Warpcoven

ReconSecurity
KILL GRADE [5-9]
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What to Know

Unleash the Warp Coven: a 5-op Kill Team of Thousand Sons sorcerers, Rubric Marines, and Tzaangors! Customize each Sorcerer with unique Boons of Tzeentch—like flying across the board or ignoring cover. Rubric Marines are tough, elite shooters with 3+ saves, while Tzaangors are fast, melee-focused hitters. Mix psychic dominance with flexible tactics to outmaneuver and outgun your foes!

Core Abilities

Unusual Shooting
Sorcerer of Warpfire: Firestorm [Seek Light]Sorcerer of Warpfire: Mindburn [Seek Light]Incorporeal Sight: ignore obscuring terrainAstral Bombardment: can grant Seek Light to psychic weapon
Unusual Melee
Tzaangor Champion: Savage Brutality: free Fight action after first Fight.
Super Conceal
Out of Order Movement
Firefight Ploy: Capricious Plan: free Dash at end of activation
Activation Manipulation
Echoes from the Warp: change operative's order during counteractionAstartes: counteract regardless of orderFirefight Ploy: Capricious Plan: change operative's order or free dashFirefight Ploy: Mutant Herd: activate two Tzaangor operatives simultaneously
APL Modifiers
Sorcerer of Destiny: -1 APL to visible enemy operative.Rubric Marine Gunner: -1 APL when activated without Sorcerer.Rubric Marine Icon Bearer: +1 APL for control, -1 APL without Sorcerer.Rubric Marine Warrior: -1 APL when activated without Sorcerer.Tzaangor Icon Bearer: +1 APL for control purposes.
Bitter Demise
Block Rerolls
Strategic Ploy: Fate Itself Is My Weapon: replacement dice cannot be re-rolled
Damage Reduction
Operative: Herd Banner: subtract 1 damage from attacks on nearby Tzaangor.Firefight Ploy: All Is Dust: normal damage becomes 1 for Rubric Marines.Arcane Robes: critical damage becomes normal for Sorcerers.

Faction Rules

  • Boons of Tzeentch: Select a unique boon for each SORCERER operative at battle start.
  • Incorporeal Sight: Ranged weapons gain Saturate; ignore obscuring when shooting.
  • Time-Walk: Increase operative's Move stat by 1".
  • Echoes from the Warp: Once per battle, change order and gain a free different action on counteraction.
  • Warp Swell: Increase Normal Dmg stat of melee weapons by 1.
  • Mutant Appendage: Ignore control for marker and mission actions; reduce AP cost once per activation.
  • Immaterial Flight: Once per turning point, teleport during Charge or Reposition, ignoring terrain restrictions.
  • Twist of Fate: PSYCHIC ranged weapons gain Piercing Crits 1.
  • Astral Bombardment: Select a PSYCHIC weapon to gain Devastating rule or choose between Seek Light and Devastating 1.
  • Master of the Immaterium: Increase distance of PSYCHIC actions with requirements by 3".
  • Astartes: Perform two Shoot or Fight actions per activation; counteract regardless of order.

Strategic Ploys

  • Aethereal Warding: Piercing 1 becomes Piercing Crits 1 against WARPCOVEN
  • Fate Itself Is My Weapon: Replace one attack die with a reserved die
  • Savage Herd: TZAANGOR melee weapons gain Accurate 1 and sometimes Severe
  • Brotherhood of Sorcerers: PSYCHIC weapons gain Balanced or Ceaseless

Firefight Ploys

  • All Is Dust: Normal damage becomes 1 damage for Rubric Marines
  • Capricious Plan: Sorcerer dashes or changes order after activation
  • Mutant Herd: Activate two Tzaangors together within 2 inches
  • Psychic Cabal: Sorcerer borrows psychic ability from nearby Sorcerer

Equipment

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

Rules Commentary

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.
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.

Operative Selection

OPERATIVES

  • ↘ 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.

BOONS OF TZEENTCH

Whenever you select a SORCERER operative for the battle, you must select a BOON OF TZEENTCH 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.

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment