Warpcoven

Many are the dark and terrible secrets of the galaxy, and the Thousand Sons seek to learn them all. Gathering relentless Rubricae and degenerate mutants, Warpcoven kill teams employ sorcery and savagery alike as they sweep aside those who stand in their way.

Books

BookKindEditionVersionLast update
  Warpcoven
  WarpcovenFaction31.3April 2025

FAQ

Warpcoven

Q:For the Psychic Cabal firefight ploy, does the SORCERER operative also gain any benefits the other SORCERER operative has from the BOONS OF TZEENTCH faction rule (e.g. Twist of Fate)?
A:
No.
Archetype: Security / Recon

Warpcoven Kill Team

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

Operatives


You must select at least one friendly SORCERER operative, and one of your selected SORCERER operatives must have the LEADER keyword for the battle. Add 1 to that LEADER operative’s Wounds stat for the battle. Other than WARRIOR and GUNNER operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two GUNNER operatives.

1With force stave, PSYCHIC weapons on their datacard and one of the following options:
  • Inferno bolt pistol
  • Prosperine khopesh
  • Warpflame pistol2

2Your kill team can only include up to one warpflame pistol and up to one soulreaper cannon.

3These operatives count as half a selection each, meaning you can select both of them and it’s treated as one selection in total.

Faction Rules

Boons of Tzeentch

Warpcoven Sorcerers are dedicated followers of Tzeentch, and have earned many great boons from their patron deity, from beneficial mutations to diabolical knowledge.

Whenever you select a SORCERER operative for the battle, you must select a BOON OF TZEENTCH (below) for it to have for the battle. You cannot select each BOON OF TZEENTCH more than once per battle.

Incorporeal Sight
The empyric energies given off by living creatures can be sensed by the Sorcerers of the Thousand Sons.
This operative’s ranged weapons have the Saturate weapon rule. Whenever this operative is shooting, enemy operatives cannot be obscured.

Time-Walk
There are few greater boons than mastery over time itself.
Add 1" to this operative’s Move stat.

Echoes from the Warp
An ability to predict the future allows for stronger responses to enemy movement.
Once per battle, when you counteract with this operative, you can change its order, and it can perform an additional 1AP action for free during that counteraction, but both actions must be different.

Warp Swell
An influx of warp power grants impetus to melee strikes.
Add 1 to the Normal Dmg stat of this operative’s melee weapons.

Mutant Appendage
Horrific though they may appear, additional limbs are useful indeed.
Having an enemy operative within this operative’s control range doesn’t prevent it from performing the Pick Up Marker or mission actions. Once per activation, this operative can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP.

Immaterial Flight
The power of flight renders the recipient highly elusive.
Once per turning point, when this operative is performing the Charge or Reposition action during its activation, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location. In a killzone that uses the close quarters rules (e.g. Killzone: Gallowdark), this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

Twist of Fate
What greater boon than the ability to bend fate to one’s own will.
This operative’s PSYCHIC ranged weapons have the Piercing Crits 1 weapon rule.

Astral Bombardment
The truly blessed drink deeply of the Warp’s entropic power, wielding its destructive energies with abandon.
Select one of this operative’s PSYCHIC ranged weapons. That weapon has the Devastating 1 weapon rule. If you select a doombolt, it has the 2" Devastating 2 weapon rule instead of Devastating 2. If you select firestorm or mindburn (SORCERER WARPFIRE), whenever that operative performs the Shoot action, select the Seek Light or Devastating 1 weapon rule for that weapon to have until the end of the action (it cannot have both).

Master of the Immaterium
The gift of forbidden arcane knowledge grants the recipient terrible psychic power.
Add 3" to the distance requirements of this operative’s PSYCHIC actions that have a distance requirement. Note that for the SORCERER TEMPYRION’s Temporal Flux action, this boon only affects the distance in the first effect of that rule.

Astartes

These genetically modified superhumans are made for one purpose: war.

During each friendly HERETIC ASTARTES operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and a soulreaper cannon or a warpflamer is selected for both, 1 additional AP must be spent for the second action. You cannot select the same PSYCHIC ranged weapon more than once per activation.

Each friendly WARPCOVEN HERETIC ASTARTES operative can counteract regardless of its order.

Strategy Ploys

AETHERIAL WARDING

The Sorcerers of the Thousand Sons ward their warriors with spells, shielding them with a barrier of empyric force.

Whenever an operative is shooting a friendly WARPCOVEN operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.
FATE ITSELF IS MY WEAPON

By manipulating the skeins of fate, a Sorcerer may stay the blade of a foe, or ensure their own warriors land a killing strike.

Roll two D6 and reserve them (put them to one side). In the following Firefight phase, whenever an operative is shooting, fighting or retaliating, after you or your opponent roll their attack dice, but before re-rolls, you can use one of your reserved dice to replace one of the D6 rolled for that sequence (yours or your opponent’s); that replacement dice cannot be re-rolled or retained as a success or critical success if it’s not, and is discarded at the end of that sequence. Then, if the combined result of both reserved dice was less than 9, discard the other dice. You cannot use more than one reserved dice per sequence. Discard any remaining reserved dice at the end of the turning point.
BROTHERHOOD OF SORCERERS

By forming covens bound by blood and magick, the Sorcerers of the Thousand Sons greatly increase the potency of their psychic powers.

Friendly WARPCOVEN SORCERER operatives’ PSYCHIC weapons have the Balanced weapon rule, or Ceaseless instead if another friendly WARPCOVEN SORCERER operative is within 9" of that operative.
SAVAGE HERD

Though bestial of form, the Tzaangor possess great cunning to match their savagery, particularly when fighting in the presence of a powerful Sorcerer.

Friendly WARPCOVEN TZAANGOR operatives’ melee weapons have the Accurate 1 weapon rule. Whenever a friendly WARPCOVEN TZAANGOR operative is assisted by a friendly WARPCOVEN operative, or is fighting while visible to and within 6" of a friendly WARPCOVEN SORCERER operative, that friendly WARPCOVEN TZAANGOR operative’s melee weapons also have the Severe weapon rule.

Firefight Ploys

ALL IS DUST

No longer warriors of flesh and blood, the Rubricae are possessed of an unnatural resilience.

Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly WARPCOVEN RUBRIC MARINE operative. That attack dice inflicts 1 damage instead.
CAPRICIOUS PLAN

Sorcerers dart from skirmish to firefight in the furtherance of their unknowable schemes, their goals and ambitions indecipherable to even the most insightful of foes.

Use this firefight ploy at the end of a friendly WARPCOVEN SORCERER operative’s activation. That friendly operative can immediately perform a free Dash action (even if it’s performed an action that prevents it from performing the Dash action), or you can change its order instead.
PSYCHIC CABAL

Pooling their power, a coven of Sorcerers may share their learnings, rendering their psychic powers even more deadly.

Use this firefight ploy when a friendly WARPCOVEN SORCERER operative is activated. Select one other friendly WARPCOVEN SORCERER operative visible to and within 9" of that operative, then select one of that other friendly operative’s PSYCHIC unique actions or PSYCHIC ranged weapons for that first friendly operative to have until the end of its activation. You cannot select a PSYCHIC ranged weapon that has been used by that other friendly operative during this turning point, and that other friendly operative cannot use the selected weapon during this turning point.
MUTANT HERD

Tzaangor herds share an instinctive understanding, coordinating their attacks with eerie precision.

Use this firefight ploy when a friendly WARPCOVEN TZAANGOR operative is activated. Select one other ready friendly WARPCOVEN TZAANGOR operative visible to and within 2" of it to activate at the same time. Complete their activations action by action in any order.

Faction Equipment

ENSORCELLED ROUNDS

The placing of hexes and casting of dark magicks enhance the lethality of autopistol and bolt rounds.

Friendly WARPCOVEN operatives’ inferno boltguns, inferno bolt pistols and autopistols have the Devastating 1 weapon rule.
DAEMONMAW WEAPONS

The weapons of the Rubricae have been warped by millennia spent immersed in the immaterium. Daemonic maws erupt around gun muzzles, their razor beaks serving as effective melee weapons.

Add 1 to the Atk stat of friendly WARPCOVEN RUBRIC MARINE operatives’ melee weapons. Whenever a friendly WARPCOVEN RUBRIC MARINE operative is retaliating, its melee weapons have the Accurate 1 weapon rule.
ARCANE ROBES

Powerful defensive wards in the Sorcerer’s cloaks allow them to deflect attacks, absorbing the force of the most powerful strikes.

Once per turning point, whenever an attack dice would inflict Critical Dmg on a friendly WARPCOVEN SORCERER operative, you can use this rule. If you do, that attack dice inflicts Normal Dmg instead.
SORCEROUS SCROLLS

Rare and dangerous scrolls from the vaults of Prospero allow the Sorcerers to beseech Tzeentch for even greater power.

Once per battle, when a friendly WARPCOVEN SORCERER operative is activated or counteracts, you can select a different BOON OF TZEENTCH for it to have until the end of the battle (it loses any it previously had). It cannot be the same BOON OF TZEENTCH any other friendly operative has. Note that if you use this rule when a friendly operative counteracts and you select Echoes from the Warp, it can be used immediately to change the operative’s order and perform a free action during that counteraction.

Datacards


Sorcerer of Destiny

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

Sorcerer of Destiny

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

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Doombolt
Doombolt
4
3+
4/2
PSYCHIC, Devastating 2, Lethal 5+PSYCHIC, Devastating 2, Lethal 5+
Inferno bolt pistol
Inferno bolt pistol
4
3+
3/4
Range 8", Piercing 1Range 8", Piercing 1
Warpflame pistol
Warpflame pistol
4
2+
3/3
Range 6", Piercing 1, Torrent 1"Range 6", Piercing 1, Torrent 1"
Force stave
Force stave
4
3+
4/6
PSYCHIC, ShockPSYCHIC, Shock
Prosperine khopesh
Prosperine khopesh
5
3+
4/6
Lethal 5+Lethal 5+

PROTECTED BY FATE1AP

PSYCHIC. Select one friendly WARPCOVEN operative visible to this operative. Until the start of this operative’s next activation, until it’s incapacitated or until this action is performed again by a friendly operative (whichever comes first), whenever an operative is shooting that selected operative, you can re-roll any of your defence dice.

This operative cannot perform this action while within control range of an enemy operative.

RAVAGE DESTINY1AP

PSYCHIC. Select one enemy operative visible to and within 9" of this operative. Until the start of this operative’s next activation, until it’s incapacitated or until this action is performed again by a friendly operative (whichever comes first), whenever that enemy operative is shooting, fighting or retaliating, your opponent must re-roll their attack dice results of 6, and whenever determining control of a marker, treat that enemy operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

This operative cannot perform this action while within control range of an enemy operative.
WARPCOVEN, CHAOS, HERETIC ASTARTES, PSYKER, SORCERER, DESTINY
⌀32mm


Sorcerer of Tempyrion

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

Sorcerer of Tempyrion

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

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Fluxblast
Fluxblast
4
3+
3/4
PSYCHIC, Blast 2", RendingPSYCHIC, Blast 2", Rending
Inferno bolt pistol
Inferno bolt pistol
4
3+
3/4
Range 8", Piercing 1Range 8", Piercing 1
Warpflame pistol
Warpflame pistol
4
2+
3/3
Range 6", Piercing 1, Torrent 1"Range 6", Piercing 1, Torrent 1"
Force stave
Force stave
4
3+
4/6
PSYCHIC, ShockPSYCHIC, Shock
Prosperine khopesh
Prosperine khopesh
5
3+
4/6
Lethal 5+Lethal 5+

RECONSTITUTION RITUAL1AP

PSYCHIC. Select one friendly WARPCOVEN operative visible to and within 6" of this operative. That operative regains up to 2D3 lost wounds.

This operative cannot perform this action while within control range of an enemy operative, or if a friendly operative has already performed this action during this turning point.

TEMPORAL FLUX1AP

PSYCHIC. Select one friendly WARPCOVEN operative visible to and within 6" of this operative and place your Temporal Flux marker within that operative’s control range.

At the end of that operative’s next activation, if it hasn’t been incapacitated and is still wholly within 6" of your Temporal Flux marker, remove that operative from the killzone and set it back up in a location it can be placed; when it's set back up, it must have your Temporal Flux marker within its control range (or as close as possible). Then remove your Temporal Flux marker from the killzone. If that operative isn't wholly within 6" of your Temporal Flux marker (including if it’s incapacitated), remove that marker from the killzone.

This operative cannot perform this action while within control range of an enemy operative, or if your Temporal Flux marker is currently in the killzone.
WARPCOVEN, CHAOS, HERETIC ASTARTES, PSYKER, SORCERER, TEMPYRION
⌀32mm


Sorcerer of Warpfire

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

Sorcerer of Warpfire

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

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Firestorm
Firestorm
5
4+
2/3
PSYCHIC, Saturate, Seek Light, Torrent 2"PSYCHIC, Saturate, Seek Light, Torrent 2"
Inferno bolt pistol
Inferno bolt pistol
4
3+
3/4
Range 8", Piercing 1Range 8", Piercing 1
Mindburn
Mindburn
5
4+
1/1
PSYCHIC, Lethal 5+, Saturate, Seek Light, Mindburn*PSYCHIC, Lethal 5+, Saturate, Seek Light, Mindburn*
Warpflame pistol
Warpflame pistol
4
2+
3/3
Range 6", Piercing 1, Torrent 1"Range 6", Piercing 1, Torrent 1"
Force stave
Force stave
4
3+
4/6
PSYCHIC, ShockPSYCHIC, Shock
Prosperine khopesh
Prosperine khopesh
5
3+
4/6
Lethal 5+Lethal 5+
*Mindburn: In the Resolve Attack Dice step, if you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Mindburn tokens (if it doesn’t already have one) until the end of its next activation, until it’s incapacitated or until a friendly operative uses this weapon again (whichever comes first). Whenever an operative has one of your Mindburn tokens, worsen the Hit stat of its weapons by 1 (this isn’t cumulative with being injured).

ALIGHT1AP

PSYCHIC. Select one enemy operative visible to this operative. Until the start of this operative’s next activation, until it’s incapacitated or until this action is performed again by a friendly operative (whichever comes first), that enemy operative gains one of your Alight tokens (if it doesn’t already have one). Whenever a friendly WARPCOVEN operative is shooting against, fighting against or retaliating against an enemy operative that has one of your Alight tokens, that friendly operative’s weapons have the Ceaseless weapon rule.

This operative cannot perform this action while within control range of an enemy operative.
WARPCOVEN, CHAOS, HERETIC ASTARTES, PSYKER, SORCERER, WARPFIRE
⌀32mm


Rubric Marine Gunner

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

Rubric Marine Gunner

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

APL
3
MOVE
5"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Soulreaper cannon (focused)
Soulreaper cannon (focused)
5
3+
4/5
Piercing 1Piercing 1
Soulreaper cannon (sweeping)
Soulreaper cannon (sweeping)
4
3+
4/5
Piercing 1, Torrent 1"Piercing 1, Torrent 1"
Warpflamer
Warpflamer
4
2+
4/4
Range 8", Saturate, Piercing 1, Torrent 2"Range 8", Saturate, Piercing 1, Torrent 2"
Fists
Fists
3
3+
3/4
-
Sorcerous Automata: Whenever this operative is activated, subtract 1 from its APL stat until the end of that activation, unless a friendly WARPCOVEN SORCERER operative is within 9" of it.
WARPCOVEN, CHAOS, HERETIC ASTARTES, RUBRIC MARINE, GUNNER
⌀32mm


Rubric Marine Icon Bearer

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

Rubric Marine Icon Bearer

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

APL
3
MOVE
5"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Inferno boltgun
Inferno boltgun
4
3+
3/4
Piercing 1Piercing 1
Fists
Fists
3
3+
3/4
-
Sorcerous Automata: Whenever this operative is activated, subtract 1 from its APL stat until the end of that activation, unless a friendly WARPCOVEN SORCERER operative is within 9" of it.
Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
WARPCOVEN, CHAOS, HERETIC ASTARTES, RUBRIC MARINE, ICON BEARER
⌀32mm


Rubric Marine Warrior

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

Rubric Marine Warrior

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

APL
3
MOVE
5"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Inferno boltgun
Inferno boltgun
4
3+
3/4
Piercing 1Piercing 1
Fists
Fists
3
3+
3/4
-
Sorcerous Automata: Whenever this operative is activated, subtract 1 from its APL stat until the end of that activation, unless a friendly WARPCOVEN SORCERER operative is within 9" of it.
Slow and Purposeful: Whenever this operative is shooting, if it hasn’t performed the Charge or Reposition action during the activation, or if it’s a counteraction, its ranged weapons have the Ceaseless weapon rule. Note this operative isn’t restricted from performing these actions after shooting.
WARPCOVEN, CHAOS, HERETIC ASTARTES, RUBRIC MARINE, WARRIOR
⌀32mm


Tzaangor Champion

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

Tzaangor Champion

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

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Greataxe
Greataxe
4
3+
4/5
Brutal, Lethal 5+Brutal, Lethal 5+
Greatblade
Greatblade
4
3+
4/5
Lethal 5+, RendingLethal 5+, Rending
Savage Brutality: The first time this operative performs the Fight action during each of its activations, if it isn’t incapacitated, it can immediately perform a free Fight action afterwards (you don’t have to select the same enemy operative to fight against). This takes precedence over action restrictions.
WARPCOVEN, CHAOS, TZAANGOR, CHAMPION
⌀32mm


Tzaangor Horn Bearer

Often, a member of a Tzaangor flock will carry a daemonically mawed instrument, the piercing blasts of which stir its fellow creatures into a bestial frenzy. Their shrill cries echo and their horns clatter together as they vie to be first into the fray to hack their victims apart.

Tzaangor Horn Bearer

Often, a member of a Tzaangor flock will carry a daemonically mawed instrument, the piercing blasts of which stir its fellow creatures into a bestial frenzy. Their shrill cries echo and their horns clatter together as they vie to be first into the fray to hack their victims apart.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Dagger
Dagger
4
4+
3/5
-

BRAYHORN0AP

Until the Ready step of the next Strategy phase, add 1" to the Move stat of friendly WARPCOVEN TZAANGOR operatives.

This operative cannot perform this action while within control range of an enemy operative.
WARPCOVEN, CHAOS, TZAANGOR, HORN BEARER
⌀32mm


Tzaangor Icon Bearer

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

Tzaangor Icon Bearer

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

APL
2
MOVE
6"
SAVE
5+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Dagger
Dagger
4
4+
3/5
-
Herd Banner: Whenever an attack dice inflicts Normal Dmg of 3 or more on a friendly WARPCOVEN TZAANGOR operative that’s visible to and within 3" of this operative, subtract 1 from that inflicted damage.
Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
WARPCOVEN, CHAOS, TZAANGOR, ICON BEARER
⌀32mm


Tzaangor Warrior

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

Tzaangor Warrior

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

APL
2
MOVE
6"
SAVE
5+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Chainsword
Chainsword
4
4+
4/5
-
Tzaangor blade & shield
Tzaangor blade & shield
4
4+
3/4
Shield*Shield*
Tzaangor blades
Tzaangor blades
4
4+
4/5
BalancedBalanced
Relic Hunters: Once per battle, one friendly WARPCOVEN TZAANGOR WARRIOR can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP if that friendly operative is within your opponent’s territory.
*Shield: This operative has a 4+ Save stat, and whenever it’s fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).
WARPCOVEN, CHAOS, TZAANGOR, WARRIOR
⌀32mm

The WARPCOVEN and SORCERER keywords are used in the following Warpcoven datacards:

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.
PSYCHIC CABAL

Pooling their power, a coven of Sorcerers may share their learnings, rendering their psychic powers even more deadly.

Use this firefight ploy when a friendly WARPCOVEN SORCERER operative is activated. Select one other friendly WARPCOVEN SORCERER operative visible to and within 9" of that operative, then select one of that other friendly operative’s PSYCHIC unique actions or PSYCHIC ranged weapons for that first friendly operative to have until the end of its activation. You cannot select a PSYCHIC ranged weapon that has been used by that other friendly operative during this turning point, and that other friendly operative cannot use the selected weapon during this turning point.

The SORCERER keyword is used in the following Warpcoven datacards:

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

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

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

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

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

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


Imagine control range as an area of interaction the operative has with things close to it.

Pick Up Marker1AP

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

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Place Marker1AP

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

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Charge1AP

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

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

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

Reposition1AP

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

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

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.

Shoot1AP

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

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

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

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

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

TEMPORAL FLUX1AP

PSYCHIC. Select one friendly WARPCOVEN operative visible to and within 6" of this operative and place your Temporal Flux marker within that operative’s control range.

At the end of that operative’s next activation, if it hasn’t been incapacitated and is still wholly within 6" of your Temporal Flux marker, remove that operative from the killzone and set it back up in a location it can be placed; when it's set back up, it must have your Temporal Flux marker within its control range (or as close as possible). Then remove your Temporal Flux marker from the killzone. If that operative isn't wholly within 6" of your Temporal Flux marker (including if it’s incapacitated), remove that marker from the killzone.

This operative cannot perform this action while within control range of an enemy operative, or if your Temporal Flux marker is currently in the killzone.
Boons of Tzeentch

Warpcoven Sorcerers are dedicated followers of Tzeentch, and have earned many great boons from their patron deity, from beneficial mutations to diabolical knowledge.

Whenever you select a SORCERER operative for the battle, you must select a BOON OF TZEENTCH (below) for it to have for the battle. You cannot select each BOON OF TZEENTCH more than once per battle.

Incorporeal Sight
The empyric energies given off by living creatures can be sensed by the Sorcerers of the Thousand Sons.
This operative’s ranged weapons have the Saturate weapon rule. Whenever this operative is shooting, enemy operatives cannot be obscured.

Time-Walk
There are few greater boons than mastery over time itself.
Add 1" to this operative’s Move stat.

Echoes from the Warp
An ability to predict the future allows for stronger responses to enemy movement.
Once per battle, when you counteract with this operative, you can change its order, and it can perform an additional 1AP action for free during that counteraction, but both actions must be different.

Warp Swell
An influx of warp power grants impetus to melee strikes.
Add 1 to the Normal Dmg stat of this operative’s melee weapons.

Mutant Appendage
Horrific though they may appear, additional limbs are useful indeed.
Having an enemy operative within this operative’s control range doesn’t prevent it from performing the Pick Up Marker or mission actions. Once per activation, this operative can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP.

Immaterial Flight
The power of flight renders the recipient highly elusive.
Once per turning point, when this operative is performing the Charge or Reposition action during its activation, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location. In a killzone that uses the close quarters rules (e.g. Killzone: Gallowdark), this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

Twist of Fate
What greater boon than the ability to bend fate to one’s own will.
This operative’s PSYCHIC ranged weapons have the Piercing Crits 1 weapon rule.

Astral Bombardment
The truly blessed drink deeply of the Warp’s entropic power, wielding its destructive energies with abandon.
Select one of this operative’s PSYCHIC ranged weapons. That weapon has the Devastating 1 weapon rule. If you select a doombolt, it has the 2" Devastating 2 weapon rule instead of Devastating 2. If you select firestorm or mindburn (SORCERER WARPFIRE), whenever that operative performs the Shoot action, select the Seek Light or Devastating 1 weapon rule for that weapon to have until the end of the action (it cannot have both).

Master of the Immaterium
The gift of forbidden arcane knowledge grants the recipient terrible psychic power.
Add 3" to the distance requirements of this operative’s PSYCHIC actions that have a distance requirement. Note that for the SORCERER TEMPYRION’s Temporal Flux action, this boon only affects the distance in the first effect of that rule.
Boons of Tzeentch
Twist of Fate
What greater boon than the ability to bend fate to one’s own will.
This operative’s PSYCHIC ranged weapons have the Piercing Crits 1 weapon rule.

The WARRIOR keyword is used in the following Warpcoven datacards:

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

Fight1AP

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

An operative cannot perform this action unless an enemy operative is within its control range.
Balanced
You can re-roll one of your attack dice.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).

The TZAANGOR keyword is used in the following Warpcoven datacards:

Accurate x
You can retain up to x attack dice as normal successes without rolling them. If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules).
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

The WARPCOVEN and RUBRIC MARINE keywords are used in the following Warpcoven datacards:

Dash1AP

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

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.
Boons of Tzeentch
Echoes from the Warp
An ability to predict the future allows for stronger responses to enemy movement.
Once per battle, when you counteract with this operative, you can change its order, and it can perform an additional 1AP action for free during that counteraction, but both actions must be different.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).

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

The PSYKER keyword is used in the following Warpcoven datacards:

The SORCERER keyword is used in the following Warpcoven datacards:

Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.

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

The ICON BEARER keyword is used in the following Warpcoven datacards:

The WARRIOR keyword is used in the following Warpcoven datacards:

Brutal
Your opponent can only block with critical successes.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.

The TZAANGOR keyword is used in the following Warpcoven datacards:

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