Warpcoven

ReconSecurity
KILL GRADE [5-9]
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What to Know

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

Unusual Shooting
Sorcerer of Warpfire: Firestorm [Seek Light]Sorcerer of Warpfire: Mindburn [Seek Light]Boons of Tzeentch: Incorporeal Sight: enemy operatives cannot be obscured.
Unusual Melee
Operative: Savage Brutality: free Fight action after first Fight action
Super Conceal
Out of Order Movement
Firefight Ploy: Capricious Plan: free Dash at end of Sorcerer's activation
Activation Manipulation
Rule Name: Echoes from the Warp: change operative's order during counteractionFirefight Ploy: Capricious Plan: change operative's order at end of activationFirefight Ploy: Mutant Herd: activate two Tzaangor operatives simultaneously
APL Modifiers
Sorcerer of Destiny: Ravage Destiny: -1 APL to enemy for marker control.Rubric Marine Icon Bearer: Icon Bearer: +1 APL to self for marker control.Tzaangor Icon Bearer: Icon Bearer: +1 APL to self for marker control.Sorcerous Automata: -1 APL to Rubric Marines when activated without 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 attacks on nearby Tzaangor.Firefight Ploy: All Is Dust: normal damage reduced to 1 for Rubric Marines.Arcane Robes: change critical damage to normal for Sorcerers.

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

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

  • 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

Notes:

  • 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.

Rules:

  • 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.

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment