Warpcoven trickery


Alfur playing a game.

Preface

This article deals with combos and synergies available to the Warpcoven team. Its main audience is players familiar with the Warpcoven rules and Kill Team core rules, but I also hope it’s helpful for opponents so that they get a sense of what to expect when facing Warpcoven. You can check my other article if you want to brush up on the rules. Updated due to balance changes from 2026Q2.

Welcome to the Prosperine Library, I’ll be your guide.

Let’s talk shop

Warpcoven currently has a very large bag of convoluted tricks. I remember the discussions at the Command Point’s Discord’s Warpcoven channel during the first month after Kill Team 3rd edition was released, as that community was trying to work through the ruleset and possibilities. It really felt like Tzeentch was testing our sanity.

He was.

I’ll jump straight into the end result of abject madness harbored by Kill Team 3rd edition - if in doubt, consult with your local Tournament Organizer, or your opponent in friendly/casual settings.

I hope this helps opponents know what to expect when encountering a Warpcoven nerd in the wild outbacks of the Kill Team competitive scene.

I will only cover Warpcoven-specific trickery and not anything available to Astartes in general here.

I’ve got the moves like Jagger

Here are some tricks that are moderately easy to set up.

Ability/Psychic Weapon duplication

  • A simple trick - play an ability twice in a TP.
    • When at activation disadvantage, this can be done during counteraction. e.g. The Destiny Sorcerer casts Doombolt twice; or the Tempyrion Sorcerer counteracts to cast “Temporal Flux” again after its effect was triggered.
    • “Reconstitution Ritual” explicitly can’t be used more than once per turn.

Ability triplication

  • This is meant for an ability like temporal flux. It consists of casting an ability at the last activation of a turn; then use it early before the related sorcerer’s activation; then refresh it at said sorcerer’s activation, then using a counteraction. Timed correctly, you can have three different operatives subject to Alight during a turn, for example.

Rubric Bastion:

  • This is a simple trick to turn a Rubric into a damage sink. Consists of:
    • Casting “Protected by destiny” on the Rubric
    • Having 1CP for “All is Dust” in the pocket
    • A ready Sorcerer that can cast “Reconstitution Ritual”/heal within range.
  • This move can be enhanced by:
    • Having “Fate itself is my weapon” ready with a low result to turn an adversary’s crit or normal into a failure
    • Having “Aetherial Warding” up against Piercing 1 weapons.
  • Merely setting it up can act as a deterrent against shooting from wily opponents.

Tzaangor Bastion:

  • This causes a Tzaangor with Shield to become extremely resilient to shooting. Consists of:

    • Having a Tzaangor with Shield pick up a Portable barricade.
    • Keeping the Tzaangor icon bearer within 3’’ of it
  • This Tzaangor will now have 3+ (like a Space Marine!) saves and damage reduction.

  • It takes lots of resources but I found it valuable against shooty opponents like Hierotek.

  • Can be enhanced by:

    • “Aetherial Warding” against opponents with Piercing 1 and low access to crits.
    • “Fate itself is my weapon”
    • “Reconstitution Ritual”/heal
  • Synergizes very well with the Rubric bastion. It’s an analogue concept to threat saturation, but on the defense.

Rubric gunner blitz

  • Rubric gunners need to pay 2AP on their second shot with a Warpflamer or Soulreaper Cannon - but they can still move and get two shoot actions:
    • Reposition - shoot with their weapon - throw a Krak/Frag

Blazing kraks

  • Throw a krak into an opponent that is Alight for extra reliability.
  • I typically use Tzaangors for this.

Tzaangor tactical nuke:

  • This is merely activating two Tzaangors with “Mutant Herd” when “Savage Herd” is up to charge a same opponent, setting up so the Tzaangors assist each other.
  • It has some risk since the Tzaangors have to be within 2’’ - so vulnerable to Torrent 2’’ or blast 2’’ or similar or better before you get to activate.
  • One of my preferred combos is the Tzaangor Standard bearer with the Tzaangor Champion:
    • The Tzaangor Champion goes first, hitting on 2+, with accurate (severe helps but not that much given the Lethal 5+)
      • Incoming normal damages are reduced.
    • Some variants include:
      • Having the Icon Bearer go first to land a crit for 5 damage then doing its best not to die, or go out in style.
      • Replacing the Icon Bearer with a Tzaangor Warrior to be able to do a mission action for free if on the opponent’s territory.
        • If at the opponent’s side in Gallowdark, the Warrior can open or close a door for free.
        • This is very spicy to assault an opponents’ home objective.
  • Can be enhanced by Alight. In this case, you might not even need to double charge - you could use the first Tzaangor to throw a Blazing Krak and the second Tzaangor to go mop up - or throw a second krak.

Blazing Khopesh

  • Use a Warpfire sorcerer with a Khopesh to cast Alight on an opponent, charge it, then hit it with the Khopesh with ceaseless and Balanced. It is often a good trick to reroll normal successes fishing for an additional crit.
    • You can cast Alight with the Warpfire Sorcerer and have it charged on a later activation, although ready opponent operatives might choose to run away into safety.

The triangle of death:

  • This takes a bit of planning, and poses some restrictions during movement. It consists of staging in TP1 so that all your Sorcerers are within 9’’ of another sorcerer in the next TP when they are about to shoot. Then use “Brotherhood of Sorcerers” in TP2 and shoot every psychic weapon with Ceaseless. This improves the chances of Rending on the Fluxblast, Dev 2 on Doombolt, and crits on Mindburn (potentially boosting an Astral Bombardment Sorcerer).
    • Also makes the Sorcerers with Pistols decent in melee - ceaseless is quite helpful on the Force Stave.

Stack rerolls:

  • This consists of casting “Alight” on a target while sorcerers benefit of “Brotherhood of Sorcerers” out of 9’’ from another Sorcerer. This way you get balanced and ceaseless on psychic weapons.

Kill it with Warpfire:

  • This is merely setting the Warpfire Sorcerer with Astral Bombardment (Devastating 1 on Psychic Weapons) in a spot where he has a wide view of the map or threatens vantages, or an important room in Gallowdark. Then use the Warpfire Sorcerer to shoot after using Alight, keeping it safe with smokes or Capricious Plan.
    • Look for opportunities to activate using Alight - Mindburn - Firestorm - followed by Capricious Plan into safety. This is very effective against opponents that climbed onto a vantage but are not in heavy cover.
    • Once the enemies are on engage, you benefit from fishing for crits/rerolls to trigger “Devastating Wounds 1”.
    • The weaker version is to use Alight - Mindburn - Smoke on himself.
    • The even weaker version is Alight - Mindburn - move into obscuring.

The All-Seeing Eye:

  • In Gallowdark, get Incorporeal Sight onto the Destiny or the Tempyrion Sorcerer to get non-reciprocal obscuring shots through doors.

Ten Tickles in the Dark:

  • In Gallowdark, grant Mutant Appendage to your Sorcerer of choice and use it to open doors and jump-scare enemies with lots of shots or hatchway fights, preferably on Blast or Torrent weapons.

Flux Temporarily for fun and profit

“Temporal Flux” has become an important feature to understand in the current meta. So much so that it warrants its own section. Here’s a brief recap:

  • pick a friendly Warpcoven operative and leave a “Temporal Flux” token in the target’s control range.
  • At the end of that friendly Warpcoven operative’s next activation
    • if it hasn’t been incapacitated and it’s still wholly within 6’’ of the token, remove that operative from the killzone and place it back within control range of the token in a spot where it can be placed.
  • Remove the token
  • This ability can’t be used if the Temporal Flux marker is currently in the Killzone.
  • “Master of the immaterium” allows it to be cast on a friendly further away.

TL;DR: an operative with Temporal Flux can be picked up and placed within control range of the token, if it finished its activation within the token’s 6’’ range. You don’t need to have moved at all - you can shuffle the model around the token regardless of what actions you took. For example, in Gallowdark this allows you to:

  • put Temporal Flux on a sorcerer at a closed hatchway, with the token as far away from the hatchway as possible.
  • Activate the Sorcerer, have it open the door, then shoot or hatchway fight
  • move via Temporal Flux outside of the door’s threshold, into safety

The most common use is to cast on an operative that has to go into a dangerous place to perform an action, then return to your side in safety.

One good use is:

  • Reposition a Tzaangor Warrior close to an enemy operative set Alight
  • launch a krak into it
  • perform a free mission action such as Loot
  • return to the token

Another example: imagine the opponent has an operative on their home objective an you picked Retrieval

  • You can put Temporal Flux on a melee Sorcerer.
  • On its activation, have it charge, fight (and hopefully kill an operative), then Retrieve.
  • if within the token’s range, return the sorcerer to the token.
  • If you’re outside of range, on many occasions you can use Capricious Plan to return to the token.

Here’s the most elaborate use I tried in a competitive game:

  • A sorcerer with Mutant Appendage and the Warpflame pistol is behind a closed Hatchway in Gallowdark.
  • Put the Temporal Flux token on it. Activate it, open the door for free. Reposition ahead and dash to get within 2’’ of an enemy in light cover.
  • Took a shoot action. Then “Capricious plan” back into “Temporal Flux” range.
  • Returned to the other side of the hatchway out of visibility.

This essentially performed 4 actions with aggressive positioning, then moved the distance back with a small safety bonus.

It also allows a good action economy tool from the point of view of the Crit Op.

  • Imagine you have a melee-heavy operative on an objective. Your Crit Op is scored via controlling objective markers at the end of the TP, like Intel
  • You can put Temporal Flux on it. Then activate it, have it charge, fight, then it will return to the objective for scoring.

Boonscrolling

“Sorcerous Scrolls” is an equipment choice that allows you, once per battle, when you activate a Sorcerer, to change replace its boon for one not yet chosen. I expect this to be selected very often by Warpcoven players.

Many times I finish a game without using it though, as I speculate on whether a particular application gives me enough value. Even experienced sorcerers get lost in the labyrinthine mind palaces of the Warp.

One interesting use consists of choosing “Time walker” to get an extra inch for a 9’’ charge on a Sorcerer. This can catch an Aeldar player off-guard, as they might measure their charge distances to be non-reciprocal - and this evens out the distances. Against 6’’ movement operatives, you can essentially set a non-reciprocal charge.

Another powerful use is to pick “Mutant appendage”. This gives you a special free mission action that can be performed in control range. This allows a sorcerer to reposition or charge, perform two attack actions (melee or ranged), then perform a mission action on the objective.

Sorcerous Scroll also mitigates the opportunity cost of “Echoes from the Warp”. “Echoes of the warp” can only be used once per battle - but Sorcerous Scroll allows me to use it and then change into a different boon - or use Echoes from the Warp only when really needed.

Zen and the Art of the Flying Sorcerer

It is a common sight in Warpcoven-ridden Killzones of the forty-first Millenium to see a flying Sorcerer through the “Immaterial Flight” boon. I’d hazard that it’s the most popular boon, as it makes one Sorcerer’s tricks easier to deploy and use. It might get selected less often in Gallowdark, although it still has its uses to disregard player-placed terrain.

This has some overlaps with the previous sections (Sorcerous Scroll and Temporal Flux).

Sniper’s nest:

  • Give “Immaterial flight” to the Destiny Sorcerer and fly it into Volkus’ high vantage and threaten the grounds. Canny opponents would be forced to avoid giving it shots, and bold opponents would be in for a lot of hurt.
  • A simple activation is Protected by Fate on itself - Doombolt - smoke.
  • Unlike most other astartes on a vantage, the flying sorcerer can easily leave it - and defend the stronghold, or reposition towards the center objective.
  • Given that I use to deploy several Tzaangors to contest the rest of the board, I never felt penalized for keeping such a mobile operative stationary. The value I got from its intimidation power was enough.
  • I used this frequently in the beginning of the edition, but found it too boring to play.
  • Variant:
    • Switch to “Incorporeal Sight” via the Sorcerous Scroll after climbing on a vantage. Then the Sniper Sorcerer on the vantage now has unobscured shots. The downside is the same as other Astartes - keeping an operative far from the thick of the action.

Temporal Flight Long Shot:

  • It is very often that the Temporal Flux ability is played on the flying sorcerer. So you can combine the return bubble with the benefits of flight.
  • For example in Volkus: the Sorcerer can fly around a wall or corner of a Stronghold, dash, perform a shoot action, then “Capricious Plan” back into the “Temporal Flux” range.

Base steal:

  • Use “Ravaged by fate” to degrade the control characteristic of an enemy at their home objective, then fly in and perform a mission action.
  • Variants: you can make this play more elaborate such as:
    • on a Destiny Sorcerer with Warpflame pistol, fly into a Stronghold, shoot twice with Lethal 5+ at one enemy.
    • You can stack Temporal Flux on top of the above to return to moderate safety, and/or additionally Capricious Plan.

Flying Khopesh:

  • This is simply planning to use the flying sorcerer as a melee piece that can charge disregarding terrain. I have tried “Immaterial Flight” on all disciplines using Khopesh. This is a very solid choice if you expect to need to clear vantages or quickly hunt into the backlines (e.g. against Wyrmblade deploying gunners in Strongholds in TP1).
    • Most often with Destiny, to combine with Base Steal.
      • Can cast “Protected by fate” on itself for extra durability against retaliatory shooting if I didn’t have CP for Capricious plan.
    • A flying Khopesh Tempyrion can heal himself, or set up Temporal Flux via counteraction on the previous turn.
    • A flying Warpfire Sorcerer can cast Alight (or setup in the previous turn via counteraction) and charge to fight with ceaseless.

Lastly: The flying sorcerer can have a humble but important mission: advance safely for the Flank Tac or Envoy Tac ops; or plant the banner in a forlorn vantage.

Closing thoughts

Warpcoven can combine multiple special abilities to achieve a wide variety of tricks. However many of them consume significant resources (requiring a tight CP budget or action economy) or very careful positioning that allows a Warpcoven connoisseur to read what you’re going for. The highest slopes of the difficulty curve involve choosing which tricks to use and when to use them - either when selecting loadouts, or with TP1 movement requiring surgical precision. Without careful thought, you’ll end up playing cool parlor tricks but losing the game.

A significant dimension of complexity involves how to use a Sorcerer with “Immaterial Flight”. There are many plays and tricks around this Sorcerer, but only so many activations and counteractions. Personally, I move this piece aggressively since TP1 to exercise its mobility in TP2 and threaten multiple important parts of the board - which causes a lot of strategic decisions such as planning the Tempyrion Sorcerer to be in range to cast Temporal Flux, or the Warpfire Sorcerer to be in range to borrow a spell that Destiny won’t have the chance to use.

This dimension might be irrelevant in many Gallowdark matchups. Here, you might have a Sorcerer with Mutant appendage as permanent boon, which invalidates many tricks such as the advanced base steal with a flying sorcerer. You’ll need to consider which tricks give you the most value for your Sorcerer with free mission action - such as leaning heavily on high-damage output plays relying on Lethal 5+ from torrent or blast weapons.

As an opponent, tracking all of the possible tricks a Warpcoven player might pull out of their mutant anatomies requires significant mental load unless you are a Warpcoven virtuoso yourself. It is possible though - once a Kill Team player becomes enlightened enough to see through the shenanigans, they’ll find Warpcoven much easier to defeat than, say, murderbeasts such as Goremongers, meat grinders like Felgors, or the Hieroteck Circle nightmare. A key aspect is knowing how much CP each trick might require, or the involved action economy. For example, most Temporal Flux shenanigans can be countered by activation-delaying tools like Vox Scream (Nemesis Claw), Omni Scrambler (Phobos), or Fog of Dreams (Void-dancer Troupe), Denounce (Inquisitorial Agents). Similarly, a Mandrake expert might risk the Nightfiend to interrupt the Temporal Flux activation. Another example: if a Warpcoven player set a Tzaangor missile up, a Hierotek player with Chronomancer might choose to put the movement reduction bubble to affect them.

Or even better, if you see a trick being set up, you might find a way to merely avoid the trick.

I occasionally realize in retrospect I picked the wrong trick during a match, due to internal confusion or mental load, or that I didn’t have enough time to explore the possibility space. I’ve also theorycrafted some tricks not mentioned here to save time, that once deployed, proved totally useless. A Warpcoven player might legitimately choose to avoid all of this and merely play 3/2/0 with an honest shootout approach, and commit all the action economy and CP’s to straight out violence. I call this “Intercession with Psychic bolters” although Warpcoven has lesser durability and raw damage output than other Astartes teams. Sure, Piercing 1 is good, but there are many ways around it for the top of the meta.

I have to confess half of the fun playing this team is coming up with plans and schemes customized for the opponent, layout and mission. After every tournament, I write down notes and the stories played out have a lot of flare and daring - and risk. No two games feel the same thanks to this wide array of maneuvers, even if most of my games I play in a highly aggressive style. And of course, a bad roll can turn a carefully planned trick into slapstick comedy worthy of Cegorach’s laugh.

If you, dear reader, loathe all of these shenanigans, take heart: Warpcoven is like a black hole drawing to itself the nerdiest Kill Team players. Once it goes out of classification, you’ll never need to worry about these players again as they return to the Warp.

Unless, Tzeentch forbids, they pick Hierotek Circle up.