Warpcoven

ReconSecurity
KILL GRADE [5-9]
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What to Know

Unleash the Warp Coven: a 5-op Kill Team of Thousand Sons sorcerers, Rubric Marines, and Tzaangors! Customize each Sorcerer with unique Boons of Tzeentch—like flying across the board or ignoring cover. Rubric Marines are tough, elite shooters with 3+ saves, while Tzaangors are fast, melee-focused hitters. Mix psychic dominance with flexible tactics to outmaneuver and outgun your foes!

Core Abilities

Unusual Shooting
Sorcerer of Warpfire: Firestorm [Seek Light]Sorcerer of Warpfire: Mindburn [Seek Light]Incorporeal Sight: ignore obscuring terrainAstral Bombardment: can grant Seek Light to psychic weapon
Unusual Melee
Tzaangor Champion: Savage Brutality: free Fight action after first Fight.
Super Conceal
Out of Order Movement
Firefight Ploy: Capricious Plan: free Dash at end of activation
Activation Manipulation
Echoes from the Warp: change operative's order during counteractionAstartes: counteract regardless of orderFirefight Ploy: Capricious Plan: change operative's order or free dashFirefight Ploy: Mutant Herd: activate two Tzaangor operatives simultaneously
APL Modifiers
Sorcerer of Destiny: -1 APL to visible enemy operative.Rubric Marine Gunner: -1 APL when activated without Sorcerer.Rubric Marine Icon Bearer: +1 APL for control, -1 APL without Sorcerer.Rubric Marine Warrior: -1 APL when activated without Sorcerer.Tzaangor Icon Bearer: +1 APL for control purposes.
Bitter Demise
Block Rerolls
Strategic Ploy: Fate Itself Is My Weapon: replacement dice cannot be re-rolled
Damage Reduction
Operative: Herd Banner: subtract 1 damage from attacks on nearby Tzaangor.Firefight Ploy: All Is Dust: normal damage becomes 1 for Rubric Marines.Arcane Robes: critical damage becomes normal for Sorcerers.

Faction Rules

  • Boons of Tzeentch: Select a unique boon for each SORCERER operative at battle start.
  • Incorporeal Sight: Ranged weapons gain Saturate; ignore obscuring when shooting.
  • Time-Walk: Increase operative's Move stat by 1".
  • Echoes from the Warp: Once per battle, change order and gain a free different action on counteraction.
  • Warp Swell: Increase Normal Dmg stat of melee weapons by 1.
  • Mutant Appendage: Ignore control for marker and mission actions; reduce AP cost once per activation.
  • Immaterial Flight: Once per turning point, teleport during Charge or Reposition, ignoring terrain restrictions.
  • Twist of Fate: PSYCHIC ranged weapons gain Piercing Crits 1.
  • Astral Bombardment: Select a PSYCHIC weapon to gain Devastating rule or choose between Seek Light and Devastating 1.
  • Master of the Immaterium: Increase distance of PSYCHIC actions with requirements by 3".
  • Astartes: Perform two Shoot or Fight actions per activation; counteract regardless of order.

Strategic Ploys

  • Aethereal Warding: Piercing 1 becomes Piercing Crits 1 against WARPCOVEN
  • Fate Itself Is My Weapon: Replace one attack die with a reserved die
  • Savage Herd: TZAANGOR melee weapons gain Accurate 1 and sometimes Severe
  • Brotherhood of Sorcerers: PSYCHIC weapons gain Balanced or Ceaseless

Firefight Ploys

  • All Is Dust: Normal damage becomes 1 damage for Rubric Marines
  • Capricious Plan: Sorcerer dashes or changes order after activation
  • Mutant Herd: Activate two Tzaangors together within 2 inches
  • Psychic Cabal: Sorcerer borrows psychic ability from nearby Sorcerer

Equipment

  • Ensorcelled Rounds: Inferno boltguns and pistols gain Devastating 1
  • Daemonmaw Weapons: +1 Atk for Rubric Marine melee; Accurate 1 when retaliating
  • Sorcerous Scrolls: Once per battle, change a Sorcerer's Boon of Tzeentch
  • Arcane Robes: Once per turning point, convert Critical Dmg to Normal Dmg

Rules Commentary

Q:
For the Psychic Cabal firefight ploy, does the SORCERER operative also gain any benefits the other SORCERER operative has from the Boons of Tzeentch faction rule (e.g. Twist of Fate)?
A:
No.
Q:
If a friendly operative selected for the Temporal Flux rule is activated within, or ends its activation within, an area in which it cannot use PSYCHIC additional rules (e.g. NOVITIATE CONDEMNOR Null Rod), can that operative be removed and set back up as a result of the Temporal Flux rule?
A:
No to both.