Daemonic Incursion (v2)
Composition
A Daemonic Incursion kill team is composed of 10 operatives selected from the following list:
- CHAMPION with one of the following options:
- Bloodreaper (Greater Hellblade)
- Alluress (Oversized Claws)
- Plagueridden (Greater Plaguesword)
- Iridescent Pink Horror (Coruscating Flames, Fists)
- FIGHTER with one of the following options:
- Bloodletter (Hellblade)
- Daemonette (Claws)
- Plaguebearer (Plaguesword)
- Pink Horror (Coruscating Flames, Fists)
- ICON BEARER with one of the following options:
- Khorne
- Slaanesh
- Nurgle
- Tzeench
- MUSICIAN with one of the following options:
- Khorne
- Slaanesh
- Nurgle
- Tzeench
- Flesh Hound
- Bloodmaster (2)
- Infernal Enrapturess (2)
- Tranceweaver (2)
- Spoilpox Scrivener (2)
- Sloppity Bilepiper (2)
- The Blue Scribes (2)
- Changecaster (2)
(2) - these operatives count as two selections each.
Other than FIGHTER and FLESH HOUND operatives, your team may only include each operative on this list once.
Your team can include up to 2 FLESH HOUND operatives.
In case of multiple FIGHTER operatives, each FIGHTER may choose a different option independently.
Common Abilities and Options
Daemon:
This operative ignores the Piercing weapon rule.
Powers of Khorne:
This operative may use the POWERS OF KHORNE firefight ploy.
Powers of Slaanesh:
This operative may use the POWERS OF SLAANESH firefight ploy.
Disgustingly Resilient:
Whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.
Powers of Nurgle:
This operative may use the POWERS OF NURGLE firefight ploy.
Powers of Tzeench:
This operative may use the POWERS OF TZEENCH firefight ploy.
Group Activation:
Whenever this operative is expended, you must then activate any other ready friendly CHAOS DAEMON BLUE HORROR operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal.
Slaanesh:
This operative gains the SLAANESH and DAEMONETTE keywords and may use the POWERS OF SLAANESH firefight ploy.
Nurgle:
This operative gains the Disgustingly Resilient ability:
Whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.
This operative has 5" movement stat.
This operative gains the NURGLE and PLAGUEBEARER keywords and may use the POWERS OF NURGLE firefight ploy.
Khorne:
This operative gains the KHORNE and BLOODLETTER keywords and may use the POWERS OF KHORNE firefight ploy.
Tzeench:
This operative gains the TZEENCH and PINK HORROR keywords and may use the POWERS OF TZEENCH firefight ploy.
Champion
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Coruscating Flames | 4 | 2+ | 3/4 |
| Greater Hellblade (Lethal 5+) | 4 | 2+ | 4/6 |
| Oversized Claws (Relentless) | 4 | 2+ | 4/5 |
| Greater Plaguesword | 4 | 2+ | 4/6 |
| Fists | 3 | 4+ | 3/4 |
Abilities
DaemonOptions
AlluressPlagueriddenBloodreaperIridescent Pink HorrorFighter
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Coruscating Flames | 4 | 2+ | 3/4 |
| Hellblade | 4 | 2+ | 4/5 |
| Claws (Balanced) | 4 | 3+ | 4/5 |
| Plaguesword | 4 | 3+ | 4/6 |
| Fists | 3 | 4+ | 3/4 |
Abilities
DaemonOptions
DaemonettePlaguebearerBloodletterPink HorrorMusician
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Music of Ruin (Saturate, Psychic) | 4 | 3+ | 3/4 |
| Musical Instrument | 3 | 4+ | 3/4 |
Abilities
Daemon1AP: Instrument of ChaosOptions
SlaaneshNurgleKhorneTzeenchIconbearer
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ruinous Powers (Seek Light, Psychic) | 4 | 3+ | 3/4 |
| Banner | 3 | 4+ | 3/4 |
Abilities
Daemon1AP: Daemonic IconOptions
SlaaneshNurgleKhorneTzeenchFlesh Hound
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burning Roar (Rng 6", Saturate, Tor 2") | 4 | 3+ | 3/4 |
| Gore-Drenched Fangs | 4 | 3+ | 3/5 |
Abilities
Daemon1AP: Hunters from the WarpPowers of KhorneBloodmaster
A 3
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blade of Blood (Lethal 5+, Accurate 1) | 4 | 2+ | 4/6 |
Abilities
A Gory Path2AP: Blood for KhorneDaemonMaster of BloodPowers of KhorneInfernal Enrapturess
A 3
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heartstring Lyre | |||
| Cacophonous Melody (Tor 2", Saturate, Seek Light, Stun, Psychic) | 5 | 3+ | 3/4 |
| Euphonic Blast (Blast 2", Saturate, Piercing 1, Ceaseless, Psychic) | 4 | 3+ | 4/5 |
| Ravaging Claws (Rending, Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
Daemon1AP: Discordant DisruptionGrounded2AP: Harmonic AllignmentPowers of SlaaneshTranceweaver
A 3
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Oversized Claws (Relentless) | 4 | 2+ | 4/5 |
Abilities
DaemonPowers of Slaanesh1AP: Symphony of PainTranceweavingSloppity Bilepiper
A 3
M 5"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| A Jolly Tune (Seek Light, Saturate, Psychic) | 4 | 2+ | 3/5 |
| Marotter (Lethal 5+) | 4 | 3+ | 3/4 |
Abilities
DaemonDisease of MirthDisgustingly ResilientJolly Gutpipes1AP: Play me a SongPowers of NurgleSpoilpox Scrivener
A 3
M 5"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plaguesword | 4 | 3+ | 4/6 |
| Distended Maw (Lethal 4+, Severe) | 2 | 3+ | 4/6 |
| Disgusting Sneezes (Rng 6", Tor 2", Shock) | 4 | 4+ | 4/4 |
Abilities
DaemonDisgustingly ResilientKeep Counting!Meet Your Quota!Powers of NurgleChangecaster
A 3
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Arcane Fireball | |||
| Witchfire (Psychic) | 5 | 3+ | 3/4 |
| Focused Witchfire (Hot, Dev4, Psychic) | 4 | 2+ | 3/3 |
| Herald combat weapon (Psychic) | 3 | 4+ | 2/3 |
Abilities
ChangecastingDaemonPowers of Tzeench2AP: Storm of Mutating SorceryThe Blue Scribes
A 2
M 6"
S 4+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sharp Quills | 3 | 4+ | 1/4 |
Abilities
DaemonFlyPowers of TzeenchScholars2AP: Sorcerous Barrages1AP: Sorcerous SyphonThe Will of ChangeBlue Horror
A 2
M 6"
S 6+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fizzing Flames (Rng 6") | 4 | 4+ | 2/3 |
| Fists | 3 | 5+ | 2/3 |
Abilities
DaemonGroup ActivationPowers of TzeenchBrimstone Horror
A 2
M 5"
S 6+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fists | 2 | 5+ | 2/3 |
Abilities
DaemonGroup ActivationSmallMagic Mirror
Once per battle, when a friendly DAEMON operative takes damage from a Shooting attack, you may use this equipent. At the end of the sequence, deal damage to the attacker equal to half of the total damage dealt rounded down.
Soul Shard
Once per battle, a friendly CHAOS DAEMON operative may use this equipment when it's incapacitated, before it is removed from the killzone. It is not incapacitated and remains in the killzone with 1 wound remaining instead.
Torment Venom
Once per battle, when a friendly DAEMON operative fights in combat, you can declare you are using this equipment before the opponent would re-roll any combat dice. If you do, for that combat, your opponent cannot re-roll combat dice.
Grisly Trophy
Once per Battle, when a friendly CHAOS DAEMON operative incapacitates an enemy operative within 2" of it, you can use this rule. If you do, that friendly operative gains one of your Grisly Trophy tokens (if it does not already have one). Whenever a friendly CHAOS DAEMON operative that has one of your Grisly Trophy tokens is visible to and within 2" of an enemy operative, subtract 1 from the ATK stat of that enemy operative's weapons.
Universal Equipment
Ammo Cache (x1)
(Universal)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 RESUPPLY (0 AP): 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)
(Universal)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)
(Universal)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)
(Universal)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)
(Universal)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)
(Universal)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)
(Universal)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)
(Universal)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 Barricade (1 AP): 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)
(Universal)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 GRENADE (1 AP):
- 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)
(Universal)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 GRENADE (1 AP):
- 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)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)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.
Firefight Ploys
Firefight: Powers of Khorne
You may use this firefight ploy multiple times per turning point. An operative needs to have the KHORNE keyword to use this ploy.
You cannot use more than one POWER OF CHAOS per activation or counteraction.
You cannot use each POWER OF CHAOS more than once per turning point.
If every friendly CHAOS DAEMONS operative selected for deployment has the same Chaos God keyword (e.g. KHORNE), you cannot use each POWER OF CHAOS more than twice per turning point (instead of once).
Berzerker Rage
- Use this POWER OF CHAOS during a friendly KHORNE DAEMON operative’s activation, after it’s performed the Charge action and incapacitated an enemy operative during the Fight action, and is no longer within control range of enemy operatives. That friendly operative can immediately perform a free Charge action using any remaining move distance it had from that first Charge action. That operative can perform two Charge actions during its activation to do so. The operative cannot have performed any other actions during this activation (but can do so after resolving this POWER OF CHAOS).
Killing Blow
- Use this POWER OF CHAOS when a friendly KHORNE DAEMON operative is fighting or retaliating and you strike with a normal or critical success. Inflict d3 additional damage with that strike.
Call to Slaughter
- Use this POWER OF CHAOS during a friendly KHORNE DAEMON operative’s activation, when it incapacitates an enemy operative within its control range. Select one other ready friendly CHAOS DAEMON operative that’s visible to and within 3" of the incapacitated enemy operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal.
Firefight: Powers of Slaanesh
You may use this firefight ploy multiple times per turning point. An operative needs to have the SLAANESH keyword to use this ploy.
You cannot use more than one POWER OF CHAOS per activation or counteraction.
You cannot use each POWER OF CHAOS more than once per turning point.
If every friendly CHAOS DAEMONS operative selected for deployment has the same Chaos God keyword (e.g. SLAANESH), you cannot use each POWER OF CHAOS more than twice per turning point (instead of once).
Swift Retreat
- Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative is fighting, after you strike with a critical success. End that sequence (any remaining attack dice are discarded) and immediately perform a free Dash or Fall Back action up to 3" with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Dash or Fall Back action.
Unnatural Agility
- Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative is fighting or retaliating, worsen the Hit stat of the enemy operative's melee weapons by 1.
Weaving Dance
-
Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative performs an action in which it moves. Until the end of the action, that operative:
- Can ignore all vertical distances whenever it drops and climbs.
- Can move through enemy operatives, move within control range of them, and during the Charge action can leave their control range (it must still end the move following all requirements for that move).
- Cannot move more than its Move stat if it’s the Charge action.
Firefight: Powers of Nurgle
You may use this firefight ploy multiple times per turning point. An operative needs to have the NURGLE keyword to use this ploy.
You cannot use more than one POWER OF CHAOS per activation or counteraction.
You cannot use each POWER OF CHAOS more than once per turning point.
If every friendly CHAOS DAEMONS operative selected for deployment has the same Chaos God keyword (e.g. NURGLE), you cannot use each POWER OF CHAOS more than twice per turning point (instead of once).
Noxious Cloud
- Use this POWER OF CHAOS during a friendly NURGLE DAEMON operative’s activation. Until the end of the turn, whenever an operative is shooting a friendly CHAOS DAEMON operative that is more than 3" from it, if that friendly operative is wholly within 3" of this operative, that friendly operative is obscured.
Curse of Rot
- Use this POWER OF CHAOS during a friendly NURGLE DAEMON operative’s activation. Select one enemy operative within 8" and visible to this operative. Subtract 2" from the Move stat of that enemy operative and worsen the Hit stat of its weapons by 1 (this is not cumulative with being injured) until the end of the turning point.
Shambling Wretch
- Use this POWER OF CHAOS at the start of a friendly NURGLE DAEMON operative's activation. You can ignore any changes to the stats of that operative from being injured (including their weapons' stats) until the end of that activation.
Firefight: Powers of Tzeench
You may use this firefight ploy multiple times per turning point. An operative needs to have the TZEENCH keyword to use this ploy.
You cannot use more than one POWER OF CHAOS per activation or counteraction.
You cannot use each POWER OF CHAOS more than once per turning point.
If every friendly CHAOS DAEMONS operative selected for deployment has the same Chaos God keyword (e.g. TZEENCH), you cannot use each POWER OF CHAOS more than twice per turning point (instead of once).
Creeping Flame
- Use this POWER OF CHAOS when a friendly TZEENTCH DAEMON operative is performing the Shoot action and you select a Coruscating Flames or Fizzing Flames. Until the end of that action, that weapon has the Torrent 2" weapon rule, but you cannot select more than one secondary target.
Essence of Change
- Use this POWER OF CHAOS when a friendly TZEENTCH DAEMON operative is activated. Until the end of that operative’s activation, add 1 to its APL stat (to a maximum of 3).
Flickering Fates
- Use this POWER OF CHAOS when an operative is shooting a friendly TZEENTCH DAEMON operative, in the Roll Defence Dice step, if you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Daemonic Split - 0CP
-
Use this free POWER OF CHAOS whenever a friendly PINK HORROR or BLUE HORROR operative is incapacitated. This POWER OF CHAOS may be used multiple times in a turning point.
- Before that PINK HORROR operative is removed from the killzone, set up two BLUE HORROR operatives as close as possible to that operative and not within Engagement Range of enemy operatives.
- Before that BLUE HORROR operative is removed from the killzone, set up one BRIMSTONE HORROR operative as close as possible to that operative and not within Engagement Range of enemy operatives.
- In either case, set up those operatives with the same order as the previous operative (including if it was ready or activated).
Strategy Ploys
Strategy: Daemonsight
Whenever you are selecting a valid target for a friendly CHAOS DAEMON operative, enemy operatives within 6" cannot use Light terrain for cover. While this can allow such operatives to be targeted (assuming they are visible), it does not remove their cover save (if any).
Strategy: Prey on the Weak
Until the end of the turning point, when a friendly CHAOS DAEMON operative performs the Fight or Shoot action against a wounded target, that attack gains the Ceaseless weapon rule.
Strategy: Reality Shift
Once per battle, you can use this strategy ploy to immediately change the order of up to two friendly CHAOS DAEMON operatives that are not within control range of enemy operatives.
Strategy: Symbol of Terror
Until the end of the Turning Point, when determining control of an objective marker that any friendly CHAMPION, MUSICIAN or ICON BEARER operatives are within range of, treat enemy operatives' total APL as being 1 less. Note that this is not a modifier.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Equipment
Magic Mirror:
Once per battle, when a friendly DAEMON operative takes damage from a Shooting attack, you may use this equipent. At the end of the sequence, deal damage to the attacker equal to half of the total damage dealt rounded down.
Soul Shard:
Once per battle, a friendly CHAOS DAEMON operative may use this equipment when it's incapacitated, before it is removed from the killzone.
It is not incapacitated and remains in the killzone with 1 wound remaining instead.
Torment Venom:
Once per battle, when a friendly DAEMON operative fights in combat, you can declare you are using this equipment before the opponent would re-roll any combat dice. If you do, for that combat, your opponent cannot re-roll combat dice.
Grisly Trophy:
Once per Battle, when a friendly CHAOS DAEMON operative incapacitates an enemy operative within 2" of it, you can use this rule. If you do, that friendly operative gains one of your Grisly Trophy tokens (if it does not already have one). Whenever a friendly CHAOS DAEMON operative that has one of your Grisly Trophy tokens is visible to and within 2" of an enemy operative, subtract 1 from the ATK stat of that enemy operative's weapons.
Ploys
Firefight - Powers of Khorne:
You may use this firefight ploy multiple times per turning point. An operative needs to have the KHORNE keyword to use this ploy.
You cannot use more than one POWER OF CHAOS per activation or counteraction.
You cannot use each POWER OF CHAOS more than once per turning point.
If every friendly CHAOS DAEMONS operative selected for deployment has the same Chaos God keyword (e.g. KHORNE), you cannot use each POWER OF CHAOS more than twice per turning point (instead of once).
Berzerker Rage
- Use this POWER OF CHAOS during a friendly KHORNE DAEMON operative’s activation, after it’s performed the Charge action and incapacitated an enemy operative during the Fight action, and is no longer within control range of enemy operatives. That friendly operative can immediately perform a free Charge action using any remaining move distance it had from that first Charge action. That operative can perform two Charge actions during its activation to do so. The operative cannot have performed any other actions during this activation (but can do so after resolving this POWER OF CHAOS).
Killing Blow
- Use this POWER OF CHAOS when a friendly KHORNE DAEMON operative is fighting or retaliating and you strike with a normal or critical success. Inflict d3 additional damage with that strike.
Call to Slaughter
- Use this POWER OF CHAOS during a friendly KHORNE DAEMON operative’s activation, when it incapacitates an enemy operative within its control range. Select one other ready friendly CHAOS DAEMON operative that’s visible to and within 3" of the incapacitated enemy operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal.
Firefight - Powers of Slaanesh:
You may use this firefight ploy multiple times per turning point. An operative needs to have the SLAANESH keyword to use this ploy.
You cannot use more than one POWER OF CHAOS per activation or counteraction.
You cannot use each POWER OF CHAOS more than once per turning point.
If every friendly CHAOS DAEMONS operative selected for deployment has the same Chaos God keyword (e.g. SLAANESH), you cannot use each POWER OF CHAOS more than twice per turning point (instead of once).
Swift Retreat
- Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative is fighting, after you strike with a critical success. End that sequence (any remaining attack dice are discarded) and immediately perform a free Dash or Fall Back action up to 3" with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Dash or Fall Back action.
Unnatural Agility
- Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative is fighting or retaliating, worsen the Hit stat of the enemy operative's melee weapons by 1.
Weaving Dance
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Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative performs an action in which it moves. Until the end of the action, that operative:
- Can ignore all vertical distances whenever it drops and climbs.
- Can move through enemy operatives, move within control range of them, and during the Charge action can leave their control range (it must still end the move following all requirements for that move).
- Cannot move more than its Move stat if it’s the Charge action.
Firefight - Powers of Nurgle:
You may use this firefight ploy multiple times per turning point. An operative needs to have the NURGLE keyword to use this ploy.
You cannot use more than one POWER OF CHAOS per activation or counteraction.
You cannot use each POWER OF CHAOS more than once per turning point.
If every friendly CHAOS DAEMONS operative selected for deployment has the same Chaos God keyword (e.g. NURGLE), you cannot use each POWER OF CHAOS more than twice per turning point (instead of once).
Noxious Cloud
- Use this POWER OF CHAOS during a friendly NURGLE DAEMON operative’s activation. Until the end of the turn, whenever an operative is shooting a friendly CHAOS DAEMON operative that is more than 3" from it, if that friendly operative is wholly within 3" of this operative, that friendly operative is obscured.
Curse of Rot
- Use this POWER OF CHAOS during a friendly NURGLE DAEMON operative’s activation. Select one enemy operative within 8" and visible to this operative. Subtract 2" from the Move stat of that enemy operative and worsen the Hit stat of its weapons by 1 (this is not cumulative with being injured) until the end of the turning point.
Shambling Wretch
- Use this POWER OF CHAOS at the start of a friendly NURGLE DAEMON operative's activation. You can ignore any changes to the stats of that operative from being injured (including their weapons' stats) until the end of that activation.
Firefight - Powers of Tzeench:
You may use this firefight ploy multiple times per turning point. An operative needs to have the TZEENCH keyword to use this ploy.
You cannot use more than one POWER OF CHAOS per activation or counteraction.
You cannot use each POWER OF CHAOS more than once per turning point.
If every friendly CHAOS DAEMONS operative selected for deployment has the same Chaos God keyword (e.g. TZEENCH), you cannot use each POWER OF CHAOS more than twice per turning point (instead of once).
Creeping Flame
- Use this POWER OF CHAOS when a friendly TZEENTCH DAEMON operative is performing the Shoot action and you select a Coruscating Flames or Fizzing Flames. Until the end of that action, that weapon has the Torrent 2" weapon rule, but you cannot select more than one secondary target.
Essence of Change
- Use this POWER OF CHAOS when a friendly TZEENTCH DAEMON operative is activated. Until the end of that operative’s activation, add 1 to its APL stat (to a maximum of 3).
Flickering Fates
- Use this POWER OF CHAOS when an operative is shooting a friendly TZEENTCH DAEMON operative, in the Roll Defence Dice step, if you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Daemonic Split - 0CP
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Use this free POWER OF CHAOS whenever a friendly PINK HORROR or BLUE HORROR operative is incapacitated. This POWER OF CHAOS may be used multiple times in a turning point.
- Before that PINK HORROR operative is removed from the killzone, set up two BLUE HORROR operatives as close as possible to that operative and not within Engagement Range of enemy operatives.
- Before that BLUE HORROR operative is removed from the killzone, set up one BRIMSTONE HORROR operative as close as possible to that operative and not within Engagement Range of enemy operatives.
- In either case, set up those operatives with the same order as the previous operative (including if it was ready or activated).
Strategic - Daemonsight:
Whenever you are selecting a valid target for a friendly CHAOS DAEMON operative, enemy operatives within 6" cannot use Light terrain for cover. While this can allow such operatives to be targeted (assuming they are visible), it does not remove their cover save (if any).
Strategic - Prey on the Weak:
Until the end of the turning point, when a friendly CHAOS DAEMON operative performs the Fight or Shoot action against a wounded target, that attack gains the Ceaseless weapon rule.
Strategic - Reality Shift:
Once per battle, you can use this strategy ploy to immediately change the order of up to two friendly CHAOS DAEMON operatives that are not within control range of enemy operatives.
Strategic - Symbol of Terror:
Until the end of the Turning Point, when determining control of an objective marker that any friendly CHAMPION, MUSICIAN or ICON BEARER operatives are within range of, treat enemy operatives' total APL as being 1 less. Note that this is not a modifier.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.