only perform this action again at the same ritual site.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
TRIANGULATE
Recon – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If two killzone edges are triangulated by friendly operatives, you score 1VP.
  • If three killzone edges are triangulated by friendly operatives, you score an additional 1VP.
Friendly operatives can perform the following mission action:

TRIANGULATE1AP

An operative can perform this action while within of a killzone edge that is not your own killzone edge and has not been triangulated by friendly operatives. An operative cannot perform this action while within of enemy operatives. If this action is performed by a friendly operative, that killzone edge has been triangulated by friendly operatives.
PLANT SIGNAL BEACON
Recon – Tac Op
You must reveal this Tac Op when a friendly operative performs the Plant Signal Beacon action.
  • At the end of the battle, if your signal beacon token is within of your opponent's drop zone, you score 2VPs.
Once per battle, a friendly operative can perform the following mission action:

PLANT SIGNAL BEACON2AP

Place a signal beacon token within of this operative. An operative cannot perform this action while within of enemy operatives. If any enemy operatives finish a move within of the centre of your signal beacon token and more than from friendly operatives, remove that signal beacon token.
BESEECH THE CHANGER OF THE WAYS1RP

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...

Purchase this Requisition before or after a game. Remove one Boon of Tzeentch from one friendly WARPCOVEN operative. That operative then gains one Boon of Tzeentch.
SCRY SECRET
Warpcoven – Faction Tac Op 1
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent selects one of their operatives to be holding a secret.
  • If a friendly operative performs the Scry Secret action, you score 1VP.
  • At the end of the battle, if a friendly operative has performed the Scry Secret action and has not been incapacitated, you score 1VP.

Friendly SORCERER operatives can perform the following mission action:

Scry Secret1AP

Psychic action. An operative can perform this action while within of the enemy operative holding a secret. An operative cannot perform this action while within Engagement Range of an enemy operative. Your kill team can only perform this action once.
ROB AND RANSACK
Seek & Destroy – Tac Op
You can reveal this Tac Op when an enemy operative is incapacitated by a friendly operative within of it, and that friendly operative is more than from other enemy operatives.
  • You score 1VP.
  • At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1VP.
INTERLOPER
Infiltration – Tac Op
After selecting this Tac Op, secretly select one friendly operative to be your interloper. You must reveal this Tac Op when your interloper performs the Interlope action.
  • Remove your interloper from the killzone and score 2VPs.
Your interloper can perform the following mission action once:

INTERLOPE1AP

Perform this action while within of an enemy killzone edge and more than from enemy operatives.
Ceaseless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
EXALTED ASTARTES0CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly SORCERER operative is activated:
  • If it does not perform a Shoot action during that activation, it can perform two Fight actions during that activation.
  • If it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation, but it must select different ranged weapons for those shooting attacks. Ranged weapons from a WARPCOVEN, psychic power are eligible weapons for this.
In addition, until the end of the Turning Point, each time a friendly RUBRIC MARINE operative is activated, if it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation. If it’s a GUNNER operative, one additional action point must be subtracted to perform the second Shoot action.
PSYCHIC DOMINION1CP
Strategic Ploy
Until the end of the Turning Point, friendly SORCERER operatives can perform the Manifest Psychic Power action twice during their activations.
PSYCHIC CABAL1CP
Tactical Ploy
Use this Tactical Ploy when you would select a psychic power to be resolved by a friendly SORCERER operative as a result of performing the Manifest Psychic Power action. You can select a psychic power from a discipline another friendly SORCERER operative within of this operative has studied.
SCRY SECRET
Warpcoven – Faction Tac Op 1
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent selects one of their operatives to be holding a secret.
  • If a friendly operative performs the Scry Secret action, you score 1VP.
  • At the end of the battle, if a friendly operative has performed the Scry Secret action and has not been incapacitated, you score 1VP.

Friendly SORCERER operatives can perform the following mission action:

Scry Secret1AP

Psychic action. An operative can perform this action while within of the enemy operative holding a secret. An operative cannot perform this action while within Engagement Range of an enemy operative. Your kill team can only perform this action once.
SORCEROUS RITUAL
Warpcoven – Faction Tac Op 2
Reveal this Tac Op when a friendly operative performs the Sorcerous Ritual action.
  • If a friendly operative performs the Sorcerous Ritual action in two or more Turning Points, you score 1VP.
  • If a friendly operative performs the Sorcerous Ritual action in three or more Turning Points, you score 1VP.
Friendly SORCERER operatives can perform the following mission action:

Sorcerous Ritual1AP

Psychic action. An operative can perform this action while within of a ritual site. An operative cannot perform this action while within of an enemy operative. A ritual site is the centre of the killzone or an objective marker that is more than from your drop zone. Once a friendly operative performs this action, friendly operatives can only perform this action again at the same ritual site.

3. WITCHFIRE MANTLE [3EP]

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

Witchfire Mantle: Each time this operative makes a shooting attack with a ranged weapon from a psychic power, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.

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.
LORE STUDY1RP

The Sorcerer delves into ancient and forbidden tomes, refocusing their efforts on a new discipline of powerful sorcery.

Purchase this Requisition before or after a game. Select a new WARPCOVEN psychic power discipline for one friendly WARPCOVEN SORCERER operative to study; that operative knows the psychic powers associated with that discipline instead. If that operative has the Studious Battle Honour, you can also select a different psychic power for that Battle Honour in addition to, or instead of, selecting a new discipline to study.
PURSUIT OF THE ARCANE1RP

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.

Purchase this Requisition when you add an item of rare equipment to your stash, or when you increase your asset capacity by one. Select one friendly WARPCOVEN operative (excluding a RUBRIC MARINE operative) to gain 2XP.

SORCEROUS SCROLL+ [4EP]

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

Sorcerous Scroll: When this operative gains this ability, select one psychic power from a discipline this operative has not studied. Once in the battle, when this operative performs the Manifest Psychic Power action, if it is not within Engagement Range of an enemy operative, you can select that psychic power to be resolved for that action.

ARCANE ROBES [2EP]

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

Arcane Robes: Once per Turning Point, when Critical Damage would be inflicted upon this operative, you can use this ability. If you do so, that attack dice inflicts Normal Damage instead.

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:

Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
SLOW AND PURPOSEFUL1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly 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 shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).

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:

Brutal
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.
Reap x
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if you strike with a critical hit, inflict x mortal wounds on each other enemy operative Visible to the friendly operative and within of it or the target operative, x is the number after the weapon’s Reap (e.g. Reap 1).
SAVAGE HERD1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly TZAANGOR operative fights in combat, before rolling your attack dice for that combat, you can retain one as a successful normal hit without rolling it. If another friendly TZAANGOR operative is supporting them in that combat, you can retain one as a successful critical hit instead.
MUTANT HERD1CP
Tactical Ploy
Use this Tactical Ploy at the start of a friendly TZAANGOR operative’s activation. Select one other ready friendly TZAANGOR operative Visible to and within of that operative that is eligible to be activated. After that operative’s activation, activate that other operative before your opponent activates any operatives or performs an Overwatch action.

GILDED HORNS [1EP]

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

Gilded Horns: Each time this operative fights in combat, if it performed a Charge action during that activation, in the Roll Attack Dice step of that combat, you can retain one of your attack dice results of 5+ that is a successful hit as a critical hit.

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.

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