The Wyrmblade kill team specializes in ambush tactics and deception, using hidden deployment positions and surprise attacks that gain powerful bonuses when emerging from concealment or attacking from unexpected angles.
Core Abilities
Faction Rules
- FAMILIAR TERRITORY: Set up some operatives in hiding, emerge later within 6" of drop zone.
- CULT AGENT: Ignore Piercing and Saturate, retain extra or improved cover saves.
- CULT AMBUSH: Gain Ceaseless when changing order to Engage or starting unseen.
Strategic Ploys
- THE DAY IS AT HAND: Gain Rending on ranged and +1 Atk on melee when changing order.
- CROSSFIRE: Gain Accurate 1 when shooting a previously shot target.
- ONE WITH THE SHADOWS: Become obscured when shot through Light terrain with Conceal.
- DIVERT AND DISAPPEAR: Up to three operatives Dash or Charge; Agent can Fall Back with APL penalty.
Firefight Ploys
- SLINK INTO DARKNESS: Change Engage order to Conceal
- COILED SERPENT: Retain normal success as critical
- UNQUESTIONING LOYALTY: Redirect attack to another operative
- A PLAN GENERATIONS IN THE MAKING: Perform free mission action when incapacitated
Equipment
- Blasting Charges: Once per turn, ranged weapon with Blast 1", Saturate.
- Cult Knives: Melee weapon with 3 attack dice, 4+ hit.
- Explosive Traps: Grants two mines; allies immune to their effects.
- Spotlights: Targets not obscured if within 6" of Neophyte.