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Chaos

Warp Coven

Recon/Security

Many are the dark and terrible secrets of the galaxy, and the Thousand Sons seek to learn them all. Gathering

Faction Rules

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 or 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.

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.

Operatives

Strategic 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.

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. Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2) Balanced: Can re-roll one Attack die.

Fate Itself Is My Weapon

Roll 2D6 and reserve them (put them to one side). In the following Firefight phase, 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 die cannot be re-rolled or retained as a success or critical success if it is 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 die. You cannot use more than one reserved dice per sequence. Discard any remaining reserved dice at the end of the turning point.

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.

Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.

Firefight Ploys

All Is Dust

Use this firefight ploy when an attack die inflicts Normal Dmg on a friendly WARPCOVEN RUBRIC MARINE operative. That attack die 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.

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.

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.

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.

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.

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.

Arcane Robes

Whenever an attack dice would inflict Critical Dmg on a friendly WARPCOVEN SORCERER operative, you can choose for that attack dice to inflict Normal Dmg instead.

You cannot use this rule for each friendly WARPCOVEN SORCERER operative more than once per turning point.

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:

AMMO RESUPPLY0AP

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:

Move With Barricade1AP

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.

SMOKE GRENADE1AP

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.

STUN GRENADE1AP

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).

WeaponATKHITDMGSpecial
Frag Grenade44+2/4Rng 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).

WeaponATKHITDMGSpecial
Krak Grenade44+4/5Rng 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 WARP COVEN KillTeam is composed of 5 WARPCOVEN operatives selected from the following list:
 
 - SORCERER OF DESTINY *(1)*
 - SORCERER OF TEMPYRION *(1)*
 - SORCERER OF WARPFIRE *(1)*
 - RUBRIC MARINE GUNNER with one of the following options:
   - Warpflamer; fists
   - Soulreaper cannon *(2)*; fists
 - RUBRIC MARINE ICON BEARER
 - RUBRIC MARINE WARRIOR
 - TZAANGOR CHAMPION *(3)* with one of the following options:
   - Greataxe
   - Greatblade
 - TZAANGOR HORN BEARER *(3)*
 - TZAANGOR ICON BEARER *(3)*
 - TZAANGOR WARRIOR *(3)* with one of the following options:
 - Tzaangor blades
   - Tzaangor blade & shield
   - Autopistol; chainsword
 
 **(1):** With force stave, PSYCHIC weapons on their datacard and one of the following options:
 - Inferno bolt pistol
 - Prosperine khopesh
 - Warpflame pistol
 
 **(2):** Your kill team can only include up to one warpflame pistol and up to one soulreaper cannon.  
 
 **(3):** These operatives count as half a selection each.  
 
 You must select at least one friendly SORCERER operative.  
 
 Other than WARRIOR your kill team can only include each operative on this list once.