Warpcoven

ReconSecurity
KILL GRADE [6-11]
Ops12345
612456
713467
823568
924579
10246810
11247911

What to Know

The Warpcoven faction excels in psychic versatility and elite durability, with Sorcerers customizing their powers through Boons of Tzeentch while Rubric Marines and Tzaangors provide specialized support, creating a highly adaptable playstyle focused on strategic spellcasting and resilient positioning.

Core Abilities

Unusual Shooting
Sorcerer of Warpfire: Firestorm [Seek Light]Sorcerer of Warpfire: Mindburn [Seek Light]BOONS OF TZEENTCH: Incorporeal Sight ignores obscuring
Unusual Melee
Super Conceal
Out of Order Movement
Firefight Ploy: Capricious Plan: free Dash after Sorcerer activationOperative: Temporal Flux: teleport after next activationFaction Rule: Echoes from the Warp: free action during counteraction
Activation Manipulation
Echoes from the Warp: change operative's order during counteractionFirefight Ploy: Capricious Plan: change order or free Dash at activation endFirefight Ploy: Mutant Herd: activate two Tzaangors simultaneously
APL Modifiers
Sorcerer of Destiny: Ravage Destiny reduces enemy APL by 1 for controlSorcerous Automata: Subtracts 1 from Rubric Marine APL if no Sorcerer nearbyIcon Bearer: Treats APL as 1 higher for control on Icon Bearers
Bitter Demise
Operative: Sorcerer of Temptyrion: Reconstitution Ritual: Heals up to 2D3 wounds.Operative: Tzaangor Icon Bearer: Herd Banner: Reduces damage by 1 on Tzaangors.Firefight Ploy: ALL IS DUST: Reduces normal damage to 1 on Rubric Marines.Equipment: ARCANE ROBES: Converts critical damage to normal on sorcerers.
Block Rerolls
Strategic Ploy: Fate Itself Is My Weapon: replaced dice cannot be rerolled.
Damage Reduction
Operative: Herd Banner: subtract 1 damage from normal damage 3+ on nearby Tzaangors.Firefight Ploy: All Is Dust: reduce normal damage to 1 for Rubric Marines.Arcane Robes: once per turn, critical damage becomes normal for Sorcerers.

Faction Rules

  • BOONS OF TZEENTCH: Sorcerer operatives gain a unique boon each battle, enhancing abilities like movement, damage, or actions.
  • ASTARTES: Heretic Astartes operatives can perform two Shoot or Fight actions per activation and always counteract.

Strategic Ploys

  • AETHERIAL WARDING: Piercing 1 becomes Piercing Crits 1 for enemy attacks.
  • FATE ITSELF IS MY WEAPON: Reserve two D6 to replace attack dice in Firefight phase.
  • BROTHERHOOD OF SORCERERS: Sorcerers' Psychic weapons gain Balanced within 9" of another.
  • SAVAGE HERD: Tzaangor melee weapons gain Accurate 1 and sometimes Severe.

Firefight Ploys

  • ALL IS DUST: Reduce normal damage to 1
  • CAPRICIOUS PLAN: Free Dash or change order
  • PSYCHIC CABAL: Share psychic action or weapon
  • MUTANT HERD: Activate two Tzaangors together

Equipment

  • ENSORCELLED ROUNDS: Inferno boltguns and pistols gain Devastating 1.
  • DAEMONMAW WEAPONS: +1 Atk for melee; Accurate 1 when retaliating.
  • ARCANE ROBES: Once per turn, critical damage becomes normal damage.
  • SORCEROUS SCROLLS: Once per battle, change Boon of Tzeentch.

No rules commentary available for this faction yet.