Coven of Druids


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Amongst the worlds of the Imperium of Man, there lies an underworld of small cults hidden beneath the thin veneer of society. High power nobles plot to make power gains for their own selfish ends, but these are no more then a threat then a mere flesh wound.

The true threat to the Imperium lies in the minds of those who are tainted by the forces of Chaos and those select few with latent and untrained psychic ability.

Though these underground groups take many forms from petty youth gangs to organised crime, none are more dangerous then those with connections to the Warp, and the support of the Chaos Space Marines.

It is these organised groups, dubbed the Covens by those with knowledge of their existence, that make the greatest strives to creating planet-wide uprising and who traffic in the forbidden knowledge of the Warp.

When Lord Adual makes a move and begins an attack, the Covens go to work, sowing the seeds of the attack. Systematically destroying key facilities or rendering them inoperable.

During the next stages of the attack, the Covens take a more active part in the upcoming battles, bolstering Adual’s ranks with willing warriors who’s knowledge of the Warp allows them to enter pacts with the malign, and weaving potent spells and providing intelligence on the activities of the erstwhile Imperial defenders.

Special Rules:

Expendable: Coven of Druids are expendable.

Covens of Druids are expendable and never count as Scoring Units. They cannot hold objectives and do not give the enemy a Kill-Point.

Power of the Coven: Covens are capable of wielding the fickle power of the Warp as a collective group and this ability is entirely dependant on the number of members the Coven currently has to hold and yield that power effectively.

To represent this, the Coven as a whole may know the following psychic powers:

The number of powers each Coven is able to cast each turn is dependant on the number of models currently in the unit. For every 9 models in the unit (rounding fractions down) in the unit, the unit can cast one power.

For example, if the Coven numbers 18 models (2 x 9), then it can cast two powers each turn until it drops below 18.

If the squad numbers 8 or less, then no powers may be cast as the Coven is no longer favoured by Tzeentch.

For the purpsoes of measuring ranges, assume the closest model in the Coven is the actual model casting the power. No power may be cast twice in the same turn.

If the unit is joined by an Independent Character or includes Creepers, only Druids count when determining the number of models left to cast.

Coven of Druids80 points



  • Troops

Unit Type:

  • Infantry

Unit Composition:

  • 10 Druids


  • Close combat weapon

The Covens:

  • Covens never count toward the number of compulsory Troops choices included in the army nor do they take up any Troop choices themselves. You can have as many Coven of Druids are you like.

Special Rules:

  • 6+ Invulnerable Save
  • Expendable
  • Infiltrate
  • Minions of the Four Winds (Adual)
  • Power of the Coven


  • You may include up to forty additional Druids at a cost of +8 points per model.

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