Meet the MURDERWING Kill Team: 6 elite Heretic Astartes with Jump Packs that redefine mobility. They're fast (6" move), tough (3+ save, 14-15 wounds), and hit hard in melee with power fists, claws, and chainswords. Their unique BOOST mechanic lets them teleport during charges/fall backs, enabling hit-and-run tactics and special BOOST actions like Snatch and Strike From Above. Faction rules grant double shoot/fight actions, while ploys like Predators Above and Murderous Descent reward vertical dominance. Control the skies, punish the weak, and unleash chaos from above!
Core Abilities
Faction Rules
- Jump Pack: Operatives can boost during movement actions, teleporting short distances instead of moving normally.
- Boost Actions: Boost actions affect enemies in the zone between the operative's original and boosted positions.
- Astartes: Operatives can perform two Shoot or two Fight actions per activation and always counteract.
Strategic Ploys
- Cull the Weak: gain Punishing vs lower, APL-reduced, or wounded operatives
- Predators Above: gain Balanced when higher or after Boost
- Nightmare on High: reroll one defence dice when higher or after Boost
- Instil Fear: reduce Normal Dmg 3+ by 1 in fight
Firefight Ploys
- Murderous Descent: interrupt enemy move for free Charge
- Malicious Narcissism: skip activations while enemy in killzone
- Long Forgotten Honour: critical success ends fight for free Fall Back
- Wings of Darkness: extra 3" on Fall Back/Reposition Boost
Equipment
- Clawed Armour: Perform Clawed Charge action during Charge after Boost
- Bladefins: Perform Slice From Above action during Fall Back or Reposition after Boost
- Warp Fuel: Once per turn, free Reposition or Charge after enemy Fall Back
- Vox-Casters: Once per turn, perform Vox-Cry to stun enemies within 3"