Playing versus Murderwing
Key mechanics: Jump Pack (BOOST), Astartes.
Operatives
- Murderwing Chaos Lord — 15 wounds. Escalating Damnation mechanic: can ignore damage or deal bonus melee damage, becoming more reliable (and risky) over the game; At 6 Damnation points, effects resolve automatically with no risk
- Murderwing Champion — Strategic Gambit: marks one of your operatives with a Challenge token, gaining a melee weapon rule of choice against it; Gains 1CP if it incapacitates the challenged operative
- Murderwing Curseclaw — BOOST action: can reposition an enemy operative from the BOOST ZONE closer to itself (contested roll)
- Murderwing Depredator — 1 AP: 2D3 damage to each operative within 2" (hits friendlies too); On melee incapacitation, -1 APL to a nearby enemy
- Murderwing Huntmaster — Can prevent your operatives from performing Fall Back when it's the only enemy within Control Range (D6 roll, ~75% chance); BOOST action: 2D3+1 damage to an enemy in the BOOST ZONE
- Murderwing Shrieker — Enemies within 3" pay +1 AP for Pick Up Marker and mission actions, and count as -1 APL for marker control; 1 AP: D3 damage and -1 APL to a visible enemy within 6" (or via BOOST ZONE)
- Murderwing Warp Talon — Deploys from reserve on TP2 with choice of order, placed on a pre-placed Warp marker or in the drop zone (limited to 2 AP and 4" movement on arrival)