Fr

Killteam

Wyrmblade

Below you will find a list of the operatives that make up a WYRMBLADE kill team, including, where relevant, any weapons specified for that operative.

Archetype : Recherche et destruction / Infiltration
Fire Team Wyrmblade

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.

Operatives

Neophyte Leader

LPA
2
M
6"
SVG
5+
PV
8
Nom A T D Règles
Autogun 4 3+ 2/3
Bolt pistol 4 3+ 3/4 Range 8"
Range 8"
Master-crafted autopistol 4 3+ 2/4 Lethal 5+, Range 8"
Lethal 5+, Range 8"
Shotgun 4 2+ 3/3 Range 6"
Range 6"
Web pistol 4 3+ 3/4 Stun, Severe, Range 6"
Stun, Severe, Range 6"
Chainsword 4 3+ 4/5
Gun butt 3 4+ 2/3
Power maul 4 3+ 4/6 Shock
Shock
Power pick 4 3+ 4/5 Rending
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

Neophyte Leader

LPA
2
M
6"
SVG
5+
PV
8
Nom A T D Règles
Autogun 4 3+ 2/3
Bolt pistol 4 3+ 3/4 Range 8"
Range 8"
Master-crafted autopistol 4 3+ 2/4 Lethal 5+, Range 8"
Lethal 5+, Range 8"
Shotgun 4 2+ 3/3 Range 6"
Range 6"
Web pistol 4 3+ 3/4 Stun, Severe, Range 6"
Stun, Severe, Range 6"
Chainsword 4 3+ 4/5
Gun butt 3 4+ 2/3
Power maul 4 3+ 4/6 Shock
Shock
Power pick 4 3+ 4/5 Rending
Rending
Aptitudes : Shadow Vector
WYRMBLADE , TYRANIDS, GENESTEALER CULTS, NEOPHYTE, LEADER
25
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

LPA
3
M
6"
SVG
4+
PV
9
Nom A T D Règles
Liberator autostubs (hypersense) 5 3+ 3/4 Range 6", Saturate, Seek Light, Hypersense*
Range 6", Saturate, Seek Light, Hypersense*
Liberator autostubs (long range) 4 4+ 3/4 Rending, Piercing Crits 1
Rending, Piercing Crits 1
Liberator autostubs (short range) 5 3+ 3/4 Rending, Piercing 1, Range 8"
Rending, Piercing 1, Range 8"
Kelermorph knife 3 4+ 3/4 Rending
Rending
Heroic Inspiration:

Whenever a friendly WYRMBLADE NEOPHYTE operative visible to and within 3" of this operative is shooting, fighting or retaliating, if this operative has incapacitated an enemy operative during this turning point, that friendly operative’s weapons have the Severe weapon rule.

Expert Gunslinger:

This operative can perform two Shoot actions during its activation.

*Hypersense:

Whenever this operative is shooting with this weapon profile, enemy operatives cannot be obscured.

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

Kelermorph

LPA
3
M
6"
SVG
4+
PV
9
Nom A T D Règles
Liberator autostubs (hypersense) 5 3+ 3/4 Range 6", Saturate, Seek Light, Hypersense*
Range 6", Saturate, Seek Light, Hypersense*
Liberator autostubs (long range) 4 4+ 3/4 Rending, Piercing Crits 1
Rending, Piercing Crits 1
Liberator autostubs (short range) 5 3+ 3/4 Rending, Piercing 1, Range 8"
Rending, Piercing 1, Range 8"
Kelermorph knife 3 4+ 3/4 Rending
Rending
Aptitudes : Heroic Inspiration, Expert Gunslinger, *Hypersense
WYRMBLADE , TYRANIDS, GENESTEALER CULTS, CULT AGENT, KELERMORPH
32
Heroic Inspiration:

Whenever a friendly WYRMBLADE NEOPHYTE operative visible to and within 3" of this operative is shooting, fighting or retaliating, if this operative has incapacitated an enemy operative during this turning point, that friendly operative’s weapons have the Severe weapon rule.

Expert Gunslinger:

This operative can perform two Shoot actions during its activation.

*Hypersense:

Whenever this operative is shooting with this weapon profile, enemy operatives cannot be obscured.

Locus

LPA
3
M
6"
SVG
4+
PV
9
Nom A T D Règles
Barbed tail 4 3+ 3/4 Range 3", Silent
Range 3", Silent
Locus blades 5 3+ 4/6 Lethal 5+
Lethal 5+
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.

Expert Swordsman:

This operative can perform two Fight actions during its activation. Whenever this operative ends the Fight action, if it’s no longer within control range of enemy operatives, it can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but it cannot move more than 3" during that action. Doing so doesn’t prevent it from performing the Dash action afterwards during that activation.

Quicksilver Strike:

Once per turning point, after an enemy operative performs an action in which it moves or is set up, you can interrupt that activation/ counteraction to use this rule. If you do, this operative can immediately perform a free Charge action (you can change its order to do so), but it cannot move more than 3", and it must end that move within control range of that enemy operative. If this isn’t possible, the interruption is cancelled and this rule hasn’t been used.

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

Locus

LPA
3
M
6"
SVG
4+
PV
9
Aptitudes : Bladed Stance, Expert Swordsman, Quicksilver Strike
WYRMBLADE , TYRANIDS, GENESTEALER CULTS, CULT AGENT, LOCUS
32
Nom A T D Règles
Barbed tail 4 3+ 3/4 Range 3", Silent
Range 3", Silent
Locus blades 5 3+ 4/6 Lethal 5+
Lethal 5+
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.

Expert Swordsman:

This operative can perform two Fight actions during its activation. Whenever this operative ends the Fight action, if it’s no longer within control range of enemy operatives, it can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but it cannot move more than 3" during that action. Doing so doesn’t prevent it from performing the Dash action afterwards during that activation.

Quicksilver Strike:

Once per turning point, after an enemy operative performs an action in which it moves or is set up, you can interrupt that activation/ counteraction to use this rule. If you do, this operative can immediately perform a free Charge action (you can change its order to do so), but it cannot move more than 3", and it must end that move within control range of that enemy operative. If this isn’t possible, the interruption is cancelled and this rule hasn’t been used.

Neophyte Gunner

LPA
2
M
6"
SVG
5+
PV
7
Nom A T D Règles
Flamer 4 2+ 3/3 Range 8", Saturate, Torrent 2"
Range 8", Saturate, Torrent 2"
Grenade launcher (frag) 4 4+ 2/4 Blast 2"
Blast 2"
Grenade launcher (krak) 4 4+ 4/5 Piercing 1
Piercing 1
Webber 4 3+ 3/4 Stun, Severe, Range 12"
Stun, Severe, Range 12"
Gun butt 3 4+ 2/3
WYRMBLADE , TYRANIDS, GENESTEALER CULTS, NEOPHYTE, GUNNER
25

Neophyte Gunner

LPA
2
M
6"
SVG
5+
PV
7
Nom A T D Règles
Flamer 4 2+ 3/3 Range 8", Saturate, Torrent 2"
Range 8", Saturate, Torrent 2"
Grenade launcher (frag) 4 4+ 2/4 Blast 2"
Blast 2"
Grenade launcher (krak) 4 4+ 4/5 Piercing 1
Piercing 1
Webber 4 3+ 3/4 Stun, Severe, Range 12"
Stun, Severe, Range 12"
Gun butt 3 4+ 2/3
WYRMBLADE , TYRANIDS, GENESTEALER CULTS, NEOPHYTE, GUNNER
25

Neophyte Heavy Gunner

LPA
2
M
6"
SVG
5+
PV
7
Nom A T D Règles
Heavy stubber (focused) 5 4+ 4/5 Heavy (Dash only)
Heavy (Dash only)
Heavy stubber (sweeping) 4 4+ 4/5 Heavy (Dash only), Torrent 1"
Heavy (Dash only), Torrent 1"
Mining laser 5 4+ 5/6 Heavy (Dash only), Piercing 1
Heavy (Dash only), Piercing 1
Seismic cannon (long-wave) 6 4+ 2/2 Blast 1", Stun, Heavy (Dash only)
Blast 1", Stun, Heavy (Dash only)
Seismic cannon (short-wave) 4 3+ 4/4 Stun, Heavy (Dash only), Piercing Crits 1, Range 6"
Stun, Heavy (Dash only), Piercing Crits 1, Range 6"
Gun butt 3 4+ 2/3
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

Neophyte Heavy Gunner

LPA
2
M
6"
SVG
5+
PV
7
Nom A T D Règles
Heavy stubber (focused) 5 4+ 4/5 Heavy (Dash only)
Heavy (Dash only)
Heavy stubber (sweeping) 4 4+ 4/5 Heavy (Dash only), Torrent 1"
Heavy (Dash only), Torrent 1"
Mining laser 5 4+ 5/6 Heavy (Dash only), Piercing 1
Heavy (Dash only), Piercing 1
Seismic cannon (long-wave) 6 4+ 2/2 Blast 1", Stun, Heavy (Dash only)
Blast 1", Stun, Heavy (Dash only)
Seismic cannon (short-wave) 4 3+ 4/4 Stun, Heavy (Dash only), Piercing Crits 1, Range 6"
Stun, Heavy (Dash only), Piercing Crits 1, Range 6"
Gun butt 3 4+ 2/3
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

Neophyte Icon Bearer

LPA
2
M
6"
SVG
5+
PV
7
Nom A T D Règles
Autogun 4 4+ 2/3
Shotgun 4 3+ 3/3 Range 6"
Range 6"
Gun butt 3 4+ 2/3
Icon Bearer:

Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn't a change to its APL stat, so any changes are cumulative with this.

Overthrow the Oppressors:

Once per turning point, when a ready friendly WYRMBLADE NEOPHYTE operative is incapacitated while visible 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

Neophyte Icon Bearer

LPA
2
M
6"
SVG
5+
PV
7
Nom A T D Règles
Autogun 4 4+ 2/3
Shotgun 4 3+ 3/3 Range 6"
Range 6"
Gun butt 3 4+ 2/3
Aptitudes : Icon Bearer, Overthrow the Oppressors
WYRMBLADE , TYRANIDS, GENESTEALER CULTS, NEOPHYTE, ICON BEARER
25
Icon Bearer:

Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn't a change to its APL stat, so any changes are cumulative with this.

Overthrow the Oppressors:

Once per turning point, when a ready friendly WYRMBLADE NEOPHYTE operative is incapacitated while visible 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

LPA
3
M
6"
SVG
4+
PV
9
Nom A T D Règles
Sanctus sniper rifle (mobile) 4 3+ 3/4
Sanctus sniper rifle (stationary) 4 2+ 3/3 Devastating 3, Heavy (Dash only), Silent
Devastating 3, Heavy (Dash only), Silent
Fists 4 3+ 2/4
Target Vulnerability 1PA

Until the end of this operative’s activation, the stationary profile of its Sanctus sniper rifle has the Lethal 5+ weapon rule.
This operative cannot perform this action while within control range of an enemy operative.

Familiar's Soulsight 1PA

Select one enemy operative visible to this operative. Until the end of the battle, or until this action is performed again by a friendly operative (whichever comes first), that enemy operative gains one of your Soulsight tokens. Whenever this operative is shooting an enemy operative that has 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.
This operative cannot perform this action while within control range of an enemy operative.

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

Sanctus Sniper

LPA
3
M
6"
SVG
4+
PV
9
Nom A T D Règles
Sanctus sniper rifle (mobile) 4 3+ 3/4
Sanctus sniper rifle (stationary) 4 2+ 3/3 Devastating 3, Heavy (Dash only), Silent
Devastating 3, Heavy (Dash only), Silent
Fists 4 3+ 2/4
WYRMBLADE , TYRANIDS, GENESTEALER CULTS, CULT AGENT, SANCTUS, SNIPER
32
Target Vulnerability 1PA

Until the end of this operative’s activation, the stationary profile of its Sanctus sniper rifle has the Lethal 5+ weapon rule.
This operative cannot perform this action while within control range of an enemy operative.

Familiar's Soulsight 1PA

Select one enemy operative visible to this operative. Until the end of the battle, or until this action is performed again by a friendly operative (whichever comes first), that enemy operative gains one of your Soulsight tokens. Whenever this operative is shooting an enemy operative that has 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.
This operative cannot perform this action while within control range of an enemy operative.

Sanctus Talon

LPA
3
M
6"
SVG
4+
PV
9
Nom A T D Règles
Sanctus bio-dagger 4 3+ 3/6 Shock, Lethal 4+
Shock, Lethal 4+
Creeping Shadow:

This operative can perform the Charge action while it has a Conceal order. Whenever this operative performs the Fight action, it can immediately perform a free Dash or Fall Back action afterwards (for the latter, it cannot move more than 3"), even if it’s performed an action that prevents it from performing those actions.

Familiar's Soulsight 1PA

Select one enemy operative visible to this operative. Until the end of the battle, or until this action is performed again by a friendly operative (whichever comes first), that enemy operative gains one of your Soulsight tokens. Whenever this operative is fighting or retaliating against an enemy operative that has one of your Soulsight tokens, its Sanctus bio-dagger has the Brutal and Balanced weapon rules.
This operative cannot perform this action while within control range of an enemy operative.

Assassinate 1PA

Select one enemy operative this operative isn’t visible to. Perform a free Charge action with this operative, but don't exceed its Move stat (i.e. don't add 2"), and it must end that move within control range of that enemy operative. Then immediately perform a free Fight action with this operative against that enemy operative. The first time you strike during that action, you can immediately resolve another of your successes as a strike (before your opponent).
This operative cannot perform this action while it has an Engage order, or while within control range of an enemy operative.

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

Sanctus Talon

LPA
3
M
6"
SVG
4+
PV
9
Nom A T D Règles
Sanctus bio-dagger 4 3+ 3/6 Shock, Lethal 4+
Shock, Lethal 4+
Aptitudes : Creeping Shadow
Familiar's Soulsight 1PA

Select one enemy operative visible to this operative. Until the end of the battle, or until this action is performed again by a friendly operative (whichever comes first), that enemy operative gains one of your Soulsight tokens. Whenever this operative is fighting or retaliating against an enemy operative that has one of your Soulsight tokens, its Sanctus bio-dagger has the Brutal and Balanced weapon rules.
This operative cannot perform this action while within control range of an enemy operative.

Assassinate 1PA

Select one enemy operative this operative isn’t visible to. Perform a free Charge action with this operative, but don't exceed its Move stat (i.e. don't add 2"), and it must end that move within control range of that enemy operative. Then immediately perform a free Fight action with this operative against that enemy operative. The first time you strike during that action, you can immediately resolve another of your successes as a strike (before your opponent).
This operative cannot perform this action while it has an Engage order, or while within control range of an enemy operative.

WYRMBLADE , TYRANIDS, GENESTEALER CULTS, CULT AGENT, SANCTUS, TALON
32
Creeping Shadow:

This operative can perform the Charge action while it has a Conceal order. Whenever this operative performs the Fight action, it can immediately perform a free Dash or Fall Back action afterwards (for the latter, it cannot move more than 3"), even if it’s performed an action that prevents it from performing those actions.

Neophyte Warrior

LPA
2
M
6"
SVG
5+
PV
7
Nom A T D Règles
Autogun 4 4+ 2/3
Shotgun 4 3+ 3/3 Range 6"
Range 6"
Gun butt 3 4+ 2/3
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, 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

Neophyte Warrior

LPA
2
M
6"
SVG
5+
PV
7
Nom A T D Règles
Autogun 4 4+ 2/3
Shotgun 4 3+ 3/3 Range 6"
Range 6"
Gun butt 3 4+ 2/3
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, 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 rules

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.

Faction rules

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.

Faction rules

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.

Strategy ploys

Strategy ploys

The day is at hand

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).

Strategy ploys

One with the shadows

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).

Strategy ploys

Divert and disappear

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.

Strategy ploys

Crossfire

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.

Firefight ploys

Firefight ploys

Slink into darkness

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.

Firefight ploys

Coiled serpent

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).

Firefight ploys

Unquestionning loyalty

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’s 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.

Firefight ploys

A plan generations in the making

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.

Faction equipment

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.

Faction equipment

Blasting charges

Once per turning point, a friendly WYRMBLADE NEOPHYTE operative can use the following ranged weapon:

NomACTD
Blasting charge44+3/5
Règles
Blast 1", Range 4", Saturate

Faction equipment

Cult knives

Friendly WYRMBLADE NEOPHYTE operatives have the following melee weapon:

NomACCD
Cult knife34+3/4

Faction equipment

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.

Faction equipment

Spotlights

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 operative that isn't within control range of enemy operatives.