Kill Team 3 Teamrules Wyrmblade - Eng - 02.10.24
Kill Team 3 Teamrules Wyrmblade - Eng - 02.10.24
NEOPHYTE GUNNER
Especially powerful weapons purloined from defence militias,
acquired via criminal contacts or even built in weapons shops
are issued to a Wyrmblade brood’s most capable Gunners.
These warriors gladly lay down salvoes on the move to protect
their comrades and slay the cult’s foes.
‘T HE DAY OF ASCENSION IS AT LAST IN
SIGHT. WE ARE BLESSED WITH A CHANCE
NEOPHYTE HEAVY GUNNER TO SECURE ITS COMING. THOSE WHO
Powerfully built Neophytes are granted the honour of bearing FALL TODAY FALL AS SAINTED MARTYRS.
deadly, repurposed mining tools or weapons too hefty for
normal Humans to carry. Their heavy firepower supports
THOSE WHO SURVIVE WILL WITNESS THE
Wyrmblade missions by laying low the biggest threats. PATRIARCH’S ANGELIC KIN DESCEND FROM
THE STARS, ARMS WIDE.’
NEOPHYTE ICON BEARER - Greytha Selbrech,
leader of the Pinioned Plaintiffs
As strong in faith as their genetic inheritance makes them in
body, Icon Bearers carry their holy sigils low until the time
comes to raise them and signal the attack. Honoured wardens
of their brood’s holy icon, they inspire their brothers and
sisters to feats of great sacrifice.
WYRMBLADE KILL TEAM
elow you will find a list of the operatives that make
B
NEOPHYTE LEADER
up a WYRMBLADE kill team, including, where
Power pick
relevant, any weapons specified for that operative.
Web pistol
3
OPERATIVES
WYRMBLADE » KILL TEAM SELECTION
Other than WARRIOR operatives, your kill team can only include each
operative on this list once. Your kill team can only include up to two GUNNER
operatives, up to two HEAVY GUNNER operatives and up to two CULT
Bolt pistol
AGENT operatives.
Chainsword
ARCHETYPES
Archetypes are used in certain mission packs,
e.g. Approved Ops. The game sequence will
specify how.
SEEK &
INFILTRATION
DESTROY
The newest version of these rules can be found online.
Scan the QR code or visit warhammer-community.com.
KELERMORPH LOCUS
Liberator autostubs
HEAVY GUNNER
Heavy stubber Seismic cannon
Mining laser
ICON BEARER SANCTUS SNIPER
Autogun Sanctus sniper rifle
5
WYRMBLADE » KILL TEAM SELECTION
CULT AGENT
The Patriarch’s chosen agents are seeded throughout the Cult’s forces,
providing guidance and motivation to the faithful.
Whenever a friendly WYRMBLADE operative is activated, if Whenever an operative is shooting a friendly WYRMBLADE
its order is changed from Conceal to Engage, until the end of operative that has a Conceal order, if Light terrain is
7 that activation: intervening, that friendly operative is obscured (unless the
intervening Light terrain is within 1" of either operative).
• I ts ranged weapons have the Rending weapon rule.
WYRMBLADE » STRATEGY PLOYS
UNQUESTIONING LOYALTY
Neophytes frequently sacrifice themselves for the cause, leaping in front
of bullets and blades intended for the Cult’s leaders and heroes.
This ploy has no effect if it’s the Shoot action and the ranged
weapon has the Blast or Torrent weapon rule.
APL MOVE SAVE WOUNDS
NEOPHYTE LEADER
2 6" 5+ 8
NAME ATK HIT DMG WR
Autogun 4 3+ 2/3 -
Bolt pistol 4 3+ 3/4 Range 8"
Master-crafted autopistol 4 3+ 2/4 Range 8", Lethal 5+
Shadow Vector: Once per turning point, you can use the Slink Into
Darkness or Coiled Serpent firefight ploy for 0CP if the specified friendly
WYRMBLADE operative is a NEOPHYTE visible to this operative.
KELERMORPH
3 6" 4+ 9
NAME ATK HIT DMG WR
Liberator autostubs (hypersense) 5 3+ 3/4 Range 6", Saturate, Seek Light, Hypersense*
Liberator autostubs (long range) 4 4+ 3/4 Piercing Crits 1, Rending
Liberator autostubs (short range) 5 3+ 3/4 Range 8", Piercing 1, Rending
Kelermorph knife 3 4+ 3/4 Rending
*Hypersense: Whenever this operative is shooting with this weapon profile, Heroic Inspiration: Whenever a friendly WYRMBLADE NEOPHYTE
enemy operatives cannot be obscured. operative visible to and within 3" of this operative is shooting, fighting or
retaliating, if this operative has incapacitated an enemy operative during this
Expert Gunslinger: This operative can perform two Shoot actions during
turning point, that friendly operative’s weapons have the Severe weapon rule.
its activation.
LOCUS
3 6" 4+ 9
NAME ATK HIT DMG WR
Barbed tail 4 3+ 3/4 Range 3", Silent
Locus blades 5 3+ 4/6 Lethal 5+
Expert Swordsman: This operative can perform two Fight actions during its Quicksilver Strike: Once per turning point, after an enemy operative performs
activation. Whenever this operative ends the Fight action, if it’s no longer an action in which it moves or is set up, you can interrupt that activation/ 10
within control range of enemy operatives, it can immediately perform a free counteraction to use this rule. If you do, this operative can immediately
Charge action (even if it’s already performed the Charge action during perform a free Charge action (you can change its order to do so), but it
WYRMBLADE » DATACARDS
that activation), but it cannot move more than 3" during that action. Doing cannot move more than 3", and it must end that move within control range of
so doesn’t prevent it from performing the Dash action afterwards during that enemy operative. If this isn’t possible, the interruption is cancelled and
that activation. this rule hasn’t been used.
Bladed Stance: Whenever this operative is fighting or retaliating, you can
resolve one of your successes before the normal order. If you do, that success
must be used to block.
NEOPHYTE GUNNER
2 6" 5+ 7
NAME ATK HIT DMG WR
Flamer 4 2+ 3/3 Range 8", Saturate, Torrent 2"
Grenade launcher (frag) 4 4+ 2/4 Blast 2"
Grenade launcher (krak) 4 4+ 4/5 Piercing 1
Webber 4 3+ 3/4 Range 12", Severe, Stun
Gun butt 3 4+ 2/3 -
11 Seismic cannon (long-wave) 6 4+ 2/2 Blast 1", Heavy (Dash only), Stun
Seismic cannon (short-wave) 4 3+ 4/4 Range 6", Heavy (Dash only), Piercing Crits 1, Stun
Gun butt 3 4+ 2/3 -
WYRMBLADE » DATACARDS
Icon Bearer: Whenever determining control of a marker, treat this operative’s Overthrow the Oppressors: Once per turning point, when a ready friendly
APL stat as 1 higher. Note this isn't a change to its APL stat, so any changes WYRMBLADE NEOPHYTE operative is incapacitated while visible
are cumulative with this. to and within 6" of this operative, you can use this rule. If you do, before
that operative is removed from the killzone, it can either perform one free
Shoot action (you can change its order to do so), or you can use the A
Plan Generations in the Making firefight ploy for 0CP if that incapacitated
operative is the specified friendly WYRMBLADE NEOPHYTE operative.
It's then removed from the killzone as normal.
SANCTUS SNIPER
3 6" 4+ 9
NAME ATK HIT DMG WR
Sanctus sniper rifle (mobile) 4 3+ 3/4 -
Sanctus sniper rifle (stationary) 4 2+ 3/3 Devastating 3, Heavy (Dash only), Silent
Fists 4 3+ 2/4 -
WYRMBLADE » DATACARDS
Sanctus sniper rifle has the Lethal 5+ weapon rule. the battle, or until this action is performed again by a friendly operative
(whichever comes first), that enemy operative gains one of your Soulsight
T his operative cannot perform this action while within control range of an
tokens. Whenever this operative is shooting an enemy operative that has
enemy operative.
one of your Soulsight tokens, all profiles of this operative's Sanctus sniper
rifle have the Saturate weapon rule and that enemy operative cannot
be obscured.
T his operative cannot perform this action while within control range of an
enemy operative.
SANCTUS TALON
3 6" 4+ 9
NAME ATK HIT DMG WR
Sanctus bio-dagger 4 3+ 3/6 Lethal 4+, Shock
Creeping Shadow: This operative can perform the Charge action while it ASSASSINATE2AP
has a Conceal order. Whenever this operative performs the Fight action, it S elect one enemy operative this operative isn’t visible to. Perform a free
can immediately perform a free Dash or Fall Back action afterwards (for Charge action with this operative, but don't exceed its Move stat (i.e.
the latter, it cannot move more than 3"), even if it’s performed an action that don't add 2"), and it must end that move within control range of that
prevents it from performing those actions. enemy operative. Then immediately perform a free Fight action with this
operative against that enemy operative. The first time you strike during
FAMILIAR’S SOULSIGHT 1AP
that action, you can immediately resolve another of your successes as a
S elect one enemy operative visible to this operative. Until the end of strike (before your opponent).
the battle, or until this action is performed again by a friendly operative
(whichever comes first), that enemy operative gains one of your Soulsight T his operative cannot perform this action while it has an Engage order, or
tokens. Whenever this operative is fighting or retaliating against an enemy while within control range of an enemy operative.
operative that has one of your Soulsight tokens, its Sanctus bio-dagger
has the Brutal and Balanced weapon rules.
T his operative cannot perform this action while within control range of an
enemy operative.
NEOPHYTE WARRIOR
2 6" 5+ 7
NAME ATK HIT DMG WR
Autogun 4 4+ 2/3 -
Shotgun 4 3+ 3/3 Range 6"
Gun butt 3 4+ 2/3 -
your opponent then activates as normal (in other words, you cannot activate
more than two operatives in succession with this rule).