WYRMBLADE

InfiltrationSeek & Destroy
KILL GRADE [12-14]
Ops12345
122571012
133581113
143681114

What to Know

The Wyrmblade kill team specializes in ambush tactics and deception, using hidden deployment positions and surprise attacks that gain powerful bonuses when emerging from concealment or attacking from unexpected angles.

Core Abilities

Unusual Shooting
Kelermorph: Liberator autostubs (hypersense) [Seek Light]Sanctus Sniper: Familiar's Soulsight: enemy cannot be obscuredSpotlights: target cannot be obscuredFirefight Ploy: Unquestioning Loyalty: redirect shoot target, ignoring normal validity
Unusual Melee
LOCUS: Expert Swordsman: can perform two Fight actions per activation.SANCTUS TALON: Creeping Shadow: can Charge while having Conceal order.SANCTUS TALON: ASSASSINATE: first strike can resolve another strike before opponent.Strategic Ploy: DIVERT AND DISAPPEAR: allows free Fall Back for Cult Agent operatives.
Super Conceal
Out of Order Movement
Locus: Quicksilver Strike: interrupt Charge after enemy moveStrategic Ploy: Divert and Disappear: free Dash or Charge in Strategy phase
Activation Manipulation
Operative: Quicksilver Strike: interrupt enemy activation to perform free Charge.Operative: Group Activation: activate another operative before opponent after this one.Strategic Ploy: Divert and Disappear: perform free Dash or Charge actions in chosen order.
APL Modifiers
Neophyte Leader: Web pistol [Stun]Neophyte Gunner: Webber [Stun]Neophyte Heavy Gunner: Seismic cannon (long-wave) [Stun]Neophyte Heavy Gunner: Seismic cannon (short-wave) [Stun]Strategic Ploy: Divert and Disappear: -1 APL to Cult Agent on Fall BackNeophyte Icon Bearer: +1 APL for marker control
Bitter Demise
Operative: Overthrow the Oppressors: Incapacitated NEOPHYTE can free Shoot or use ploy.Firefight Ploy: A Plan Generations in the Making: Incapacitated NEOPHYTE can free mission action.
Block Rerolls
Damage Reduction
Faction Rule: Cult Agent: ignore Piercing and Saturate, improve cover savesFirefight Ploy: Unquestioning Loyalty: redirect attack to Neophyte to ignore damageOperative: Bladed Stance: resolve success to block in fight

Faction Rules

  • FAMILIAR TERRITORY: Set up some operatives in hiding, emerge later within 6" of drop zone.
  • CULT AGENT: Ignore Piercing and Saturate, retain extra or improved cover saves.
  • CULT AMBUSH: Gain Ceaseless when changing order to Engage or starting unseen.

Strategic Ploys

  • THE DAY IS AT HAND: Gain Rending on ranged and +1 Atk on melee when changing order.
  • CROSSFIRE: Gain Accurate 1 when shooting a previously shot target.
  • ONE WITH THE SHADOWS: Become obscured when shot through Light terrain with Conceal.
  • DIVERT AND DISAPPEAR: Up to three operatives Dash or Charge; Agent can Fall Back with APL penalty.

Firefight Ploys

  • SLINK INTO DARKNESS: Change Engage order to Conceal
  • COILED SERPENT: Retain normal success as critical
  • UNQUESTIONING LOYALTY: Redirect attack to another operative
  • A PLAN GENERATIONS IN THE MAKING: Perform free mission action when incapacitated

Equipment

  • Blasting Charges: Once per turn, ranged weapon with Blast 1", Saturate.
  • Cult Knives: Melee weapon with 3 attack dice, 4+ hit.
  • Explosive Traps: Grants two mines; allies immune to their effects.
  • Spotlights: Targets not obscured if within 6" of Neophyte.

No rules commentary available for this faction yet.