Command the Warpcoven: a 5-operative team of Tzeentchian sorcerers and their minions! Lead with 3 unique Sorcerers, each with customizable Boons of Tzeentch for psychic dominance. Back them with tough Rubric Marines (3+ save, 14 wounds) for ranged firepower or fast Tzaangors (6" move) for melee pressure. Playstyle: flexible elite control with psychic tricks, durable shooting, and savage close combat. Bend fate to your will!
Core Abilities
Faction Rules
- Boons of Tzeentch: Select a unique boon for each Sorcerer operative before battle.
- Incorporeal Sight: Ranged weapons gain Saturate and ignore obscuring when shooting.
- Time-Walk: Increase operative's Move stat by 1 inch.
- Echoes from the Warp: Once per battle, change order and gain a free different action when counteracting.
- Warp Swell: Increase Normal Dmg of melee weapons by 1.
- Mutant Appendage: Ignore control range for marker actions and reduce their AP cost by 1 once per activation.
- Immaterial Flight: Once per turning point, teleport instead of moving during Charge or Reposition actions.
- Twist of Fate: PSYCHIC ranged weapons gain Piercing Crits 1.
- Astral Bombardment: Select a PSYCHIC ranged weapon to gain Devastating 1 or choose between Seek Light and Devastating 1 per shot.
- Master of the Immaterium: Increase distance of PSYCHIC actions with requirements by 3 inches.
- Astartes: Heretic Astartes operatives can perform two Shoot or two Fight actions per activation and always counteract.
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 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 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