Chaos
Murderwing
Recon/Seek And Destroy
The operatives that comprise Murderwing kill teams are sadistic killers whose various obsessions are reflected in the mutations they possess, the armour they wear and the weapons they bear to battle. Relentless hunters all, they combine their skills to ensure that their chosen prey does not escape their clutches.
Faction Rules
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.
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 ZONEs.
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).
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.
Operatives
Strategic Ploys
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.
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.
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.
Whenever a friendly MURDERWING operative is fighting, Normal Dmg of 3 or more inflicts 1 less damage on it.
Firefight Ploys
Use this firefight ploy when it’s your turn to activate with a friendly operative, if only one friendly MURDERWING operative is ready.
Until the end of the turning point, whenever any ready enemy operatives are in the killzone, you can skip your activations (in other words, you can delay that friendly MURDERWING operative’s activation).
Note that you cannot counteract until that friendly MURDERWING operative is expended.
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.
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.
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:
SLICE FROM ABOVE 1AP
BOOST action. Inflict D3+1 damage on one enemy operative within this operative’s BOOST ZONE.
An operative cannot perform this action normally.
Instead it performs this action during the Fall Back or Reposition action after setting up from a BOOST.
A DEPREDATOR operative cannot perform this action during the same activation in which it performed the Carving Blow action (or vice versa).
Clawed Armour
Friendly MURDERWING operatives can perform the following unique action:
CLAWED CHARGE 0AP
BOOST action. Inflict 1 damage on one enemy operative within this operative’s control range, then the Charge action ends.
An operative cannot perform this action normally. Instead, it performs this action during the Charge action after setting up from a BOOST.
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:
VOX-CRY 1AP
Each enemy operative within 3" of this operative takes a stun test.
For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
An operative cannot perform this action while it has a Conceal order.
Ammo Cache (x1)
Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:
One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
Before the battle, you can set up one of your Comms Device markers wholly within your territory.
While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives
(e.g. ‘select one friendly operative within 6"’ would be 9" instead).
Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.
The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.
Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).
Operatives connected to the inside of it can perform the following unique action during the battle:
The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of
other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,
or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.
In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed
or at the end of the turning point (whichever comes first).
An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 | Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 | Rng 6", Piercing 1, Saturate |
Breaching Charge
Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Building Your Roster
A MURDERWING Killteam is composed of: - 1 MURDERWING CHAOS LORD operative with: - One option from each of the following: - Bolt pistol or plasma pistol* - Lightning claw, power fist or power weapon - Or the following option: - Relic lightning claws - 5 MURDERWING operatives selected from the following list: - CHAMPION with one option from each of the following: - Plasma pistol* or bolt pistol - Power fist or power weapon - CURSECLAW - DEPREDATOR - HUNTMASTER - RAPTOR with one of the following options: - Bolt pistol; chainsword - Plasma pistol*; chainsword - SHRIEKER - SKYSEAR with one of the following options: - Flamer; bolt pistol; fists - Meltagun*; bolt pistol; fists - Plasma gun*; bolt pistol; fists - WARP TALON Other than RAPTOR operatives, your kill team can only include each operative on this list once. *: You cannot select more than two operatives with these weapons combined.