Warpcoven

ReconSecurity
KILL GRADE [5-9]
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What to Know

Unleash the Warpcoven: 5 operatives of Tzeentch's chosen! Command 3 powerful Sorcerers with unique psychic powers & customizable Boons of Tzeentch. Lead tough Rubric Marines (3+ save) for heavy shooting or fast Tzaangors (6" move) for brutal melee. Adapt your playstyle each game with flexible ploys like Fate Itself Is My Weapon. Dominate with psychic might and tactical versatility!

Core Abilities

Unusual Shooting
Sorcerer of Warpfire: Firestorm [Seek Light]Sorcerer of Warpfire: Mindburn [Seek Light]Incorporeal Sight: enemy operatives cannot be obscured
Unusual Melee
Tzaangor Champion: Savage Brutality: free Fight action after first Fight action
Super Conceal
Out of Order Movement
Firefight Ploy: Capricious Plan: free Dash at Sorcerer activation endOperative: Temporal Flux: moves operative after activation
Activation Manipulation
Firefight Ploy: Mutant Herd: activate two Tzaangor operatives togetherFirefight Ploy: Capricious Plan: change order or free Dash after activationEchoes From The Warp: change order and free action during counteraction
APL Modifiers
Sorcerer of Destiny: Reduces enemy APL by 1 for marker control.Rubric Marine Icon Bearer: Increases own APL by 1 for marker control.Tzaangor Icon Bearer: Increases own APL by 1 for marker control.Sorcerous Automata: Subtracts 1 APL from Rubric Marines without nearby Sorcerer.
Bitter Demise
Block Rerolls
Strategic Ploy: Fate Itself Is My Weapon: replacement dice cannot be rerolled
Damage Reduction
Operative: Herd Banner: subtract 1 damage from Normal Dmg of 3+ on nearby Tzaangor.Firefight Ploy: All Is Dust: reduces Normal Dmg to 1 for Rubric Marines.Arcane Robes: reduces Critical Dmg to Normal Dmg for Sorcerers once per turn.

Faction Rules

  • Boons Of Tzeentch: Sorcerer operatives gain one unique boon per battle.
  • Incorporeal Sight: Ranged weapons have Saturate; enemies cannot be obscured when shooting.
  • Time-Walk: Add 1 inch to operative's Move stat.
  • Echoes From The Warp: Once per battle, change order and perform free different action on counteract.
  • Warp Swell: Add 1 to Normal Dmg of melee weapons.
  • Mutant Appendage: Ignore control for marker/mission actions; once per activation, reduce AP cost by 1.
  • Immaterial Flight: Once per turning point, fly during Charge or Reposition to teleport within Move distance.
  • Twist Of Fate: Psychic ranged weapons gain Piercing Crits 1.
  • Astral Bombardment: Select psychic weapon to gain Devastating 1 or 2, or choose Seek Light/Devastating 1 per shoot.
  • Master Of The Immaterium: Add 3 inches to distance requirements for psychic actions.
  • Astartes: Heretic Astartes can perform two Shoot or Fight actions per activation; can always counteract.

Strategic Ploys

  • Aetherial Warding: Piercing 1 becomes Piercing Crits 1 against Warpcoven operatives
  • Fate Itself Is My Weapon: Replace one attack die with a reserved die per sequence
  • Savage Herd: Tzaangor melee weapons gain Accurate 1 and sometimes Severe
  • Brotherhood of Sorcerers: Psychic weapons gain Balanced near other Sorcerers

Firefight Ploys

  • All Is Dust: Normal damage becomes 1 damage on Rubric Marine
  • Capricious Plan: Sorcerer gets free Dash or order change
  • Mutant Herd: Activate two Tzaangors together
  • Psychic Cabal: Sorcerer borrows psychic action or weapon

Equipment

  • Ensorcelled Rounds: Inferno boltguns and pistols gain Devastating 1.
  • Daemonmaw Weapons: +1 Atk for melee weapons; Accurate 1 when retaliating.
  • Sorcerous Scrolls: Once per battle, change Boon of Tzeentch for Sorcerer.
  • Arcane Robes: Once per turning point, convert Critical Dmg to Normal Dmg.

Rules Commentary

Q:
If a friendly operative selected for the Temporal Flux rule is activated within, or ends its activation within, an area in which it cannot use PSYCHIC additional rules (e.g. NOVITIATE CONDEMNOR Null Rod), can that operative be removed and set back up as a result of the Temporal Flux rule?
A:
No to both.
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.

Operative Selection

5 Warpcoven 💀 operatives selected from the following list:

  • SORCERER OF DESTINY[1]
  • SORCERER OF TEMPYRION[1]
  • SORCERER OF WARPFIRE[1]
  • RUBRIC MARINE GUNNER with one of the following options:
    • Warpflamer; fists
    • Soulreaper cannon [2]; fists
  • RUBRIC MARINE ICON BEARER
  • RUBRIC MARINE WARRIOR
  • TZAANGOR CHAMPION[3] with one of the following options:
    • Greataxe
    • Greatblade
  • TZAANGOR HORN BEARER[3]
  • TZAANGOR ICON BEARER[3]
  • TZAANGOR WARRIOR[3] with one of the following options:
    • Tzaangor blades
    • Tzaangor blade & shield
    • Autopistol; chainsword

You must select at least one friendly SORCERER operative. Other than WARRIOR operatives, your kill team can only include each operative on this list once.

1 With force stave, PSYCHIC weapons on their datacard and one of the following options:

  • Inferno bolt pistol
  • Prosperine khopesh
  • Warpflame pistol [2]

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

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

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment