Meet the MURDERWING Kill Team: 6 elite Heretic Astartes with Jump Packs that redefine mobility. They're fast (6" move), tough (3+ save, 14-15 wounds), and hit hard in melee with power fists, claws, and chainswords. Their unique BOOST mechanic lets them teleport during charges/fall backs, enabling hit-and-run tactics and special BOOST actions like Snatch and Strike From Above. Faction rules grant double shoot/fight actions, while ploys like Predators Above and Murderous Descent reward vertical dominance. Control the skies, punish the weak, and unleash chaos from above!
Core Abilities
Unusual Shooting
Unusual Melee
Super Conceal
Out of Order Movement
Operative: Slice the Veil: pre-game setup in warp, redeploys laterFaction Equipment: Warp Fuel: free move after enemy Fall Back in opponent's activationFirefight Ploy: Murderous Descent: interrupt with free Charge after enemy moveFirefight Ploy: Long Forgotten Honour: free Fall Back on critical hit in fight/retaliate
Activation Manipulation
Firefight Ploy: Murderous Descent: interrupt enemy activation to perform free Charge.Firefight Ploy: Malicious Narcissism: skip activations to delay friendly operative.Operative: Warp Talon: Slice the Veil: set up in warp for late activation.
APL Modifiers
Depredator: Horrifying Dismemberment subtracts 1 APL from enemy.Shrieker: Shriek action reduces enemy APL by 1.Vox-Casters: Vox-Cry action forces stun test to reduce enemy APL.
Bitter Demise
Operative: Frenzied Attack: strike with unresolved successes before removal when incapacitated during Fight.
Block Rerolls
Damage Reduction
Operative: Path To Damnation: ignore damage equal to Damnation points on 3+ damageStrategic Ploy: Instil Fear: reduce Normal Dmg 3+ by 1 when fighting
Faction Rules
- Jump Pack: Operatives can boost during movement actions, teleporting short distances instead of moving normally.
- Boost Actions: Boost actions affect enemies in the zone between the operative's original and boosted positions.
- Astartes: Operatives can perform two Shoot or two Fight actions per activation and always counteract.
Strategic Ploys
- Cull the Weak: gain Punishing vs lower, APL-reduced, or wounded operatives
- Predators Above: gain Balanced when higher or after Boost
- Nightmare on High: reroll one defence dice when higher or after Boost
- Instil Fear: reduce Normal Dmg 3+ by 1 in fight
Firefight Ploys
- Murderous Descent: interrupt enemy move for free Charge
- Malicious Narcissism: skip activations while enemy in killzone
- Long Forgotten Honour: critical success ends fight for free Fall Back
- Wings of Darkness: extra 3" on Fall Back/Reposition Boost
Equipment
- Clawed Armour: Perform Clawed Charge action during Charge after Boost
- Bladefins: Perform Slice From Above action during Fall Back or Reposition after Boost
- Warp Fuel: Once per turn, free Reposition or Charge after enemy Fall Back
- Vox-Casters: Once per turn, perform Vox-Cry to stun enemies within 3"
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Check the full faction rules for complete details.