Daemonic Incursion (v2)

Homebrew by Lidskemaso

Chaos daemons playable with one base daemon box (Bloodletters, Daemonettes, Plaguebearers or Pink Horrors), combined together or with daemon character models.

Thank you to Guitarninja for initial base homebrew from which this team was built upon. Special thanks to Aionexron for feedback on balance.

Version 2, still very much WIP.

100% positive
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
Daemon
Options
AlluressPlagueriddenBloodreaperIridescent Pink Horror

Alluress: During this operative's activation, it may perform a free Charge action.

This operative may only be equipped with the Oversized Claws weapon.

This operative gains the SLAANESH, DAEMONETTE and ALLURESS keywords and may use the POWERS OF SLAANESH firefight ploy.

Plagueridden: 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 may only be equipped with the Greater Plaguesword weapon.

This operative has 5" movement stat.

This operative gains the NURGLE, PLAGUERIDDEN and PLAGUEBEARER keywords and may use the POWERS OF NURGLE firefight ploy.

Bloodreaper: During this operative's activation, it may perform a free Fight action and it is allowed to perform two Fight actions in total.

This operative may only be equipped with the Greater Hellblade weapon.

This operative gains the KHORNE, BLOODREAPER and BLOODLETTER keywords and may use the POWERS OF KHORNE firefight ploy.

Iridescent Pink Horror: During this operative's activation, it may perform a free Shoot action and it is allowed to perform two Shoot actions in total.

This operative may only be equipped with Coruscating Flames and Fists weapons.

This operative gains the TZEENCH, IRIDESCENT and PINK HORROR keywords and may use the POWERS OF TZEENCH firefight ploy.

DAEMON INCURSION, CHAOS, DAEMON, LEADER
Fighter
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
Daemon
Options
DaemonettePlaguebearerBloodletterPink Horror

Daemonette: This operative may only be equipped with the Claws weapon.

This operative gains the SLAANESH and DAEMONETTE keywords and may use the POWERS OF SLAANESH firefight ploy.

Plaguebearer: 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 may only be equipped with the Plaguesword weapon.

This operative has 5" movement stat.

This operative gains the NURGLE and PLAGUEBEARER keywords and may use the POWERS OF NURGLE firefight ploy.

Bloodletter: This operative may only be equipped with the Hellblade weapon.

This operative gains the KHORNE and BLOODLETTER keywords and may use the POWERS OF KHORNE firefight ploy.

Pink Horror: This operative may only be equipped with Coruscating Flames and Fists weapons.

This operative gains the TZEENCH and PINK HORROR keywords and may use the POWERS OF TZEENCH firefight ploy.

DAEMON INCURSION, CHAOS, DAEMON, FIGHTER
Musician
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 Chaos
Options
SlaaneshNurgleKhorneTzeench

Instrument of Chaos (1AP): Based on this operative's chaos god keyword, you may use the following abilities for 1AP:

Khorne

  • Choose a visible enemy operative within 6" of this operative and roll a D6. On a 4+, that enemy operative must Charge and/or Fight when it's activated if it's able to.

Slaanesh

  • Choose a visible enemy operative within 6" of this operative and roll a D6. On a 4+, that enemy operative cannot Shoot or Fight until the end of it's next activation.

Nurgle

  • Choose a visible enemy operative within 6" of this operative and roll a D6. On a 4+, that enemy operative cannot Dash until the end of it's next activation.

Tzeench

  • Choose a visible enemy operative within 6" of this operative and roll a D6. On a 4+, that enemy operative must Reposition or Fall Back towards the closest objective or mission marker when it's activated if it's able to.
DAEMON INCURSION, CHAOS, DAEMON, MUSICIAN
Iconbearer
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 Icon
Options
SlaaneshNurgleKhorneTzeench

Daemonic Icon (1AP): Based on this operative's chaos god keyword, you may use the following abilities:

Khorne

  • Every friendly operative visible to this operative has the Attack stat of their melee weapon increased by 1 (to a maximum of 5) until the end of their next activation.

Slaanesh

  • Every friendly operative visible to this operative has their Movement stat increased by 1" (to a maximum of 7") until the end of their next activation.

Nurgle

  • Every friendly operative visible to this operative has their Save stat decreased by 1 (to a minimum of 3+) until the end of their next activation.

Tzeench

  • One friendly operative visible to this operative has their APL stat increased by 1 (to a maximum of 3) until the end of their next activation.
DAEMON INCURSION, CHAOS, DAEMON, ICONBEARER
Flesh 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 Khorne

Hunters from the Warp (1AP): When not in control range of any enemy operatives, you may remove this operative from the Killzone. Set it up again at the start of it's next activation on the Killzone floor, no futher than 6" from your Drop zone, at least 9" away from all enemy operatives and with the same Order as when it left the Killzone.

DAEMON INCURSION, CHAOS, DAEMON, KHORNE, FLESH HOUND
Bloodmaster
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 Khorne

A Gory Path: When this operative uses a Charge action, add 2" to it's movement stat for the duration of that action.

Blood for Khorne (2AP): While in control range of an enemy operative, you may spend 2AP and roll a D6. On a 5+, you deal D6 damage to the enemy operative. If you manage to incapacitate the enemy operative while using this ability, you gain 1CP.

Master of Blood: Melee weapons of friendly operatives within 6" of this operative gain the Lethal 5+ rule.

DAEMON INCURSION, CHAOS, DAEMON, KHORNE, BLOODMASTER
Infernal 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 Slaanesh

Discordant Disruption (1AP): Until the end of this turning point, enemy operative's ranged weapons within 8" of this operative have the Hot weapon rule.

(Hot: After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.)

Grounded: This operative cannot perform the Dash action.

This operative must always remain on the killzone floor. It may climb over obstacles, but it may never end their movement on a vantage terrain. If a movement is not possible to perform in accordance with this rule, return this operative to it's starting position and any AP spent for that movement is refunded.

Harmonic Allignment (2AP): If the number of friendly operatives in the killzone is less than half of the starting number of friendly operatives, you may place a DAEMONETTE FIGHTER operative into the killzone with an engaged order and 1D3+1 wounds remaining.

If you choose to use this ability, place the new FIGHTER operative on the killzone floor visible to and no further than 6" from INFERNAL ENRAPTURESS and at least 9" away from enemy operatives. If this requirement cannot be met, this ability cannot be used.

This operative cannot perform this action while in control range of an enemy operative.

Note that the summoned operative doesn't change opponent's Kill Op count and if the summoned operative is incapacitated, opponent's Kill Op treats it as another bonus incapacitation.

DAEMON INCURSION, CHAOS, DAEMON, SLAANESH, INFERNAL ENRAPTURESS
Tranceweaver
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 PainTranceweaving

Symphony of Pain (1AP): As the last action of this operative's activation, you may select one wounded enemy operative that is visible to this operative. Until the end of the turning point, whenever a friendly DAEMON operative performs the Fight action against that selected enemy, the DAEMON operative's weapon gains the Brutal and Shock weapon rules for that combat.

This operative cannot perform this action while in control range of an enemy operative.

(Brutal - Your opponent can only block with critical successes.)

Tranceweaving: While fighting an enemy operative that is contesting an objective marker, this operative's melee weapons get the Severe and Punishing weapon rules.

(Severe - If you do not retain critical successes, change one normal success to critical. Devastating and Piercing Crits still apply; Punishing and Rending do not.)

(Punishing - If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.)

DAEMON INCURSION, CHAOS, DAEMON, SLAANESH, TRANCEWEAVER
Sloppity 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 Nurgle

Disease of Mirth: Every enemy operative that starts it's activation within 5" of this operative must roll one D6 at the start of it's activation. On a 4+, they suffer from the Injured state and it's effects even if any other rule prevents it (this takes precedence over any other rule) until the end of their activation.

Jolly Gutpipes: Friendly operatives within 7" of this operative ignore stat changes from being Injured.

Play me a Song (1AP): Choose one friendly operative visible to and within 6" of this operative. Roll two D6:

  • If the result is 7+, that operative regains D3 lost wounds.
  • If the result is exactly 7, that operative regains D6 wounds and gains 1" to it's movement stat until the end of their next activation.
  • If the result is less than 7+, that operative's movement stat is worsened by 1" until the end of their next activation.
DAEMON INCURSION, CHAOS, DAEMON, NURGLE, SLOPPITY BILEPIPER
Spoilpox 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 Nurgle

Keep Counting!: Each time you advance your Kill Op rank, roll two D6.

  • On a 7+ you gain 1CP.
  • If the result is exactly 7, also increase the movement stat of your NURGLE operatives by 1" until the end of the turning point.
  • If the result is less than 7+, the friendly operative who incapacitated an enemy operative suffers D3 damage immediately.

Meet Your Quota!: Each time any friendly operative performs a mission action, roll two D6.

  • On a 7+, you gain 1CP.
  • If the result is exactly 7, that operative also increases it's APL stat by 1 until the end of their next activation.
  • If the result is less than 7+, you lose half of your CP rounded up.
DAEMON INCURSION, CHAOS, DAEMON, NURGLE, SPOILPOX SCRIVENER
Changecaster
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 Sorcery

Changecasting: Ranged weapons of friendly operatives within 6" of this operative gain the Piercing 1 rule.

Storm of Mutating Sorcery (2AP): Choose a visible enemy operative within 9" of this operative. Roll one D6:

  • On a 1, that operative regains D3+1 lost wounds.
  • On a 2, that operative gains 1" to it's movement stat until the end of their next activation.
  • On a 3, that operative cannot perform mission actions until the end of their next activation.
  • On a 4, that operative immediately changes it's order (from Concealed to Engaged and vice versa).
  • On a 5, that operative has it's save stat worsen by 1 (to a maximum of 5+) until the end of their next activation.
  • On a 6, deal D6+1 damage to that operative and their APL stat is reduced by 1 (up to a minimum of 1) until the end of their next activation.
DAEMON INCURSION, CHAOS, DAEMON, TZEENCH, CHANGECASTER
The 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 Change

Fly: Whenever this operative performs an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring horizontal distance only. Note that it gains no additional distance when performing the Charge action.

It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).

Scholars: This operative can perform the Fall Back action for 1AP.

This operative cannot perform the Fight or Shoot actions. It can Retaliate however.

Whenever this operative performs a mission action, it can make a free Dash action.

Sorcerous Barrages (2AP): Spend 2AP and roll one D6:

  • If the result is less than 3+, nothing happens.
  • On a 3+, every enemy operative visible and within 6" of this operative suffers 1 damage.
  • On a 6, every enemy operative visible and within 6" of this operative suffers D3+2 damage.

Sorcerous Syphon (1AP): Every enemy unit visible to this operative and within 6" of this operative has the Hit stat of their weapons worsened by 1 (to a maximum of 5+) until the end of the turning point.

If any enemy within 10" of this operative makes a PSYCHIC attack, they use 2 less dice to do so.

The Will of Change: As a STRATEGIC GAMBIT, from the second turning point, you may declare the following 3 predictions to your opponent. At the end of the turning point, if at least 2 predictions came true, you gain 1CP. If all three predictions came true, you gain 2CP.

  • Incapacitation:

    • Which of your friendly operatives, if any, will be incapacitated this turning point?
  • Mission

    • Which side, if any, will control each objective marker?
  • Dice rolls

    • Will there be more 1s or 6s in your total rolls of the turning point? (the DAEMON INCURSION player keeps count of all their 1s and 6s in the turning point, rerolls do not count towards this prediction)
DAEMON INCURSION, CHAOS, DAEMON, TZEENCH, FLY, BLUE SCRIBES
Blue 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 Tzeench
DAEMON INCURSION, CHAOS, DAEMON, TZEENCH, BLUE HORROR
Brimstone Horror
A 2
M 5"
S 6+
W 5
Weapons
ATK
HIT
DMG
Fists
2
5+
2/3
Abilities
DaemonGroup ActivationSmall

Small: This operative cannot use any weapons that are not on its datacard, cannot use POWERS OF CHAOS, or perform unique actions.

DAEMON INCURSION, CHAOS, DAEMON, TZEENCH, BRIMSTONE HORROR
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

  • 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).

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.