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.
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