Warp Coven - Kill Team Rules

Faction Rules

Boons of Tzeentch

Whenever you select a **SORCERER** operative for the battle, you must select a **BOON OF TZEENTCH** (below) for it to have for the battle. You cannot select each **BOON OF TZEENTCH** more than once per battle.

Astartes

During each friendly **WARPCOVEN** **HERETIC ASTARTES** operative's activation, it can perform either two **Shoot** actions or two **Fight** actions. If it's two **Shoot** actions and a soulreaper cannon and a warpflamer is selected for both, 1 additional AP must be spent for the second action. You cannot select the same **PSYCHIC** ranged weapon more than once per activation. Each friendly **WARPCOVEN** **HERETIC ASTARTES** operative can counteract regardless of its order.

Operatives

Sorcerer of Destiny

APL 3 · Move 6" · Save 3+ · Wounds 15

Keywords: WARPCOVEN, CHAOS, HERETIC ASTARTES, PSYKER, SORCERER, DESTINY

Protected by Fate. **PSYCHIC.** Select one friendly **WARPCOVEN** operative visible to this operative. Until the start of this operative's next activation, until it's incapacitated or until this action is performed again by a friendly operative (whichever comes first), whenever an operative is shooting that selected operative, you can re-roll any of your defence dice. This operative cannot perform this action while within control range of an enemy operative.

Ravage Destiny. **PSYCHIC.** Select one enemy operative visible to and within 9" of this operative. Until the start of this operative's next activation, until it's incapacitated or until this action is performed again by a friendly operative (whichever comes first), whenever that enemy operative is shooting, fighting or retaliating, your opponent must re-roll their attack dice results of 6, and whenever determining control of a marker, treat that enemy operative's APL stat as 1 lower. Note this isn't a change to its APL stat, so any changes are cumulative with this. This operative cannot perform this action while within control range of an enemy operative.

Sorcerer of Tempyrion

APL 3 · Move 6" · Save 3+ · Wounds 15

Keywords: WARPCOVEN, CHAOS, HERETIC ASTARTES, PSYKER, SORCERER, TEMPYRION

Reconstitution Ritual. **PSYCHIC.** Select one friendly **WARPCOVEN** operative visible to and within 6" of this operative. That operative regains up to 2D3 lost wounds. This operative cannot perform this action while within control range of an enemy operative, or if a friendly operative has already performed this action during this turning point.

Temporal Flux. **PSYCHIC.** Select one friendly **WARPCOVEN** operative visible to and within 6" of this operative and place your Temporal Flux marker within that operative's control range. At the end of that operative's next activation, if it hasn't been incapacitated and is still wholly within 6" of your Temporal Flux marker, remove that operative from the killzone and set it back up in a location it can be placed; when it's set back up, it must have your Temporal Flux marker within its control range (or as close as possible). Then remove your Temporal Flux marker from the killzone. If that operative isn't wholly within 6" of your Temporal Flux marker (including if it's incapacitated), remove that marker from the killzone. This operative cannot perform this action while within control range of an enemy operative, or if your Temporal Flux marker is currently in the killzone.

Sorcerer of Warpfire

APL 3 · Move 6" · Save 3+ · Wounds 15

Keywords: WARPCOVEN, CHAOS, HERETIC ASTARTES, PSYKER, SORCERER, WARPFIRE

Alight. **PSYCHIC.** Select one enemy operative visible to this operative. Until the start of this operative's next activation, until it's incapacitated or until this action is performed again by a friendly operative (whichever comes first), that enemy operative gains one of your Alight tokens (if it doesn't already have one). Whenever a friendly **WARPCOVEN** operative is shooting against, fighting against or retaliating against an enemy operative that has one of your Alight tokens, that friendly operative's weapons have the Ceaseless weapon rule. This operative cannot perform this action while within control range of an enemy operative.

Rubric Marine Gunner

APL 3 · Move 5" · Save 2+ · Wounds 14

Keywords: WARPCOVEN, CHAOS, HERETIC ASTARTES, RUBRIC MARINE, GUNNER

Sorcerous Automata. Whenever this operative is activated, subtract 1 from its APL stat until the end of that activation, unless a friendly **WARPCOVEN** **SORCERER** operative is within 9" of it.

Rubric Marine Icon Bearer

APL 3 · Move 5" · Save 2+ · Wounds 14

Keywords: WARPCOVEN, CHAOS, HERETIC ASTARTES, RUBRIC MARINE, ICON BEARER

Sorcerous Automata. Whenever this operative is activated, subtract 1 from its APL stat until the end of that activation, unless a friendly **WARPCOVEN** **SORCERER** operative is within 9" of it.

Icon Bearer. Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this isn't a change to its APL stat, so any changes are cumulative with this.

Rubric Marine Warrior

APL 3 · Move 5" · Save 2+ · Wounds 14

Keywords: WARPCOVEN, CHAOS, HERETIC ASTARTES, RUBRIC MARINE, WARRIOR

Sorcerous Automata. Whenever this operative is activated, subtract 1 from its APL stat until the end of that activation, unless a friendly **WARPCOVEN** **SORCERER** operative is within 9" of it.

Slow and Purposeful. Whenever this operative is shooting, if it hasn't performed the **Charge** or **Reposition** action during the activation, or if it's a counteraction, its ranged weapons have the Ceaseless weapon rule. Note this operative isn't restricted from performing these actions after shooting.

Tzaangor Champion

APL 2 · Move 6" · Save 5+ · Wounds 10

Keywords: WARPCOVEN, CHAOS, TZAANGOR, CHAMPION

Savage Brutality. The first time this operative performs the **Fight** action during each of its activations, if it isn't incapacitated, it can immediately perform a free **Fight** action afterwards (you don't have to select the same enemy operative to fight against). This takes precedence over action restrictions.

Tzaangor Horn Bearer

APL 2 · Move 6" · Save 5+ · Wounds 9

Keywords: WARPCOVEN, CHAOS, TZAANGOR, HORN BEARER

Brayhorn. Until the Ready step of the next Strategy phase, add 1" to the Move stat of friendly **WARPCOVEN** **TZAANGOR** operatives. This operative cannot perform this action while within control range of an enemy operative.

Tzaangor Icon Bearer

APL 2 · Move 6" · Save 5+ · Wounds 9

Keywords: WARPCOVEN, CHAOS, TZAANGOR, ICON BEARER

Herd Banner. Whenever an attack dice inflicts Normal Dmg of 3 or more on a friendly **WARPCOVEN** **TZAANGOR** operative that's visible to and within 3" of this operative, subtract 1 from that inflicted damage.

Icon Bearer. Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this isn't a change to its APL stat, so any changes are cumulative with this.

Tzaangor Warrior

APL 2 · Move 6" · Save 5+ · Wounds 9

Keywords: WARPCOVEN, CHAOS, TZAANGOR, WARRIOR

Relic Hunters. Once per battle, one friendly **WARPCOVEN** **TZAANGOR WARRIOR** operative can perform the **Pick Up Marker**, **Place Marker** or a mission action for 1 less AP if that friendly operative is within your opponent's territory.

Strategy Ploys

Aetherial Warding

Whenever an operative is shooting a friendly **WARPCOVEN** operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.

Fate Itself is My Weapon

Roll two D6 and reserve them (put them to one side). In the Firefight phase of this turning point, whenever an operative is shooting, fighting or retaliating, after you or your opponent roll their attack dice, but before re-rolls, you can use one of your reserved dice to replace one of the D6 rolled for that sequence (yours or your opponent's); that replacement dice cannot be re-rolled or retained as a success or critical success if it's not, and is discarded at the end of that sequence. Then, if the combined result of both reserved dice was less than 9, discard the other dice. You cannot use more than one reserved dice per sequence. Discard any remaining reserved dice at the end of the turning point.

Brotherhood of Sorcerers

Friendly **WARPCOVEN** **SORCERER** operatives' **PSYCHIC** weapons have the Balanced weapon rule, or Ceaseless instead if another friendly **WARPCOVEN** **SORCERER** operative is within 9" of that operative.

Savage Herd

Friendly **WARPCOVEN** **TZAANGOR** operatives' melee weapons have the Accurate 1 weapon rule. Whenever a friendly **WARPCOVEN** **TZAANGOR** operative is assisted by a friendly **WARPCOVEN** operative, or is fighting while visible to and within 6" of a friendly **WARPCOVEN** **SORCERER** operative, that friendly **WARPCOVEN** **TZAANGOR** operative's melee weapons also have the Severe weapon rule.

Firefight Ploys

All is Dust

Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly **WARPCOVEN** **RUBRIC MARINE** operative. That attack dice inflicts 1 damage instead.

Capricious Plan

Use this firefight ploy at the end of a friendly **WARPCOVEN** **SORCERER** operative's activation. That friendly operative can immediately perform a free **Dash** action (even if it's performed an action that prevents it from performing the **Dash** action), or you can change its order instead.

Psychic Cabal

Use this firefight ploy when a friendly **WARPCOVEN** **SORCERER** operative is activated. Select one other friendly **WARPCOVEN** **SORCERER** operative visible to and within 9" of that operative, then select one of that other friendly operative's **PSYCHIC** unique actions or **PSYCHIC** ranged weapons for that first friendly operative to have until the end of its activation. You cannot select a **PSYCHIC** ranged weapon that has been used by that other friendly operative during this turning point, and that other friendly operative cannot use the selected weapon during this turning point.

Mutant Herd

Use this firefight ploy when a friendly **WARPCOVEN** **TZAANGOR** operative is activated. Select one other ready friendly **WARPCOVEN** **TZAANGOR** operative visible to and within 2" of it to activate at the same time. Complete their activations action by action in any order.

Equipment

Ensorcelled Rounds

Friendly **WARPCOVEN** operatives' inferno boltguns, inferno bolt pistols and autopistols have the Devastating 1 weapon rule.

Daemonmaw Weapons

Add 1 to the Atk stat of friendly **WARPCOVEN** **RUBRIC MARINE** operatives' melee weapons. Whenever a friendly **WARPCOVEN** **RUBRIC MARINE** operative is retaliating, its melee weapons have the Accurate 1 weapon rule.

Arcane Robes

Once per turning point, whenever an attack dice would inflict Critical Dmg on a friendly **WARPCOVEN** **SORCERER** operative, you can use this rule. If you do, that attack dice inflicts Normal Dmg instead.

Sorcerous Scrolls

Once per battle, when a friendly **WARPCOVEN** **SORCERER** operative is activated or counteracts, you can select a different **BOON OF TZEENTCH** for it to have until the end of the battle (it loses any it previously had). It cannot be the same **BOON OF TZEENTCH** any other friendly operative has. This takes precedence over the normal Boons of Tzeentch rules. Note that if you use this rule when a friendly operative counteracts and you select Echoes from the Warp, it can be used immediately to change the operative's order and perform a free action during that counteraction.

Official Commentary

If a friendly operative selected for the Temporal Flux rule is activated within, or ends its activation within, an area in which it cannot use PSYCHIC additional rules (e.g. NOVITIATE CONDEMNOR Null Rod), can that operative be removed and set back up as a result of the Temporal Flux rule?

No to both.

For the Psychic Cabal firefight ploy, does the SORCERER operative also gain any benefits the other SORCERER operative has from the Boons of Tzeentch faction rule (e.g. Twist of Fate)?

No.