Wyrmblade

Genestealer Cults are insidious broods of Human-xenos hybrids that spread unnoticed on Imperial worlds, sometimes for generations. They infiltrate the Imperium’s social, industrial and military fabric, and their elite Wyrmblade kill teams squirm undetected into perfect ambush sites.

Books

BookKindEditionVersionLast update
  Wyrmblade
  WyrmbladeFaction31.0March 2025

Wyrmblade Kill Team

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

Operatives

  • 1 WYRMBLADE NEOPHYTE LEADER operative with one of the following options:
    • Autogun; gun butt
    • Shotgun; gun butt
    Or one option from each of the following:
    • Bolt pistol, master-crafted autopistol or web pistol
    • Chainsword, power maul or power pick
  • 13 WYRMBLADE operatives selected from the following list:
    • KELERMORPH*
    • LOCUS*
    • GUNNER with flamer and gun butt
    • GUNNER with grenade launcher and gun butt
    • GUNNER with webber and gun butt
    • HEAVY GUNNER with heavy stubber and gun butt
    • HEAVY GUNNER with mining laser and gun butt
    • HEAVY GUNNER with seismic cannon and gun butt
    • ICON BEARER with one of the following options:
      • Autogun; gun butt
      • Shotgun; gun butt
    • SANCTUS SNIPER*
    • SANCTUS TALON*
    • WARRIOR with one of the following options:
      • Autogun; gun butt
      • Shotgun; gun butt

Other than WARRIOR operatives, your kill team can only include each operative on this list 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.

*These operatives count as two selections each.

Faction Rules

Familiar Territory

Genestealer Cults infiltrate all stratas of Imperial society, accumulating knowledge of transit routes, passageways and hidden tunnels by which they may outmanoeuvre their foes.

When setting up a WYRMBLADE kill team before the battle, one third of your kill team can be set up in HIDING: place them to one side instead of in the killzone. CULT AGENT operatives cannot be set up in HIDING.

In the Firefight phase, friendly WYRMBLADE operatives set up in HIDING are activated as normal. When you do, you can either expend that operative or have it emerge. If it emerges, set it up in the killzone in a location it can be placed as follows (it’s no longer set up in HIDING):
  • Wholly within 6" of your drop zone.
  • More than 6" from enemy operatives.
  • With an order of your choice.

The operative is treated as performing the Reposition action (spend the AP accordingly), then continue its activation as normal. If the operative is a WARRIOR, ignore its Group Activation rule. Friendly operatives still in HIDING at the end of the second turning point are incapacitated.

Cult Agent

The Patriarch’s chosen agents are seeded throughout the Cult’s forces, providing guidance and motivation to the faithful.

Whenever an operative is shooting a friendly WYRMBLADE CULT AGENT operative:
  • Ignore the Piercing and Saturate weapon rules.
  • If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.

Cult Ambush

When the Day of Ascension arrives, the Cult strike as one, catching their foes unawares with lethal ambushes and surprise assaults.

Whenever a friendly WYRMBLADE operative is shooting or fighting during its activation, if its order was changed from Conceal to Engage at the start of that activation, or it wasn’t visible to enemy operatives at the start of that activation, that friendly operative’s weapons have the Ceaseless weapon rule.

Strategy Ploys

THE DAY IS AT HAND

When the moment is right, the Cult strikes. Swift and brutal ambushes allow for high lethality, even with improvised weapons.

Whenever a friendly WYRMBLADE operative is activated, if its order is changed from Conceal to Engage, until the end of that activation:
  • Its ranged weapons have the Rending weapon rule.
  • Add 1 to the Atk stat of its melee weapons (to a maximum of 5).
CROSSFIRE

The Cult’s operatives surround their foes before opening fire and catching their targets in a lethal crossfire.

Whenever a friendly WYRMBLADE operative is shooting an operative that another friendly WYRMBLADE operative has already shot during this turning point, that first friendly operative’s ranged weapons have the Accurate 1 weapon rule.
ONE WITH THE SHADOWS

Wyrmblade operatives know the battlefield like the backs of their clawed hands, stalking the shadows and using terrain to their own advantage.

Whenever an operative is shooting a friendly WYRMBLADE operative that has a Conceal order, if Light terrain is intervening, that friendly operative is obscured (unless the intervening Light terrain is within 1" of either operative).
DIVERT AND DISAPPEAR

The Cult’s agents direct their zealous underlings with great cunning by throwing them into the fray or drawing them back, using the resultant chaos to place themselves in advantageous positions.

Up to three friendly WYRMBLADE operatives can immediately perform a free Dash or Charge action in an order of your choice (choose separately for each, and for the latter, it cannot move more than 3"). If a WYRMBLADE CULT AGENT operative is selected for this ploy, it counts as two operatives, and it can perform a free Fall Back action instead (it cannot move more than 3"); if it does, subtract 1 from its APL stat until the end of its next activation.

Firefight Ploys

SLINK INTO DARKNESS

As swiftly as their ambush is launched, Wyrmblade operatives fade away once more, scrambling into access tunnels and shadowy hiding places in preparation for the next wave.

Use this firefight ploy at the end of a friendly WYRMBLADE operative’s activation. If that operative has an Engage order, change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.
COILED SERPENT

When the ambush occurs, it does so with lightning speed and precise coordination, obliterating its targets in a hail of firepower or slashing blades.

Use this firefight ploy when a friendly WYRMBLADE operative is shooting or fighting, after rolling your attack dice. If that friendly operative’s order was changed from Conceal to Engage at the start of that activation and this is the first time it’s performed either the Shoot or Fight action during that activation, you can retain one of your normal successes as a critical success instead. Note this ploy cannot come into effect more than once per activation (you cannot use it during both the Shoot and Fight action in the same activation).
UNQUESTIONING LOYALTY

Neophytes frequently sacrifice themselves for the cause, leaping in front of bullets and blades intended for the Cult’s leaders and heroes.

Use this firefight ploy when a friendly WYRMBLADE CULT AGENT or WYRMBLADE LEADER operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly WYRMBLADE NEOPHYTE operative (excluding LEADER) visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action. If it’s the Shoot action, that other operative is only in cover or obscured if the original target was.

This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
A PLAN GENERATIONS IN THE MAKING

The Cult will allow no interference in the execution of their plan. The Day of Ascension must occur. Even the mortally wounded will expend the last of their energy to ensure success.

Use this firefight ploy when a friendly WYRMBLADE NEOPHYTE operative is incapacitated. It can perform a free mission action before it’s removed from the killzone.

Faction Equipment

BLASTING CHARGES

Mining equipment becomes deadly weaponry in the hands of the Wyrmblade.

Once per turning point, a friendly WYRMBLADE NEOPHYTE operative can use the following ranged weapon:

Blasting charge

 
NAME
ATK
HIT
DMG
Blasting charge
4
4+
3/5

WR
Range 4", Blast 1", Saturate
CULT KNIVES

The agents of the Cult bear many bladed implements. Some mere tools, others ritual in significance, yet all equally lethal in their hands.

Friendly WYRMBLADE NEOPHYTE operatives have the following melee weapon:

Cult knife

 
NAME
ATK
HIT
DMG
Cult knife
3
4+
3/4
EXPLOSIVE TRAPS

Wyrmblade operatives make frequent use of booby traps and mines in the execution of their ambushes.

This equipment allows you to select two mines (see universal equipment). You cannot also select that equipment as normal (i.e. to give you three), and friendly WYRMBLADE operatives are ignored for your mines’ effects (i.e. they cannot trigger or take damage from them). This takes precedence over the normal mines rules.
SPOTLIGHTS

Wyrmblade Neophytes bear mining lumen and flashlights, using these devices to sweep the shadows and reveal concealed foes.

Whenever a friendly WYRMBLADE operative is shooting, the target cannot be obscured if it’s visible to and within 6" of a friendly WYRMBLADE NEOPHYTE operative that isn’t within control range of enemy operatives.

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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Autogun
Autogun
4
3+
2/3
-
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Master-crafted autopistol
Master-crafted autopistol
4
3+
2/4
Range 8", Lethal 5+Range 8", Lethal 5+
Shotgun
Shotgun
4
2+
3/3
Range 6"Range 6"
Web pistol
Web pistol
4
3+
3/4
Range 6", Severe, StunRange 6", Severe, Stun
Chainsword
Chainsword
4
3+
4/5
-
Gun butt
Gun butt
3
4+
2/3
-
Power maul
Power maul
4
3+
4/6
ShockShock
Power pick
Power pick
4
3+
4/5
RendingRending
Shadow Vector: Once per turning point, you can use the Slink Into Darkness or Coiled Serpent firefight ploy for 0CP if the specified friendly WYRMBLADE operative is a NEOPHYTE visible to this operative.
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, NEOPHYTE, LEADER
⌀25mm


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 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 agile, gunslinging revolutionaries is forged.

APL
3
MOVE
6"
SAVE
4+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Liberator autostubs (hypersense)
Liberator autostubs (hypersense)
5
3+
3/4
Range 6", Saturate, Seek Light, Hypersense*Range 6", Saturate, Seek Light, Hypersense*
Liberator autostubs (long range)
Liberator autostubs (long range)
4
4+
3/4
Piercing Crits 1, RendingPiercing Crits 1, Rending
Liberator autostubs (short range)
Liberator autostubs (short range)
5
3+
3/4
Range 8", Piercing 1, RendingRange 8", Piercing 1, Rending
Kelermorph knife
Kelermorph knife
3
4+
3/4
RendingRending
*Hypersense: Whenever this operative is shooting with this weapon profile, enemy operatives cannot be obscured.
Expert Gunslinger: This operative can perform two Shoot actions during its activation.
Heroic Inspiration: Whenever a friendly WYRMBLADE NEOPHYTE operative visible to and within 3" of this operative is shooting, fighting or retaliating, if this operative has incapacitated an enemy operative during this turning point, that friendly operative’s weapons have the Severe weapon rule.
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, CULT AGENT, KELERMORPH
⌀32mm


Locus

Concealing a powerful, xenos-mutated form beneath heavy robes and a sinisterly still exterior, a Locus can erupt into a flurry of attacks in the blink of an eye. Often appointed by the cult’s Magus to protect a kill team’s leader, these gene-bred 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 attacks in the blink of an eye. Often appointed by the cult’s Magus to protect a kill team’s leader, these gene-bred bodyguards are also their master’s eyes and ears.

APL
3
MOVE
6"
SAVE
4+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Barbed tail
Barbed tail
4
3+
3/4
Range 3", SilentRange 3", Silent
Locus blades
Locus blades
5
3+
4/6
Lethal 5+Lethal 5+
Expert Swordsman: This operative can perform two Fight actions during its activation. Whenever this operative ends the Fight action, if it’s no longer within control range of enemy operatives, it can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but it cannot move more than 3" during that action. Doing so doesn’t prevent it from performing the Dash action afterwards during that activation.
Bladed Stance: Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.
Quicksilver Strike: Once per turning point, after an enemy operative performs an action in which it moves or is set up, you can interrupt that activation/counteraction to use this rule. If you do, this operative can immediately perform a free Charge action (you can change its order to do so), but it cannot move more than 3", and it must end that move within control range of that enemy operative. If this isn’t possible, the interruption is cancelled and this rule hasn’t been used.
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, CULT AGENT, LOCUS
⌀32mm


Neophyte Gunner

Especially powerful weapons purloined from defence militias, acquired via criminal contacts or even built in 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 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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Flamer
Flamer
4
2+
3/3
Range 8", Saturate, Torrent 2"Range 8", Saturate, Torrent 2"
Grenade launcher (frag)
Grenade launcher (frag)
4
4+
2/4
Blast 2"Blast 2"
Grenade launcher (krak)
Grenade launcher (krak)
4
4+
4/5
Piercing 1Piercing 1
Webber
Webber
4
3+
3/4
Range 12", Severe, StunRange 12", Severe, Stun
Gun butt
Gun butt
3
4+
2/3
-
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, NEOPHYTE, GUNNER
⌀25mm


Neophyte Heavy Gunner

Powerfully built Neophytes 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 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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Heavy stubber (focused)
Heavy stubber (focused)
5
4+
4/5
Heavy (Dash only)Heavy (Dash only)
Heavy stubber (sweeping)
Heavy stubber (sweeping)
4
4+
4/5
Heavy (Dash only), Torrent 1"Heavy (Dash only), Torrent 1"
Mining laser
Mining laser
5
4+
5/6
Heavy (Dash only), Piercing 1Heavy (Dash only), Piercing 1
Seismic cannon (long-wave)
Seismic cannon (long-wave)
5
4+
5/6
Blast 1", Heavy (Dash only), StunBlast 1", Heavy (Dash only), Stun
Seismic cannon (short-wave)
Seismic cannon (short-wave)
4
3+
4/4
Range 6", Heavy (Dash only), Piercing Crits 1, StunRange 6", Heavy (Dash only), Piercing Crits 1, Stun
Gun butt
Gun butt
3
4+
2/3
-
Heavy Weapon Bipod: Whenever this operative is shooting with a weapon from its datacard, if it hasn’t moved during the activation, or if it’s a counteraction, that weapon has the Ceaseless weapon rule; if the weapon already has that weapon rule (i.e. from the Cult Ambush faction rule), it has the Relentless weapon rule. Note this operative isn’t restricted from moving after shooting.
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, NEOPHYTE, HEAVY GUNNER
⌀32mm


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 comes to raise them and signal the attack. Honoured wardens of their brood’s holy icon, they inspire their brothers and sisters to feats of great sacrifice.

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 comes to raise them and signal the attack. Honoured wardens of their brood’s holy icon, they inspire their brothers and sisters to feats of great sacrifice.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Autogun
Autogun
4
4+
2/3
-
Shotgun
Shotgun
4
3+
3/3
Range 6"Range 6"
Gun butt
Gun butt
3
4+
2/3
-
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.
Overthrow the Oppressors: Once per turning point, when a ready friendly WYRMBLADE NEOPHYTE operative is incapacitated while visible to and within 6" of this operative, you can use this rule. If you do, before that operative is removed from the killzone, it can either perform one free Shoot action (you can change its order to do so), or you can use the A Plan Generations in the Making firefight ploy for 0CP if that incapacitated operative is the specified friendly WYRMBLADE NEOPHYTE operative. It’s then removed from the killzone as normal.
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, NEOPHYTE, ICON BEARER
⌀25mm


Sanctus Sniper

Fixed by the assassin’s tri-lens goggles and centred in the cross hairs of their calibrated rifle, the target of a Sanctus Sniper is doomed. The Sanctus’ aim is further refined by their Soulsight Familiar, through which the cult’s Patriarch directs the killer.

Sanctus Sniper

Fixed by the assassin’s tri-lens goggles and centred in the cross hairs of their calibrated rifle, the target of a Sanctus Sniper is doomed. The Sanctus’ aim is further refined by their Soulsight Familiar, through which the cult’s Patriarch directs the killer.

APL
3
MOVE
6"
SAVE
4+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Sanctus sniper rifle (mobile)
Sanctus sniper rifle (mobile)
4
3+
3/4
-
Sanctus sniper rifle (stationary)
Sanctus sniper rifle (stationary)
4
2+
3/3
Devastating 3, Heavy (Dash only), SilentDevastating 3, Heavy (Dash only), Silent
Fists
Fists
4
3+
2/4
-

TARGET VULNERABILITY1AP

Until the end of this operative’s activation, the stationary profile of its Sanctus sniper rifle has the Lethal 5+ weapon rule.

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

FAMILIAR’S SOULSIGHT1AP

Select one enemy operative visible to this operative. Until the end of the battle, or until this action is performed again by a friendly operative (whichever comes first), that enemy operative gains one of your Soulsight tokens. Whenever this operative is shooting an enemy operative that has one of your Soulsight tokens, all profiles of this operative’s Sanctus sniper rifle have the Saturate weapon rule and that enemy operative cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, CULT AGENT, SANCTUS, SNIPER
⌀32mm


Sanctus Talon

Some Sanctuses wield atrophic blades, each grown within bubbling pools containing the liquefied psychic essences of slain cultists. Clutching these 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 weapons, a Sanctus will track its target for days, squeezing its multijointed limbs through narrow spaces while following its victim’s psychic spoor.

APL
3
MOVE
6"
SAVE
4+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Sanctus bio-dagger
Sanctus bio-dagger
4
3+
3/6
Lethal 4+, ShockLethal 4+, Shock
Creeping Shadow: This operative can perform the Charge action while it has a Conceal order. Whenever this operative performs the Fight action, it can immediately perform a free Dash or Fall Back action afterwards (for the latter, it cannot move more than 3"), even if it’s performed an action that prevents it from performing those actions.

FAMILIAR’S SOULSIGHT1AP

Select one enemy operative visible to this operative. Until the end of the battle, or until this action is performed again by a friendly operative (whichever comes first), that enemy operative gains one of your Soulsight tokens. Whenever this operative is fighting or retaliating against an enemy operative that has one of your Soulsight tokens, its Sanctus bio-dagger has the Brutal and Balanced weapon rules.

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

ASSASSINATE2AP

Select one enemy operative this operative isn’t visible to. Perform a free Charge action with this operative, but don’t exceed its Move stat (i.e. don’t add 2"), and it must end that move within control range of that enemy operative. Then immediately perform a free Fight action with this operative against that enemy operative. The first time you strike during that action, you can immediately resolve another of your successes as a strike (before your opponent).

This operative cannot perform this action while it has an Engage order, or while within control range of an enemy operative.
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, CULT AGENT, SANCTUS, TALON
⌀32mm


Neophyte Warrior

Warriors are amongst the most experienced guerrilla fighters of a cult’s Neophyte Hybrids. They are veteran agitators and insurgents, deeply indoctrinated in the cult’s creed. They form the backbone of the elite Wyrmblade broods sent deep into the oppressors’ territory.

Neophyte Warrior

Warriors are amongst the most experienced guerrilla fighters of a cult’s Neophyte Hybrids. They are veteran agitators and insurgents, deeply indoctrinated in the cult’s creed. They form the backbone of the elite Wyrmblade broods sent deep into the oppressors’ territory.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Autogun
Autogun
4
4+
2/3
-
Shotgun
Shotgun
4
3+
3/3
Range 6"Range 6"
Gun butt
Gun butt
3
4+
2/3
-
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly WYRMBLADE WARRIOR operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
WYRMBLADE, TYRANIDS, GENESTEALER CULTS, NEOPHYTE, WARRIOR
⌀25mm

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

• Locus

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.
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.

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.
Saturate
The defender cannot retain cover saves.

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.

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.
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.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Engage: The operative can perform actions as normal and can counteract.
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.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
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).

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.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.

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.

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

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.
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.
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).
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
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.
1X MINES

The battlefields of the 41st Millennium are plagued by myriad types of mine, from simple frag charges to monofilament web-snares and microplasma charges. Ultimately, all serve a similar, horrible purpose.

Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points and Accessible terrain. The first time that marker is within an operative’s control range, remove that marker and inflict D3+3 damage on that operative.
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.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
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.
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.
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
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).
SLINK INTO DARKNESS

As swiftly as their ambush is launched, Wyrmblade operatives fade away once more, scrambling into access tunnels and shadowy hiding places in preparation for the next wave.

Use this firefight ploy at the end of a friendly WYRMBLADE operative’s activation. If that operative has an Engage order, change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.
COILED SERPENT

When the ambush occurs, it does so with lightning speed and precise coordination, obliterating its targets in a hail of firepower or slashing blades.

Use this firefight ploy when a friendly WYRMBLADE operative is shooting or fighting, after rolling your attack dice. If that friendly operative’s order was changed from Conceal to Engage at the start of that activation and this is the first time it’s performed either the Shoot or Fight action during that activation, you can retain one of your normal successes as a critical success instead. Note this ploy cannot come into effect more than once per activation (you cannot use it during both the Shoot and Fight action in the same activation).

The NEOPHYTE keyword is used in the following Wyrmblade datacards:

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 NEOPHYTE keyword is used in the following Wyrmblade datacards:

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).

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

• Locus
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.
Cult Ambush

When the Day of Ascension arrives, the Cult strike as one, catching their foes unawares with lethal ambushes and surprise assaults.

Whenever a friendly WYRMBLADE operative is shooting or fighting during its activation, if its order was changed from Conceal to Engage at the start of that activation, or it wasn’t visible to enemy operatives at the start of that activation, that friendly operative’s weapons have the Ceaseless weapon rule.
Relentless
You can re-roll any of your attack dice.
A PLAN GENERATIONS IN THE MAKING

The Cult will allow no interference in the execution of their plan. The Day of Ascension must occur. Even the mortally wounded will expend the last of their energy to ensure success.

Use this firefight ploy when a friendly WYRMBLADE NEOPHYTE operative is incapacitated. It can perform a free mission action before it’s removed from the killzone.

The SANCTUS keyword is used in the following Wyrmblade datacards:

Brutal
Your opponent can only block with critical successes.
Balanced
You can re-roll one of your attack dice.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.

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