Wyrmblade

InfiltrationSeek & Destroy
KILL GRADE [8-14]
Ops12345
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What to Know

Unleash the Wyrmblade! This 14-operative Genestealer Cult kill team excels as ambush specialists. Set up 1/3 of your team in Hiding, then emerge to strike with Ceaseless weapons. Cult Agents are incredibly durable, ignoring Piercing/Saturate and gaining extra cover saves. With ploys like The Day Is At Hand (Rending ranged +1 melee Atk) and Crossfire (Accurate), they're deadly at both shooting and melee. Fast operatives like the Locus (dual Fight actions) and Sanctus Talon (Conceal Charge) make them masters of surprise. Though fragile, their hit-and-run tactics and sacrificial plays keep opponents guessing!

Core Abilities

Unusual Shooting
Kelermorph: Liberator Autostubs (Hypersense) [Seek Light]Sanctus Sniper: Familiar's Soulsight: target cannot be obscuredSpotlights: target not obscured within 6" of NEOPHYTE
Unusual Melee
Sanctus Talon: Assassinate: immediate second strike on first hit
Super Conceal
Out of Order Movement
Operative: Quicksilver Strike: free Charge interrupt after enemy moves.Familiar Territory: deploy in hiding before first turn.Strategic Ploy: Divert And Disappear: free Dash or Charge actions.
Activation Manipulation
Operative: Group Activation: activate another WARRIOR after this one, before opponent.Operative: Quicksilver Strike: interrupt enemy action to perform a free Charge action.
APL Modifiers
Neophyte Leader: Web Pistol [Stun]Neophyte Gunner: Webber [Stun]Neophyte Heavy Gunner: Seismic Cannon [Stun]Neophyte Icon Bearer: Icon Bearer: +1 APL for marker controlStrategic Ploy: Divert And Disappear: -1 APL to CULT AGENT on Fall Back
Bitter Demise
Neophyte Icon Bearer: Overthrow the Oppressors: Incapacitated NEOPHYTE can shoot or use ploy free.Firefight Ploy: A Plan Generations in the Making: Incapacitated NEOPHYTE can perform free mission action.
Block Rerolls
Damage Reduction

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 hidden.

Strategic Ploys

  • The Day Is At Hand: Gain Rending on ranged and +1 Atk on melee when changing order.
  • Crossfire: Gain Accurate 1 on ranged after another friendly shoots target.
  • One With The Shadows: Concealed operatives obscured by Light terrain when shot.
  • Divert And Disappear: Up to three operatives free Dash or Charge, agent can Fall Back.

Firefight Ploys

  • Slink Into Darkness: change order from ENGAGE to CONCEAL
  • Coiled Serpent: retain normal success as critical success
  • Unquestioning Loyalty: redirect attack to another friendly operative
  • A Plan Generations in the Making: perform free mission action when incapacitated

Equipment

  • Blasting Charges: Once per turning point, Neophyte can use Blasting charge ranged weapon.
  • Cult Knives: Neophyte operatives have Cult knife melee weapon.
  • Explosive Traps: Select two mines; friendly operatives ignore mine effects.
  • Spotlights: Target not obscured if within 6" of Neophyte not in enemy control.

Rules Commentary

Q:
If an operative performs an action in which it moves or is set up outside of the Firefight phase, can a WYRMBLADE LOCUS still interrupt with its Quicksilver Strike rule?
A:
Yes.

Operative Selection

OPERATIVES

  • ↘ 1 Wyrmblade 💀 NEOPHYTE LEADER operative with one of the following options:

    • Autogun; gun butt
    • Shotgun; gun butt
    • Or one option from each of the following:
      • Bolt pistol, master-crafted autopistol or web pistol
      • Chainsword, power maul or power pick
  • ↘ 13 Wyrmblade 💀 operatives selected from the following list:

    • KELERMORPH
    • LOCUS
    • GUNNER with flamer and gun butt
    • GUNNER with grenade launcher and gun butt
    • GUNNER with webber and gun butt
    • HEAVY GUNNER with heavy stubber and gun butt
    • HEAVY GUNNER with mining laser and gun butt
    • HEAVY GUNNER with seismic cannon and gun butt
    • ICON BEARER with one of the following options:
      • Autogun; gun butt
      • Shotgun; gun butt
    • SANCTUS SNIPER
    • SANCTUS TALON
    • WARRIOR with one of the following options:
      • Autogun; gun butt
      • Shotgun; gun butt

Other than WARRIOR operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two GUNNER operatives, up to two HEAVY GUNNER operatives and up to two CULT AGENT operatives.

These operatives count as two selections each.

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment