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Kill Team 3 Teamrules Wyrmblade - Eng - 02.10.24

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105 views14 pages

Kill Team 3 Teamrules Wyrmblade - Eng - 02.10.24

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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WYRMBLADE

GENESTEALER CULTS INSURGENTS


WYRMBLADE OPERATIVES
Genestealer Cults are insidious broods of Human-xenos hybrids that spread unnoticed on Imperial worlds, sometimes
for generations. They infiltrate the Imperium’s social, industrial and military fabric, and their elite Wyrmblade kill
teams squirm undetected into perfect ambush sites.

NEOPHYTE LEADER SANCTUS SNIPER


2 Often a clandestine veteran of an Imperial martial or Fixed by the assassin’s tri-lens goggles and centred in the
security institution, the leaders of Wyrmblade broods are cross hairs of their calibrated rifle, the target of a Sanctus
accomplished guerrilla commanders. Highly skilled in Sniper is doomed. The Sanctus’ aim is further refined by their
unorthodox strikes and coordinating multipronged assaults, Soulsight Familiar, through which the cult’s Patriarch directs
the gene-sect’s agents defer to their experience. the killer.

KELERMORPH SANCTUS TALON


The Kelermorph is a third generation cult hybrid, bred to Some Sanctuses wield atrophic blades, each grown within
exploit the hopes of the downtrodden and embody their kin’s bubbling pools containing the liquefied psychic essences of
desire for rebellion. They are seen as inspirational folk heroes, slain cultists. Clutching these weapons, a Sanctus will track
and it is often on Wyrmblade missions that their legend as its target for days, squeezing its multijointed limbs through
agile, gunslinging revolutionaries is forged. narrow spaces while following its victim’s psychic spoor.

NEOPHYTE WARRIOR LOCUS


Warriors are amongst the most experienced guerrilla fighters Concealing a powerful, xenos-mutated form beneath heavy
of a cult’s Neophyte Hybrids. They are veteran agitators and robes and a sinisterly still exterior, a Locus can erupt into a
insurgents, deeply indoctrinated in the cult’s creed. They form flurry of attacks in the blink of an eye. Often appointed by the
the backbone of the elite Wyrmblade broods sent deep into cult’s Magus to protect a kill team’s leader, these gene-bred
the oppressors’ territory. bodyguards are also their master’s eyes and ears.

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

↘ 1 WYRMBLADE NEOPHYTE LEADER operative with one of the


following options:
• Autogun; gun butt
• Shotgun; gun butt
Or one option from each of the following:
• Bolt pistol, master-crafted autopistol or web pistol
• Chainsword, power maul or power pick

↘ 13 WYRMBLADE operatives selected from the following list:


Power maul
• KELERMORPH • HEAVY GUNNER with seismic
• LOCUS cannon and gun butt
Master-crafted
• GUNNER with flamer and • ICON BEARER with one of the
Autopistol
gun butt following options:
• GUNNER with grenade launcher ○ Autogun; gun butt
and gun butt ○ Shotgun; gun butt
• GUNNER with webber and • SANCTUS SNIPER
gun butt • SANCTUS TALON
• HEAVY GUNNER with heavy • WARRIOR with one of the
stubber and gun butt following options:
• HEAVY GUNNER with mining ○ Autogun; gun butt
laser and gun butt ○ Shotgun; gun butt

These operatives count as two selections each.

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

Locus blades Barbed tail


4

WYRMBLADE » KILL TEAM SELECTION


GUNNER
Flamer Grenade launcher Webber

HEAVY GUNNER
Heavy stubber Seismic cannon

Mining laser
ICON BEARER SANCTUS SNIPER
Autogun Sanctus sniper rifle

5
WYRMBLADE » KILL TEAM SELECTION

SANCTUS TALON WARRIOR


Sanctus bio-dagger Shotgun Autogun
FACTION RULES
FAMILIAR TERRITORY CULT AMBUSH
Genestealer Cults infiltrate all stratas of Imperial society, accumulating When the Day of Ascension arrives, the Cult strike as one, catching their
knowledge of transit routes, passageways and hidden tunnels by which foes unawares with lethal ambushes and surprise assaults.
they may outmanoeuvre their foes.
Whenever a friendly WYRMBLADE operative is shooting or
When setting up a WYRMBLADE kill team before the battle, fighting during its activation, if its order was changed from
one third of your kill team can be set up in HIDING: place them Conceal to Engage at the start of that activation, or it wasn’t 6
to one side instead of in the killzone. CULT AGENT operatives visible to enemy operatives at the start of that activation, that
cannot be set up in HIDING. friendly operative's weapons have the Ceaseless weapon rule.

WYRMBLADE » FACTION RULES


In the Firefight phase, friendly WYRMBLADE operatives set
up in HIDING are activated as normal. When you do, you can
either expend that operative or have it emerge. If it emerges,
set it up in the killzone in a location it can be placed as follows
(it’s no longer set up in HIDING):

• Wholly within 6" of your drop zone.


• More than 6" from enemy operatives.
• With an order of your choice.

The operative is treated as performing the Reposition action


(spend the AP accordingly), then continue its activation
as normal. If the operative is a WARRIOR, ignore its Group
Activation rule. Friendly operatives still in HIDING at the end
of the second turning point are incapacitated.

CULT AGENT
The Patriarch’s chosen agents are seeded throughout the Cult’s forces,
providing guidance and motivation to the faithful.

Whenever an operative is shooting a friendly WYRMBLADE


CULT AGENT operative:

• I gnore the Piercing and Saturate weapon rules.


• If you can retain any cover saves, you can retain one
additional cover save, or you can retain one cover save as a
critical success instead. This isn’t cumulative with improved
cover saves from Vantage terrain.
STRATEGY PLOYS
THE DAY IS AT HAND ONE WITH THE SHADOWS
When the moment is right, the Cult strikes. Swift and brutal ambushes Wyrmblade operatives know the battlefield like the backs of their clawed
allow for high lethality, even with improvised weapons. hands, stalking the shadows and using terrain to their own advantage.

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

• Add 1 to the Atk stat of its melee weapons (to a maximum


of 5). DIVERT AND DISAPPEAR
The Cult’s agents direct their zealous underlings with great cunning by
throwing them into the fray or drawing them back, using the resultant
CROSSFIRE chaos to place themselves in advantageous positions.
The Cult’s operatives surround their foes before opening fire and
catching their targets in a lethal crossfire. Up to three friendly WYRMBLADE operatives can
immediately perform a free Dash or Charge action in an
Whenever a friendly WYRMBLADE operative is shooting order of your choice (choose separately for each, and for the
an operative that another friendly WYRMBLADE operative latter, it cannot move more than 3"). If a WYRMBLADE CULT
has already shot during this turning point, that first friendly AGENT operative is selected for this ploy, it counts as two
operative's ranged weapons have the Accurate 1 weapon rule. operatives, and it can perform a free Fall Back action instead
(it cannot move more than 3"); if it does, subtract 1 from its
APL stat until the end of its next activation.
FIREFIGHT PLOYS
SLINK INTO DARKNESS A PLAN GENERATIONS IN
As swiftly as their ambush is launched, Wyrmblade operatives fade away THE MAKING
once more, scrambling into access tunnels and shadowy hiding places in The Cult will allow no interference in the execution of their plan. The Day
preparation for the next wave. of Ascension must occur. Even the mortally wounded will expend the last
of their energy to ensure success.
Use this firefight ploy at the end of a friendly WYRMBLADE
operative’s activation. If that operative has an Engage order, Use this firefight ploy when a friendly WYRMBLADE 8
change it to Conceal. You cannot use this ploy for each NEOPHYTE operative is incapacitated. It can perform a free
friendly operative more than once per battle. mission action before it’s removed from the killzone.

WYRMBLADE » FIREFIGHT PLOYS


COILED SERPENT
When the ambush occurs, it does so with lightning speed and
precise coordination, obliterating its targets in a hail of firepower or
slashing blades.

Use this firefight ploy when a friendly WYRMBLADE


operative is shooting or fighting, after rolling your attack dice.
If that friendly operative’s order was changed from Conceal
to Engage at the start of that activation and this is the first
time it's performed either the Shoot or Fight action during
that activation, you can retain one of your normal successes
as a critical success instead. Note this ploy cannot come into
effect more than once per activation (you cannot use it during
both the Shoot and Fight action in the same activation).

UNQUESTIONING LOYALTY
Neophytes frequently sacrifice themselves for the cause, leaping in front
of bullets and blades intended for the Cult’s leaders and heroes.

Use this firefight ploy when a friendly WYRMBLADE CULT


AGENT or WYRMBLADE LEADER operative is selected as
the valid target of a Shoot action or to fight against during the
Fight action. Select one other friendly WYRMBLADE
NEOPHYTE operative (excluding LEADER) visible to and
within 3" of that first friendly operative to become the valid
target or to be fought against (as appropriate) instead (even
if it wouldn’t normally be valid for this). If it’s the Fight
action, treat that other operative as being within the fighting
operative’s control range for the duration of that action.

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+

9 Shotgun 4 2+ 3/3 Range 6"


Web pistol 4 3+ 3/4 Range 6", Severe, Stun
Chainsword 4 3+ 4/5 -
WYRMBLADE » DATACARDS

Gun butt 3 4+ 2/3 -


Power maul 4 3+ 4/6 Shock
Power pick 4 3+ 4/5 Rending

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.

WYRMBLADE , TYRANIDS, GENESTEALER CULTS, NEOPHYTE, LEADER 25

APL MOVE SAVE WOUNDS

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.

WYRMBLADE , TYRANIDS, GENESTEALER CULTS, CULT AGENT, KELERMORPH 32


APL MOVE SAVE WOUNDS

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.

WYRMBLADE , TYRANIDS, GENESTEALER CULTS, CULT AGENT, LOCUS 32

APL MOVE SAVE WOUNDS

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 -

WYRMBLADE , TYRANIDS, GENESTEALER CULTS, NEOPHYTE, GUNNER 25


APL MOVE SAVE WOUNDS

NEOPHYTE HEAVY GUNNER


2 6" 5+ 7
NAME ATK HIT DMG WR
Heavy stubber (focused) 5 4+ 4/5 Heavy (Dash only)
Heavy stubber (sweeping) 4 4+ 4/5 Heavy (Dash only), Torrent 1"
Mining laser 5 4+ 5/6 Heavy (Dash only), Piercing 1

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

Heavy Weapon Bipod: Whenever this operative is shooting with a weapon


from its datacard, if it hasn’t moved during the activation, or if it’s a
counteraction, that weapon has the Ceaseless weapon rule; if the weapon
already has that weapon rule (i.e. from the Cult Ambush faction rule), it has
the Relentless weapon rule. Note this operative isn’t restricted from moving
after shooting.

WYRMBLADE , TYRANIDS, GENESTEALER CULTS, NEOPHYTE, HEAVY GUNNER 32

APL MOVE SAVE WOUNDS

NEOPHYTE ICON BEARER


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 -

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.

WYRMBLADE , TYRANIDS, GENESTEALER CULTS, NEOPHYTE, ICON BEARER 25


APL MOVE SAVE WOUNDS

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 -

TARGET VULNERABILITY 1AP FAMILIAR’S SOULSIGHT 1AP 12


 ntil the end of this operative’s activation, the stationary profile of its
U S elect one enemy operative visible to this operative. Until the end of

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.

WYRMBLADE , TYRANIDS, GENESTEALER CULTS, CULT AGENT, SANCTUS, SNIPER 32

APL MOVE SAVE WOUNDS

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.

WYRMBLADE , TYRANIDS, GENESTEALER CULTS, CULT AGENT, SANCTUS, TALON 32


APL MOVE SAVE WOUNDS

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 -

13 Group Activation: Whenever this operative is expended, you must then


activate one other ready friendly WYRMBLADE WARRIOR operative (if
able) before your opponent activates. When that other operative is expended,
WYRMBLADE » DATACARDS

your opponent then activates as normal (in other words, you cannot activate
more than two operatives in succession with this rule).

WYRMBLADE , TYRANIDS, GENESTEALER CULTS, NEOPHYTE, WARRIOR 25


FACTION EQUIPMENT
The following equipment options are available to WYRMBLADE kill teams, alongside the universal equipment
online. You cannot select each option more than once per battle.

BLASTING CHARGES EXPLOSIVE TRAPS


Mining equipment becomes deadly weaponry in the hands of Wyrmblade operatives make frequent use of booby traps and mines in
the Wyrmblade. the execution of their ambushes.
14
Once per turning point, a friendly WYRMBLADE NEOPHYTE This equipment allows you to select two mines (see universal
operative can use the following ranged weapon: equipment). You cannot also select that equipment as normal

WYRMBLADE » FACTION EQUIPMENT


(i.e. to give you three), and friendly WYRMBLADE operatives
NAME ATK HIT DMG are ignored for your mines’ effects (i.e. they cannot trigger
Blasting charge 4 4+ 3/5 or take damage from them). This takes precedence over the
normal mines rules.
WR
Range 4", Blast 1", Saturate
SPOTLIGHTS
Wyrmblade Neophytes bear mining lumen and flashlights, using these
CULT KNIVES devices to sweep the shadows and reveal concealed foes.
The agents of the Cult bear many bladed implements. Some mere tools,
others ritual in significance, yet all equally lethal in their hands. Whenever a friendly WYRMBLADE operative is shooting, the
target cannot be obscured if it's visible to and within 6" of a
Friendly WYRMBLADE NEOPHYTE operatives have the friendly WYRMBLADE NEOPHYTE operative that isn't within
following melee weapon: control range of enemy operatives.

NAME ATK HIT DMG


Cult knife 3 4+ 3/4

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