Unleash the Warpcoven: 5 operatives of Tzeentch's chosen! Command 3 powerful Sorcerers with unique psychic powers & customizable Boons of Tzeentch. Lead tough Rubric Marines (3+ save) for heavy shooting or fast Tzaangors (6" move) for brutal melee. Adapt your playstyle each game with flexible ploys like Fate Itself Is My Weapon. Dominate with psychic might and tactical versatility!
Core Abilities
Unusual Shooting
Sorcerer of Warpfire: Firestorm [Seek Light]Sorcerer of Warpfire: Mindburn [Seek Light]Incorporeal Sight: enemy operatives cannot be obscured
Unusual Melee
Tzaangor Champion: Savage Brutality: free Fight action after first Fight action
Super Conceal
Out of Order Movement
Firefight Ploy: Capricious Plan: free Dash at Sorcerer activation endOperative: Temporal Flux: moves operative after activation
Activation Manipulation
Firefight Ploy: Mutant Herd: activate two Tzaangor operatives togetherFirefight Ploy: Capricious Plan: change order or free Dash after activationEchoes From The Warp: change order and free action during counteraction
APL Modifiers
Sorcerer of Destiny: Reduces enemy APL by 1 for marker control.Rubric Marine Icon Bearer: Increases own APL by 1 for marker control.Tzaangor Icon Bearer: Increases own APL by 1 for marker control.Sorcerous Automata: Subtracts 1 APL from Rubric Marines without nearby 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 Normal Dmg of 3+ on nearby Tzaangor.Firefight Ploy: All Is Dust: reduces Normal Dmg to 1 for Rubric Marines.Arcane Robes: reduces Critical Dmg to Normal Dmg for Sorcerers once per turn.
Faction Rules
- Boons Of Tzeentch: Sorcerer operatives gain one unique boon per battle.
- Incorporeal Sight: Ranged weapons have Saturate; enemies cannot be obscured when shooting.
- Time-Walk: Add 1 inch to operative's Move stat.
- Echoes From The Warp: Once per battle, change order and perform free different action on counteract.
- Warp Swell: Add 1 to Normal Dmg of melee weapons.
- Mutant Appendage: Ignore control for marker/mission actions; once per activation, reduce AP cost by 1.
- Immaterial Flight: Once per turning point, fly during Charge or Reposition to teleport within Move distance.
- Twist Of Fate: Psychic ranged weapons gain Piercing Crits 1.
- Astral Bombardment: Select psychic weapon to gain Devastating 1 or 2, or choose Seek Light/Devastating 1 per shoot.
- Master Of The Immaterium: Add 3 inches to distance requirements for psychic actions.
- Astartes: Heretic Astartes can perform two Shoot or Fight actions per activation; can always counteract.
Strategic Ploys
- Aetherial Warding: Piercing 1 becomes Piercing Crits 1 against Warpcoven operatives
- Fate Itself Is My Weapon: Replace one attack die with a reserved die per sequence
- Savage Herd: Tzaangor melee weapons gain Accurate 1 and sometimes Severe
- Brotherhood of Sorcerers: Psychic weapons gain Balanced near other Sorcerers
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 melee weapons; Accurate 1 when retaliating.
- Sorcerous Scrolls: Once per battle, change Boon of Tzeentch for Sorcerer.
- Arcane Robes: Once per turning point, convert Critical Dmg to Normal Dmg.