Book | Kind | Edition | Version | Last update |
Kill Team Annual 2022 (Wyrmblade) | ||||
Kill Team Annual 2022 (Wyrmblade) | Expansion | 2 | 1.4 | May 2024 |
The Balance Dataslate | ||||
The Balance Dataslate | Rulebook | 2 | Q2 2024 | June 2024 |
Close Quarters | ||||
Close Quarters | Expansion | 2 | December 2022 |
Q: | When using the Hiding Tactical Ploy, if I activate a hiding operative, set it up with an order, subtract the action points for the Normal Move action, can I then immediately change its order with the Cult Ambush ability? In particular, change to Engage to benefit from the attack dice re-rolls of Cult Ambush? |
A: | No. |
Q: | If a LOCUS operative performs the Quicksilver Strike action, then an enemy operative moves with FLY within of it, can that enemy operative’s activation be interrupted to resolve the Quicksilver Strike action? |
A: | Not while the enemy operative is using FLY; it moves around the LOCUS operative as if it were not there, so the condition of the Quicksilver Strike action cannot be met. |
Q: | For the purposes of the Cult Ambush ability, when an WYRMBLADE operative makes multiple shooting attacks from one Shoot action (e.g. Blast or Torrent), do the re-rolls apply to all the shooting attacks from that one action, or just the first one? |
A: | All of them. |
Below you will find a list of the operatives that make up a WYRMBLADE kill team, including, where relevant, any wargear those models must be equipped with.
Below you will find a common abilities of the WYRMBLADE kill team.
The most elite operatives available to a gene-sect’s leaders, these cult agents are honed killers. They are intimately familiar with the murderous tools of their croft - weapons and specialist gear they have carefully maintained and employed for years in the cult’s service. They are able to strike hard and fast from the shadows, eliminate their targets without mercy and vanish again before their victim’s stunned comrades can react.
This operative cannot be equipped with equipment.Just as Genestealer Cults bide their time in darkness, striking when the Day of Ascension dawns, so too do their most experienced broods when stalking the enemy. The cultists move in the shadows, setting up the perfect ambush. When the time comes and the signal is given, they strike with coordination, precision and zealous devotion.
During the first Turning Point, when this operative is activated, you can change its order.If your faction is WYRMBLADE, you can use the Wyrmblade 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 WYRMBLADE as your faction keyword.
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1. SPLINTERWYRM KNIFE [2EP] The operative is equipped with the following melee weapon for the battle:
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2. GENE-BREW [2EP] Add 2 to the operative’s Wounds characteristic for the battle. In addition, it gains the following ability for the battle: |
3. ICHOR-INFUSED AMMUNITION [1/2EP] Select an autogun, heavy stubber or shotgun the operative is equipped with. It gains the Lethal 5+ special rule for the battle. If you selected a heavy stubber, this equipment costs 2EP, otherwise, it costs 1EP. |
4. SHADOWLEAP CLOAK [2EP] The operative gains the FLY keyword for the battle. |
5. SIRE-BLESSED ICON [3EP] ICON BEARER operative only. When the operative is equipped with this item for the battle, add 1CP to your pool. In addition, improve the operative’s Save characteristic by 1 for the battle. |
6. NEURAL SHROUD [3EP] The operative gains the following ability for the battle: |
ALCHEMICAL CRYO DISPENSARYStockpiled by the cult's Biophagus - a sinister master of alchemy and gene-manipulation - within this collection's ampoules, flasks and vials are concoctions of gene-spliced stimms, xenotropic enhancers and synthetic flesh. Keyed to the cult's hybrid biosignatures, these chemicals can prove potent restoratives and aid in hyper-rapid healing. In the Update Dataslates step of the mission sequence, you can re-roll one Casualty test or one Recovery test. |
WYRMBORE NETWORKWithin easy reach of the kill team's lair are a dizzying number of concealed tunnels, macropipes, mine shafts and industrial ducts. These provide a ready means of secretive ingress to numerous locations, allowing the kill team's operatives to squirm their way into key areas unobserved. In the Set Up Operatives step of the mission sequence, you can use the Hiding Tactical Ploy without spending any Command points, and can select an additional friendly NEOPHYTE operative to be hiding. |
INSURGENT READ OROPNear the kill team's hideout is a secret location employed by a covert cell of insurgents. The other cell provides intelligence, local rumour, details on changing security patterns and a host of other vital information, leaving encrypted or psychically imprinted messages at the dead drop for the kill team's eyes only. In the Scouting step of the mission sequence, after resolving your selection, you can select and resolve an additional scouting option. It must be a different option to your original selection, and initiative is still determined by your original selection. If both players have this or a similar ability, the Defender resolves this ability first. |
It is a great honour for the leader of a Wyrmblade brood to be assigned a highly placed agent of the cult for their holy missions. Such dispensation is viewed as a blessing of their work and a high appraisal of their worth to their gene-sire.
Using their telepathic powers, the cult's Magus employs the gestalt consciousness emanating from their Patriarch to reach out to their distant clandestine cells, providing both mystical and spiritual aid, and fortifying their minds and bodies in times of need for the good of the cult.
No amount of specialist training or vaunted wonder-weapons can ever equal the sheer lethality of a masterful operation, properly conceived and cunningly executed by the blessed of the brood.
The cult has identified a key enemy target, one who stands in the way of its leaders’ sinister preparations. The enemy have established a series of protection protocols and layers of subtle defences to keep the target safe that must be bypassed before the oppressor’s head can be taken.
The kill team must clandestinely work their way into position, bypassing defences to set up their assassination.
Complete five games in which you scored victory points from the ‘Interloper’, ‘Capture Hostage & Infiltrate’ and/or ‘Behind Enemy Lines’ Tac Op.Once in position, the target must be marked for the brood to strike a zealous blow for the rebellion.
Complete a game in which you scored victory points from the ‘Mark for Assassination’ Tac Op.Anarchy and subversive sabotage can cripple the enemy, especially when conducted from the shadows. The foe must be left reeling and confused as the cult’s brood-warriors escape the sites of their attacks, returning to their brothers and sisters with any information they have gleaned.
The kill team must conduct a series of strikes, appearing from the shadows then returning to them before the enemy can properly react.
Complete five games in which you scored victory points from Wyrmblade Tac Ops.With their mission successful, the kill team must evade the enemy’s desperate searches for the culprits, returning to their cult as heroes.
Complete a game in which, at the end of the battle, one or more friendly operatives are wholly within your opponent’s drop zone and more than from enemy operatives.WYRMBLADE operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Each operative can be equipped with no more than one of each item.
FRAG GRENADE [2EP]
The operative is equipped with the following ranged weapon for the battle:Name | A | BS/WS | D | |||
Frag grenade | 4 | 3+ | 2/3 | |||
Special Rules | ! | |||||
Rng , Blast , Indirect, Limited | - |
BLASTING CHARGE [3EP]
The operative is equipped with the following ranged weapon for the battle:Name | A | BS/WS | D | |||
Blasting charge | 4 | 3+ | 3/4 | |||
Special Rules | ! | |||||
Rng , Blast , Indirect, Limited | - |
FLASH VISOR [1EP]
The operative gains the following ability for the battle:SPOTLIGHT [3EP]
The operative gains the following ability for the battle:CULT TALISMAN [2EP]
The operative gains the following ability for the battle:CLIMBING EQUIPMENT [1EP]
The operative gains the following ability for the battle:M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 8 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Autogun | |||||||||
Autogun | 4 | 3+ | 2/3 | - | - | ||||
Bolt pistol | |||||||||
Bolt pistol | 4 | 3+ | 3/4 | Rng | Rng | - | |||
Master-crafted autopistol | |||||||||
Master-crafted autopistol | 4 | 3+ | 2/3 | Rng , Balanced, Lethal 5+ | Rng , Balanced, Lethal 5+ | - | |||
Shotgun | |||||||||
Shotgun | 4 | 2+ | 3/3 | Rng | Rng | - | |||
Web pistol | |||||||||
Web pistol | 4 | 2+ | 2/2 | Rng . !Stun | Rng | Stun | |||
Chainsword | |||||||||
Chainsword | 4 | 3+ | 4/5 | Ceaseless | Ceaseless | - | |||
Gun butt | |||||||||
Gun butt | 3 | 4+ | 2/3 | - | - | ||||
Power maul | |||||||||
Power maul | 4 | 3+ | 4/5 | !Stun | - | Stun | |||
Power pick | |||||||||
Power pick | 4 | 3+ | 4/5 | !Rending | - | Rending |
ABILITIES | UNIQUE ACTIONS |
Cult Ambush Shadow Vector: Once per Turning Point, you can use either the Slink Into Darkness or Coiled Serpent Tactical Ploy without spending any Command points if a friendly NEOPHYTE operative Visible to this operative is the friendly WYRMBLADE operative for that ploy.
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ABILITIES |
Cult Ambush Shadow Vector: Once per Turning Point, you can use either the Slink Into Darkness or Coiled Serpent Tactical Ploy without spending any Command points if a friendly NEOPHYTE operative Visible to this operative is the friendly WYRMBLADE operative for that ploy.
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UNIQUE ACTIONS |
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WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, NEOPHYTE, LEADER
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The Kelermorph is a third generation cult hybrid, bred to exploit the hopes of the downtrodden and embody their kin’s desire for rebellion. They are seen as inspirational folk heroes, and it is often on Wyrmblade missions that their legend as unnaturally agile, gunslinging revolutionaries is forged.
The Kelermorph is a third generation cult hybrid, bred to exploit the hopes of the downtrodden and embody their kin’s desire for rebellion. They are seen as inspirational folk heroes, and it is often on Wyrmblade missions that their legend as unnaturally agile, gunslinging revolutionaries is forged. |
M | APL | GA | DF | SV | W | Base |
3 | 3 | 1 | 3 | 4+ | 9 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Liberator autostubs | |||||||||
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | |||||||||
Liberator autostubs | Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | ||||||||
- Long range | |||||||||
- Long range | 4 | 4+ | 3/4 | !P1, Rending | - | P1, Rending | |||
- Short range | |||||||||
- Short range | 5 | 2+ | 3/4 | Rng . !P1, Rending | Rng | P1, Rending | |||
Kelermorph knife | |||||||||
Kelermorph knife | 3 | 3+ | 3/4 | !Rending | - | Rending |
ABILITIES | UNIQUE ACTIONS |
Cult Ambush, Preternatural Assassin Heroic Inspiration: If this operative incapacitates an enemy operative, until the end of the Turning Point, it is a Heroic Inspiration. Each time a friendly WYRMBLADE NEOPHYTE operative fights in combat or makes a shooting attack, if this operative is a Heroic Inspiration and is Visible to and within the friendly operative, in the Roll Attack Dice step of that combat or shooting attack, you can retain one of your attack dice results of 5+ that is a successful normal hit as a critical hit instead. Expert Gunslinger: This operative can perform two Shoot actions during each of its activations.
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Hypersense (1AP): The next time this operative performs a Shoot action during this activation, for that shooting attack, the short range profile of its liberator autostubs gains the Indirect and No Cover special rules but loses the P1 and Rending critical hit rules.
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ABILITIES |
Cult Ambush, Preternatural Assassin Heroic Inspiration: If this operative incapacitates an enemy operative, until the end of the Turning Point, it is a Heroic Inspiration. Each time a friendly WYRMBLADE NEOPHYTE operative fights in combat or makes a shooting attack, if this operative is a Heroic Inspiration and is Visible to and within the friendly operative, in the Roll Attack Dice step of that combat or shooting attack, you can retain one of your attack dice results of 5+ that is a successful normal hit as a critical hit instead. Expert Gunslinger: This operative can perform two Shoot actions during each of its activations.
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UNIQUE ACTIONS |
Hypersense (1AP): The next time this operative performs a Shoot action during this activation, for that shooting attack, the short range profile of its liberator autostubs gains the Indirect and No Cover special rules but loses the P1 and Rending critical hit rules.
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WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, CULT AGENT, KELERMORPH
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Brood-Adepts are amongst the most experienced guerrilla fighters of a cult’s Neophyte Hybrids. They are veteran agitators and insurgents, ferociously loyal and deeply indoctrinated in the cult’s creed. They form the backbone of the elite Wyrmblade broods sent deep into the oppressors’ territory.
Brood-Adepts are amongst the most experienced guerrilla fighters of a cult’s Neophyte Hybrids. They are veteran agitators and insurgents, ferociously loyal and deeply indoctrinated in the cult’s creed. They form the backbone of the elite Wyrmblade broods sent deep into the oppressors’ territory. |
M | APL | GA | DF | SV | W | Base |
3 | 2 | 2 | 3 | 5+ | 7 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Autogun | |||||||||
Autogun | 4 | 4+ | 2/3 | - | - | ||||
Shotgun | |||||||||
Shotgun | 4 | 3+ | 3/3 | Rng | Rng | - | |||
Gun butt | |||||||||
Gun butt | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
Cult Ambush
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ABILITIES |
Cult Ambush
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UNIQUE ACTIONS |
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WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, NEOPHYTE, BROOD-ADEPT
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Especially powerful weapons purloined from defence militias, acquired via criminal contacts or even built in cult-owned weapons shops are issued to a Wyrmblade brood’s most capable Gunners. These warriors gladly lay down salvoes on the move to protect their comrades and slay the cult’s foes.
Especially powerful weapons purloined from defence militias, acquired via criminal contacts or even built in cult-owned weapons shops are issued to a Wyrmblade brood’s most capable Gunners. These warriors gladly lay down salvoes on the move to protect their comrades and slay the cult’s foes. |
M | APL | GA | DF | SV | W | Base |
3 | 2 | 1 | 3 | 5+ | 7 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Flamer | |||||||||
Flamer | 5 | 2+ | 2/2 | Rng , Torrent | Rng , Torrent | - | |||
Grenade launcher | |||||||||
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | |||||||||
Grenade launcher | Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | ||||||||
- Frag | |||||||||
- Frag | 4 | 4+ | 2/4 | Blast | Blast | - | |||
- Krak | |||||||||
- Krak | 4 | 4+ | 4/5 | AP1 | AP1 | - | |||
Webber | |||||||||
Webber | 5 | 3+ | 2/2 | Rng , Lethal 5+. !Stun | Rng , Lethal 5+ | Stun | |||
Gun butt | |||||||||
Gun butt | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
Cult Ambush
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ABILITIES |
Cult Ambush
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UNIQUE ACTIONS |
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WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, NEOPHYTE, GUNNER
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Powerfully built Neophytes - some more prominently bearing the blessed mark of their gene-sire - are granted the honour of bearing deadly, repurposed mining tools or weapons too hefty for normal Humans to carry. Their heavy firepower supports Wyrmblade missions by laying low the biggest threats.
Powerfully built Neophytes - some more prominently bearing the blessed mark of their gene-sire - are granted the honour of bearing deadly, repurposed mining tools or weapons too hefty for normal Humans to carry. Their heavy firepower supports Wyrmblade missions by laying low the biggest threats. |
M | APL | GA | DF | SV | W | Base |
3 | 2 | 1 | 3 | 5+ | 7 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Heavy stubber | |||||||||
Heavy stubber | 5 | 4+ | 3/4 | Ceaseless, Fusillade, Heavy | Ceaseless, Fusillade, Heavy | - | |||
Mining laser | |||||||||
Mining laser | 5 | 4+ | 5/6 | AP1, Heavy | AP1, Heavy | - | |||
Seismic cannon | |||||||||
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | |||||||||
Seismic cannon | Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | ||||||||
- Long-wave | |||||||||
- Long-wave | 6 | 4+ | 2/2 | Blast , Heavy. !Stun | Blast , Heavy | Stun | |||
- Short-wave | |||||||||
- Short-wave | 4 | 3+ | 4/4 | Rng , Heavy. !P1, Stun | Rng , Heavy | P1, Stun | |||
Gun butt | |||||||||
Gun butt | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
Cult Ambush Suspensor System: The Heavy special rule of ranged weapons the operative is equipped with is treated differently. Instead, an operative cannot move more than 3 in the same activation in which it performs a Shoot action with any of those ranged weapons.
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ABILITIES |
Cult Ambush Suspensor System: The Heavy special rule of ranged weapons the operative is equipped with is treated differently. Instead, an operative cannot move more than 3 in the same activation in which it performs a Shoot action with any of those ranged weapons.
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UNIQUE ACTIONS |
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WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, NEOPHYTE, HEAVY GUNNER
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As strong in faith as their genetic inheritance makes them in body, Icon Bearers carry their holy sigils low until the time is right to raise them aloft and signal the attack. They are honoured wardens of their brood’s holy icon, inspiring their brothers and sisters to feats of great sacrifice to ensure the mission succeeds.
As strong in faith as their genetic inheritance makes them in body, Icon Bearers carry their holy sigils low until the time is right to raise them aloft and signal the attack. They are honoured wardens of their brood’s holy icon, inspiring their brothers and sisters to feats of great sacrifice to ensure the mission succeeds. |
M | APL | GA | DF | SV | W | Base |
3 | 2 | 1 | 3 | 5+ | 7 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Autogun | |||||||||
Autogun | 4 | 4+ | 2/3 | - | - | ||||
Shotgun | |||||||||
Shotgun | 4 | 3+ | 3/3 | Rng | Rng | - | |||
Gun butt | |||||||||
Gun butt | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
Cult Ambush 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.
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Signal the Strike (1AP): Until the end of the Turning Point, for the purposes of the Cult Ambush ability, if this operative is Visible to and within of the friendly operative performing the Fight or Shoot action, you can re-roll any or all of your attack dice instead (rather than attack dice results of one result). This operative cannot perform this action while within Engagement Range of an enemy operative.
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ABILITIES |
Cult Ambush 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.
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UNIQUE ACTIONS |
Signal the Strike (1AP): Until the end of the Turning Point, for the purposes of the Cult Ambush ability, if this operative is Visible to and within of the friendly operative performing the Fight or Shoot action, you can re-roll any or all of your attack dice instead (rather than attack dice results of one result). This operative cannot perform this action while within Engagement Range of an enemy operative.
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WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, NEOPHYTE, ICON BEARER
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Escape is almost impossible once a Sanctus Sniper has selected its target. Fixed by the assassin’s tri-lens goggles and centred in the cross hairs of their calibrated rifle, the target is doomed. The Sanctus’ aim is further refined by their Soulsight Familiar, through which the cult’s Patriarch directs the killer.
Escape is almost impossible once a Sanctus Sniper has selected its target. Fixed by the assassin’s tri-lens goggles and centred in the cross hairs of their calibrated rifle, the target is doomed. The Sanctus’ aim is further refined by their Soulsight Familiar, through which the cult’s Patriarch directs the killer. |
M | APL | GA | DF | SV | W | Base |
3 | 3 | 1 | 3 | 4+ | 9 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Sanctus sniper rifle | |||||||||
Sanctus sniper rifle | 4 | 2+ | 3/3 | Heavy, Silent. !MW3 | Heavy, Silent | MW3 | |||
Fists | |||||||||
Fists | 3 | 3+ | 2/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
Cult Ambush, Preternatural Assassin
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Target Vulnerability (1AP): Until the end of the activation, the Sanctus sniper rifle this operative is equipped with gains the Lethal 5+ special rule. Familiar's Soulsight (1AP): Select one enemy operative. Until end of the Turning Point, each time this operative makes a shooting attack against that enemy operative:
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ABILITIES |
Cult Ambush, Preternatural Assassin
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UNIQUE ACTIONS |
Target Vulnerability (1AP): Until the end of the activation, the Sanctus sniper rifle this operative is equipped with gains the Lethal 5+ special rule. Familiar's Soulsight (1AP): Select one enemy operative. Until end of the Turning Point, each time this operative makes a shooting attack against that enemy operative:
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WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, CULT AGENT, SANCTUS, SNIPER
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Some Sanctuses wield atrophic blades, each grown within bubbling pools containing the liquefied psychic essences of slain cultists. Clutching these deadly weapons, a Sanctus will track its target for days, squeezing its multijointed limbs through narrow spaces while following its victim’s psychic spoor.
Some Sanctuses wield atrophic blades, each grown within bubbling pools containing the liquefied psychic essences of slain cultists. Clutching these deadly weapons, a Sanctus will track its target for days, squeezing its multijointed limbs through narrow spaces while following its victim’s psychic spoor. |
M | APL | GA | DF | SV | W | Base |
3 | 3 | 1 | 3 | 4+ | 9 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Sanctus bio-dagger | |||||||||
Sanctus bio-dagger | 4 | 2+ | 3/6 | Lethal 4+. !Stun | Lethal 4+ | Stun |
ABILITIES | UNIQUE ACTIONS |
Cult Ambush, Preternatural Assassin Creeping Shadow: This operative can perform a Charge action while it has a Conceal order. Each time after this operative fights in combat, it can perform a free Dash action, regardless of any other actions it has performed during this activation, and even if it is within Engagement Range of an enemy operative (but it cannot finish that move within Engagement Range of an enemy operative).
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Familiar's Soulsight (1AP): Select one enemy operative. Until the end of the Turning Point, each time this operative fights in combat with that enemy operative, the Sanctus bio-dagger this operative is equipped with gains the Brutal and Balanced special rules for that combat. Until the end of the Turning Point, each time this operative fights in combat with that enemy operative, in the Resolve Successful Hits step of that combat, the first time you resolve one of your successful critical hits, you can immediately resolve one of your successful normal hits (or a successful critical hit if you have none).
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ABILITIES |
Cult Ambush, Preternatural Assassin Creeping Shadow: This operative can perform a Charge action while it has a Conceal order. Each time after this operative fights in combat, it can perform a free Dash action, regardless of any other actions it has performed during this activation, and even if it is within Engagement Range of an enemy operative (but it cannot finish that move within Engagement Range of an enemy operative).
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UNIQUE ACTIONS |
Familiar's Soulsight (1AP): Select one enemy operative. Until the end of the Turning Point, each time this operative fights in combat with that enemy operative, the Sanctus bio-dagger this operative is equipped with gains the Brutal and Balanced special rules for that combat. Until the end of the Turning Point, each time this operative fights in combat with that enemy operative, in the Resolve Successful Hits step of that combat, the first time you resolve one of your successful critical hits, you can immediately resolve one of your successful normal hits (or a successful critical hit if you have none).
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WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, CULT AGENT, SANCTUS, TALON
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Concealing a powerful, xenos-mutated form beneath heavy robes and a sinisterly still exterior, a Locus can erupt into a flurry of deadly attacks in the blink of an eye. Often appointed by the cult’s Magus to protect a kill team’s leader, these genebred bodyguards are also their master’s eyes and ears.
Concealing a powerful, xenos-mutated form beneath heavy robes and a sinisterly still exterior, a Locus can erupt into a flurry of deadly attacks in the blink of an eye. Often appointed by the cult’s Magus to protect a kill team’s leader, these genebred bodyguards are also their master’s eyes and ears. |
M | APL | GA | DF | SV | W | Base |
3 | 3 | 1 | 3 | 4+ | 9 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Barbed tail | |||||||||
Barbed tail | 4 | 3+ | 3/4 | Rng . Silent | Rng . Silent | - | |||
Locus blades | |||||||||
Locus blades | 5 | 2+ | 4/6 | Lethal 5+ | Lethal 5+ | - |
ABILITIES | UNIQUE ACTIONS |
Cult Ambush, Preternatural Assassin Duellist: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, you can resolve one successful hit before the Attacker. If you do so, that successful hit must be used to parry.
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Quicksilver Strike (1AP): Once this Turning Point, when an enemy operative is performing a Normal Move or Dash action and moves within of this operative, you can interrupt that action to perform a free Charge action with this operative (it must finish that move within Engagement Range of that enemy operative, and if this operative has a Conceal order, change it to an Engage order to do so). If you do so, that enemy operative’s action ends without finishing their move, and you must then perform a free Fight action with this operative against that enemy operative. This action is treated as a Fight action for the purposes of action restrictions.
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ABILITIES |
Cult Ambush, Preternatural Assassin Duellist: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, you can resolve one successful hit before the Attacker. If you do so, that successful hit must be used to parry.
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UNIQUE ACTIONS |
Quicksilver Strike (1AP): Once this Turning Point, when an enemy operative is performing a Normal Move or Dash action and moves within of this operative, you can interrupt that action to perform a free Charge action with this operative (it must finish that move within Engagement Range of that enemy operative, and if this operative has a Conceal order, change it to an Engage order to do so). If you do so, that enemy operative’s action ends without finishing their move, and you must then perform a free Fight action with this operative against that enemy operative. This action is treated as a Fight action for the purposes of action restrictions.
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WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, CULT AGENT, LOCUS
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The NEOPHYTE keyword is used in the following Wyrmblade datacards:
Just as Genestealer Cults bide their time in darkness, striking when the Day of Ascension dawns, so too do their most experienced broods when stalking the enemy. The cultists move in the shadows, setting up the perfect ambush. When the time comes and the signal is given, they strike with coordination, precision and zealous devotion.
During the first Turning Point, when this operative is activated, you can change its order.The WYRMBLADE keyword is used in the following Wyrmblade datacards:
The CULT AGENT keyword is used in the following Wyrmblade datacards:
Within easy reach of the kill team's lair are a dizzying number of concealed tunnels, macropipes, mine shafts and industrial ducts. These provide a ready means of secretive ingress to numerous locations, allowing the kill team's operatives to squirm their way into key areas unobserved.
No amount of specialist training or vaunted wonder-weapons can ever equal the sheer lethality of a masterful operation, properly conceived and cunningly executed by the blessed of the brood.
The WYRMBLADE keyword is used in the following Wyrmblade datacards:
The TYRANIDS keyword is used in the following Wyrmblade datacards:
The GENESTEALER CULTS keyword is used in the following Wyrmblade datacards:
The <CULT> keyword is used in the following Wyrmblade datacards:
The NEOPHYTE keyword is used in the following Wyrmblade datacards:
The most elite operatives available to a gene-sect’s leaders, these cult agents are honed killers. They are intimately familiar with the murderous tools of their croft - weapons and specialist gear they have carefully maintained and employed for years in the cult’s service. They are able to strike hard and fast from the shadows, eliminate their targets without mercy and vanish again before their victim’s stunned comrades can react.
This operative cannot be equipped with equipment.The WYRMBLADE and NEOPHYTE keywords are used in the following Wyrmblade datacards:
It is a great honour for the leader of a Wyrmblade brood to be assigned a highly placed agent of the cult for their holy missions. Such dispensation is viewed as a blessing of their work and a high appraisal of their worth to their gene-sire.
The CULT AGENT keyword is used in the following Wyrmblade datacards:
5. SIRE-BLESSED ICON [3EP]
ICON BEARER operative only. When the operative is equipped with this item for the battle, add 1CP to your pool. In addition, improve the operative’s Save characteristic by 1 for the battle.The SANCTUS keyword is used in the following Wyrmblade datacards: