Murderwing - Kill Team Rules

Faction Rules

Jump Pack

Whenever a friendly **MURDERWING** operative is performing the **Charge**, **Fall Back** or **Reposition** action during its activation, at the start of any straight-line increment, as long as no part of its base is underneath Vantage terrain, it can do a **BOOST** for that increment. If it does, don't move it for that increment. Instead, remove it from the killzone and set it back up wholly within *x*" horizontally of its original location. *X* is a distance of your choice (rounded up to the nearest inch, as per the **Reposition** action), but it's added to the total move distance used for that action (in other words, move plus **BOOST** cannot exceed the action's move allowance). If it would **BOOST** during the **Charge** action, don't add the additional 2" to its move allowance. That operative must be set up in a location it can be placed and cannot be set up with any part of its base underneath Vantage terrain. In addition, unless it's the **Charge** action, it cannot be set up within control range of an enemy operative. It can continue moving after a **BOOST** if it has any move distance remaining and the action allows it. In a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, the *x*" cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point -- in other words, it cannot **BOOST** through an open hatchway.

Boost Actions

Some actions are known as **BOOST** actions. These are actions performed during other actions when a **BOOST** is used. Each operative cannot perform more than one **BOOST** action per activation/counteraction. Most **BOOST** actions affect enemy operatives within a friendly **MURDERWING** operative's **BOOST ZONE**. This is the horizontal area between a friendly **MURDERWING** operative's current location and the location from which it used **BOOST**. A marker the same size as the operative's base can be temporarily placed to help determine this. Enemy operatives with any part of their base underneath Vantage terrain are not within friendly **MURDERWING** operatives' **BOOST ZONE**s.

Astartes

During each friendly **MURDERWING** operative's activation, it can perform either two **Shoot** actions or two **Fight** actions. If it's two **Shoot** actions, a bolt pistol must be selected for at least one of them. Each friendly **MURDERWING** operative can counteract regardless of its order.

Operatives

Murderwing Chaos Lord

APL 3 · Move 6" · Save 3+ · Wounds 15

Keywords: MURDERWING, CHAOS, HERETIC ASTARTES, LEADER, LORD

Path to Damnation. This operative starts the battle with 1 Damnation point. Once per action, you can attempt to use one Boon of Damnation when it specifies (see right). If you do, roll one D6 and compare the result to the number of Damnation points this operative has; if the result is: - **Higher:** Resolve the rule, then this operative gains 1 Damnation point. - **Equal:** Do not resolve the rule. - **Less:** Inflict damage on this operative equal to its number of Damnation points and do not resolve the rule. If this operative has 6 Damnation points, resolve the rule without rolling. Note that you cannot make an attempt more than once per action, regardless of the D6 result.

Boons of Damnation. Boons of Damnation are as follows (resolved with a D6 roll, see above): - When an attack dice inflicts damage of 3 or more on this operative, you can ignore an amount of damage equal to this operative's Damnation points. - When this operative is fighting or retaliating and you strike with an attack dice, you can inflict an amount of additional damage equal to this operative's Damnation points.

Murderwing Champion

APL 3 · Move 6" · Save 3+ · Wounds 14

Keywords: MURDERWING, CHAOS, HERETIC ASTARTES, CHAMPION

Chaos Champion. **Strategic Gambit.** Remove your Challenge token from the enemy operative that has it (if any), then select one enemy operative to gain your Challenge token. Whenever this operative is fighting against or retaliating against an enemy operative that has your Challenge token, in the Select Weapons step, you can select one of the following weapon rules for this operative's melee weapons to have until the end of the sequence: Balanced, Brutal, Punishing, Severe, Shock.

Path to Glory. Whenever this operative incapacitates an enemy operative that has your Challenge token, you gain 1CP.

Murderwing Curseclaw

APL 3 · Move 6" · Save 3+ · Wounds 14

Keywords: MURDERWING, CHAOS, HERETIC ASTARTES, CURSECLAW

Frenzied Attack. If this operative is incapacitated during the **Fight** action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.

Snatch. **BOOST** action. Select one enemy operative within this operative's **BOOST ZONE**. Both players roll one D6 and add their respective operative's Wounds stat to their result. If your result is higher, remove that enemy operative from the killzone and set it back up within this operative's **BOOST ZONE** or control range. It must be set up in a location it can be placed and cannot be set up further away from this operative than where it began. If that enemy operative is set up within this operative's control range, the **Fall Back** or **Reposition** action ends (allowing this operative to end that action within control range of enemy operatives). This operative cannot perform this action normally. Instead, it performs this action during the **Fall Back** or **Reposition** action after setting up from a **BOOST**.

Murderwing Depredator

APL 3 · Move 6" · Save 3+ · Wounds 14

Keywords: MURDERWING, CHAOS, HERETIC ASTARTES, DEPREDATOR

Horrifying Dismemberment. Whenever this operative incapacitates an enemy operative while fighting or retaliating, select one other enemy operative visible to and within 3" of either this operative or the incapacitated enemy operative. Subtract 1 from that enemy operative's APL stat until the end of its next activation.

Carving Blow. Inflict 2D3 damage on each other operative visible to and within 2" of this operative in an order of your choice (roll separately for each). This operative cannot perform this action while it has a Conceal order, or during the same activation in which it performed the **Slice from Above** action (see **Bladefins** faction equipment), the **Clawed Charge** action (see **Clawed Armour** faction equipment) or two **Fight** actions (and vice versa).

Murderwing Huntmaster

APL 3 · Move 6" · Save 3+ · Wounds 14

Keywords: MURDERWING, CHAOS, HERETIC ASTARTES, HUNTMASTER

Pinned Prey. Whenever an enemy operative would perform the **Fall Back** action while within control range of this operative, if no other enemy operatives are within this operative's control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than this operative. If any result is a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it).

Strike from Above. **BOOST** action. Inflict 2D3+1 damage on one enemy operative within this operative's **BOOST ZONE**. This operative cannot perform this action normally. Instead, it performs this action during the **Fall Back** or **Reposition** action after setting up from a **BOOST**.

Murderwing Raptor

APL 3 · Move 6" · Save 3+ · Wounds 14

Keywords: MURDERWING, CHAOS, HERETIC ASTARTES, RAPTOR

Thrill of Flight. Whenever this operative does a **BOOST** during its activation: - You can remove any changes to its APL stat. - You can ignore any changes to its stats from being injured (including its weapons' stats) until the end of the activation.

Murderwing Shrieker

APL 3 · Move 6" · Save 3+ · Wounds 14

Keywords: MURDERWING, CHAOS, HERETIC ASTARTES, SHRIEKER

Modified Vox-casters. Whenever an enemy operative is within 3" of this operative, your opponent must spend 1 additional AP for that enemy operative to perform the **Pick Up Marker** and mission actions. Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of this operative. Note this isn't a change to the APL stat, so any changes are cumulative with this.

Shriek. Select one enemy operative that's visible to and within 6" of this operative. Alternatively, select one enemy operative within this operative's **BOOST ZONE** (at which point this becomes a **BOOST** action). If enemy operatives are within control range of this operative, you cannot select an enemy operative that isn't. Inflict D3 damage on the selected operative and subtract 1 from its APL stat until the end of its next activation. This operative cannot perform this action while it has a Conceal order. If you're selecting an enemy operative within this operative's **BOOST ZONE**, this operative cannot perform this action normally. Instead, it performs this action during the **Fall Back** or **Reposition** action after setting up from a **BOOST**.

Murderwing Skysear

APL 3 · Move 6" · Save 3+ · Wounds 14

Keywords: MURDERWING, CHAOS, HERETIC ASTARTES, SKYSEAR

Murderwing Warp Talon

APL 3 · Move 6" · Save 3+ · Wounds 14

Keywords: MURDERWING, CHAOS, HERETIC ASTARTES, WARP TALON

Slice the Veil. When setting up this operative before the battle, you can set it up in the warp instead: place it to one side instead of in the killzone. In the first Firefight phase, when this operative is activated, place one of your Warp markers wholly within your territory, then expend this operative. In the second Firefight phase, when this operative is activated, set it up with an order of your choice in a location it can be placed either wholly within your drop zone, or wholly within your territory contesting your Warp marker. Continue its activation as normal, but during that activation you cannot spend more than 2AP for it and it cannot use more than 4" of move distance. Whenever this operative is in the warp, it cannot be the ready friendly **MURDERWING** operative for the Malicious Narcissism firefight ploy.

Strategy Ploys

Predators Above

Whenever a friendly **MURDERWING** operative is at least 2" higher than the killzone floor, its weapons have the Balanced weapon rule. Whenever a friendly **MURDERWING** operative does a **BOOST**, its weapons have the Balanced weapon rule until the end of that activation.

Cull the Weak

Whenever a friendly **MURDERWING** operative is shooting or fighting, its weapons have the Punishing weapon rule if any of the following are true for the operative that friendly operative is shooting or fighting against: - It's at least 2" lower than that friendly operative. - Its APL stat is less than normal. - It was wounded at the start of the activation/counteraction.

Nightmare on High

Whenever an operative is shooting a friendly **MURDERWING** operative that's at least 2" higher than the killzone floor, or that did a **BOOST** during this turning point, you can re-roll one of your defence dice.

Instil Fear

Whenever a friendly **MURDERWING** operative is fighting, Normal Dmg of 3 or more inflicts 1 less damage on it.

Firefight Ploys

Malicious Narcissism

Use this firefight ploy when it's your turn to activate a friendly operative, if only one friendly **MURDERWING** operative is ready. Until the end of the turning point, whenever you have less ready friendly operatives than your opponent, you can skip your activations (in other words, you can delay that friendly **MURDERWING** operative's activation until your opponent has only one ready operative). Note that you cannot counteract until that friendly **MURDERWING** operative is expended.

Murderous Descent

Use this firefight ploy when an enemy operative ends the **Charge**, **Dash**, **Fall Back** or **Reposition** action within 3" horizontally and more than 2" lower than a friendly **MURDERWING** operative (or in close quarters, within 2" and that enemy operative must be in a different room to where it started that action). Interrupt that enemy operative's activation/counteraction and immediately perform a free **Charge** action with that friendly operative. It must end that action within control range of that enemy operative. If this isn't possible, the interruption is cancelled and this rule hasn't been used.

Long Forgotten Honour

Use this firefight ploy when a friendly **MURDERWING** operative is fighting or retaliating, when you resolve a critical success. Instead of striking or blocking, end that sequence (any remaining attack dice are discarded) and immediately perform a free **Fall Back** action up to 3" with that operative (then the **Fight** action ends). That operative can do so even if it's performed an action that prevents it from performing the **Fall Back** action.

Wings of Darkness

Use this firefight ploy when a friendly **MURDERWING** operative is performing the **Fall Back** or **Reposition** action, when it does a **BOOST**. That operative can be set up an additional 3" away during that **BOOST** (adding this to the permitted move distance), but it cannot perform the **Shoot**, **Fight** or **Carving Blow** (see **DEPREDATOR** operative) action until the next turning point. You cannot use this ploy during the first turning point.

Equipment

Bladefins

Friendly **MURDERWING** operatives can perform the following unique action:

Clawed Armour

Friendly **MURDERWING** operatives can perform the following unique action:

Warp Fuel

Once per turning point, when an enemy operative ends the **Fall Back** action during its activation, if at least one friendly **MURDERWING** operative was within its control range at the start of that action, you can use this rule. One of those friendly operatives can immediately perform a free **Reposition** or **Charge** action, but cannot use more than 3" of move distance. Note that if the enemy operative doesn't perform the **Fall Back** action during its own activation, this has no effect.

Vox-Casters

Once per turning point, one friendly **MURDERWING** operative can perform the following unique action:

Official Commentary

Can I use Wings of Darkness during the activation that a WARP TALON operative is set up from the warp to use more than 4" of move distance during that activation?

No.

When using the Long Forgotten Honour firefight ploy, if the free Fall Back action is prevented (e.g. MANDRAKES Chain Snares), is the spent CP refunded?

No.