Tyranids
Wyrmblade
Seek And Destroy/Infiltration
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.
Faction Rules
Cult Ambush
Whenever a friendly WYRMBLADE operative is shooting or fighting during its activation, if its order was changed from Conceal to Engage at the start of that activation, or it wasn’t visible to enemy operatives at the start of that activation,
that friendly operative's weapons have the Ceaseless weapon rule.
Familiar Territory
When setting up a WYRMBLADE kill team before the battle, one third of your kill team can be set up in HIDING: place them to one side instead of in the killzone.
CULT AGENT operatives cannot be set up in HIDING.
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
Whenever an operative is shooting a friendly WYRMBLADE CULT AGENT operative:
- Ignore 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.
Operatives
Strategic Ploys
Whenever a friendly WYRMBLADE operative is shooting an operative that another friendly WYRMBLADE operative has already shot during this turning point, that first friendly operative's ranged weapons have the Accurate 1 weapon rule.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
Up to three friendly WYRMBLADE operatives can immediately perform a free Dash or Charge action in an order of your choice (choose separately for each, and for the latter, it cannot move more than 3").
If a WYRMBLADE CULT AGENT operative is selected for this ploy, it counts as two 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.
Whenever an operative is shooting a friendly WYRMBLADE operative that has a Conceal order, if Light terrain is intervening, that friendly operative is obscured (unless the intervening Light terrain is within 1" of either operative).
Whenever a friendly WYRMBLADE operative is activated, if its order is changed from Conceal to Engage, until the end of that activation:
Its ranged weapons have the Rending weapon rule.
Add 1 to the Atk stat of its melee weapons (to a maximum of 5).
Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.
Firefight Ploys
Use this firefight ploy when a friendly WYRMBLADE NEOPHYTE operative is incapacitated. It can perform a free mission action before it’s removed from the killzone.
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 has 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).
Use this firefight ploy at the end of a friendly WYRMBLADE operative’s activation. If that operative has an Engage order, change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.
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. If it is the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
Equipment
Blasting Charges
Once per turning point, a friendly WYRMBLADE NEOPHYTE operative can use the following ranged weapon:
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Blasting Charge | 4 | 4+ | 3/5 | Range 4", Blast 1", Saturate |
Cult Knives
Friendly WYRMBLADE NEOPHYTE operatives have the following melee weapon:
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Cult Knife | 3 | 4+ | 3/4 | — |
Explosive Traps
This equipment allows you to select two mines (see universal equipment).
You cannot also select that equipment as normal (i.e. to give you three), and friendly WYRMBLADE operatives are ignored for your mines’ effects (i.e. they cannot trigger or take damage from them).
This takes precedence over the normal mines rules.
Spotlights
Whenever a friendly WYRMBLADE operative is shooting, the target cannot be obscured if it is visible to and within 6" of a friendly WYRMBLADE NEOPHYTE operative that is not within control range of enemy operatives.
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 WYRMBLADE killteam is composed of:
- 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:
- KELERMORPH*
- LOCUS*
- GUNNER with flamer and gun butt
- GUNNER with grenade launcher and gun butt
- GUNNER with webber and gun butt
- HEAVY GUNNER with heavy stubber and gun butt
- HEAVY GUNNER with mining laser and gun butt
- HEAVY GUNNER with seismic cannon and gun butt
- ICON BEARER with one of the following options:
- Autogun; gun butt
- Shotgun; gun butt
- SANCTUS SNIPER*
- SANCTUS TALON*
- WARRIOR with one of the following options:
- Autogun; 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 AGENT operatives.