|
Show History | ||||
| Book | Kind | Edition | Version | Last update |
Wyrmblade | ||||
Wyrmblade | Faction | 3 | November ’25 | December 2025 |
| Q: | If an operative performs an action in which it moves or is set up outside of the Firefight phase, can a |
| A: | Yes. |
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.
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.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 WYRMBLADEWhen 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.When the moment is right, the Cult strikes. Swift and brutal ambushes allow for high lethality, even with improvised weapons.
The Cult’s operatives surround their foes before opening fire and catching their targets in a lethal crossfire.
Wyrmblade operatives know the battlefield like the backs of their clawed hands, stalking the shadows and using terrain to their own advantage.
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.
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.
When the ambush occurs, it does so with lightning speed and precise coordination, obliterating its targets in a hail of firepower or slashing blades.
Neophytes frequently sacrifice themselves for the cause, leaping in front of bullets and blades intended for the Cult’s leaders and heroes.
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.
Mining equipment becomes deadly weaponry in the hands of the Wyrmblade.
The agents of the Cult bear many bladed implements. Some mere tools, others ritual in significance, yet all equally lethal in their hands.
Wyrmblade operatives make frequent use of booby traps and mines in the execution of their ambushes.
Wyrmblade Neophytes bear mining lumen and flashlights, using these devices to sweep the shadows and reveal concealed foes.
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, Stun | Range 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 | Shock | Shock | |||
| Power pick | ||||||||
| Power pick | 4 | 3+ | 4/5 | Rending | Rending | |||
|
WYRMBLADE, TYRANID, GENESTEALER CULT, NEOPHYTE, LEADER
|
⌀25mm |
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, Rending | Piercing Crits 1, Rending | |||
| Liberator autostubs (short range) | ||||||||
| Liberator autostubs (short range) | 5 | 3+ | 3/4 | Range 8", Piercing 1, Rending | Range 8", Piercing 1, Rending | |||
| Kelermorph knife | ||||||||
| Kelermorph knife | 3 | 4+ | 3/4 | Rending | Rending | |||
|
WYRMBLADE, TYRANID, GENESTEALER CULT, CULT AGENT, KELERMORPH
|
⌀32mm |
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.
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", Silent | Range 3", Silent | |||
| Locus blades | ||||||||
| Locus blades | 5 | 3+ | 4/6 | Lethal 5+ | Lethal 5+ | |||
|
WYRMBLADE, TYRANID, GENESTEALER CULT, CULT AGENT, LOCUS
|
⌀32mm |
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 1 | Piercing 1 | |||
| Webber | ||||||||
| Webber | 4 | 3+ | 3/4 | Range 12", Severe, Stun | Range 12", Severe, Stun | |||
| Gun butt | ||||||||
| Gun butt | 3 | 4+ | 2/3 | - | ||||
|
WYRMBLADE, TYRANID, GENESTEALER CULT, NEOPHYTE, GUNNER
|
⌀25mm |
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 1 | Heavy (Dash only), Piercing 1 | |||
| Seismic cannon (long-wave) | ||||||||
| Seismic cannon (long-wave) | 6 | 4+ | 2/2 | Blast 1", Heavy (Dash only), Stun | Blast 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, Stun | Range 6", Heavy (Dash only), Piercing Crits 1, Stun | |||
| Gun butt | ||||||||
| Gun butt | 3 | 4+ | 2/3 | - | ||||
|
WYRMBLADE, TYRANID, GENESTEALER CULT, NEOPHYTE, HEAVY GUNNER
|
⌀32mm |
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.
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 | - | ||||
|
WYRMBLADE, TYRANID, GENESTEALER CULT, NEOPHYTE, ICON BEARER
|
⌀25mm |
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), Silent | Devastating 3, Heavy (Dash only), Silent | |||
| Fists | ||||||||
| Fists | 4 | 3+ | 2/4 | - | ||||
|
WYRMBLADE, TYRANID, GENESTEALER CULT, CULT AGENT, SANCTUS, SNIPER
|
⌀32mm |
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.
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+, Shock | Lethal 4+, Shock | |||
|
WYRMBLADE, TYRANID, GENESTEALER CULT, CULT AGENT, SANCTUS, TALON
|
⌀32mm |
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 | - | ||||
|
WYRMBLADE, TYRANID, GENESTEALER CULT, NEOPHYTE, WARRIOR
|
⌀25mm |
|
|
|


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.

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