Wyrmblade

Books

BookKindEditionVersionLast update
  Kill Team Annual 2022 (Wyrmblade)
  Kill Team Annual 2022 (Wyrmblade)Expansion21.4May 2024
  The Balance Dataslate
  The Balance DataslateRulebook2Q2 2024June 2024
  Close Quarters
  Close QuartersExpansion2December 2022

FAQ

Expansion: Kill Team Annual 2022 (Wyrmblade)

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.

Expansion: Close Quarters

Q:If a WYRMBLADE operative performs a Guard action in an activation in which its order was changed from Conceal to Engage, does it gain the benefit of Cult Ambush re-rolls in the subsequent guard attack?
A:
No.

Wyrmblade Kill Team

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.

Operatives

  • 1 NEOPHYTE LEADER operative equipped with one of the following options:
    • Autogun; gun butt
    • Shotgun; gun butt
    Or one option from each of the following:
    • Master-crafted autopistol, bolt pistol or web pistol
    • Chainsword, power maul or power pick
  • 13 WYRMBLADE operatives selected from the following list:
    • KELERMORPH (counts as two selections)
    • LOCUS (counts as two selections)
    • NEOPHYTE BROOD-ADEPT equipped with a gun butt and one of the following options:
      • Autogun or shotgun
    • NEOPHYTE GUNNER equipped with a gun butt and a flamer
    • NEOPHYTE GUNNER equipped with a gun butt and a grenade launcher
    • NEOPHYTE GUNNER equipped with a gun butt and a webber
    • NEOPHYTE HEAVY GUNNER equipped with a gun butt and a heavy stubber
    • NEOPHYTE HEAVY GUNNER equipped with a gun butt and a mining laser
    • NEOPHYTE HEAVY GUNNER equipped with a gun butt and a seismic cannon
    • NEOPHYTE ICON BEARER equipped with a gun butt and one of the following options:
      • Autogun or shotgun
    • SANCTUS SNIPER (counts as two selections)
    • SANCTUS TALON (counts as two selections)
Other than BROOD-ADEPT operatives, your kill team can only include each operative above once.

Your kill team can only include up to two GUNNER operatives, up to two HEAVY GUNNER operatives and up to two CULT AGENT operatives.

Abilities

Below you will find a common abilities of the WYRMBLADE kill team.

Preternatural Assassin

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.

This operative has a 4+ invulnerable save.

Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, you can do one of the following:
  • Retain one additional dice as a successful normal save as a result of Cover.
  • Retain one dice as a successful critical save instead of a normal save as a result of Cover.

Cult Ambush

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 first time this operative performs either a Fight or Shoot action in each of its activations, if its order was changed from Conceal to Engage during that activation, or it wasn’t Visible to enemy operatives at the start of that activation, 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 one result (e.g. results of 2).

Strategic Ploys

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

METICULOUS PLAN1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly NEOPHYTE operative is activated, if it has a Conceal order, it can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP). You can only use this Strategic Ploy once.
ONE WITH THE SHADOWS1CP
Strategic Ploy
Until the end of the Turning Point, when determining Line of Sight from an enemy operative to a friendly WYRMBLADE operative, if that friendly WYRMBLADE operative has a Conceal order, Light terrain is Obscuring.
WRITHING INGRESS1CP
Strategic Ploy
Place one of your Ingress tokens within of a terrain feature no more than thick. Until the end of the battle, friendly WYRMBLADE operatives can move through that terrain feature as if it were not there, so long as they do so within of that token. You can only use this Strategic Ploy once.
CROSSFIRE1CP
Strategic Ploy
Until the end of the Turning Point:
  • Each time after a friendly WYRMBLADE operative makes a shooting attack, if the target has not been incapacitated and does not have a Crossfire token, the target gains a Crossfire token until the end of the Turning Point.
  • Each time a friendly WYRMBLADE operative makes a shooting attack, if the target has a Crossfire token, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.

Tactical Ploys

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

SLINK INTO DARKNESS1CP
Tactical Ploy
Use this Tactical Ploy at the end of a friendly WYRMBLADE operative’s activation. If that operative has an Engage order, change it to a Conceal order. You can only use this Tactical Ploy for each friendly operative once.
COILED SERPENT1CP
Tactical Ploy
Use this Tactical Ploy when a friendly WYRMBLADE operative is activated and its order is changed from Conceal to Engage. The first time that operative performs either a Fight or Shoot action during that activation, in the Roll Attack Dice step of that combat or shooting attack, you can retain one of your successful normal hits as a critical hit instead.
UNQUESTIONING LOYALTY1CP
Tactical Ploy
Use this Tactical Ploy when a friendly WYRMBLADE LEADER or CULT AGENT operative is selected as the target for combat. Select one other friendly LOCUS or NEOPHYTE operative (excluding a LEADER operative) within of that friendly operative to intervene.
  • If that intervening friendly operative is not within Engagement Range of an enemy operative, you can interrupt that combat to perform a free Charge action with it, but it must finish that move within Engagement Range of the enemy operative fighting in that combat.
  • If that intervening friendly operative is within Engagement Range of that enemy operative, it becomes the target for that combat.
HIDING1CP
Tactical Ploy
Use this Tactical Ploy in the Set Up Operatives step of the mission sequence, when you would set up operatives. Select up to two friendly NEOPHYTE operatives to be set up hiding instead. In the Firefight phase of the first Turning Point:
  • Friendly operatives hiding have a Group Activation characteristic of 1, are considered to be within the killzone for activation purposes and can be activated as normal.
  • When a friendly operative hiding is activated for the first time, set it up with an order of your choice anywhere in the killzone within of your drop zone and more than from enemy operatives. That operative is treated as having performed a Normal Move action (subtract action points accordingly), then continue its activation as normal.
  • Any hiding operatives not activated by the end of the first Turning Point are incapacitated.
You can only use this Tactical Ploy once.

Tac Ops

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

NOWHERE UNREACHABLE
Wyrmblade – Faction Tac Op 1
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent places one of your Location tokens anywhere in the killzone that is more than from their drop zone.
  • At the end of any Turning Point, if a friendly operative is within of that location token, you score 1 VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
PERFECT AMBUSH
Wyrmblade – Faction Tac Op 2
Reveal this Tac Op in the Target Reveal step of any Turning Point before the fourth. Keep a tally of wounds lost by each player’s operatives during that Turning Point. At the end of that Turning Point:
  • If the total wounds lost by enemy operatives during that Turning Point is greater than that lost by friendly operatives during that Turning Point, you score 1VP.
  • If the total wounds lost by enemy operatives during that Turning Point as a result of friendly CULT AGENT operatives (shooting attacks they make or combats they fight in) is greater than the total number of wounds lost by friendly operatives during that Turning Point, you score 1VP.
MARK FOR ASSASSINATION
Wyrmblade – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If an enemy operative with a Marked token is incapacitated, you score 1 VP.
  • If another enemy operative with a Marked token is incapacitated, you score 1VP.
Friendly NEOPHYTE operatives can perform the following mission action:

MARK FOR ASSASSINATION1AP

An operative can perform this action while an enemy operative with a Group Activation characteristic of 1 is Visible to and within of it. That enemy operative gains a Marked token. An operative cannot perform this action while within Engagement Range of an enemy operative, or if another friendly operative has performed this action during this Turning Point.

Spec Ops Rules

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

Battle Honours

Each time a WYRMBLADE operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the Wyrmblade Specialist table to the right. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn't suitable), or you can select an appropriate one. 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).

WYRMBLADE SPECIALIST
D6Battle Honour
1Scurry: While this operative has a Conceal order, add to its Movement characteristic.
2Elusive: Each time this operative is activated, if it is within Engagement Range of only one enemy operative, roll one D6: on a 4+, it can perform the Fall Back action for one less action point during that activation (to a minimum of 0AP).
3Mercurial: Each time a shooting attack is made against this operative by an enemy operative more than away, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
4Prowler: For the purposes of this operative performing mission actions, it only needs to be within the required range of an objective marker or token (it does not need to control it).
5Stalker: You can use the Slink Into Darkness Tactical Ploy for this operative twice, instead of once.
6Clandestine: If this operative has a Conceal order and is in Cover provided by Light terrain, enemy operatives cannot treat it as being on an Engage order as a result of a Vantage Point.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is WYRMBLADE, 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. SPLINTERWYRM KNIFE [2EP]

The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Splinterwyrm knife
4
3+
3/5
Special Rules
!
Rending
-

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:

Gene-brew: This operative ignores the effects of the Heavy special rule.

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:

Neural Shroud: While this operative is more than from the active operative, it is in Cover.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is WYRMBLADE, 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.

ALCHEMICAL CRYO DISPENSARY

Stockpiled 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 NETWORK

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.

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 OROP

Near 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.


Requisitions

If your faction is WYRMBLADE, you can use the following Requisitions in addition to those presented in other sources.

HONOURED BY THE CULT2RP

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.

Purchase this Requisition before or after a game. Add one CULT AGENT operative to your dataslate. That operative starts with a number of experience points equal to the lowest experience points of the rank of a selected friendly NEOPHYTE LEADER operative from your dataslate (select its Battle Honours accordingly). For example, if you selected a NEOPHYTE LEADER operative that had 20XP, the new CULT AGENT operative would have 16XP.
SPIRITUAL AID1RP

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.

Purchase this Requisition after a battle. In the Update Dataslates step of the mission sequence of that game, friendly WYRMBLADE operatives are not limited to a maximum of 3XP from a passed Casualty test. In addition, when determining their Battle Scars:
  • They are treated as having one less Battle Scar for the purposes of modifying the result.
  • They are unaffected by the Cerebral Affliction Battle Scar.
PROFICIENT PLANNING2RP

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.

Purchase this Requisition before or after a game, if your kill team is currently conducting a Spec Op. Add a number of planning points to your dataslate (make a note of it in the Notes section) equal to the number of ranks of a selected friendly NEOPHYTE LEADER operative. For example, Ace rank would equal 3 planning points. In each game of that Spec Ops campaign, in the Select a Kill Team step of the mission sequence, you can spend one (and only one) planning point you have to add 1CP to your pool (subtract 1 from your total planning points accordingly). Once you complete your Spec Op, remove all planning points from your dataslate. While conducting a Spec Op, you can only purchase this Requisition once.

Spec Ops

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

Wyrmblade Assassination

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.

OPERATION 1: INSIDIOUS EVASION

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.

OPERATION 2: ELIMINATE OPPRESSOR

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.

COMMENDATION

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

Clandestine Warfare

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.

OPERATION 1: SHADOW ENGAGEMENTS

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.

OPERATION 2: RETURN TO THE CULT

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.

COMMENDATION

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

Equipment

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:

Flash Visor: Each time this operative is activated, you can ignore any or all modifiers to its APL.

SPOTLIGHT [3EP]

The operative gains the following ability for the battle:

Spotlight: While an enemy operative is Visible to and within of a friendly operative with this ability, that enemy operative cannot be Obscured.

CULT TALISMAN [2EP]

The operative gains the following ability for the battle:

Cult Talisman: Once per battle, when a shooting attack is made against this operative, in the Resolve Successful Saves step of that shooting attack, you can change one of your retained normal saves to a critical save.

CLIMBING EQUIPMENT [1EP]

The operative gains the following ability for the battle:

Climbing Equipment:
  • Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3 it travels is counted as for that climb.
  • This operative only needs to be within horizontally of a terrain feature in order to climb it.
  • Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
  • Each time this operative drops, it counts any vertical distance it travels as half for that drop.

CULT KNIFE [1EP]

The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Cult knife
4
4+
2/3


Datacards


Neophyte Leader

Often a clandestine veteran of an Imperial martial or security institution, the leaders of Wyrmblade broods are accomplished guerrilla commanders. Highly skilled in unorthodox strikes and coordinating multipronged assaults, the gene-sect’s agents defer to their experience.

Neophyte Leader

Often a clandestine veteran of an Imperial martial or security institution, the leaders of Wyrmblade broods are accomplished guerrilla commanders. Highly skilled in unorthodox strikes and coordinating multipronged assaults, the gene-sect’s agents defer to their experience.

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 . !StunRng Stun
Chainsword
Chainsword
4
3+
4/5
CeaselessCeaseless-
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.
-
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.
UNIQUE ACTIONS
-
DATACARD-RELATED
METICULOUS PLAN , UNQUESTIONING LOYALTY , HIDING , MARK FOR ASSASSINATION , WYRMBORE NETWORK , PROFICIENT PLANNING
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, NEOPHYTE, LEADER
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, NEOPHYTE, LEADER


Kelermorph

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.

Kelermorph

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, RendingRng 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.
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.
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.
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.
DATACARD-RELATED
UNQUESTIONING LOYALTY , PERFECT AMBUSH , HONOURED BY THE CULT
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, CULT AGENT, KELERMORPH
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, CULT AGENT, KELERMORPH


Neophyte Brood-Adept

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.

Neophyte Brood-Adept

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
-
ABILITIES
Cult Ambush
UNIQUE ACTIONS
-
DATACARD-RELATED
METICULOUS PLAN , HIDING , MARK FOR ASSASSINATION , WYRMBORE NETWORK
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, NEOPHYTE, BROOD-ADEPT
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, NEOPHYTE, BROOD-ADEPT


Neophyte Gunner

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.

Neophyte Gunner

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
AP1AP1-
Webber
Webber
5
3+
2/2
Rng , Lethal 5+. !StunRng , Lethal 5+Stun
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Cult Ambush
-
ABILITIES
Cult Ambush
UNIQUE ACTIONS
-
DATACARD-RELATED
METICULOUS PLAN , HIDING , MARK FOR ASSASSINATION , WYRMBORE NETWORK
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, NEOPHYTE, GUNNER
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, NEOPHYTE, GUNNER


Neophyte Heavy Gunner

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.

Neophyte Heavy Gunner

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, HeavyCeaseless, Fusillade, Heavy-
Mining laser
Mining laser
5
4+
5/6
AP1, HeavyAP1, 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. !StunBlast , HeavyStun
 - Short-wave
 - Short-wave
4
3+
4/4
Rng , Heavy. !P1, StunRng , HeavyP1, 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.
-
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.
UNIQUE ACTIONS
-
DATACARD-RELATED
METICULOUS PLAN , HIDING , MARK FOR ASSASSINATION , WYRMBORE NETWORK
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, NEOPHYTE, HEAVY GUNNER
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, NEOPHYTE, HEAVY GUNNER


Neophyte Icon Bearer

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.

Neophyte Icon Bearer

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.
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.
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.
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.
DATACARD-RELATED
METICULOUS PLAN , HIDING , MARK FOR ASSASSINATION , SIRE-BLESSED ICON , WYRMBORE NETWORK
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, NEOPHYTE, ICON BEARER
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, NEOPHYTE, ICON BEARER


Sanctus Sniper

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.

Sanctus Sniper

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. !MW3Heavy, SilentMW3
Fists
Fists
3
3+
2/4
--
ABILITIES UNIQUE ACTIONS
Cult Ambush, Preternatural Assassin
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:
  • The Sanctus sniper rifle this operative is equipped with gains the No Cover special rule for that shooting attack.
  • That enemy operative cannot be Obscured for that shooting attack.
  • Areas of smoke cannot prevent that enemy operative from being Visible for that shooting attack.
ABILITIES
Cult Ambush, Preternatural Assassin
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:
  • The Sanctus sniper rifle this operative is equipped with gains the No Cover special rule for that shooting attack.
  • That enemy operative cannot be Obscured for that shooting attack.
  • Areas of smoke cannot prevent that enemy operative from being Visible for that shooting attack.
DATACARD-RELATED
UNQUESTIONING LOYALTY , PERFECT AMBUSH , HONOURED BY THE CULT
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, CULT AGENT, SANCTUS, SNIPER
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, CULT AGENT, SANCTUS, SNIPER


Sanctus Talon

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.

Sanctus Talon

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+. !StunLethal 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).
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).

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).
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).

DATACARD-RELATED
UNQUESTIONING LOYALTY , PERFECT AMBUSH , HONOURED BY THE CULT
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, CULT AGENT, SANCTUS, TALON
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, CULT AGENT, SANCTUS, TALON


Locus

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.

Locus

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 . SilentRng . 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.
Expert Swordsman: This operative can perform two Fight actions during each of its activations. Each time after this operative fights in combat, it can perform a free Charge action (even if it has done so during this activation), but can only move up to .
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.
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.
Expert Swordsman: This operative can perform two Fight actions during each of its activations. Each time after this operative fights in combat, it can perform a free Charge action (even if it has done so during this activation), but can only move up to .
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.
DATACARD-RELATED
UNQUESTIONING LOYALTY , PERFECT AMBUSH , HONOURED BY THE CULT
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, CULT AGENT, LOCUS
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, <CULT>, CULT AGENT, LOCUS

The NEOPHYTE keyword is used in the following Wyrmblade datacards:

HIDING1CP
Tactical Ploy
Use this Tactical Ploy in the Set Up Operatives step of the mission sequence, when you would set up operatives. Select up to two friendly NEOPHYTE operatives to be set up hiding instead. In the Firefight phase of the first Turning Point:
  • Friendly operatives hiding have a Group Activation characteristic of 1, are considered to be within the killzone for activation purposes and can be activated as normal.
  • When a friendly operative hiding is activated for the first time, set it up with an order of your choice anywhere in the killzone within of your drop zone and more than from enemy operatives. That operative is treated as having performed a Normal Move action (subtract action points accordingly), then continue its activation as normal.
  • Any hiding operatives not activated by the end of the first Turning Point are incapacitated.
You can only use this Tactical Ploy once.
Cult Ambush

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 first time this operative performs either a Fight or Shoot action in each of its activations, if its order was changed from Conceal to Engage during that activation, or it wasn’t Visible to enemy operatives at the start of that activation, 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 one result (e.g. results of 2).
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.
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).
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.
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.
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.

The WYRMBLADE keyword is used in the following Wyrmblade datacards:

• Locus

The CULT AGENT keyword is used in the following Wyrmblade datacards:

• Locus
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+.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
Obscured
Regardless of whether a target operative has an Engage or Conceal order, if an Obscuring terrain feature is in the way, an active operative may be unable to have LoS to them. For an intended target to be Obscured, the following must be true:
  • The intended target is more than from a point at which a Cover line crosses a terrain feature that is Obscuring (see Terrain Traits). However, if the active operative is within of a point at which a Cover line crosses a terrain feature that is Obscuring, that part of the terrain feature is not treated as Obscuring.
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.
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.
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.
SLINK INTO DARKNESS1CP
Tactical Ploy
Use this Tactical Ploy at the end of a friendly WYRMBLADE operative’s activation. If that operative has an Engage order, change it to a Conceal order. You can only use this Tactical Ploy for each friendly operative once.
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.
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
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+.
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.
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.
CAPTURE HOSTAGE & INFILTRATE
Infiltration – 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.
  • Remove that friendly operative from the killzone and you score 1VP.
  • If you achieve the first condition and it is the third or fourth Turning Point, you score 1VP.
BEHIND ENEMY LINES
Infiltration – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If one or more friendly operatives are wholly within your opponent’s drop zone and more than from enemy operatives, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
MARK FOR ASSASSINATION
Wyrmblade – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If an enemy operative with a Marked token is incapacitated, you score 1 VP.
  • If another enemy operative with a Marked token is incapacitated, you score 1VP.
Friendly NEOPHYTE operatives can perform the following mission action:

MARK FOR ASSASSINATION1AP

An operative can perform this action while an enemy operative with a Group Activation characteristic of 1 is Visible to and within of it. That enemy operative gains a Marked token. An operative cannot perform this action while within Engagement Range of an enemy operative, or if another friendly operative has performed this action during this Turning Point.
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.
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.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
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.
Balanced
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 one of your attack dice.
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.
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.
COILED SERPENT1CP
Tactical Ploy
Use this Tactical Ploy when a friendly WYRMBLADE operative is activated and its order is changed from Conceal to Engage. The first time that operative performs either a Fight or Shoot action during that activation, in the Roll Attack Dice step of that combat or shooting attack, you can retain one of your successful normal hits as a critical hit instead.
METICULOUS PLAN1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly NEOPHYTE operative is activated, if it has a Conceal order, it can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP). You can only use this Strategic Ploy once.
UNQUESTIONING LOYALTY1CP
Tactical Ploy
Use this Tactical Ploy when a friendly WYRMBLADE LEADER or CULT AGENT operative is selected as the target for combat. Select one other friendly LOCUS or NEOPHYTE operative (excluding a LEADER operative) within of that friendly operative to intervene.
  • If that intervening friendly operative is not within Engagement Range of an enemy operative, you can interrupt that combat to perform a free Charge action with it, but it must finish that move within Engagement Range of the enemy operative fighting in that combat.
  • If that intervening friendly operative is within Engagement Range of that enemy operative, it becomes the target for that combat.
HIDING1CP
Tactical Ploy
Use this Tactical Ploy in the Set Up Operatives step of the mission sequence, when you would set up operatives. Select up to two friendly NEOPHYTE operatives to be set up hiding instead. In the Firefight phase of the first Turning Point:
  • Friendly operatives hiding have a Group Activation characteristic of 1, are considered to be within the killzone for activation purposes and can be activated as normal.
  • When a friendly operative hiding is activated for the first time, set it up with an order of your choice anywhere in the killzone within of your drop zone and more than from enemy operatives. That operative is treated as having performed a Normal Move action (subtract action points accordingly), then continue its activation as normal.
  • Any hiding operatives not activated by the end of the first Turning Point are incapacitated.
You can only use this Tactical Ploy once.
MARK FOR ASSASSINATION
Wyrmblade – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If an enemy operative with a Marked token is incapacitated, you score 1 VP.
  • If another enemy operative with a Marked token is incapacitated, you score 1VP.
Friendly NEOPHYTE operatives can perform the following mission action:

MARK FOR ASSASSINATION1AP

An operative can perform this action while an enemy operative with a Group Activation characteristic of 1 is Visible to and within of it. That enemy operative gains a Marked token. An operative cannot perform this action while within Engagement Range of an enemy operative, or if another friendly operative has performed this action during this Turning Point.
WYRMBORE NETWORK
Strategic Asset

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.

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.
PROFICIENT PLANNING2RP

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.

Purchase this Requisition before or after a game, if your kill team is currently conducting a Spec Op. Add a number of planning points to your dataslate (make a note of it in the Notes section) equal to the number of ranks of a selected friendly NEOPHYTE LEADER operative. For example, Ace rank would equal 3 planning points. In each game of that Spec Ops campaign, in the Select a Kill Team step of the mission sequence, you can spend one (and only one) planning point you have to add 1CP to your pool (subtract 1 from your total planning points accordingly). Once you complete your Spec Op, remove all planning points from your dataslate. While conducting a Spec Op, you can only purchase this Requisition once.

The WYRMBLADE keyword is used in the following Wyrmblade datacards:

• Locus

The TYRANIDS keyword is used in the following Wyrmblade datacards:

• Locus

The GENESTEALER CULTS keyword is used in the following Wyrmblade datacards:

• Locus

The <CULT> keyword is used in the following Wyrmblade datacards:

• Locus

The NEOPHYTE keyword is used in the following Wyrmblade datacards:

Px
Piercing. 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, the weapon gains the APx special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.
Preternatural Assassin

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.

This operative has a 4+ invulnerable save.

Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, you can do one of the following:
  • Retain one additional dice as a successful normal save as a result of Cover.
  • Retain one dice as a successful critical save instead of a normal save as a result of Cover.

The WYRMBLADE and NEOPHYTE keywords are used in the following Wyrmblade datacards:

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).
PERFECT AMBUSH
Wyrmblade – Faction Tac Op 2
Reveal this Tac Op in the Target Reveal step of any Turning Point before the fourth. Keep a tally of wounds lost by each player’s operatives during that Turning Point. At the end of that Turning Point:
  • If the total wounds lost by enemy operatives during that Turning Point is greater than that lost by friendly operatives during that Turning Point, you score 1VP.
  • If the total wounds lost by enemy operatives during that Turning Point as a result of friendly CULT AGENT operatives (shooting attacks they make or combats they fight in) is greater than the total number of wounds lost by friendly operatives during that Turning Point, you score 1VP.
HONOURED BY THE CULT2RP

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.

Purchase this Requisition before or after a game. Add one CULT AGENT operative to your dataslate. That operative starts with a number of experience points equal to the lowest experience points of the rank of a selected friendly NEOPHYTE LEADER operative from your dataslate (select its Battle Honours accordingly). For example, if you selected a NEOPHYTE LEADER operative that had 20XP, the new CULT AGENT operative would have 16XP.

The CULT AGENT keyword is used in the following Wyrmblade datacards:

• Locus
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.
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.

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.
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).
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.

The SANCTUS keyword is used in the following Wyrmblade 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.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2024