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THE LURIIilG WYRM

F.,

Cenestealer Cults are insidious hroods of Human-xenos hybrids that have spread unnoticed
on lmperialruorlds for generations. They infiltrate the lmperium's social, industrial and
military fabric, and when their Day of Ascension dawns, their uprising is nigh irresistible.

enestealer Cults can lurk like a hidden cancer devoted masses believe them to be but the ravenous
wherever the teeming masses of Humanity swarms of the Tyranid hive fleets. The Tyranid fleets
congregate - among nomad clans of feral tribes, employ a number of vanguard organisms to probe far
within the bowels of vast industrial complexes, in ahead of their tendrils, scouting out prospective prey
the bellies of starships and particularly in the crowded worlds and assessing the native organisms' defensive
hive cities raised on innumerable Imperial worlds. Each stratagems. By far the most insidious and successful that
cult is a labyrinthine network of fanatically devoted the lmperium has become aware of are the creatures known
individuals, all bound by a shared genetic and psychic as Genestealers. Hiding within Imperial ships, lurking in
lineage and willing to go to any lengths - including gladly space hulks or even asteroids, lust one of these xenos
sacrificing their own lives - to see the cult's goals reaching a planet is enough to spawn innumerable cults.
achieved. Though individual cults, and their constituent Cenestealers parasitise on individual Humans, iniecting
gene-sects, can differ widely from one world to another, all portions of their own genetic material into those they
cleave to the belief that they will be delivered from their capture. This creates a hypnotic bond between the now-
oppressors within the Imperium and freed from lives of hybrids and the Genestealer. This unswerving loyalty and
pain, poverty and drudgery when the Day of Ascension adoration of the alien passes from hybrid to hybrid over
arrives and the devoted cultists are ioined by their generations. In recurrent breeding cycles, hybrids are born
saviours, the Star Children. that share elements of both species with multiple limbs
and chitinous claws. Others appear more or less Human,
In truth, the cultists are mere tools to their prophesied 'Star and a few, known as Purestrains, embody the original alien
Children', for these are not the angelic liberators the horror of the Genestealer. The growing cult comes to

64 urlmurmr
Ifltt TEAM$
worship its monstrous xenos sire, which swells in size and craniums, unusual skin tones or subtle bony ridges upon
power to become a Patriarch, its hideousness seen by the their brow, are more easily able to infiltrate manufactorum
enraptured cultists as beauteous and serene. work gangs, industrial labour mobs, outland security details
and a number of such postings that overseers are
IflI.T IEAMS (tT THE GULI sometimes desperate to fill. As devout and determined
The cultists become convinced that the huge members of the cult, unswayed by the petty concerns of
Genestealer's kin will arrive to save them from tyranny their Imperial co-workers, Neophyte Hybrids often prove
and raise them up to an eternity of peace and wellbeing, highly dependable and conscientious. Entire families of
states virtually unknown on the oppressive worlds of the them may be granted favourable mining rights, individuals
Imperium. This so-called Day of Ascension; when the may rise to positions where they have access to secure
Tyranids descend on the world, may not be for decades ciphers and sensitive information, or they may gain access
or even centuries to come, and, in that time, the xenos to prominent overseers or positions in the world's defence
taint of the Genestealer genetic curse spreads and militia, Enforcers and even Astra Militarum tithes. When the
mutates ever further. Generation after generation, in uprising comes, however, they reveal their true colours,
cycles of morphologies and specialities, the cult's broods brandishing tattoos and metal-stamped sigils that mark
swell in size. them out as hybrid collaborators with the oncoming swarms.

Though the coming of the Star Children may be many The most talented Neophyte Hybrids may be selected for
years in the future, the cult plans and prepares roles in Wyrmblade kill teams by the cult's Magus. This
assiduously. When it comes, the Day of Ascension will see individual part prophet, wonder-worker, political
-
a mass uprising by the cult's faithful that will topple the mastermind and spiritual puppeteer - is an extension of
oppressors and pave the way for the apotheosis they the psychic will of the cult's Patriarch. The Magus often
believe will be theirs. Hiding their deformities, occluding dispatches Wyrmblade broods to particularly deep-rooted
their plans and diverting attention from their leaders, the obstacles to the cult's plans. Ammunition stockpiles far
cultists forge an underground society steeped in behind enemy lines, chemical storage facilities deep
clandestine operations. In preparation for the Day of underground, priority assassination targets at the highest
Ascension, the cult requires weapons and information to echelons of power, data-stacks containing security logs or
be amassed, powerful individuals to be swayed to the
cause or else killed, hideouts to be dug, sabotage to be Nt0PltYIt rtA0tRs
enacted and many other secret deeds of malfeasance. To The leaders of Wyrmblade kill teams are cool-
accomplish these goals, the cult fosters elite cells of its tempered veterans of the cult's myriad clandestine
faithful, specialist broods of skilled infiltrators, packs of operations. Some have been deployed with security or
misshapen shock troops and teams of agitants and martial institutions of the Imperial oppressors for years,
propagandists to disseminate mistrust and fear among the acting not only as the cult's eyes and ears on their
world's Imperial institutions. enemies' capabilities but often acting as a vector for
spreading the cult's message and xenos taint into these
Even after the uprising has revealed the cult's existence, bodies. If the Day of Ascension draws near and the
these elite broods of xenos-tainted fanatics target the cult's brood cycles have spawned a Primus - a martial
world's defences. They trigger enemy arsenals to explode, war-leader hybrid with strategies and alien cunning to
plant concealed bombs along transitways to waylay rival the greatest military minds of the lmperium - a
transports, contaminate food and water supplies, and falsify Neophyte Leader may have trained under that august
orders to scatter the foe or lead them into ambushes of individual. Whatever the source of their skills, Neophyte
much larger warbands of the cult. Other missions may be Leaders are hugely talented orchestrators of incursions
even grander and much more far-sighted in scope. Small and infiltrations. They know how to organise their
units of hybrids may be tasked with hiiacking a transport Neophytes for maximum efficacy, employing their
bound for another city, or an orbital lander, by which the cult warriors' skills at exactly the right time. Often skilled
seeks to spread its presence and influence beyond its brawlers, Neophyte Leaders are also tactically astute,
humble origins. The team may even be tasked with with a solid grasp of squad-level strategies. They often
smuggling one of the Patriarch's Purestrain Genestealer maintain several redundancy schemes up their sleeves
offspring aboard a ship or instructed to create a diversion to ensure they stay one step ahead of their foes.
while the Patriarch steals aboard itself. In this way, a handful
of skilled individuals can condemn an entire other world to
the same potential fate. The operatives themselves see
such work as holy and righteous, a gift so worthy that risking
death to achieve it is a minor sacrifice indeed.
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TIITllPHNE HYBRIIIS
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While those hybrids born in the early stages of each cycle
evince significant xenos physical traits, later incarnations of
the Patriarch's heredity - typically those of the third and
fourth generations - are more Human in appearance. These
Neophyte Hybrids, while still often bearing overly large

65
WARHAiii,iER

I(ILI. TEAIVI
been unable to adequately explain how some small teams
'How illd theg know?|, Throne, viil-captures show these
of Genestealer Cultists perform far more effectively than
rebels were labourers, Sergeant. You tell me how stlnhlng,
F, worthless labourers knew the Prefect was being moved.
what the Ordo had previously believed was possible.
They hail tlme, too, Throne hnows - time enough to shin
Wyrmblade kill teams become intimately familiar with
hlm arul carve traitor sgmbols into his flesh ...'
their intended killzone's layout months, sometimes
years, in advance of their mission. Every access point
- Precinct Commander Drummond, I Eth Precinct
will have been scouted, every rusted grate oiled and
hatch lock picked. On the few occasions their operatives
defensive protocols, cipher-protected vox arrays - all are are caught on vid-capture by those devices not already
viable targets for
a well-prepared Wyrmblade brood. deactivated by other cells of the cult, they have been
witnessed springing from dense nests of pipework,
While some Neophyte operatives slip away from their dropping from ventilation macro-ducts and evaporating
ostensible Imperial duties when the psychic summons is by several other avenues once their mission is
sent, others are elite assets whose every waking hour is complete. In District 8.31 of the morass of shanties
devoted to furthering the cult's aims rather than lurking abutting Phegra-kappis on Abundantia, the cell known
among the Imperium's untainted masses. They receive as the Shadowed Fang successfully accessed and
additional training in sabotage, marksmanship, guerilla destabilised a plasma conduit hub in the midst of the
tactics and the brutal methods of silencing sentries. They battle for the reclamation city. Spotted by Black
are supplied with stolen schematics, forged access passes, Templars Space Marines who thundered towards them,
the names and rotas of targets to avoid or assassinate and five of the Shadowed Fang leapt to the fore, selling their
the best equipment the cult has managed to amass. lives dearly as the team's specialists vanished inside a
After-action investigations within the bounds of the nearby dwelling complex some six stories high. The
Cordon Impenetra of the Octarius Sector by Ordo Xenos Black Templars made short work of the sacrificial
Inquisitors have even raised the possibility that certain Neophytes and crashed through the complex's thin walls
gene-strains have been intentionally crafted to produce in pursuit of their remaining quarry. Hidden blasting
cultists inherently imbued with the necessary skills and charges then rippled through the complex's towering
adaptations for certain missions. The more conservative fabric, bringing the entire edifice crashing down onto the
agents of the Ordo reiect such wild speculation yet have Space Marines, while the Shadowed Fang's Leader,

Subject: Greiden Karm Iidentif ication connected to the dissemination of


probabiLity 73% and faLLingJ. hereticaL and subversive dogma
decLaiming the Governor's purges of the
Incident: Indiv'i duaL betieved to be Lower HoLd that instigated the ri ots in
among unidentif ied insurgent movement the f inst pIace.
originating in Lowen HoLd Thresca-V.
Note: hereticaI defonmities overLooked Proposa[: ALL Enforcer un'i ts to
by LocaL authorities IintennaI punitive report to Prec'inct-Missionarius Ven
measunes unden wayJ. This is the Kovr for suppLementary f ideLity
beLieved perpetrator of the f inearms assessment- Ven Kovr assures the
assautt on Enforcers nesponding to the d'i strict Probatus of this necessity
r
Thresca-V riots. Likety aLso to be
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to avoid spirituaL corruption.
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WYRMBLAIIE lfltt TEAilS
'Thts ts ltl Exactlg as we werc told, Enforcer rotntion won't CUII ICONS AND BTABTBS
completc fot another slx mioocgcles. Now, Gcsftinl Rake lcon Bearers are honoured to carry one of the cult's
the lcon and signalthe attnch-the upfising beglns herel' wyrm-form icons on to the mission. Such devices are a
means of bringing the cult's favour to the killzone and
- Xalian Tarn, leader of the Coiled Serpent blessing the mission's success. They instil in the lcon
Bearer's brothers and sisters the drive to sacrifice
themselves where it will benefit the mission, knowing
Dayvesh Oirrim, had led her brothers and sisters in
that its success is far more important to the
escape, worming their way through archaic run-off
Patriarch's will than their lives. lcon Bearers are
channels far beneath the dwelling.
expert at carrying these sigils low, hiding their
magnificence until the right moment. At a word from
HlltY APP(II]IIIMTIIIIS
their Leader, they raise the icon high and signal the
Where missions require highly specialised skill sets, the
attack. This is commonly a culmination of a long-
gene-sect's leaders may proclaim its goals will be met
prepared scheme that sees several Neophytes attack
via the exceptional abilities of prominent members of
from numerous angles at once. lt may instead be
the cult. Each a specifically evolved bioform produced
more of a spur-of-the-moment signal, guiding
by the cult's brood cycles, these individuals are revered
reinforcements forward in a sudden attack to divert
and respected by the kill team's elite warriors. The
attention from the kill team's activities elsewhere.
Locus is a gene-bred bodyguard whose place is usually
close by the cult's most-esteemed leaders, particularly
Each of these blessed icons is further festooned with
the Magus. They are patient creatures who epitomise grotesque parodies of holy relics. Vials of
the cult's doctrine, biding their time before exploding
bioluminescent matter dangle and clink from some,
with a sudden whirlwind of motion and slicing blades,
emitting pheromonal waves that drive the broodkin to
wielded with the speed of a striking Tyranid Lictor.
a killing frenry. Blades of chitin from the Patriarch's
Assigned to a Wyrmblade kill team, the Locus retains
own exoskeleton hang from others, resonating a
their protective role, commonly guarding the cell's
fortifying psychic signature. Others still are hung with
Leader or another specialist whose skills are vital for the
the remains of famed cultists of generations past, a
mission's success. The presence of a Locus is a huge
reminder of the selfless masses who have toiled and
honour for the kill team's Leadet a vote of confidence in
died that the Day of Ascension might come at last.
their abilities, and underlines the importance of the
The cumulative impact of these tainted treasures
mission at hand. The Locus also acts as the Magus's eyes
upon cult morale is little short of supernatural.
and ears, watchful for any signs of failure in the team's
actions as well as enabling the Magus to follow the
progress of the mission through their psychic connection
to the Locus.

The Sanctus, meanwhile, is a consummate and stealthy


assassin. They ioin Wyrmblade broods where the
elimination of a key individual is to be undertaken with
finesse and subtlety, or where the target is afforded
significant protection by defensive armour, arcane force
fields or bodyguards too numerous even for the
Neophytes to overwhelm alone. Armed as snipers with
long-barrelled rifles, they commonly lurk motionless in
shadows, awaiting the moment for the perfect headshot.
Some instead, known amongst the brood as Talons, act
in a more personal capacity as the Patriarch's extended
"'Rx
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claw. Tracking their prey via multi-lensed goggles before


pouncing on them from the dark, they slice throats and
puncture lungs in perfectly executed murders.
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Folk heroes and inspirational warrior-nomads,
Kelerrnorphs are cloak-swathed, gunslinging hybrids
whose names and deeds are legendary within the cult.
Though they often work alone, it is also through missions
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alongside kill teams of Neophyte Hybrids that their


legend is forged. The team's members are filled with
I
hope at the sight of the dashing revolutionary as the
warrior leaps from rooftops to gantries, blazing away with
their liberator autostubs as adoring Neophytes rush to
emulate its deeds.
i5
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WARiiA.i,ii,iER_

I(ILI. TEAI
]{AMES A1{ II DEMEAI{IIUBS
il-" Every Wyrmblade brood has a name, he it a dedication to their brood sire, a subtle hint at the
approaching malesty of the Hive Mind or perhaps something more subtle and nondescript.
his section is a tool to help you determine the I(!-t IIAM NAMT
names of your Genestealer Cult's warrior hybrids The name given or adopted by Wyrmblade broods is
as well as the title of your Wyrmblade kill team, normally a closely guarded secret, employed as a covert
its quirks, base of operations and the background identifier in cult communications in case the snooping
of the shadowy brood. If you wish to generate any of these agents of the oppressors are intercepting their messages.
randomly, roll the number of dice as indicated by the If given by one of the cult's leaders, such names tend to
appropriate table(s). Otherwise, choose whichever are echo the cult's wyrmform icon, express exaltation of the
your favourites or use them as inspiration for names and monstrous Patriarch or act as a blessing on the brood's
backgrounds of your own invention. missions. If adopted by another route, the names usually
echo the legendary deeds of the kill team, whose
Every Wyrmblade brood has a clandestine identity, a title members - though their names might be unknown to the
usually endowed upon it by the gene-sect's leaders or wider cult - are hailed as folk heroes and lauded as the
earned through completing daring and dangerous greatest freedom fighters. Some broods may also be given
missions for years for the cult. Some names are adopted sinister nicknames by their fearful enemies, attributing
either by the brood's Leader or conferred by other cult acts of sabotage and assassination to unseen horrors that
members who are inspired by the brood's legendary and they then endow with fanciful and monstrous names. If
selfless deeds. you wish to generate a name for your kill team, you can
roll on one or both of the tables below, choose whichever
combination of options feels best for you or let them
inspire you to create a name of your own.

TABLE 1
D6
I The Enlightened I Coil of Redemption
2 The Patient 2 Hierobrood
3 Genekin 3 From Below
4 The Hidden 4 of tfte True Faith
5 Prosellrtisers 5 Shadowcell
6 Sire's Mafirs 6 Most Humble

SAUAD AUIRK BACKGROUND


D6 Gene Deviance
Deepdwellers: These warriors have lived underground Scavenger Cell: The members of this kill team are
for so long that they can sense nearby enemies merely by looters, strrpping priceless ammunition, weapons and
feeling the tremors of the earth beneath their feet. supplies for the cult from the bodies of the dead.

Rabid Evangelists: These warriors are zealous followers Tunnel Slcrlkers: These cultists are closecombat
of the Star Children, and in battle they proclaim their faith specialists who use demolition charges and mining tools
with widecyed, spittle-flecked intensity. to clear subtenanean zones.
Creeping Killers: These warriors stalk the shadows, lconoclast Cell: These operatives are spreaders of the True
seeking unwary victims to drag into the darkness. Faith who aim to destroy or deface their enemy's religious

Blessed: Abenations in the xenos gene have caused these iconography in order to belter honour the Star Children.

waniors to develop a variety of unsettling minor mutations. Snatcher Cell: This hand-picked squad is tasked with
They mark them as holy amongst the cult but must be kept abducting high-profrle enemy leaders so that they may be
hidden from the authorities at all costs. granted the Cenestealer's Kiss.
Twisted Physiologies: Behind screens of stealth Snare Setters: These cultists are combat engineers who
technology and auspex-obfuscation, your hidden holy set improvised booby traps, mines and razor-wire snares
works proceed apace. across contested ground.

lnhuman Cruelty: These waniors delight in tormenting Veterans ofthe First Cycle: These waniors are amongst
those they see as their erstwhile oppressors. the few survivors from the cult's first ryde of hybrids -
hardened killers who have honed their survival skills over
many years.

68
IflLt TEAMS
(lPEBATIUE IIIAMES drawn from a variety of societies, classes and groups on
If you wish to create a name for one of your Genestealer the world their cult inhabits. Some may only be known by
Cult's brood-wariors, you can use the tables below, either a single name, having originated in circles either so
by picking your favourite or rolling a D66 on one or both poverty-stricken or rarefied and noble that they do not
tables. To roll aD66, roll two D6s, one after the other - use surnames. Others might only be known to their fellow
the first result is your'tens' and your second is your cultists by a surname. Feel free to play around with
'units'. For example , a D66 roll where the first result is a 3 different combinations in your own kill team and even to
and the second is a 6 is a result of 36. Cultists can be supplement them with nicknames.

BASE OF OPERATIONS
D6 Cult Hideout
ll Gannar tl Druchmann Goliath Trucks: Commandeering a rugged, industrial
l2 Dhraz 12 KrGel vehicle, the brood secret all their stolen weapons and
tools of usurpation in cleverly concealed lockers and are
13 Yohrick 13 Desh
able to move quickly from one mission to the next while
l4 Kol 14 f,auorla disguised as lowly labourers.
15 Hastun 15 Krauss Dirtycles: The brood traverse dangerous tenain and
15 Sayben 16 Gardlinger outpace chasing Enforcers on carefully maintained
27 Hollan 2l Zorbech dirtcycles, carrying everything they need to bring down
the works ofthe oppressor in panniers, saddlebags and
22 ilalrek 22 Stennvar
strapped to engine cowlings.
23 Rauss 23 Varnway
Abandoned Mine Annerc Over generations, hundreds of
24 Basc 24 Starn the cult's members have toiled in a vast labyrinth of mines,
25 Davon 25 Baumgart and, over time, this hidden shaft has been worked and
26 Task 26 Drlsso outfrtted to provide the perfect lai for a specialist brood.
3l Nasser 3l Sammer Tectonic Fragdrilft The brood have managed to steal
32 Seimor 32 Helm an immense mining vehicle, which they control remotely.
Directing it to delve beneath their enemies, the brood crawl
33 Jacobiah 33 llarnright
along roughlybored tunnels in the drill's wake, hidden from
34 Skir 34 Yalka sight and able to penetrate supposedly secure defences.
35 Ghaskin 35 Kelbrech Beneath the Oppressors'Noses: Having wormed
36 Foyle 36 Klniser their way into factorum work gangs, outpost security
4l Kreen 41 Madrach details or some other menial positions, the brood
organise their missions from within, coveftly living as loyal
42 Judh 42 Yenner
lmperial subjects.
43 Mordecai 43 Novek
llacrc Sewer Network lnured to the stench, the brood
4 lsaak 4 $rcdnor occupy a mazelike nest of sewer tunnels or else a dense
45 Michon 45 Black pipe network carrying chemicals or power cabling. Hidden
46 Jercc 46 Barchus from sight, they use these readymade transitways to
outmanoeuvre their enemies.
5t Aldren 5t Matterzhek
52 iladrax 52 Onderyhast
53 Vyrion 53 Trace
54 Hollun 54 thaska
55 Steen 55 Rezzekh
56 Pilre 56 Carleon
6l Mallick 6l Drevender
62 Gtoust 62 Seifer
63 Eldric 63 Vree!
il Yorl An Xybon
65 Xandus 55 Gorl
66 Crasker 66 Arnalt

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THE EilEMY BELOW


The furtive Neophytes of a Cenestealer Cult are perfectly suited to clandestine warfare,
having lurked in the shadows for many generations. Meticulous and ruthless in equal
measure, they sow confusion and discord before moving in for the kill.
enestealer Cults are amongst the most The first step can be found on the opposite page:
insidious of all factions in the known selecting your operatives. These include
galaxy and are a deadly threat to the Neophytes, gunners, heavy gunners and cult
security of the Imperium. These human- heroes such as the Locus, Sanctus and
alien hybrids will breed for generations in total Kelermorph. Following this are some special
secrecy, waiting patiently for decades, even rules for the Wyrmblade, including the Cult
centuries, for their plans to come to fruition. Ambush special rule (those sneaky hybrids!),
When their time of ascension is near, the cult plus faction-specific Strategic and Tactical Ploys.
leaders will send out teams of operatives to The next section includes datasheets for all your
conduct covert missions such as assassinating key operatives as well as optional equipment that
political and military figures, stealing weapons you can pick for them such as cult talismans,
and equipment or destroying vital supply lines blasting charges and climbing equipment.
and fortifications. There are very few places a
Genestealer Cultist cannot infi ltrate. Lastly, you'll find three faction-specific Tac Ops
that you can pick for your kill team, plus rules for
KItt TTAM
ASSEMBTIIIIG Y(IUB how to use your newly formed kill team in a
Over the next fifteen pages, you will find all the Spec Ops narrative campaign. This section
rules you need to assemble a Wyrmblade kill includes Battle Honours, Requisitions, Rare
team for use in open, narrative and matched play Equipment and Strategic Assets. The time of
games of KillTeam. ascension is at hand!

70
l{EW RUTES

l[GlltilP[: lllllllffil[il / $tHI lllll ff$IR0I

Below you *tU OnO a list of the operatives that make up a WYRMBTADEC kill team, including, where relevant, any wargear
those operatives must be equipped with.

ffi
> I NE0PHYTE TEADER operative equipped with one of the
following options:
Autogun; gun butt
Shotgun; gun butt
0r one option from each of the following:
Master-crafted autoptstol, bolt pistol or web pistol
Chainsword, power maul or power pick

> '13
WYBMBTADEC operatives selected from the following lrst:
. KEtERlut0BPH (counts as two selections)
. I0CUS (counts as two selections)
. NEOPHYTE BR00D-ADEPT equipped with a gun butt and one of

L
the following options:
Autogun or shotgun
NEOPHYTE GUNNER equipped with a gun butt and a flamer
NEOPHYTE GUNNER equipped with a gun butt and a grenade
lau ncher
NE0PHYTE GUNNER equipped with a gun butt and a webber
NE0PHYTE HEAVY GUNNER equipped with a gun butt and a heavy
stu bber
NE0PHYTE HEAVY GUNNER equipped with a gun butt and a
mining laser
. NEOPHYTE HEAVY GUNNER equipped with a gun butt and a
seismic cannon

b.
. NE0PHYTE ICON BEARER equipped with a gun butt and one ofthe
following options:
Autogun or shotgun
. SANCTUS
i,
SNIPER (counts as two selections)
" SANCTUS TAION (counts as two selections)
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Other than BR00D-ADEPT operatives, your kill team can only include
each operative above once.

Your kill team can only include up to two GUNNER operatives,


up to two HEAVY GUNNEB operatives and up to two CULT
l
AGENT operatives.
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rufiff0rll0n, 71
WARiiAMi,iER

lfll_1. TEAt|/t

r-{-ilffi
wirrnnd common abirities of the *YRMBLADE' pRIIIRmIUm [$Sffi$!t
ffJ:},f,
The most elite operatives qvailable to o gene-sect's leaders,
these cult agents qre honed killers. They are intimately
IHIII'IIITAIHTI familior with the murderous tools of their crqft - weapons and
lust as Genestealer Cults bide their time in dorkness, striking speciolist gear they have corefully mqintoined and employed
when the Day of Ascension downs, so too do their most for years in the cult's service. They ore able to strike hard and
experienced broods when stalking the enemy. The cultists.move fast from the shadows, eliminate their torgets without mercy
in the shadows, setting up the perfect ambush. When the iirc qnd vanish again before their victim's stunned comrades
comes and the signal is given, they strike with coordination, can react.
precision and zealous devotion.
This operative cannot be equipped with equipment.
During the first Turning Point, when this operative is activated,
you can change its order. This operative has a 4+ invulnerable save.

The frrst time this operative performs either a Fight or Each time a shooting attack is made against this operative,
Shoot action in each of its activations, if its order was in the Roll Defence Dice step of that shooting attack, before
changed from Conceal to Engage during that activation, in rolling your defence dice, if it is in Cover, you can do one of
the Roll Attack Dice step of that combat or shooting attack, the following:
you can re-roll any or all of your attack dice results of one
result (e.9. results of 2). . Retain one additional dice as a successful normal save as a
result of Cover.
. Retain one dice as a successful critical save instead of a
normal save as a result of Cover.

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$IRIIIEIE Pt[Y$ IIGIIGII Pl[Y$
lf your faction is WYRMBTADEC, you can use the following lf your faction is WYRMBLADEC, you can use the following
Strategic Ploys during a game. Tactical Ploys during a game.

ETICULOUS PLAN (1CP) LINK INTO DARKNESS (1CP)


Until the end of the Turning Point, each time a friendly Use this Tactical Ploy at the end of a friendly WYRMBLADES
NEOPHYTE operative is activated, if it has a Conceal order, operative's activation. lf that operative has an Engage order,
it can perform a mission action or the Pick Up action for one change it to a Conceal order. You can only use this Tactical
less action point (to a minimum of OAP). You can only use this Ploy for each friendly operative once.
Strategic Ploy once.

OILED SERPENT (1CP)


E WITH THE SHADOWS (1CP) Use this Tactical Ploy when a friendly WYRMBTADEC operative
Until the end of the Turning Point, when determining is activated and its order is changed from Conceal to Engage.
Line of Sight from an enemy operative to a friendly The first time that operative performs either a Fight or Shoot
WYRMBLADEC operative, if that friendly WYRMBTADET action during that activation, in the Roll Attack Dice step of
operative has a Conceal order, Light terrain is Obscuring. that combat or shooting attack, you can retain one of your
successful normal hits as a critical hit instead.

RITHING INGRESS (1CP)


Place one ofyour lngress tokens within A of a tenain feature ESTIONING LOYALTY (1CP)
no more than A thick. Until the end of the battle, friendly Use this Tactical Ploy when a friendly WYBMBIADEC TEADER
WYRMBTADEC operatives can move through that tenain or CULT AGENT operative is selected as the target for combat.
feature as if it were not there, so long as they do so within A Select one other friendly 1OCUS or NEOPHYTE operative
of that token. You can only use this Strategic PIoy once. (excluding a LEADER operative) within I of that friendly
operative to i ntervene.

SFIRE (1CP) . lf that intervening friendly operative is not within


Engagement Range of an enemy operative, you can interrupt
Until the end ofthe Turning Point:
that combat to perform a free Charge action with it, but
. Each time after a friendly WYRMBLADEG operative makes it must finish that move within Engagement Range of the
a shooting attack, if the target has not been incapacitated enemy operative frghting in that combat.
and does not have a Crossfire token, the target gains a
. lf that intervening friendly operative is within Engagement
Crossfire token until the end of the Turning Point.
Range of that enemy operative, it becomes the target for
. Each time a friendly WYBMBLADE! operative makes a that combat.
shooting attack, ifthe target has a Crossfire token, in the
Roll Attack Dice step of that shooting attack, before rolling
your attack dice, you can retain one as a successful normal DING (1 CP)
hit without rolling it. Use this Tactical Ploy in the Set Up Operatives step of the
mission sequence, when you would set up operatives. Select
up to two friendly NEOPHYTE operatives to be set up hiding
instead. ln the Fireflght phase ofthe firstTurning Point:

. Friendly operatives hiding have a Group Activation


characteristic of l, are considered to be within the killzone for
activation purposes and can be activated as normal.

. When a friendly operative hiding is activated for the flrst time,


set it up with an order of your choice anywhere in the killzone
within tl of your drop zone and more than I from enemy
operatives. That operative is treated as having performed a
Normal Move action (subtract action points accordingly),
then continue its activation as normal.
. Any hiding operatives not activated by the end ofthe first
Turning Point are incapacitated.

You can only use this Tactical Ploy once.

73
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74
]{ETiT RUTES

]IIOPIIYII 1IMM
Often o clondestine veteran of one of numerous lmperial
martiol or security institutions, the leaders of Wyrmblade 30 2
broods ore occomplished guerrillo commanders. They are
so highly skilled in unorthodox strikes and coordinoting
multipronged qssaults thot the gene-sect's ogents defer to
their experience. 3 5+ I
l,it
(i Autogun 43+U3
S Bolt pistot 4 3+ 314 Rng I
$ Master-crafted autopistol 43+U3 Rng i, Balanced, Lethal 5+
0 Shotgun 4 2+ 313 RngO
(i Web pistot 42+Uz Rng i t.:n
X Chainsword 4 3+ 415 Ceaseless
X Gun butt 3 4+ 213
X Power maul 4 3+ 415 Stun
X Power pick 4 3+ 415 Rending

-t
Cult Ambush (pg 72)

Shadow Vector: 0nce per Turning Point, you can use either the Slink
lnto Darkness or Coiled Serpent Tactical Ploy (pg 73) without spending
any Command points if a friendly NEOPHYTE operative Visible to this
operative is the friendly WYRMBI-ADEC operative for that ploy.

WYB M B LAD ET, TYRANIDS, GENESTEATER CUI.TS, <CULT>, NEOPHYTE, I.EADEB

The Kelermorph is o third generation cult hybrid, bred to


exploit the hopes of the downtrodden and embody their kin's'E
desire for rebellion. They are seen os inspirationol folk heroes,
ond it is often on Wyrmblade missions that their legend as
u n natu ro I ly ag i le, g u n sl i ng i n g revol utiona ries i s forged.

{i

X
Liberator autostubs Each time this weopon
- Long range
- Short range
Kelermorph knife
4 4+
5 2+
3 3+
is selected to make o shooting

314
314
314
*.:.
attack with, select one of the profilx below to use:

fi*il:ll
Expert Gunslinger: This operative can perform two Shoot actions
during each of its activations.
Gult Ambush. Preternatural Assassin (pg 72)

Heroic lnspiration: lfthis operative incapacitates an enemy rIl'irl


-LLt lt,i
operative, until the end ofthe Turning Point, it is a Heroic
lnspiration. Each time a friendly WYRMBLADE; NE0PHYTE Hypersense (lAPl: The next time this operative performs a Shoot
operative fights in combat or makes a shooting attack, if this action during this activation, for that shooting attack. the short
operative is a Heroic lnspiration and is Visible to and within of I range profile of its liberator autostubs gains the lndirect and No
the friendly operative, in the Roll Attack Dice step of that combat Cover special rules but loses the Pl and Rending critical hit rules.
or shooting attack, you can retain one of your attack dice results
of 5+ that is a successful normal hit as a critical hit instead.

WYHMELADEG, WBANIDS, GENESTEALER CUtTS, <CULT>, CUtT AGENT, KETERMORPH

75
I(ILI. TIAIVI

ffi
Brood-Adepts ore omongst the most experienced w
guerrilla fighters of o cult's Neophyte Hybrids. They ore
veteron ogitotors and insurgents, ferociously loyal ond
deeply indoctrinoted in the cult's creed. They form the
bockbone of the elite Wyrmblade broods sent deep into

ffi I rs,tt r FlI I


44+43
4 3+ 313
3 4+ 213

mlrrit+l
Gult Ambush (pg 72)

WYRMB LAD EC, WBANIDS, GENESTEALER CULTS, <CULT>. NEOPHYTE, BBOOD.ADEPT

ffi
Especiolly powerful weopons purloined from defence
militios, acquired via criminal contacts or even built in
cult-owned weopons shops are issued to o Wyrmblade
brood's most copable Gunners. These worriors glodly
loy down salvoes on the move to protect their comrodes
and sloy the cult's foes.

dt
Rng l, Torrent O
*Grenadelauncher Eachtimethisweaponisselectedtomakeashootingattackwith,selectoneoftheprofilabelowtouse:
44+U4 BlastO
4 4+ 415 APl
5 3+ 212 Rng l, Lethal 5+
3 4+ 213
fiilfrTfr
Cult Ambush (pg 72)

WYBMBLADET, TYRANIDS, GENESTEATER CULTS, <CU[T>, NEOPHYTE, GUNNER

76
l{EW BUIE$

Powerfully built Neophytes - some more prominently


bearing the blessed mork of their gene-sire - are granted
the honour of bearing deadly, repurposed mining tools or
weapons too hefty for normal Humans to corry, Their heavy
firepower supports Wyrmblade missions by laying low the
biggest threats.

{i Heavy stubber 5 4+ 314 Ceaseless, Fusillade, Heavy


()'Mining laser 5 4+ 5/6 AP1, Heavy
ili Seismic cannon Each time this weopon is selected to make o shooting attock with, select one of the profiles below to use:
- Long-wave 6 4+ 212 BlastA, Heavy
- Short-wave 4 3+ 414 Rng i, Heavy
X Gun butt 34+U3

Gult Ambush (pg 72)

WYBMBLADET, TYRANIDS. GENESTEATEB CULTS, <CUIT>, NEOPHYTE, HEAVY GUNF,


;U",

l[flI,[fmlil
As strong in fqith os their genetic inheritonce makes them
in body lcon Bearers carry their holy sigils low until the
is right to roise them qloft and signol the attack. They ore
honoured wardens of their brood's holy icon, inspiring their
brothers qnd sisters to feats of great socrifice to ensure the
mission succeeds.

(i Autogun 44+43
()! Shotgun 4 3+ 3/3
X Gun butt 34+43
tiluilt$
Cult Ambush (pg 72) Signal the Strike (lAP): Until the end of the Turning Point. for the
purposes of the Cult A4rbush ability (pg 72), if this operative is
lcon Bearer: When determining control of an objective marker,
treatthis operative's APL characteristic as being I higher, Note
Visible to and within I
of the friendly operative performing the
Fight or Shoot action, you can re-roll any or all of your attack
that this is not a modifier. ln narrative play, this is cumulative with
dice instead (ratherthan attack dice results of one result). This
the Focused Battle Honour (see the Kill Team Core Book).
operative cannot perform this action while within Engagement
Bange of an enemy operative.

WYRMBLADEC, TYRANIDS, GENESTEATEB CULTS, <GU[I>. NEOPHYTE, ICON BEARER

77
ffi
Escape is olmost impossible once a Sanctus Sniper
t lPl tr
has selected its target. Fixed by the assassin's tri- 30 3
lens goggles ond centred in the cross hairs of their
calibrated rifle, the target is doomed. The Sanctus' aim
-
is further refined by their Soulsight Familiar, through
which the cult's Patriorch directs the killer. 3 4+ I
(i Sanctus 4 2+ 313
33+U4

Gult Ambush, Preternatural Assassin (pg 72) Target Vulnerability (lAP): Until the end of the activation, the
Sanctus sniper rifle this operative is equipped with gains the
Lethal 5+ special rule.

familiar's Soulsight (lAPl: Select one enemy operative. Until end


ofthe Turning Point, each time this operative makes a shooting
attack against that enemy operative:
. The Sanctus sniper rifle this operative is equipped with gains the
No Cover special rule for that shooting attack.
. That enemy operative cannot be 0bscured for that
shooting attack.
. Areas of smoke cannot prevent that enemy operative from being
Visible for that shooting attack.

WYRMBLADE;, TYRANIDS, GENESTEATER CU[TS, <GULT>. GUIT AGENT, SANCTUS, SNIPEB

$ff[IIFfl'itI.|IIl
Some Sanctuses wield atrophic blades, each grown \.'
ttPtm
within bubbting pools containing the tiquefied psychic ' '
essences of slain cultists. Clutching these deodly ' l':-
:;::::;,' ::;:';;;;:i":;';:#i;:::;:';:;!;,,,,,,
while following its victim's psychic spoor.
.
a
Gult Ambush, Preternatural Assassin (pg 72) Familia/s Soulsight (lAPl: Select one enemy operative. Until the
end of the Turning Point, each time this operative fights in combat
Greeping Shadow: This operative can perform a Charge action
with that enemy operative, the Sanctus bio-dagger this operative
while it has a Conceal order. Each time afterthis operative fights
is equipped with gains the Brutal and Balanced special rules for
in combat, it can perform a free Dash action, regardless of any
that combat.
other actions it has performed during this activation, and even if it
is within Engagement Range of an enemy operative (but it cannot
finish that move within Engagement Range of an enemy operative).

WYBMBLADE;, TYRANIDS, GEIiIESTEAIEB CULTS, <CU[T>. CUIT AGENT, SANGTUS, TATON

78
l{EW RUIE$

TITTTIH IPl ET
Concealing a powerful, xenos-mutated form beneoth heavy
robes and a sinisterly still exterior, a Locus can erupt into o
flurry of deadly ottocks in the blink of on eye. Often oppointed
by the cult's Mogus to protect q kill team's leader, these gene-
bred bodyguards qre olso their master's eyes and ears.

4 3+ 314
5 2+ 416

Tll-,i]l
Gult Ambush, Preternatural Assassin (pg 72) Ouicksilver Strike (tAPl: 0nce this Turning Point, when an enemy
operative is performing a ltlormal Move or Dash action and
DuellistEach time this operative fights in combat in the Resolve
Successful Hits step ofthat combat, you can resolve one
moves within I of this operative. you can interrupt that action
to perform a free Charge action with this operative (it must finish
successful hit before the Attacker. lf you do so, that successful hit
that move within Engagement Range of that enemy operative,
must be used to parry.
and ifthis operative has a Conceal order, change itto an Engage
Expert Swordsman: This operative can perform two Fight actions order to do so). lf you do so, that enemy operative's action ends
during each of its activations. Each time afterthis operative fights without finishing their move, and you must then perform a free
in combat, it can perform a free Charge action (even if it has done Fight action with this operative against that enemy operative.
so during this activation), but can only move up to I. This action is treated as a Fight action for the purposes of
action restrictions.

WYRMBLADE', TYRANIDS, GENESTEATER CU[TS, <GU[T>, CUTT AGENT, TOGUS

7/
I

,t
N.;
7

79
'..'ri+d#sH-rEH=ry
rYAl(nAlrftrE1(?

mm'r
I[UlPiltll
WYRMBLADEC operatives in your kill team can be equipped CLIMBING EAUIPMENT (1EP)
with equipment from this list, as specified in the mission The operative gains the following ability for the battle:
sequence. Each operative can be equipped with no more than
one of each item. Climbing Equipment:
. Each time this operative ascends or descends a tenain
feature while climbing, the first vertical distance of up to 3
FRAG GRENADE (2EP) O it travels is counted as O for that climb.
The operative is equipped with the following ranged weapon . This operative does not need to be within.u^, of a physical
for the battle: and climbable partof a tenain feature in order to climb it.
.
tame t 18 0
Each time this operative drops, the intended location can be
any vertical distance from the level it occupies.
Frag grenade 3+ 213 . Each time this operative drops, it counts any vertical

I distance it travels as half for that drop.


Bules
Rng , Blasto, lndirect, Limited
CULT KNIFE (1EP)
The operative is equipped with the following melee weapon
BLASTING CHARGE (3EP) for the battle:
The operative is equipped with the following ranged weapon
for the battle: llamc f U$ [
tame t [$ ll
Cult knife 4+ 213

Blasting charge 4 3+ 314


tulcs I

Rng , Blast , lndirect, Limited

FLASH VISOR (1EP)


The operative gains the following ability for the battle:
.,-\
Flash Visor Each time this operative is activated, you can
ignore any or all modifrers to its APL.

t&
SPOTLIGHT (3EP)
The operative gains the following ability for the battle:

Spotlight While an enemy operative is Visible to and


within I of a friendly operative with this ability, that enemy
operative cannot be Obscured.

CULT TALISTYIAN (2EP)


The operative gains the following ability for the battle:

CultTalisman: Once per battle, when a shooting attack is


made against this operative, in the Resolve Successful Saves
step of that shooting attack, you can change one of your
retained normal saves to a critical save.

80 u,lilt[uJ0Rt
l{EW RUTES

I[E IP$
lf your faction is WYRMBLADET, you can use the Wyrmblade Tac Ops listed below, as specified in the mission sequence.

lffiIl0ll IIG 0P t ll0llllffil UIIRI[GlllBlt ][Hl01l il[ 0P 3: illil( ]0[


Reveal this Tac 0p in the Target Reveal step of the first Turning
Point. Your opponent places one of your Location tokens [$$ffi$tltfit[lt
anywhere in the killzone that is more than i from their Reveal this Tac Op in the Target Reveal step of any
drop zone. Turning Point.

. At the end of any Turning Point, if a friendly operative is . lf an enemy operative with a Marked token is incapacitated,
within A of that location token, you score IVP you score IVP
. lfyou achieve the first condition at the end of any . lf another enemy operative with a Marked token is
subsequentTurning Points, you score lVP. incapacitated, you score IVP

Friendly II|E0PHYTE operatives can perform the following


llHl[ll ffi [P 2: PII]IGI [ilBU$ll mission action:
Reveal this Tac 0p in the Target Reveal step of any Turning
Point before the fourth. Keep a tally ofwounds lost by each ]4ARK FOR ASSASSINATION (1AP)
player's operatives during that Turning Point. At the end of An operative can pedorm this action while an enemy
that Turning Point: operative with a Group Activation characteristic of I is Visible
to and within Iof it. That enemy operative gains a Marked
. lf the total wounds lost by enemy operatives during that token. An operative cannot perform this action while within
Turning Point is greater than that lost by friendly operatives Engagement Range of an enemy operative, or if another
during thatTurning Point, you score lVP. friendly operative has performed this action during this
. lf the total wounds lost by enemy operatives during that Turning Point.
Turning Point as a result of friendly CUIT AGEIIIT operatives
(shooting attacks they make or combats they frght in) is
greater than the total number of wounds lost by friendly
operatives during that Turning Point, you score 1 VP

81
I(ILI. TEAIt/I

$PIE OP$ RUII$


Over the following pages you will find a selection of
rules for Spec Ops campaigns in which you have selected
WYRMBTADEG as your Faction keyword.
Scurry: While this operative has a Conceal order, add
A to ir Movement characteristic.

BIIIII HOIIIUR$ Elusive: Each time this operative is activated, if


it is within Engagement Range of only one enemy
operative, roll one D6: on a 4+, it can perform the
Each time a operative gains a Battle Honour,
Fall Back action for one less action point during that
instead of determining one from its specialism, you can
activation (to a minimum of 0AP).
determlne one from the Wyrmblade Specialist table to the
nght. You can either roll one D6 to randomly determine the Irlercurial: Each time a shooting attack is made
Battle Honour (rerolling if it isn't suitable), or you can select against this operative by an enemy operatirre more
an appropriate one. As with any Battle Honour, an operative than I away, in the Roll Defence Dice step of
cannot have the same one more than once (if a duplicate that shooting attack, you can reroll one of your
result is rolled, roll again until a different result is rolled), defence dice,

Prowler: For the purposes of this operative


performing mission actions, it only needs to be within
the required range of an objective marker or token (it
does not need to control it).

Stalker: You can use the Slink lnto DarknessTactical


Ploy (pg 73) for this operative twice, instead of once.

Clandestine: lf this operative has a Conceal order


and is in Cover provided by Light tenain, enemy
operatives cannot treat it as being on an Engage
order as a result of a Vantage Point.

82
l{EW RUTES

RIRI IIUIPiIIIII
Each time you would determine an item of rare equipment to add to your stash, if your faction is WYRMBLADE!, you can
'- -5r
determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to
randomly determine the rare equipment (rerolling if it isn't suitable), or you can select an appropriate one. As with any item of
rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different
result is rolled).

1 . SPLINTERI^JYRM KNI FE (2EP) 4. SHADOI^'LEAP CLOAK (2EP)


The operative is equipped with the following melee weapon The operative gains the FLY keyword for the battle.
for the battle:

trmc tffi t 5. SIRE-BLESSED ICON (3EP)


Splinterwyrm knife 4 3+ 315 lC0N BEARER operative only. When the operative is equipped
with this item for the battle, add I CP to your pool. ln
addition, improve the operative's Save characteristic by 1 for
Rending the baule.

2. GENE.BREW (zEP) 6. NEURAL SHROUD (3EP)


Add 2 to the operative's Wounds characteristic for the battle. The operative gains the following ability for the battle:
In addition, it gains the following ability for the battle:
Neural Shroud: While this operative is more than i from
Genebrew: This operative ignores the effects of the Heavy the active operative, it is in Cover.
special rule.

3. ICHOR-INFUSED AMMUNITION
( / zEP)
Select an autogun, heavy stubber or shotgun the operative
is equipped with. lt gains the Lethal 5+ special rule for the
battle. lfyou selected a heavy stubber, this equipment costs
2EB otherwise, it costs I EP

t.

83
YVAXNAtYllYlEK
._ 4o.000

tflr.t. THA

$IRIIIEIE [$$tI$
Each time you would add a strategic asset to your base of operations, if your faction is WYRMBLADE0, you can select one from
the list below instead ofselecting one from another source. As with any strategic asset, you can never have more than one ofeach.

ltElttlilt[il G[r0 -il$Pllt$[BI any Command points, and can select an additional friendly
NE0PHYTE operative to be hiding.
Stockpiled by the cult's Biophagus - a sinister master of
alchemy and gene-manipulation - within this collection's
ompoules, flasks and vials qre concoctions of gene-spliced rlr$ll[EIltI ffl[ [[0P
stimms, xenotropic enhancers ond synthetic flesh. Keyed to the Neor the kill team's hideout is q secret location employed
cult's hybrid biosignatures, thae chemicals can prove potent by a covert cell of insurgents. The other cell provides
restoratives ond aid in hyper-rapid heoling. intelligence, local rumour, details on changing security
pqtterns and a host of other vital informotion, leoving
ln the Update Dataslates step of the mission sequence, you encrypted or psychically imprinted messqges at the dead
can re+oll one Casualty test or one Recovery test. drop for the kill team's eyes only.

ln the Scouting step of the mission sequen ce, after resolving


tIYRit[[RI 1ttftI0ilt your selection, you can select and resolve an additional
Within eosy reoch of the kill team's lqir are o dizying number scouting option. lt must be a different option to your original
of concealed tunnels, mocropipes, mine shafts ond industrial selection, and initiative is still determined by your original
ducts. These provide a ready means of secretive ingress to selection. lf both players have this or a similar ability, the
numerous locations, allowing the kill team's operativu to Defender resolves this ability flrst.
squirm their woy into key areas unobserued.

ln the Set Up Operatives step of the mission sequence, you


can use the Hiding Tactical Ploy (pg 73) without spending

It[lll$lil[1]$
lf your faction is WYRMBLADET, you can use the following Requisitions in addition to those presented in other sources.

HONOURED BY THE CULT (zRP) Dataslates step of the mission sequence of that game, friendly
It is a great honour for the leader of q Wyrmblade brood to
be assigned a highly placed agent of the cult for their holy WYRMBLADEC operatives are not limited to a maximum
missions. Such dispensation is viewed as o blessing of their of 3XP from a passed Casualty test. ln addition, when
work and a high appraisal of their worth to their gene-sire. determining their Battle Scars:
. They are treated as having one less Battle Scar for the
Purchase this Requisition before or after a game. Add one purposes of modifying the result.
CUIT AGENT operative to your dataslate. That operative . They are unaffected by the Cerebral Affliction Battle Scar.
starts with a number of experience points equal to the
lowest experience points of the rank of a selected friendly
PROFICIENT PLANNING (1RP)
NEOPHYTE LEADER operative from your dataslate (select its No amount of specialist training or vaunted wonder-weapons
Battle Honours accordingly). For example, if you selected a can ever equol the sheer lethality of a masterful operotion,
NEOPHVTE TEADER operative that had 20XP the new GULT properly conceived ond cunningly executed by the blessed of
AGENT operative would have l6XP the brood.

Purchase this Requisition before or after a game, if your kill team


SPIRITUAL AID (1RP) iscunently conducting a Spec 0p. Add a number of planning
Using their telepothic powers, the cult's Mogus employs the points to your dataslate (make a note of it in the Notes section)
gestolt consciousness emanating from their Potriqrch to reoch equal to the number of ranks of a selected friendly NEOPHYTE
out to their distant clandestine cells, providing both mystical LEADER operative. For example, Ace rank would equal 3
and spiritual oid, qnd forti{ying their minds and bodies in planning points. ln each game of that Spec Ops campaign, in the
times of need for the good of the cult. Select a Kill Team step of the mission sequence, you can spend
one (and only one) planning point you have to add 1 CP to your
Purchase this Requisition after a battle. ln the Update pool (subtract I from your total planning points accordingly),
Once you complete your Spec 0p, remove all planning points
from your dataslate. While conducting a Spec 0p, you can only
purchase this Requisition once.

84
l{EW RUTES

ffi
Each time you would select a Spec 0p for your kill team to be assigned to, if your faction is WYfiMBLADEt,
you can select one from the list below instead of selecting one from another source.

The cult has identified a key enemy target, one ulho stands in the way of
its Leaders's'inister preparations. The enemy have estabLished a series of
protection protocoLs and tayers of subtLe defences to keep the target safe
that must be bypassed before the oppressor's head can be taken-
OPERATION 1: INSIDIOUS EVASION COIII{ENDATION:
The into
kill team must clandestinely work their way You can select one friendly operative that incapacitated
position, bypassing defences to set up their assassination. an enemy operative to score you victory points from the
'Mark for Assassination'Tac Op to earn up to 5XP This
Complete five games in which you scored victory points is not affected by a passed Casualty test.
from the 'lnterloper', 'Capture Hostage & lnfiltrate' You can add one item of rare equipment to your stash,
and/or'Behind Enemy Lines'Tac Op. or you can increase your asset capacity by one.
You gain one Requisition point.
OPERATION 2: ELItitlNATE OPPRESSOR
Once in position, the torget must be marked for the brood SPEC 0PS B0NUS:
to strike a zealous blow for the rebellion. For the purposes of a mission's Spec Ops bonus, this Spec
0p is considered an 'Elimination' Spec 0p.
Complete a game in which you scored victory points from
the 'Mark for Assassination'Tac 0p.
)

Ilfiil[t$lltt tI[Rt[Rt
Anarchy and subversive sabotage can crippIe the enemy, especiatIy when
conducted from the shadows. The foe must be Ieft ree['ing and confused as the
cult's brood-wanriors escape the sites of their attacks, returning to their
bro.thers and sisters with any infonmation they have gteaned.

0PERATI0N 1 : SHAD0U ENGAGEI,IENTS your opponent's drop zone and more than from
The appearing enemy operatives.
kill team must conduct a series of strikes,
from the shqdows then returning to then before the enemy
can properly react. C0}iI{ENDATIoN:
You can distribute up to 5XP across the operatives
Complete five games in which you scored victory points on your dataslate. This is not affected by a passed
from Wyrmblade Tac Ops (pS 8l ). Casualty test.
After the battle, all friendly operatives pass Casualty
oPERATIoN 2: RETURN T0 THE CULT and Recoverytests.
With their mission successful, the kill teom must evadethe You can add one item of rare equipment to your stash,
enemy's desperate searches for the culprits, returningto or you can increase your asset capacity by one.
their cult as heroes.
SPEC OPS BOI{US:
Complete a game in which, at the end of the battle, For the purposes of a mission's Spec Ops bonus, this Spec
one or more friendly operatives are wholly within 0p is considered a 'Purge Order' Spec Op. a

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