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a Ce Ee ce ete a Pet en luding, where relevant, any wargear gS 0) Og aay TLEENTEH. EVERY TWISTED MONSTROSITY A ey sacs) aN aT Tae aL) Reel Te ae Peat LL) Pore ra a ers Pa Ue ee ee ed CO een eee * SORCERER operative equipped with a force stave and one of oy ema el ete Dee ued) CTLs Reece ae Rc ne Seas Be OU Reece ee Bea eas eae ered Pe Ua ey Ee Ua ns TTZAANGOR CHAMPION operative equipped with one of the following options: Teaango: reataxe ror eC eect eon following options: ee i etd Bs) Beas) (Other than SORCERER, RUBRIC MARINE WARRIOR and TZAANGOR _ FIGHTER operatives, your kill team can only include each operative + pcre So oe ee ee eed Se, ys ‘includes four RUBRIC MARINE operatives. eRe ae oe ate td Pa ftiendly SORCERER operative to gain the LEADER keyword for the battle Se UCU ar rcs . this kill team has the Security archetype. If your kill team includes five or pee eee eo es On this page you will find a common ability of the Ps Bons of Tzeentch are Chaos blessings available to Cea en es eee See eee ed Dee tee ee described below. When an operative gains a Boon of Tzeentch by any other cs ede a ec) eA ee ee select or randomly determine one frit to gain. An operative can never have the same boon more than once (ifrandomly determined and neither order of results would determine a PO ume a eet Ser Sed Dee ee ee eer you can select one from any ofthe categories onthe right, but you cannot select one a SORCERER operative on your roster or dataslate already has. When you randomly determine a boon ese ee oe Cad result to determine the category of boon and the other result Dee Pee eC ole See eons See ec een datasiate already has. When you randomly determine a boon OT Oe ee ec the boon from the Mutation category. PSYCHIC ACTIONS When a WARPCOVEN® SORCERER operative is added ‘to your roster or dataslate, you must select one of the following psychic disciplines for it to study: Destiny, Tempyric ‘or Warpfire. That operative knows the psychic powers associated with that discipline Each time a friendly SORCERER operative performs the ‘Manifest Psychic Power action (pg 105), select one psychic power it knows to be resolved. You can only select ‘each psychic power a maximum of once per Turning Point. Destiny Discipline Weave Fate: Select one friendly WARPCOVEN® operative Visible to this operative. Until the end ofthe Turning Point, each time a shooting attack is made against that operative, in the Roll Defence Dice step ofthat shooting attack, you an reroll any or all of your defence dice ‘Twist Destiny: Select one enemy operative Visible to this ‘operative. Until the end of the Turning Point: + Each time that enemy operative fights in combat or ‘makes a shooting attack, in the Roll Attack Dice step of that shooting attack, your opponent cannot resol their attack dice + That enemy operative ignores all postive modifiers to its APL. Doombolt: Perform a free Shoot action using the following ranged weapon: Name A BS/WS OD © Doombolt 4 3+ 3/3 ‘Special Rules 1 Lethal 5+ mwe Tempyric Discipline Ephemeral Instability: Until the end of the Turning Point, subtract © from the distance that enemy operatives can ‘move when performing Charge and Dash actions. Temporal Manipulation: Select one endly WARPCOVENS operative Vibe to and within @ of this operative That operate egans 203 lst wounds Fluxblast: Perform 2 free Shoot action using the following ranged weapon: Wane A BS/WS oD © Fluxblast 4 3+ 34 ‘Special Rules: ! Blast Rending Warpfire Discipline Warp Portal: Selec one endl WARPCOVEN® operative Visible to and within ll of this operative that has not permed an acon in which it moved dang ths Timing Point Remove om the Kilzone and sat t Backup again within @ ofthis operate and not within Engagerent Range ofan enemy operative. That hendly operative cannot perform actions n which it moves during tl ing Point Infernal Fire: Select one enemy operative Visible to this ‘operative. Until the end of the Turning Point, each time a friendly WARPCOVENS operative fights in combat or makes a shooting attack against that enemy operative in the Roll Attack Dice step ofthat combat or shooting attack, you can reroll any ofall of your attack dice. Firestorm: Perform a free Shoot action using the following ranged weapon ‘Name A BSWS 0 © Firestorm 5 4+ 22 ‘Special Rules 1 Barrage, Blast , Indirect EDO 103 Ailialeliinlaaad Ua SN STRATEGIC PLOYS If your faction is WARPCOVEN, you can use the following Strategic Ploys during a game. EXALTED ASTARTES (1CP) Until the end ofthe Turning Point, each time a friendly SORCERER operative is activated. + Ifit does not perform a Shoot action during that activation, it can perform two Fight actions during that activation «fit does not perform a Fight action during that activation, it‘can perform two Shoot actions during that activation, but it must select diferent ranged weapons for these shooting attacks. Ranged weapons from a WARPCOVEN®, psychic power (pg 103) are eligible weapons fr this. SLOW AND PURPOSEFUL (1CP) Until the end ofthe Turning Point, each time a friendly RUBRIC MARINE operative makes a shooting attack, ifit has rot performed 2 Charge, Fall Back or Normal Move action during this Turning Point, in the Roll Attack Dice step of that shooting attack, you can reroll any or all of your attack dice results of one result (2g. results of 2) ISAVAGE HERD (ICP) Until the end ofthe Turning Point, each time a friendly ‘TZAANGOR operative fights in combat, before rolling your attack dice for that combat, you can retain one as a successful normal hit without rolling it f another friendly T2AANGOR ‘operative is supporting them in that combat, you can retain one as a successful critical hit instead. TACTICAL PLOYS It your faction is WARPCOVENS, you can use the following Tactical loys during a game. CEST era) Use this Tactical Poy atthe end of a friendly SORCERER ‘operatives activation. You can immediately perform a free Dash action with that operative and change its order. PSYCHIC CABAL (1CP) Use tis Tactal Py when you woud sl phic poet tobe esoed bya tend) SORGERER operate 2 rest of peroring the Manifest Psychic Power ation (pg 105) You Can slot a pochc power oma dipline ancthe tend SORCERER operate vithin cf this operative has tude TZAANGOR operative Visible to and within lll of that operative ES Use this Tactical Poy atthe start ofthe Tanget Reveal step (of the Strategy phase, or when you activate a ready friendly WARPCOVENE operative. Discard one of your Tac Ops (any Victory points scored from it are lost) and randomly determine @ new Tac Op from those remaining in your Tac Ops deck 104 wartoumr L NEW RULES pen Eee Control forces of Rubric Marines, having yoked them to their wil Se ee ad ee ee ee eer ered ‘manipulation through ther psychicaly attuned weapons. © Inferno bolt pistol Basen oi Rng @. APT : © Warpfiame pistol 5 om mA ng @, API, Torrent 5 X Force stave 4 46 stun Prosperine khopesh 43 46 Lethal 5+ - Favoured by Change: This operative has 2S+invunerable save. Manifest Psychic Power (API: Psychic action. Resohe a WARPCOVEN® psychic power as specitiod on page 103. This Rubric Command: Once per Ting Point when sendy RUBRIC MARINE operative Visible to and wrth lof is operetve is oPratve cannot perform tis action while within Engagement activated, you can add tothe indly operative’ APL Range of an enemy operate. Relentless: this operative is equipped witha force stave and a Prosperine khoposh, those molee weapons gain the Relentless special ul for this operative \WARPCOVEN®, CHAOS, ARCANA ASTARTES, , PSYKER, SORCERER RUN Derr eRe oa ee within a Rubric Marine's shell easily hefts the heaviest of Cee ee ed shells alight with magical power, while their warpflomers eres © Soulreaper cannon 6 344 API, Fusillade © Warpflamer 5m 2m Rng @, API, Torrent) X Fists 30 94 : Favoured by Change: This operative has 25+ invulnerable save. = Allis Dust, *+ Each time a shooting attack s made against tis operative if the ranged weapon has a Normal Damage characteristic of Sor lass, this oparativo i reatod as having a Save charactoristc of 2s for that shooting attack. + This operative cannot nave more than 3(_ during its activation \WARPCOVEN®, CHAOS, ARCANA ASTARTES, , RUBRIC MARINE, GUNNER. AVA 7 EDOM 105 a aN Ce ed Rubric Marines and their masters ultimately serve the schemes of the Chaos God Teeentch. Some of these ead eee ea ea ee eee eee eee aad Pee et eee NAME A oBSWS OD mt ! © Inferno boitgun 43 34 API - X Fists 30 44 B z ‘ABILITIES, Favoured by Change: This operative has a+ invulnerable save, Allis Dust + Each tie a shooting attack is made against this operative, i the ranged woapon has a Normal Damage characteristic of 3or less, this operative is treated as having a Save charactorstic of 2s for that shooting attack + This oporative cannot move more than 3 during its activation con Bearer: When determining control of an objective marker this oparatve's APL characteristic as bsing | higher. Note that this fs nota modifi. In narrative play this is cumulative wth the Focused Battie Honour (soothe Kl Team Care Book con of Flame: Once per Turring Point,» friendly SORCERER. ‘operative within @ ofthis operative can perform a free Manifest Psychic Power action (pg 105] during that SORCERER. operative's activation \WARPCOVEN®, CHAOS, ARCANA ASTARTES, , RUBRIC MARINE, ICON BEARER AVIAN 7 re ee eae eed ce armour inhabited by the bound souls of ther former Pee ae eee ee eee race Ts ‘advancing upon their psychic masters" enemies. c NAME A BsmS 0 Ey] 1 © Inferno bottgun 43+ 34 API 5 Fists 333m 5 : Favoured by Change: This operative has @S+ invulnerable save, Allis Dust * Each time a shooting atack is made against this operative i the ranged weapon has a Normal Damage characteristic of or loss, this operative is tratod as having a Save characteristic of 2e for that shooting attack. + ‘This operative cennot move more than 3 duringits activation ‘) WARPCOVEN®, CHAOS, ARCANA ASTARTES, , RUBRIC MARINE, WARRIOR AVA 106 warvume Lh TT ee eae eee Per te ee It takes fighters with great skill as well as aggression re ere ene re eet ees AME A BSS 0 a ! Teaangor greataxe 43 45 Brutal, Lethal 5+ - % Teaangor greatblade 4% 48 Lethal 5+ Reap1 ABILITIES ‘UNIQUE ACTIONS Favoured by Changs: This operative has a 5+ invulnerable save. Savage Assault (API Perform a free Fight action with this ‘operative. ter completing that actin’ ight sequence, this oporatvg is sil within Engagomant Rango ofan enemy operative, ‘you can immediatly fight n combat with ths operative agin (you ‘donothaveto selact the same target. 'WARPCOVEN®, CHAOS, TZAANGOR, CHAMPION AVAV- TZAANGOR FIGHTER Teaangor fighters are mutated fusions of avian beasts ee eee eed the Thousand Sons as bestial shock troops, attacking with savage blows from ritual blades and tearing flesh Drege es 3 6+ 8 NAME A BSS OD mn I © Autopistol 40% 28 Rng @ = > Chainsword 4 45 - : > Tzaangor blades 4% 45 Relentless - “ABILITIES ‘UNIQUE ACTIONS: Favoured by Change: This oporative has a 5+ invunorable sav. L Wurepour 107 Sac dian ea Cen ea ee ad Pe ae eee ee ete a erm hii cries echo and their homs clatter together as they ee ete og et eae er NAME A mR ! Dagger 44% 34 - “ABILITIES ‘UNIQUE ACTIONS Favoured by Change: This operativehas a5+inwlnrabe save. Brayhorm (TAPE Unt the ono the Turing Point, al tothe ‘Movement characteristic of triendly TZAANGOR operatives. WARPCOVEN®, CHAC ‘TZAANGOR, HORN BEARER Ms MD Tc ees ed ere ee Teaangor hope to use such a prize to gain even more favour with Tzeentch. Particularly fervent Tzaangor carry sinuous icons and banners they believe draw thei deity’s gaze and mutative blessing AME A BSWS OD mR I Dagger 4a 3d “ABILITIES ‘UNIQUE ACTIONS: Favoured by Cane: Tis operate hes Ss ial save. Ward Bamer (1A Un th e o the Taing Pont, Jeon Bearer: When determining control ofan objective marker, 4 "T#ndlyTZAANGOR operative is within Mo this opereive that friendly operative is invigorated bythe herd benner. While an operative is invigorated by the herd banner, improve its invulnerable save by 1 ‘operativ's APL characteristic as being 1 higher. Note that thisis nat a modifier. WARPCOVEN®, CHAC ‘TZAANGOR, ICON BEARER 108 are oour TT ae ecn eertet) Se oe cee Ure nr eee Ed Se et ne Pee cs TN) aT CL CeO ee ae eee ST a Gargoyle Bayonet 3. 3+ lh HIGH CAPACITY MAGAZINE (1/3EP) Select one autopistol, inferno bolt pistol or inferno boltgun eee tart errr og ie En ee es oe eee Citta mere eT Reso) The operative gains the following ability forthe battle: Cea nnn ec ered Ree ea nee Ed ee a tee as not lost Ye) oa UL 1) CL) Ae eee ey Sen ets Sorcerous Scroll: When this operative gains this ability, et et oe er not studied (pq 103)-Once inthe battle, when this operative perorms the Manifest Psychic Power action (pg 105), fit isnot within Engagement Range ofan enemy operative, you eres era etn a Nr a 14) 'SORCERER operative only The operative gains the following Pec ‘Arcane Robes: Once per battle, when Critical Damage would ee eee at Cee eae Rees aR eae el) TZAANGOR FIGHTER operative only. Select one autopistl the Ce ae Coen oT TDL EER GIs 2) ‘TZAANGOR operative only. The operative gains the following omen Laas Gilded Horns: Each time this operative fights in combat, ift performed a Charge action during that activation, in the Roll Attack Dice step ofthat combat, you can retain one eet eae aren eo) cons Mm If your faction is Reveal this Tac Op in the Target Reveal step ofthe first Turning Point. Your opponent selects one of their operatives to be holding a secret. Ita friendly operative performs the Sery Seeret action, you score IVP. ‘Atthe end ofthe battle, ita friendly operative has. performed the Sery Secret action and has not been incapacitated, you score 1VP. Friendly SORCERER operatives can perform the following mission action: Sexy Secret (TAP): Psychic action. An operative can perform this action while within @ of the enemy operative holding 2 secret. An operative cannot perform ths action while within Engagement Range of an enemy operative. Your kill tam can only perform this action once. , you can use the Warpcaven Tac Ops listed below, as specified in the mission sequence. Reveal this Tac Op when a friendly operative performs the Sorcerous Ritual action. Ia flenaly operative performs the Sorcerous Ritual action in two of mare Turning Point, you score 1VP Ifa friendly operative performs the Sorcerous Ritual action in three or more Turning Points, you score 1VP, Friendly SORCERER operatives can perform the following mission action: Sorcerous Ritual (1AP): Psychic action. An operative can perform this action while within ) ofa ritual ste. An operative cannot perform this action while within of an enemy operative, A ritual site is the centre ofthe kilzone or an objective marker that is more than @ from your drop zone. Once aftiendly operative performs this action, friendly ‘operatives can only perform this action again atthe same ritual site. Reveal this Tac Op in the Target Reveal step ofthe first Turing Point. Your opponent selects one oftheir operatives and an objective marker that is more than @? from their killzone edge (they cannot select an objective marker that can be removed during the battle). If that enemy operative is incapacitated, you score 1VP If you control that objective marker at the end of any Timing Point, you score 1VP (Over the following pages you will find a selection of rules for Spec Ops campaigns in which you have selected ‘as your Faction keyword Each time a operative gains a Battle Honout, instead of determining one from its specialism, you can instead determine one from the appropriate table on this page You can either rll one D3 to randomly determine the Battle Honour from the appropriate table (rerolling if it isn't suitable), or you can select one from the appropriate table. As with any Battle Honour, an operative cannot have the same ‘one more than once (ifa duplicate result i rolled, roll again until a different result is rolled), 1 Boon: Ths opeative gains one Boon of Taeentch (pg 102) ‘Studious: Select one psychic power from a discipline 2 this operative has not studied (pg 103). This operative {knows that psychic power. Rubric Affinity: Select one friendly RUBRIC MARINE operative from your datasate. For the purposes of this SORCERER operatives Rubric Command ability, you can add 1 to that friendly ‘operatives APL if it is actvated within @ ofthis operative (instead of Mill. If that friendly RUBRIC MARINE operative is removed from your datasate you can select another. Warded: The first time an attack dice would inflict ‘1 damage on this operative in each battle, halve the damage infcted (rounding up). ‘q__ Unwavering: This operative has a 4+ invulnerable save ‘Automata: Each time this operative is activated, you can ignore 3 any orall modifies to its APL This operative isnot affected by the Stun critical hit ule ‘Avian Mobility: You can ignore any or all modifiers to this ‘operatve's Movernent characteristic Each time this operative climbs or drops, you can ignore the frst vertical distance of it travels for that climb or drop. ‘Mutation: This operative gains one Boon of Tzeentch (69102). ‘Savage: Weapons this operative is equipped with gain the Rending citical hit ule. 1 2 ach time you would determine an item of rare equipment to add to your stash, if your faction s' one from the table below instead of determining one fom ancther source. To do 50, you can either rll one D6 to randomly determine the rare equipment (erolling if tsr't suitable), or you can select an appropriate one. As with any item of rae equipment, your stash cannot include more than one ofeach item (fa duplicate results rolled, rll again until a diferent results rolled). 1. OCULUS (1/2EP) Select an autopistol or inferno pistol te operative is equipped with, Remove its Rng @@ special rule forthe battle. Ifyou selected an autopisto, this equipment costs TEP if you selected an inferno pistol, this equipment costs 2EP. 2. ANIMATE AVIANS (3EP) The operative gains the following ability for the battle: ‘Animate Avians: While an enemy operative is within Engagement Range of this operative, subtract | from the Atacks characteristic of melee weapons that enemy operative Is equipped with 3. WITCHFIRE MANTLE (3EP) SORCERER operative only. The operative gains the following ability forthe battle: Witchfire Mantle: Eac! time this operative makes a shooting attack with a ranged weapon from a psychic power (pg 103}, in the Roll Attack Dice step of that shooting attack, you can reroll one of your attack dice. 4. AEONGLASS (3EP) The operative gains the following abilty forthe battle: ‘Aeonglass: Once per battle, when this operative is activated, you can use this ability. If you do so, add 1 to this operative's APL you can determine 5. FLUXHELM (3EP) SORCERER operative only. The operative gains one Boon of Taeentch (pg 102) forthe battle (that boon is removed at the end of the batte) It must be randomly determined, 6. CHANGEBLADE (3EP) The operative can perform the following action during the battle: Changeblade (¥APy: elec: one friendly TEAANGOR operate Visible to and within of ths operative and roll one D6: Ona 1-2, that operative suffers 1 mortal wound Ona 34, until the end ofthe battle, improve the Ballistic Skil and Weapon Skil characteristics of ranged and melee ‘weapons that operative is equipped with by 1 (Ona 56, that operative gains 3 wounds This can take it above its Wounds characteristic (any wounds gained above its Wounds characteristic are removed at the end of, the battle) Each friendly operative can only be selected for this action nce. This operative cannot perform this action while within Engagement Range of an enemy operative. STRATEGIC ASSETS ach time you would add a strategic asset to your base of operations, if your faction is WARPCOVEN®, you can select one from thelist below instead of selecting one ftom another source. As with any strategic asst, you can never have more than one of each REBINDING ALTAR Upon this altar, following perious rtuals and unholy offerings, rent and nuined plates of Rubricae armour are made whole, ‘and the damned echoes oftheir imprisoned wearers are conjured back to serve again. Each time you roll one D6 to determine a Battle Scar (see the Ail Teom Core Book) fora friendly RUBRIC MARINE operative, you can treat all results (excluding Slain) as Cerebral Affiction. REQUISITIONS This complex set of daily esoteric equipment reads the strands of fate, alignments of planets and the falling sands of time to give the kill team knowledge of a key moment in ther future. At the stat ofthe battle, secetiy make a note of a specific Tuning Point other than the fst (eg. Turning Point 3). When tolling off to determine initiative for that Tuning Point, roll a D3 and add the result to your score. If you reroll your dice for this roll off, you must aso resol the D3. This news of change serves as a focal point for the Teaongors’ worship of Tzeentch. In return, it ignites everchanging ‘mutations within select Beastmen, ‘After selecting your kill team for each battle, you can select ‘one friendly T2AANGOR operative selected for deployment that does not already have any Boons of Tzeentch (pq 102) That operative gains one Boon of Tzeentch for the battle (that boom is removed at the end of the battle) In a Spec Ops campaign, if your faction is WARPCOVENE, you can use the following Requisitions in addition to those presented in other publications. BESEECH THE CHANGER OF THE WAYS (1RP) PURSUIT OF THE ARCANE (1RP) The Thousand Sons are ever seeking new favours from their divine patron, wiling to do almost anything to win his blessings - but Teeentch is fickle, and not every gift he gives is 1 beneficial as it appears. Purchase this Requisition before or after a game. Remove one Boon of Tzeentch (pq 102) ftom one friendly WARPCOVENS ‘operative. That operative then gains one Boon of Tzeentch, LORE STUDY (1RP) The Sorcerer delves into ancient and forbidden tomes, refocusing ther efforts on a new discipline of powerful sorcery. Purchase this Requisition before or after a game. Selecta new WARPCOVEN® psychic power discipline (pg 103) for cone friendly WARPCOVENS SORCERER operative to study; that operative knows the psychic powers associated with that discipline instead. if that operative has the Studious Battle Honour (pg 111), you can also select a different psychic power for that Battle Honour in addition to, or instead of, selecting a new discipline to study All manner of ancient artefacts and strange curios are articles for study and collection. For Tzaangor they are precious ‘teasures forthe Thousand Sons of the Legion they are potential sources of power. Purchase this Requisition when you add an item of rare equipment to your stash, or when you increase your asset ‘pacity by one, Select one friendly WARPCOVENS operative (excluding @ RUBRIC MARINE operative) to gain 2XP © wepeur 113 Each time you would select a Spec Op for your kill team to ica) aoe select one from the ist below instead of selecting one from ‘another source Ta Cy eee carice [2a The kill team manipulate the strands of fate, the ripples ee sg ae Ce ec erg tl ‘the ‘Sorcerous Ritual’, iangulate’ and/or ‘Pant Signal Pema ose ae The moment of destiny arives,a seemingly ‘inconsequential event that wil echo into the Future. Complete a game in which you scored victory points from SE ee ey Tac Op, draw and select the fist card of your Tac Op deck (ciscard the second, then proceed selecting Tac Ops as De eR ee ee oak ra Da aT PIO UCU Car ee ee eee ee CO ES Cee OL ee ee Ce CC ed See Mn REN ag ert COMMENDATION: Soro re Peet) Pegs See erg ae eet rg rd Points. When determining that Boon of Tzeentch, you peta es SPEC OPS BONUS: For the purposes of a mission’ Spec Ops bonus, this Spec Oe eis) Crecente ee Re ee Ce Poems tie? Pore CCRC ToL tc cee ise Eel ee Lee era eet) Ce et ee eee Complete five games in which you scored victory points from the ‘Scry Secret Rob and Ransack’ and/or “Imterloper Tac Op. ee ill team must hold the enemy at bay for it tobe extracted nee Pee ore Cresco RCC aes ‘Complete a game in which you scored victory points from Seep CONMENDATIONS Soars ‘Yu can add one item of rare equipment to your stash. ‘The friendly operative that score you victory points from the ‘Sorcerous itual' Tac Op ears § XP This is not affected by a passed Casualty test For the purposes of a missions Spec Ops bonus, this Spec Op is considered a ‘Recover Archeotech’ Spec Op.

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