Command the Warpcoven: a 5-operative team of Tzeentchian sorcerers and their minions! Lead with 3 unique Sorcerers, each with customizable Boons of Tzeentch for psychic dominance. Back them with tough Rubric Marines (3+ save, 14 wounds) for ranged firepower or fast Tzaangors (6" move) for melee pressure. Playstyle: flexible elite control with psychic tricks, durable shooting, and savage close combat. Bend fate to your will!
Core Abilities
Unusual Shooting
Sorcerer of Warpfire: Firestorm [Seek Light]Sorcerer of Warpfire: Mindburn [Seek Light]Boons of Tzeentch: Incorporeal Sight: enemy operatives cannot be obscured.
Unusual Melee
Operative: Savage Brutality: free Fight action after first Fight action
Super Conceal
Out of Order Movement
Firefight Ploy: Capricious Plan: free Dash at end of Sorcerer's activation
Activation Manipulation
Rule Name: Echoes from the Warp: change operative's order during counteractionFirefight Ploy: Capricious Plan: change operative's order at end of activationFirefight Ploy: Mutant Herd: activate two Tzaangor operatives simultaneously
APL Modifiers
Sorcerer of Destiny: Ravage Destiny: -1 APL to enemy for marker control.Rubric Marine Icon Bearer: Icon Bearer: +1 APL to self for marker control.Tzaangor Icon Bearer: Icon Bearer: +1 APL to self for marker control.Sorcerous Automata: -1 APL to Rubric Marines when activated without 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 attacks on nearby Tzaangor.Firefight Ploy: All Is Dust: normal damage reduced to 1 for Rubric Marines.Arcane Robes: change critical damage to normal for Sorcerers.
Faction Rules
- Boons of Tzeentch: Select a unique boon for each Sorcerer operative before battle.
- Incorporeal Sight: Ranged weapons gain Saturate and ignore obscuring when shooting.
- Time-Walk: Increase operative's Move stat by 1 inch.
- Echoes from the Warp: Once per battle, change order and gain a free different action when counteracting.
- Warp Swell: Increase Normal Dmg of melee weapons by 1.
- Mutant Appendage: Ignore control range for marker actions and reduce their AP cost by 1 once per activation.
- Immaterial Flight: Once per turning point, teleport instead of moving during Charge or Reposition actions.
- Twist of Fate: PSYCHIC ranged weapons gain Piercing Crits 1.
- Astral Bombardment: Select a PSYCHIC ranged weapon to gain Devastating 1 or choose between Seek Light and Devastating 1 per shot.
- Master of the Immaterium: Increase distance of PSYCHIC actions with requirements by 3 inches.
- Astartes: Heretic Astartes operatives can perform two Shoot or two Fight actions per activation and always counteract.
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 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 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