Whither you wonder if it is Commoragh’s arena, a Nucerian slaver’s pit, or a Warboss’s afternoon tea party. Here in the warp, we make sure you don’t miss any of that, and we DEFINITELY got it all! Enjoy your forever stay, and may the odds be ever in your favour!
This team is centered on Boss battles. You may set up the battle in any killzone of choice. You are to select between playing as an NPO (joint Coop mission) or a regular matched battle. The only way to score VP in the matched battle is through the killgrade (kill-Op). The Boss operative counts as 5 operatives and any of its mobs are expendable. Each Boss have their own respecitive phases and only by incapacitating it through out all of its phases, your opponent can score its VP. You can win the battle if your Boss operative survived. Good Hunting!
1 BOSS operative selected from the following list:
SOLITAIRE
CHAPTER MASTER equipped with one of each of the following options:
Infernus Heavy Bolter, Combi-Plasma Incenerator or Combi-Multi Melta.
Twin-Thunder Hammers, Xenophase Blade or Relic Power Weapon.
CHAOS LORD equipped with one of each of the following options:
Tainted Plasma Pistol, Inferno Pistol or Psychic Power (Tzeentch).
Corrupted Power Maul, Corrupted Power Axe, Daemon Blade, Daemon Claw, Tainted Chainsword or Force Stave (Tzeentch).
WARBOSS equipped with one of each of the following options:
Kombi-Weapon or Twin-'Eavy Shoota.
Big Choppa or Power Klaw.
DAEMON PRINCE
FABRICATOR-CENSOR
UNSANCTIONED ALPHA PSYKER equipped with one of the following options:
Biomancy, Divination, Pyromancy, Telekinesis or Telepathy.
MAERORUS
SKULLMASTER
THE CHANGELING
THE MASQUE OF SLAANESH
BEAST OF NURGLE
ARCHON equipped with one of each of the following options:
Blast Pistol or Splinter Pistol.
Agoniser, Huskblade or Master-Crafted Power Weapon.
C'TAN SHARD
CRISIS BATTLESUIT equipped with one of the following options:
Burst Cannon, Fusion Blaster, Missile Pod or Plasma Rifle.
DREADNAUGHT equipped with one of each of the following options:
Assault Cannon, Heavy Plasma Cannon, Multi-Melta or Twin-Lascannon.
Storm Bolter, Missile Launcher or Heavy Flamer.
HELLBRUTE equipped with one of each of the following options:
Multi-Melta, Plasma Cannon, Twin-Autocannon, Twin-Heavy Bolter, Twin-Lascannon or Fists.
Missile Launcher, Hellbrute Hammer or Power Scourge.
FORGEFIEND equipped with one of each of the following options:
Twin-Hades Autocannon or Trio-Ectoplasma Cannon
Armoured Limbs or Forgefiend Jaws.
DEFF DREAD equipped with two of the following options:
Big Shoota, Kustom Mega-Blasta, Rokkit Launcha, Skorcha, Dread Klaw.
CARNIFEX equipped with one of each of the following options:
Heavy Venom Cannon or Stranglethorn Cannon.
Deathspitters or Devourers.
Crushing Claws or Scything Talons.
TALOS equipped with one of each of the following options:
Twin-Splinter Cannon, Twin-Heat Lance, Stinger Pod or Twin-Haywire Blaster.
Twin-Liquifier Gun, Gauntlet, Ichor Injector or Chain-Flails.
WRAITHLORD equipped with one of each of the following options:
Flamer or Shuriken Catapult.
Shuriken Cannon or Scatter Laser.
Starcannon, Missile Launcher or Bright Lance.
Upon selecting the WARBOSS operative, you can include a KILLA KAN or SCOUNDREL BOY(s) operative as its Mob (check the THE BIGGEST, THE GREENEST AND THE MEANEST GIT! rule of the WARBOSS).
Upon selecting the MAERORUS operative, you can include a MAERORUS HATCHLING(s) operative as its Mob (check the CLUTCH EGG firefight ploy of the MAERORUS).
Upon selecting the ARCHON operative, you can include a LHAMAEAN, MEDUSAE, SSYLTH and/or UR-GHUL operative as its Mob. (check the DEVIOUS MASTERMIND rule of the ARCHON).
Upon selecting the BEAST OF NURGLE operative, you can include a ROT FLY operative along as its third phase. (check the PHASES of the BEAST OF NURGLE).
Common Abilities and Options
Phases:
This operative has the following Phases during the battle:
PHASE 1: This phase occurs when this operative has 15 to 8 wounds. During this phase, you can use 1 strategy ploy for 0 CP during the Ready step of the strategy phase of the turning point. Whenever an enemy operative is fighting or retaliating against this operative, if that operative's melee weapon Hit stat is better than 5+, worsen it to be 5+ (this takes precedence over any rule that can prevent this).
PHASE 2: This phase occurs when this operative has 7 to 1 wounds. During this phase, you can use 1 firefight ploy for 0 CP during the firefight phase of the turning point. This operative is injured.
PHASE 3: This phase occurs when this operative would be incapacitated, discard any remaining attack dice and remove it from the killzone. On the Ready step of the next strategy phase, set it up in the killzone wholly within your territory, not visible to enemy operatives and has 1D6 wounds. If this operative is incapacitated after that, remove it from the killzone.
Ploys: STRATEGY PLOYS
You can use select from the following strategy ploys for this operative during the battle:
THE DANCE WITHOUT END (1 CP): Whenever this operative is fighting during an activation in which it performed the Charge action, after you strike. You can immediately resolve another of your normal successes as a strike (before your opponent), or a critical success if there are none. At any point during that sequence; if you strike with a critical success and the enemy operative is not incapacitated. you can end that sequence (any remaining attack dice are discarded) and immediately perform a free Fall Back action up to 3 inches with that operative (then the Fight action ends).
MARTIAL GRACE (1 CP): This operative can perform the Charge, Dash, Reposition and Fall Back action during the same activation (this takes precdence over any acttion restrictions). It can perform the Fall Back action for 1 less AP.
FIREFIGHT PLOYS
You can select from the following firefight ploys for this operative during the battle:
LUCK OF THE LAUGHING GOD (1 CP): Use this firefight ploy when an operative is shooting this operative, during the Resolve Defence Dice step. You can allocate one of your rolled successful dice to block all of your opponent's attack dice with matching results (e.g. one of your successful defence dice results of 5 can be used to block all successful attack dice results of 5).
BLUR OF MOVEMENT (1 CP): Use this firefight ploy during this operative's activation, when it performs an action in which it moves and triggers an On Guard enemy operative. If that operative performs a shooting attack and selects this operative as its target, this operative is obscured.
*Poison:
In the Resolve Attack Dice step, if you inflict damage with any success, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.
Mob (Warboss):
In the Select Operatives phase and after you select the WARBOSS and the MEKBOSS Kulture rule for it, a friendly KILLA KAN operative can be included in your team and attached to this operative (base to base). That operative moves only when this operative moves and must stay attached to it. If that operative cannot be placed while being attached to this operative, this operative cannot perform its move. While this operative is attached to that operative, it cannot climb, jump or drop, it cannot perform the Dash or Fall Back action and cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height. This operative cannot use any of its weapons while it is attached to that operative and you can only select weapons from that operative's datacard during a Shoot or Fight action. This operative cannot be selected as a valid target during a Fight action until that operative is incapacitated. For a Shoot action, it can only be selected as a valid target if the enemy operative's weapon has the Seek or Seek Light weapon rules, if it is the secondry target of a shooting attack using a weapon with the Blast weapon rule or if that operative is incapacitated.
*Salvo:
Select up to two valid targets. Shoot this weapon against both targets in an order of your choice.
*Sweep:
Whenever this operative is performing a Fight action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its attack dice (not all of it) for this action. After that action has ended, this operative can immediately perform a free Fight action against another enemy operative (if any) but must use this weapon for it. In the Roll Attack Dice step of that action, this operative can only roll the remaining attack dice. This operative cannot perform the free Fight action if it rolled all the attack dice of this weapon.
*Beam:
Whenever this operative is shooting with this weapon, each retained critical success immediately inflicts 1D3 damage on each other operative along one (and only one) beam line (roll separately for each operative), but the target isn’t affected. An operative is along a beam line if a targeting line can be drawn from this operative to its base, and that line crosses the base of the original target but doesn’t cross Heavy terrain.
*Bleed:
In the Roll Attack Dice; if you retained any criitical success, the target gains one of your Bleed Tokens. Whenever an operative that has one of your Bleed Token is activated, inflict 1 damage on it and subtract 1 from its Move stat.
*Rot:
In the Resolve Attack Dice step, if you inflict damage with any success, the operative this weapon is being used against gains one of your Rot Tokens (if it does not already have one). Whenever an operative that has one of your Rot Tokens is activated, inflict X damage on it. Where X is the number of the turning point.
*Toxic:
Whenever this operative is using this weapon against an enemy operative that has one of your Rot Tokens, add 1 to both Dmg stats of this weapon.
*Melt:
In the Roll Attack Dice step, if you retained a critical success, roll a 1D6. If the result does not beat the target’s Save stat, worsen that target’s Save stat by 1 for the battle.
Mob (Archon):
In the Select Operatives phase, you can select one or more from the following COURT OF THE ARCHON operatives to be included in your team: LHAMAEAN, MEDUSAE, SSLYTH or UR-GHUL. Note that you are not obliged to include those operatives.
SOLITAIRE
A 6
M 7"
S 2+
W 15
Weapons
ATK
HIT
DMG
Caress (Acc2, Rending)
5
2+
6/7
Kiss (Lethal 2+)
1
2+
0/3D6+6
Abilities
1AP: Acrobatic OnslaughtLone Jest Of CeogarchPhasesPloys
Acrobatic Onslaught (1AP): Perform a free Reposition action with this operative. During that action, it can move an additional 2 inches. Inflict 1D3+3 damage on each enemy operative it moved within control range of (roll separately for each after it’s moved, in the order it moved within control range of them). This operative cannot perform this action while it has a Conceal order.
Lone Jest Of Ceogarch: This operative has the following rules for the battle:
In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.
This operative can be activated multiple times during the turning point if it has remaining unused AP during its previous activation. It stays Ready while it can still be activated. Once Expended, it may counteract once after each enemy operative's activation (excluding the last one to be activated). During each counteraction, it can perform a free Fall Back (up to 3 inches) or Dash action.
Whenever this operative is performing a Reposition, Charge or Fall Back action, roll a 1D3+1. add the result to that move's limit.
This operative can perform up to three Fight actions during the turning point (excluding Fight actions during counteractions).
Whenever this operative is climbing up or dropping, you can treat the vertical distance as 1 inch.(regardless of how far the operative actually moves vertically).
This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).
Whenever an operative is shooting this operative, ignore the Piercing, Saturate, Seek, Seek Light and Stun weapon rules and you can re-roll any or all of its defence dice.
Whenever an enemy operative performs the Fight action in an activation in which it has performed the Charge action, and selects this operative to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e, defender instead of attacker).
Attack dice that have 3 or lower Dmg stats or of a ranged weapon that has the Blast weapon rule cannot inflict damage on this operative. Halve the damage inflicted on this operative from the Devastating weapon rule for each attack die.
AELDARI, HARLEQUIN, BOSS, SOLITAIRE; 25
CHAPTER MASTER
A 3
M 6"
S 3+
W 25
Weapons
ATK
HIT
DMG
Infernus Heavy Bolter
Flame (Rng 8", Saturate, Tor2")
5
2+
3/3
Focused Bolt (PrcCrit1)
5
3+
4/5
Sweeping Bolt (PrcCrit1, Tor1")
4
3+
3/5
Combi-Plasma Incenerator
Standard (Prc1)
5
3+
4/6
Supercharge (Prc1, Lethal 5+, Hot)
5
3+
5/6
Bolter
5
3+
3/4
Combi-Multi Melta
Multi-Melta (Prc2, Dev4, Blast 2")
4
3+
6/3
Bolter
5
3+
3/4
Grenades
Frag (Rng 6", Blast 2", Lim2)
4
2+
2/4
Krak (Rng 6", Prc1, Lim2)
4
2+
4/5
Relic Bolter
5
3+
3/5
Special Issue Bolt Pistol (Rng 8", Prc1)
4
2+
3/4
Twin-Thunder Hammers (Brutal, Shock, Ceaseless)
5
3+
5/6
Xenophase Blade
Duel (Brutal, Lethal 5+)
5
2+
4/6
Phase Sweep (Brutal, Lethal 5+, *Phase Sweep)
4
2+
4/6
Relic Power Weapon (Lethal 4+)
4
2+
5/6
Abilities
*Phase SweepAvatar Of The Firstborn1AP: Oath Of MomentPhasesPloys
*Phase Sweep: Whenever this operative performs the Fight action with this weapon profile, if it isn't incapacitated, it can immediately perform a free Fight action afterwards, but you must select this weapon profile and it can only fight against each enemy operative within its control range once per activation or counteraction using this weapon profile. This takes precedence over action restrictions, and you can continue to perform free Fight actions until this operative is incapacitated or has fought against every enemy operative within its control range.
Avatar Of The Firstborn: This operative has the following rules for the battle:
In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.
In the Select Operatives phase, you can change up to two of its non-weapon related stats (Wound, Save, Move or APL) as you may see fit but no more than +1/-1 per stat. In addition, you can select one of the following Special Ammunition for this operative's Relic Bolter to have for the battle. Note that both of these rules are not obligatory to follow:
Special Ammunition
Weapon Rule
Hellfire
Rending
Dragonfire
Saturate
Kraken
Piercing Crits 1
Vengeance
Add 1 to both of its Dmg stats if the target has the "CHAOS" keyword
Bloodshard
Severe
Black Vault
Piercing Crits 2 and Limited 1
Derevenant
Your opponent cannot use the REANIMATION PROTOCOL faction rule for the target upon inflicting any damage to it
Gatebreaker
Stun
Stalker
Silent
Tempest
Lethal 5+
Metal Storm
Torrent 1"
Null
Add 1 to both of its Dmg stats if the target has the "PSYKER" keyword
Nemesis
Devastating 2 if the target has the "DAEMON" keyword
This operative can be activated multiple times during the turning point. The number of activations is determined by the following: The number of enemy operatives in the killzone divided by 3 (rounded down) (to a minimum of 1). In addition, you can skip this operative's activation a number of times up to that determined number. This operative stays Ready while it can still be activated. Once Expended, it may counteract a number of times up to that determined number during the turning point (e.g. activates 3 times and counteracts 3 times).
This operative can perform up two Shoot and Fight actions during each of its activations during the turning point. For the Shoot actions, you must select a different ranged waeapon for each.
Whenever an operative is shooting this operative, worsen the Piercing x weapon rule by 1, therefore the Piercing Crits 1 weapon rule is ignored. In the Roll Defence Dice step, you can retain any result of 4+ as a critical success. Whenever an attack dice would inflict critical damage on this operative, you can choose for that attack dice to inflict nomal damage instead. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.
Whenever this operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Whenever this operative is in cover, you can retain one additional cover save, or you can retain one cover save as a critical success. This is cumulative with improved cover saves from vantage terrain.
Oath Of Moment (1AP): This operative can perform a free Repostion if it is wholly within your territory, or a free Fall Back or Charge action if it is wholly within your opponent's territory. Note that it can perfrom any of those actions even if it performed an action that prevents it from doing them (this takes precedence over action restrictions). This operative cannot perform this action while within control range of enemy operatives.
IMPERIUM, ADEPTUS ASTARTES, BOSS, CHAPTER MASTER; 40
*Havoc*Poison1AP: Chance for GloryFavoured By The Dark GodsPhasesPloys
*Havoc: Whenever this operative performs the Fight action with this weapon profile, if it isn't incapacitated, it can immediately perform a free Fight action afterwards, but you must select this weapon profile and it can only fight against each enemy operative within its control range once per activation or counteraction using this weapon profile. This takes precedence over action restrictions, and you can continue to perform free Fight actions until this operative is incapacitated or has fought against every enemy operative within its control range.
Chance for Glory (1AP): This operative can perform a free Repostion if it is wholly within your territory, or a free Fall Back or Charge action if it is wholly within your opponent's territory. Note that it can perfrom any of those actions even if it performed an action that prevents it from doing them (this takes precedence over action restrictions). This operative cannot perform this action while within control range of enemy operatives.
Favoured By The Dark Gods: This operative has the following rules for the battle:
In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.
In the Select Operatives phase, select one of the following Dark Blessing for the battle:
Chaos God
Dark Blessing
KHORNE
Add 1 to both the Dmg stats of this operative's melee weapons - Its melee weapons have the Severe weapon rule - Whenever this operative performs a Charge action. After you end that action, inflict 1D3+1 damage on each enemy operative within its control range (roll seperately for each)
TZEENTCH
Add 1 to the Atk stats of this operative's ranged weapons - Its ranged weapons have the Severe weapon rule - It can *FLY
NURGLE
Ignore any changes to this operative's stats from being injured - Whenever an attack die inflicts damage of 3 or more on this operative, roll a 1D6: on a 3+, that attack die inflicts 1 less damage - This operative's weapons have the *Poison and *Toxic weapon rules.
SLAANESH
Add 1 to this operative's Move stat - Its weapons have the Ceaseless weapon rule if the target is wounded, or the Relentless weapon rule if it's injured - It ignores Stun and Shock weapon rules
UNDIVIDED
Add 1 to the Atk stats of this operative's weapons - Worsen the Hit stat of enemy operatives' weapon that are within 6 inches of this operative - This operative's weapons have the Balanced and Punishing weapon rule
*Fly: Whenever this operative is performing the Charge, Fall Back or Reposition action, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). 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’s the Charge action, it cannot be set up within control range of an enemy operative.
*Poison: In the Resolve Attack Dice step, if you inflict damage with any success, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.
*Toxic: Whenever this operative is using this weapon against an enemy operative that has one of your Poison tokens, add 1 to both Dmg stats of this weapon.
This operative can be activated multiple times during the turning point. The number of activations is determined by the following: The number of enemy operatives in the killzone divided by 3 (rounded down) (to a minimum of 1). In addition, you can skip this operative's activation a number of times up to that determined number. This operative stays Ready while it can still be activated. Once Expended, it may counteract a number of times up to that determined number during the turning point (e.g. activates 3 times and counteracts 3 times).
This operative can perform up two Shoot and Fight actions during each of its activations during the turning point. For the Shoot actions, you must select a different ranged waeapon for each.
Whenever an operative is shooting this operative, worsen the Piercing x weapon rule by 1, therefore the Piercing Crits 1 weapon rule is ignored. In the Roll Defence Dice step, you can retain any result of 4+ as a critical success. Whenever an attack die would inflict damage on this operative from the Devastating weapon rule, it inflicts 1D3 less damage. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.
Whenever this operative is shooting, fighting or retaliating, if you roll two or more normal successes, you can discard one of them to retain another as a critical success instead.
After this operative fights or retaliates and it incapacitated an enemy operative during that sequence, it regains 1D6+2 lost wounds.
Whenever this operative is in cover, you can retain one additional cover save, or you can retain one cover save as a critical success. This is cumulative with improved cover saves from vantage terrain.
CHAOS, HERETIC ASTARTES, BOSS, CHAOS LORD; 40
WARBOSS
A 3
M 5"
S 3+
W 25
Weapons
ATK
HIT
DMG
Kombi-Weapon
Twin-Rokkitz (Rng 6", Blast 3", Lim2)
6
5+
3/5
'Eavy Shoota (Rng 8")
5
5+
3/4
Krumpa Skorcha (Rng 5", Saturate, Tor 2". Lim2)
6
2+
3/3
Twin-'Eavy Shoota (Rng 6", *Versatile)
8
5+
3/4
Explosive Squig (Blast 1", Lim 1, *Explosive)
5
4+
4/5
Big Choppa (Punishing)
5
3+
5/6
Power Klaw (Brutal)
5
3+
5/7
Attack Squig
3
5+
2/3
Abilities
CATCH DIS!PhasesPloysTHE BIGGEST, THE GREENEST AND THE MEANEST GIT!
CATCH DIS!: You can move one enemy operative within this operative’s control range up to 5 inches in a location where it can be placed. Then inflict D3+1 damage on it; if the 1D3 result is a 3, that operative is expended until the end of the turning point. This operative cannot perform this action unless an enemy operative is within its control range.
THE BIGGEST, THE GREENEST AND THE MEANEST GIT!: This operative has the following rules for the battle:
In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.
In the Select Operatives phase, you can select one of the following Kultur rules for this operative to have for the battle. Note that this is not obligatory:
Kultur
Knows-What-About
Kaptin
Whenever this operative performs a Shoot or Fight action, add 1 to its APL stat - Whenever this operative is wholly within your opponent's territory, its weapons have the Ceaseless weapon rule - Whenever this operative has the Engage order and not in cover, you can retain a normal save without rolling for it or a critical save if it is in cover (this is cumulative with the improved cover save from vantage terrain)
Mekboss
Remove the Range and Limited weapon rules of this operative's ranged weapons - Its ranged weapons have the Balanced and Severe weapon rules - You can re-roll any or all of your defence dice
Painboss
Ignore any changes to this operative's stats from being injured - Whenever this operative is fighting or retaliating, its melee weapons have the Severe and Rending weapon rules - Whenever an attack die inflicts damage of 4 or more on this operative, roll a 1D6: on a 3+, halve the damage inflicted of that die
Boarboss
Add 2 to this operative's Move stat - Its melee weapons have the Relentless weapon rule and - it cannot use its ranged weapons (except Explosive Squig) - It ignores the Brutal, *Poison, *Toxic, *Gas, *Rad, Stun and Shock weapon rules
*Poison: In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.
*Toxic: Whenever this operative is using this weapon against an enemy operative that has one of your Poison tokens, add 1 to both Dmg stats of this weapon.
*Gas: Whenever this weapon is used for a Shoot action, don’t roll for Atk dice. Instead, roll 1D6. If the result does not equal or beat the Save stat of the target. that target gains one of your Gas Tokens. Whenever an operative has a Gas Token, it is injured.
*Rad: In the Resolve Attack Dice step, if you inflict damage with a critical success, the operative this weapon is being used against gains one of your Rad Tokens (if it does not already have one). When an operative that has one of your Rad Tokens is activated, inflict 1 damage on it and worsen its Save stat by 1 until the end of its next activation, then remove that token from that operative.
For MEKBOSS Kulture only. In the Select Operatives phase and after you select this operative's Kulture rule, a friendly KILLA KAN operative can be included in your team and attached to this operative (base to base). That operative moves only when this operative moves and must stay attached to it. If that operative cannot be placed while being attached to this operative, this operative cannot perform its move. While this operative is attached to that operative, it cannot climb, jump or drop, it cannot perform the Dash or Fall Back action and cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height. This operative cannot use any of its weapons while it is attached to that operative and you can only select weapons from that operative's datacard during a Shoot or Fight action. This operative cannot be selected as a valid target during a Fight action until that operative is incapacitated. For a Shoot action, it can only be selected as a valid target if the enemy operative's weapon has the Seek or Seek Light weapon rules, if it is the secondry target of a shooting attack using a weapon with the Blast weapon rule or if that operative is incapacitated.
For KAPTIN Kulture only. In the Select Operatives phase and after you select this operative's Kulture rule, You can set up 2 WAAAGH! Markers wholly within your territory. At the start of the Firefight phase of each turning point; for each marker you set up, you can set up a friendly SCOUNDREL BOY within 3 inches of it and with an order of choice. This operative cannot counteract until those operatives are incapacitated.
This operative can be activated multiple times during the turning point if it has remaining unused AP during its previous activation. It stays Ready while it can still be activated. Once Expended, it may counteract once after all the other friendly operatives (if any) had activated and after each enemy operative's activation (excluding the last enemy operative to be activated). Note that any AP gained during this operative's counteraction(s) are added to it once it activates during the next turning point.
This operative can perform up two Fight actions during each of its activations during the turning point.
Whenever an operative is shooting this operative, worsen the Piercing x weapon rule by 1, therefore the Piercing Crits 1 weapon rule is ignored. Attack dice that have 3 or lower Dmg stats don't inflict damage on this operative.
Enemy operatives within 3 inches of this operative cannot perform the Pick-up Marker, Unique or Mission actions.
Whenever this operative incapacitates an enemy operative, it regains1D3 lost wounds and improve its weapons Hit stats by 1 (to a maximum of 3+).
ORK, BOSS, WARBOSS; 40
KILLA KAN
A 2
M 4"
S 5+
W 20
Weapons
ATK
HIT
DMG
Kan Shoota (Dev2, Ceaseless, Lim2)
4
5+
3/5
Rokkit Launcha (Blast 1", Lim1)
4
5+
4/5
Kan Klaw
4
4+
5/6
Abilities
MEKANIAK SCRAP!Mob (Warboss)
MEKANIAK SCRAP!: This operative cannot be activated nor counts as an activation.
Whenever this operative is attached to a friendly WARBOSS and Whenever your opponent is selecting a valid target, it can only select this operative. In addition, this operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.
ORK, WALKER, MOB, KILLA KAN; 60
SCOUNDREL BOY
A 2
M 6"
S 6+
W 9
Weapons
ATK
HIT
DMG
Blunderbuss (Rng 5", Tor 1", Lim1)
3
5+
4/4
Slugga (Rng 5")
4
5+
3/4
Blunt Sword
4
4+
3/4
Abilities
Mob (Warboss)
ORK, MOB, SCOUNDREL BOY; 32
DAEMON PRINCE
A 3
M 5"
S 3+
W 35
Weapons
ATK
HIT
DMG
Infernal Cannon (*Salvo)
4
3+
5/7
Hellforged Weapons
Strike (Lethal 5+)
6
2+
4/7
Sweep (*Sweep)
D3+6
2+
3/4
Abilities
*Salvo*SweepChampion Of The Dark GodsPhasesPloys
Champion Of The Dark Gods: This operative has the following rules for the battle:
In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.
In the Select Operatives phase, select one of the following Chaos Gods for this operative to gain its Dark Blessing for the battle:
Chaos God
Dark Blessing
KHORNE
Add 2 to both the Dmg stats of this operative's melee weapons - Its melee weapons have the Severe and Punishing weapon rules - Whenever this operative performs a Charge action. After you end that action, inflict 1D6 damage on each enemy operative within its control range (roll seperately for each)
TZEENTCH
Add 2 to the Atk stats of this operative's ranged weapons - Its ranged weapons have the Severe and Punishing weapon rules - You can re-roll any or all your attack or defence dice
NURGLE
Ignore any changes to this operative's stats from being injured - Whenever an enemy operative is within 3 inches of this operative, that operative is injured - Whenever an attack die inflicts damage of 3 or more on this operative, roll a 1D6: on a 4+, that attack die doesn't inflict damage - This operative's weapons have the *Poison and *Toxic weapon rules.
SLAANESH
Add 2 to this operative's Move stat - Its weapons have the Ceaseless weapon rule if the target is wounded, or the Relentless weapon rule if it's injured - It ignores Stun and Shock weapon rules
*Poison: In the Resolve Attack Dice step, if you inflict damage with any success, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.
*Toxic: Whenever this operative is using this weapon against an enemy operative that has one of your Poison tokens, add 1 to both Dmg stats of this weapon.
This operative can be activated multiple times during the turning point if it has remaining unused AP during its previous activation. It stays Ready while it can still be activated. Once Expended, it may counteract once during the turning point.
This operative can perform up to two Shoot and two Fight actions during each of its activations during the turning point.
Whenever your opponent is selecting a valid target, this operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.
Whenever an operative is shooting this operative, ignore the Piercing weapon rule. Whenever an operative is fighting or retaliating against tthis operative, ignore the Brutal weapon rule. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.
Enemy operatives within 3 inches of this operative cannot perform a Pick-up Marker, Unique or Mission action.
Whenever this operative incapacitates an enemy operative, it can perform a free Charge action (to a maximum of 3 inches) even if it performed an action that could prevvent it from doing so and add 1 to this operative's APL stat until the end of the turning point. Note that you can repeat this any number of times but this operative's APL stat must not exceed 4.
*Beam*Scrapcode*SweepMaster Of The Dark TechPhasesPloys
*Scrapcode: Whenever you select a valid target while using this weapon, that target does not have to be visible to this operative. In the Roll Defence step, your opponent cannot roll any of its defence dice. If you retained any success, subtract 1 from the APL stat of that target if it has the "ADEPTUS MECHANICUS", "TA'U EMPIRE" (excluding "KROOT"), "AUTOSAVANT" or "CYBER-MASTIFF" keyword or the MACHINE rule and that target cannot perform Unique and Mission actions until the end of the battle and gains one of your Scrapcode Tokens. If the target does not have any of those keywords or rule, that target gains one of your Scrapcode Tokens. Whenver an enemy operative that has one of your Scrapcode Tokens is performing a shooting attack, its weapon's Hit stat is 6+ (regardless of any other rule that can change that stat).
Master Of The Dark Tech: This operative has the following rules for the battle:
In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.
This operative can be activated multiple times during the turning point using 1 CP for each activation after the first. It stays Ready while it can still be activated. Once Expended, it may counteract once after each enemy operative's activation, during which it performed a Shoot or Fight action against this operative.
This operative can perform up to two Shoot and two Fight actions during each of its activations during the turning point. For the Shoot actions, you must select a different ranged waeapon for each.
This operative regains 1 lost wound after each action it performs and an additional 1 lost wound after an action during which it lost wounds.
Whenever an operative is shooting this operative while this operative is more than 5 inches away from that operative, this operative is obscured until the end of that sequence.
This operative ignores the Piercing, Poison, Toxic, Rad, Gas, Blaze, Stun and Shock weapon rules. Whenever an enemy operative is shooting this operative using a Plasma, Melta or Las weapons, for each succcess that would inflict damage on this operative, it inflicts 1D3 less damage (roll for each success seperately) and halve the damage inflicted on this operative from the Devastating weapon rule of that weapon (if any). Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.
Whenever an enemy operative is within 3 inches of this operative, that enemy operative's APL stat cannot be added to. Note that this does not affect APL stats that have already been changed.
Each time your opponent uses a firefight ploy or after you incapacitate an enemy operative, you gain 1 CP (up to 3 per turning point).
CHAOS, DARK MECHANICUM, HERETEK, DARK MAGOS, BOSS, FABRICATOR-CENSOR; 60
UNSANCTIONED ALPHA PSYKER
A 5
M -
S 5+
W 10
Weapons
ATK
HIT
DMG
Biomancy
Smite (Psychic, Prc1, Punishing, Dev3, Hot)
4
3+
4/3
Life Leech (Psychic, Saturate, *Leech)
5
4+
3/3
Hemorrhage (Psychic, Rending, *Bleed)
4
3+
3/5
Divination
Deathly Gaze (Psychic, Rng 8", Saturate, Seek Light, Tor 3")
Firestorm (Psychic, Rng 6", Saturate, Seek Light, Tor 2", *Blaze)
5
4+
3/4
Telekinesis
Assail (Psychic, Punishing, Blast 2")
4
2+
3/5
Crush (Psychic, Rng 6", Saturate, Seek, Dev4)
4
2+
2/2
Vortex Of Doom (Psychic, Severe, 2"Dev2)
5
3+
3/3
Telepathy
Psychic Shriek (Psychic, Rng 8", Saturate, Stun, Tor 1")
4
3+
4/4
Hallucination (Psychic, Lethal 3+, *Madness)
4
3+
0/1D3
Mind Burn (Psychic, Saturate, Seek, Stun, Dev1)
5
3+
2/3
Psychic Staff (Psychic, Shock, Stun)
4
4+
4/5
Abilities
*Beam*Blaze*Bleed*Leech*MadnessAlpha Plus PandoraPhasesPloys
*Blaze: If you retain any critical success, the operative this weapon is being used against gains one of your Blaze Tokens (if it doesn’t already have one). When an operative that has one of your Blaze Tokens is activated, inflict 1D3 damage on it then remove the token from it.
*Leech: When you select this weapon, you can use this rule. If you do, at the start of the Resolve Attack Dice step, for each attack die you resolve during that step that inflicts damage, this operative regains 1 lost wound, or 1D3 lost wounds if it was a critical success. You cannot use this weapon rule more than once per Turning Point.
*Madness: Whenever this weapon is being used in a shooting attack against an enemy operative; if you retained a success, that enemy operative gains one of your Madness Token. Whenever an enemy operative that has one of your Madness Tokens; worsen the Hit stat of that enemy operative’s weapons by 1 and whenever it performs a Shoot or Fight action, your opponent can only select the nearest valid operative to it to be the target of those actions.
Alpha Plus Pandora: This operative has the following rules for the battle:
In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.
In the Select Operatives phase, select one of the following Disciplines for this operative to have during the battle: Biomancy - Divination - Pyromancy - Telekinesis - Telepathy.
Discipline
Rules
Biomancy
Ignore any changes to this operative's stats (e.g. from the Stun rule) - This operative regains 1D3 lost wound after each action it performs. In addition, it regains 1D6 lost wounds after each action during which it lost wounds
Divination
Treat each operative within 9 inches of this opertative as having an Engage order (this takes precedence over any rule) - Enemy operatives cannot be obscured
Pyromancy
Ignore the damage inflicted form attack dice of a weapon with the Blast, Torrent or Blaze weapon rules - Each time an enemy operative is within 3 inches of this operative during the turning point, it suffers 1D3+3 damage and gains one of your Blaze Tokens
Telekinesis
Ranged weapons' attack dice that would inflict 3 or less damage on this operative do not inflict damage on it - You can remove any markers or equipment within 3 inches of this operative from the killzone at any point during its activation
Telepathy
This operative is obscured (except for being within 2 inches) - Enemy operatives within 9 inches of this operative cannot perform the Pick-Up Marker, Unique or Mission actions
This operative can be activated and may counteract multiple times during the turning point as follows: Activate - Counteract - Activate - Counteract...etc. until the end of the turning point. It becomes Expended after each activation, and it must be Readied after each counteraction (except after the last enemy operative to activate).
This operative can perform any action as many times as possible. For the Shoot action; each time it's performed during this operative's activation, you must select a different weapon profile from its previous Shoot action.
Whenever this operative performs an action during which it moves. If it does, do not move it. Instead, remove it from the killzone and set it back up in the killzone. Until the end of that action, this operative 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).
During the turning point, after this operative performs an action during which it uses a weapon with the Pychic weapon rule or after you used a ploy that has the **PSYCHIC ** keyword, roll a 1D6. if the result is higher than the remaining AP of this operative, you must spend 1 additional AP to perform that action again until the end of the turning point, or 1 additional CP the next time you use that ploy.
This operative ignores the Piercing, Devastating, Lethal and Accurate weapon rules. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.
This operative can re-roll any or all of its attack and defence dice. Retained defence dice are always critical successes (change each normal success to a critical success)
Whenever this operative is fighting or retaliating and it strikes, you can immediately end that sequence then perform a free Fall Back action. Whenever an enemy operative selects this operative as a valid target, you can immediately perform a free Dash action.
This operative is treated as having a Conceal order if it is more than 9 inches of enemy operatives. While this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2 inches.
Whenever an enemy operative is within 6 inches of this operative, worsen its weapons' Hit stat by 2 (this takes precedence over any rule).
*Entangle: Whenever this operative is performing a Fight action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its Atk dice (not all of it) for this action. After this action has ended, this operative can immediately perform a free Fight action against another enemy operative (if any) but must use this weapon for it. In the Roll Attack Dice step of that action, this operative can only roll the remaining Atk dice. This operative cannot perform the free Fight action if it rolled all the Atk dice of this weapon.
The Lost Seventh: This operative has the following rules for the battle:
In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.
This operative can be activated multiple times during the turning point if it has remaining unused AP during its previous activation. It stays Ready while it can still be activated. Once Expended, it may counteract once after all the other friendly operatives (if any) had activated and after each enemy operative's activation (excluding the last one to be activated). During each counteraction, it can perform a free Charge (up to 3 inches) or Dash action.
This operative regains 1D3 lost wound after each action it performs and an additonal 1D6 lost wounds after any action that was performed during which it lost wounds. Whenever it incapacitates an enemy operative that has a Wound stat of 8 or lower, add 1D3 to this operative's Wound stat, or 1D6 if that enemy operative has a Wound stat of 9 or more. Once this operative's Wound stat is 20 or more, worsen its Save stat by 1.
This operative can perform any action twice during each of its activations during the turning point even it performed an action that prevents it from doing so. It can perform no more than the three Fight actions during the turning point (excluding Fight actions during counteractions).
Whenever this operative is climbing up or dropping, you can treat the vertical distance as 1 inch.(regardless of how far the operative actually moves vertically).
This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).
This operative can perform the Charge action while it has a Conceal order.
Whenever an operative is shooting this operative, ignore the Piercing, Saturate, Seek, Seek Light and Stun weapon rules and you can re-roll any or all of its defence dice.
Whenever an enemy operative performs the Fight action in an activation in which it has performed the Charge action, and selects this operative to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e, defender instead of attacker).
Whenever this operative is shooting, fighting or retaliating. In the Roll Attack Dice step; whenever you discard an attack die as a fail, inflict normal damage on one other friendly operative of your choice within control range of the target.
Attack dice that have 3 or lower Dmg stats don't inflict damage on this operative. Attack dice with 4 or more Dmg stats inflict 1 less damage on this operative. Halve the damage inflicted on this operative from the Devastating weapon rule for each attack die.
This operative can change its order to Conceal whenever it is injured only (if possible).
IMPERIUM, TYRANID, ASSASSIN, BOSS, MAERORUS; 32
MAERORUS HATCHLING
A 2
M 6"
S 4+
W 6
Weapons
ATK
HIT
DMG
Claws (Ceaseless)
4
4+
2/5
Abilities
Elusive AbomenationGroup ActivationMob (Maerorus)
Elusive Abomenation: This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).
This operative can perform the Charge action while it has a Conceal order.
Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (i.e, Seek, Vantage Terrain) except being within 2 inches.
Attack dice with 4 or more Dmg stats inflict 1 less damage on this operative.
This operative regains 1D3 lost wound after each action performed during which it lost wounds.
Group Activation: Whenever this operative is expended, you must then activate any other ready friendly MAERORUS HATCHLING operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal.
Mob (Maerorus): This operative is a Mob for the MAERORUS operative. You can set it up after you use the CLUTCH EGG firefight ploy for that operative.
CLUTCH EGG (1 CP): Use this firefight ploy during this operative's activation, you can place a Clutch Egg Marker within control range of this operative. Roll 1D6, on 3+, you can set up one friendly MAERORUS HATCHLING operative in the killzone (place it as centered as possible to where you placed the Clutch Egg Marker) then remove that marker from the killzone. Otherwise, you can keep rolling for this rule in the Ready step of the next strategy phase until you succeed. That friendly operative is ignored for victory conditions.
Herald Of The Blood: This operative has the following rules for the battle:
This operative can be activated and may counteract multiple times during the turning point as follows: Activate - Counteract - Activate - Counteract...etc. until the end of the turning point. It becomes Expended after each activation, and it must be Readied after each counteraction (except after the last enemy operative to activate).
This operative can perform up two Charge and three Fight actions during each of its activations during the turning point.
This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply). It cannot climb, jump or drop, or perform the Dash action.
Whenever this operative performs the Charge action. After you end that action, inflict X damage on each enemy operative within its control range. Where X is half the distance this operative moved during that Charge action.
This operative ignores the Piercing, Stun and Shock weapon rules. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.
This operative cannot use nor retain a cover save from Light terrain.
CHAOS, DAEMON, KHORNE, BOSS, SKULLMASTER; 60
THE CHANGELING
A 3
M 6"
S 2+
W 20
Weapons
ATK
HIT
DMG
Infernal Flames
Burst (Psychic, Rng 8", Saturate, Dev1, Tor 2", *Cursed Flame)
*Cursed FlameEmbodiment Of The Grand Schemer1AP: Formless Horror1AP: Mischief and ConfusionPhasesPloys
*Cursed Flame: In the Roll Attack Dice step; if you retained a critical success, the enemy operative this weapon is being used against cannot use its weapons' weapon rules (except for the Range and Limited X weapon rule) until the end of the turning point.
Embodiment Of The Grand Schemer: This operative has the following rules for the battle:
This operative can be activated and may counteract multiple times during the turning point as follows: Activate - Counteract - Activate - Counteract...etc. until the end of the turning point. It becomes Expended after each activation, and it must be Readied after each counteraction (except after the last enemy operative to activate).
This operative can perform up two Reposition and three Shoot actions during each of its activations during the turning point.
During this operative's activation, whenever it performs an action during which it moves. Until the end of that activation, that operative can move through parts of terrain features as if they were not there, but must end those moves in a location it can be placed. Note that it can move through Wall terrain (i.e. in the Gallow Dark killzone).
Once per turning point, when it performs the Reposition action. If it does, do not move it. Instead, remove it from the killzone and set it back up more than 9 inches of enemy operatives.
Until the end of the battle, you can re-roll any or all the attack or defence dice for this operative. Retained defence dice are always critical successes (change each normal success to a critical success)
This operative ignores the Piercing, Seek, Seek Light, Saturate and Accurate weapon rules. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.
Formless Horror (1AP): Once per turning point; until the start of this operative’s next activation, remove its model from the killzone and set up any incapacitated operative’s model as centered as possible of where this operative's base was (use a base as a reference) and in a location where it can be placed. Once placed, it cannot be a valid target by enemy operatives (except for it being a secondary target during a shooting attack) nor benefits from anything your opponent uses (e.g. ploys, equipment etc.) and remains an operative controlled by you.
While being Polymorphed, this operative cannot perform any action other than Reposition, Charge, Dash, Fall Back and Mission actions. In addition, when an enemy operative visible to and within 3 inches of this operative is activated, roll a 1D6. If the result is higher than that operative's APL stat, you can interrupt that activation and force that operative to immediately perform a Shoot or Fight action against the nearest enemy operative to it (if possible). After that action ends, subtract 1 from this operative's APL stat until the end of its next activation.
Once Polymorphed; if it is a target of a shooting attack, or if it is the start of this operative’s next activation (whichever comes first); this operative must revert to its original model and it can do so while within control range of an enemy operative.
Upon reverting to the original model, its base has to be set up as centered as possible on the Polymorphed model base's location where it can be placed (use a base as a reference).
This operative can perform this action for 1 less AP if it is wholly within your territory and it cannot perform it while being visible to and within 9 inches of an enemy operative.
Mischief and Confusion (1AP):PSYCHIC. Whenever an enemy operative is visible to and within 9 inches of this operative. Until the start of this operative’s next activation, until it is incapacitated or until this action is performed again by this operative (whichever comes first), whenever that enemy operative is shooting, fighting or retaliating, your opponent must re-roll their attack dice results of 6. In addition, whenever an enemy operative is activated within 9 inches of this operative during this turning point and performs any action other than Reposition and Dash, roll a 1D6: on 5+, that action cannot be performed (any AP spent is not refunded). That enemy operative may try to perform another action.
CHAOS, DAEMON, TZEENTCH, PSYKER, BOSS, THE CHANGELING; 40
*Dance: Whenever you are selecting a valid target, you can select an enemy operative visible to and within 2 inches of this operative as the valid target. Whenever this operative is performing a Fight action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its attack dice (not all of it) for this action. After that action has ended, this operative can immediately perform a free Fight action against another enemy operative (if any) but must use this weapon for it. In the Roll Attack Dice step of that action, this operative can only roll the remaining attack dice. This operative cannot perform the free Fight action if it rolled all the attack dice of this weapon.
Lithe Killer (1AP): Performs a free Reposition action with this operative, after it moves, draw an imaginary line 1mm in diameter and up to 7 inches long between it and its previous location. Note this does not have to be a straight line. Inflict 1D3+3 damage on up to two enemy operatives that line crosses. A 28mm round marker can be temporarily placed underneath this operative before it moves to help determine this.
The Eternal Dancer: This operative has the following rules for the battle:
This operative can be activated and may counteract multiple times during the turning point as follows: Activate - Counteract - Activate - Counteract...etc. until the end of the turning point. It becomes Expended after each activation, and it must be Readied after each counteraction (except after the last enemy operative to activate).
This operative can perform up two Fall Back and three Fight actions during each of its activations during the turning point. It can perform the Fall Back action for 1 less AP. It can perform the Charge, Reposition, Dash and/or Fall Back actions during the same activation (this takes precedence over action restrictions).
Whenever this operative performs an action in which it moves. Until the end of the action, this operative 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). It Cannot move more than its Move stat if it’s the Charge action.
Whenever this operative is climbing up or dropping, ignore the first 2 inches of the vertical distance of that move.
This operative ignores the Piercing, Stun, Shock, Torent X, Blast X and Accurate weapon rules. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative. Attack dice that would inflict 3 or more damage on this operative inflict 1 less damage. Whenever this operative is wounded, Improve its melee weapons' HIt stat by 1.
Whenever this operative is fighting or retaliating, worsen the Hit stat of the enemy operative's melee weapons by 1. Whenever an enemy operative within 3 inches of this operative, worsen the Hit stat of that operative's ranged weapons by 1 (or by 2 if it is more than 3 inches of this operative). This is cumulative with the Hit stat change from being injured (this take precedence over any rule).
Whenever this operative is fighting or retaliating against a wounded enemy operative, its melee weapons have the Ceaseless weapon rule, or the Relentless weapon rule if that operative is injured.
Whenever this operative is fighting or retaliating and after you strike, you can strike with an additonal attack die before your opponent strikes.
Once per turning point, whenever this operative is fighting, after you strike with two or more normal successes or block with a critical success, if the enemy operative is not incapacitated. End that sequence (any remaining attack dice are discarded) and immediately perform a free Fall Back action up to 6 inches with that operative (then the Fight action ends).
CHAOS, DAEMON, SLAANESH, BOSS, THE MASQUE OF SLAANESH; 32
*Paralyze*Rot*Toxic1AP: Noxious CloudPhasesPloysThe Grandfather's Pet
*Paralyze: In the Resolve Attack Dice step, if you inflict damage with any critical success using this weapon, the operative this weapon is being used against is expended if it was ready, or subtract a number equal to its APL stat until the end of its next activation if it was expended (this takes precedence over the APL stat reduction restrection).
Noxious Cloud (1AP): Until the end of the turn, this operative is obscured (except when within 2 inches of it).
The Grandfather's Pet: This operative has the following rules for the battle:
This operative can be activated and may counteract multiple times during the turning point as follows: Activate - Counteract - Activate - Counteract...etc. until the end of the turning point. It becomes Expended after each activation, and it must be Readied after each counteraction (except after the last enemy operative to activate).
This operative can perform up two Shoot and two Fight actions during each of its activations during the turning point.
Whenever this operative performs an action during which it moves, place one of your Purtid Slime Markers on where it was located before it moved. The area between this operative' model and one of your Putrid Slime Markers and between the markers (if posssible) is your Putrid Trail. Worsen the Save stat of enemy operatives within 2 inches of your Putrid Trail.
Whenever this operative performs an action during which it moves. Until the end of the action, this operative 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). It Cannot move more than its Move stat if it’s the Charge action.
This operative cannot climb up, jump or drop. It cannot perform the Dash action.
Whenever an operative is shooting this operative, at the start of the Roll Defence Dice step, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored. This operative ignores the Devastating and Lethal X weapon rules. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative. Attack dice that would inflict 3 or more damage on this operative inflict 1D3 less damage.
This operative regains 1 lost wound after each action it performs. In addition, it regains 1 lost wounds after each action during which it lost wounds.
Whenever an enemy operative is fighting or retaliating against this operative; each time your opponent strikes, inflict 1D3 damage on that operative.
Ignore any changes to this operative's stats from being injured.
This operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.
CHAOS, DAEMON, NURGLE, BOSS, BEAST OF NURGLE; 60
ROT FLY
A 2
M 8"
S 5+
W 25
Weapons
ATK
HIT
DMG
Rot Proboscis (Rng 7", Tor 3", *Rot, *Melt)
4
4+
3/3
Venom Sting (Brutal, Severe, *Rot, *Toxic)
4
4+
4/7
Abilities
*Melt*Rot*Toxic0AP: Devour The Living SoupMob (Beast Of Nurgle)Plague Drone Of Nurgle
Devour The Living Soup (0AP): Remove one of your Living Soup Markers that is within control range of this operative from the killzone and this operative regains 1D3+2 lost wounds.
Mob (Beast Of Nurgle): Whenver a BEAST OF NURGLE operative reaches its third phase, remove that operative from the killzone and set up this operative in its place in a location where it can be placed (use a 60mm base for reference).
Plague Drone Of Nurgle: This operative has the following rules for the battle:
This operative can be activated and may counteract multiple times during the turning point as follows: Activate - Counteract - Activate - Counteract...etc. until the end of the turning point. It becomes Expended after each activation, and it must be Readied after each counteraction (except after the last enemy operative to activate).
This operative can perform up two Shoot and two Fight actions during each of its activations during the turning point.
Whenever this operative incapacitates an enemy operative using its Rot Proboscis, place one of your Living Soup Markers within control range of that enemy operative.
Whenever this operative performs an action during which it moves. Until the end of the action, this operative 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). It Cannot move more than its Move stat if it’s the Charge action.
Whenever this operative is performing the Charge, Fall Back or Reposition action, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed.
Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative. Attack dice that would inflict 3 or more damage on this operative inflict 1 less damage.
Ignore any changes to this operative's stats from being injured.
This operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.
CHAOS, DAEMON, NURGLE, BOSS, ROT FLY; 60
ARCHON
A 3
M 7"
S 3+
W 15
Weapons
ATK
HIT
DMG
Blast Pistol (Rng 8", Prc2)
5
3+
3/4
Splinter Pistol (Rng 8", Lethal 5+, *Bleed)
5
3+
2/4
Kabalite Watchers
Splinter Rifle (Lethal 5+, *Bleed)
4
3+
2/4
Shardcarbine (Dev2, Lethal 5+)
4
2+
2/2
Razorwing (Saturate, Seek, Silent)
4
3+
1/3
Shredder (Rending, Tor 2")
4
3+
4/5
Agoniser (Brutal, Lethal 5+, Shock)
5
2+
3/5
Huskblade (Lethal 5+)
4
2+
5/6
Master-Crafted Power Weapon (Lethal 4+)
4
2+
4/6
Abilities
*BleedDevious MastermindPhasesPloys2AP: Soul Trap
Devious Mastermind: This operative has the following rules for the battle:
In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.
In the Select Operatives phase, you can select one or more from the following COURT OF THE ARCHON operatives to be included in your team: LHAMAEAN, MEDUSAE, SSLYTH or UR-GHUL. Note that you are not obliged to include those operatives.
In the Ready step of each strategy phase. You can set up up to 6 of your Watcher Markers (32mm) wholly within your killzone and visible to this operative or on vantage terrain of a terrain feature that’s visible to this operative. Whenever this operative's performs a Shoot action, you can determine visibility and the targeting lines from one of your markers as if this operative is placed on it and must select one weapon profile from the Kabalite Watchers weapon for that action. After that action ends, remove that marker from the killzone. Note that you must select a different weapon profile for each Shoot action performed by this rule until the end of the turning point. Whenever one of your Watcher Markers is within control range of an enemy operative, inflict 1D3+2 damage on that operative and remove that marker from the killzone.
This operative can be activated multiple times during the turning point if there are no other friendy operatives in the killzone. The number of activations is determined by the following: The number of enemy operatives in the killzone divided by 3 (rounded down) (to a minimum of 1). In addition, you can skip this operative's activation a number of times up to that determined number. This operative stays Ready while it can still be activated. Once Expended, it may counteract a number of times up to that determined number during the turning point (e.g. activates 3 times and counteracts 3 times).
This operative can perform up two Shoot and Fight actions during each of its activations during the turning point. For the Shoot actions, you must select a different ranged weapon for each.
In the Roll Defence Dice step, you can re-roll any or all of your defence dice and retain any result of 5+ as a critical success. The first time an attack dice inflicts 3 or more damage on this operative during each turning point, ignore that inflicted damage. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.
Whenever an enemy operative would perform the Fall Back action while within control range of this operative, you can use this rule. If you do, roll 2D6, or 1D6 if that enemy operative has a higher wounds than this operative. If any result is a 4+, that enemy operative cannot perform that action during that activation or counteraction (any APs spent are not refunded).
Whenever this operative incapacitates an enemy operative, this operative can have one of the following Pain Powers until the end of the turning point: Add 1 to its Move stat and immediately perform a free Fall Back, Reposition or Charge action - Its targets cannot be obscured - Retain one save from a cover as a critical save (instad of a normal) - Add 1 to both of the Dmg stats of its melee weapon - Regain 1D6+1 lost wounds and add any excess to its Wound stat
Soul Trap (2AP): Select one enemy operative visible to and within 6 inches of this operative, roll 1D6. If the result is higher than that operative's APL stat, that operative is Soul Trapped and cannot perform any action. For each enemy operative that is Soul Trapped, add 1 to this operative's APL stat.
AELDARI, DRUKHARI, BOSS, ARCHON; 32
LHAMAEAN
A 3
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Blades Of The Sisterhood (Rng 6", Silent, *Poison)
4
3+
2/4
Shaimeshi Blade (Punishing, *Poison)
4
3+
4/5
Abilities
*Poison1AP: Death Dance1AP: Exotic PoisonMob (Archon)
Death Dance (1AP): Inflict D3+1 damage on each other operative that’s both visible to and within 2 inches of this operative. Roll separately for each: if it’s an enemy operative, if the 1D3 result is a 3, that enemy operative also gains one of your Poison tokens (if it doesn’t already have one).
Exotic Poison (1AP): Select one of the following rules for this operative to have until the end of the turning point:
AGONY'S BREATH: This operative's weapons have the *Toxin weapon rule.
*Toxin: In the Resolve Attack Dice step, If you retain any critical hits, subtract 1 from the APL stat of the target and worsen the Hit stat of its weapons until the end of its next activation.
WRACKBANE: This operative's weapons have the Lethal 4+ weapon rule.
AELDARI, DRUKHARI, COURT OF THE ARCHON, MOB, LHAMAEAN; 28
MEDUSAE
A 3
M 7"
S 5+
W 8
Weapons
ATK
HIT
DMG
Eyeburst (Rng 6", Saturate, Seek, Tor 2")
4
2+
4/4
Array Of Blades
3
3+
3/4
Abilities
Emotions' ParasiteMob (Archon)1AP: Ripe Fruits Of Agony
Emotions' Parasite: Change the order of each wounded enemy operative within 6 inches of this operative to an Engage order (this takes precedenc over any rule that prevents it).
Whenever an enemy operative with the "PSYKER" keyword is within 6 inches of this operative, worsen the Hit stat of its weapons and subtract 3 from the range of its weapons and Unique actions that have the Psychic rule (if possible).
Ripe Fruits Of Agony (1AP): Select a friendly ARCHON operative within its control range to add 1 to its melee weapons Atk dice and the Seek Light weapon rule to its ranged weapons.
AELDARI, DRUKHARI, COURT OF THE ARCHON, MOB, MEDUSAE; 28
SSLYTH
A 2
M 5"
S 4+
W 18
Weapons
ATK
HIT
DMG
Splinter Pistol (Rng 8", Lethal 5+, *Bleed)
4
2+
2/4
Battle-Blade (Severe)
4
3+
4/5
Abilities
0AP: *BleedLoyal BruteMob (Archon)
Loyal Brute: Whenever an attack dice would inflicts 3 or more damage on this operative, it inflicts 1D3 less damage. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.
Whenever a friendly ARCHON operative that is within control range of this operative is selected as the valid target of a Shoot action or to fight against during a Fight action, this operative becomes the valid target or to be fought against (as appropriate) instead, even if it normally would not be valid for this. If it is a Fight action, treat this operative as being within the fighting operative's control range for the duration of that action. If it is a Shoot action, this operative is only in cover or obscured if the original target was. This rule has no effect if it is a Shoot action and the ranged weapon has Blast or Torrent special rule.
AELDARI, DRUKHARI, COURT OF THE ARCHON, MOB, SSLYTH; 40
UR-GHUL
A 3
M 7"
S 3+
W 8
Weapons
ATK
HIT
DMG
Talons (Rending, Lethal 5+)
5
3+
3/5
Abilities
A Nightmare In The ShadowsHideous PredatorMob (Archon)
A Nightmare In The Shadows: Whenever this operative is invisible to and within 4 inches of an enemy operative, subtract 1 from that operative’s APL stat until the end of its next activation. This operative can perform the Charge action while it has a Conceal order.
Hideous Predator: Whenever this operative performs a Reposition action, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance can be measured over or through Wall terrain).
Whenever an enemy operative performs the Fight action in an activation in which it has performed the Charge action, and selects this operative to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e, defender instead of attacker).
This operative can perform two Fight actions during its activation.
AELDARI, DRUKHARI, COURT OF THE ARCHON, MOB, UR-GHUL; 28
C'TAN SHARD
A 3
M 6"
S 4+
W 35
Weapons
ATK
HIT
DMG
Gaze of Death (Rng 8", PrcCrit1, Lethal 4+, 2" Dev3)
4
2+
6/5
Energy Orb (*Energy Orb)
1
2+
-/-
Time's Arrow (Severe, Seek, Saturate, Stun)
4
2+
5/7
Reaping Scythe
Strike (Lethal 4+, *Reap)
5
2+
4/6
Sweep (*Sweep, *Reap)
6
3+
4/5
Abilities
*Energy Orb*Reap*SweepPhasesPloysVoid Dragon
*Energy Orb: Do not select a valid target. Instead, roll your attack die. If you retained it as a success, place your Energy Orb Marker visible to this operative, or on Vantage terrain of a terrain feature Visible to this operative. Whenever that marker is within 2 inches of an enemy operative, inflict 1D3+3 damage on that operative and subtract 1 from its APL stat until the end of its next activation. In the Ready step of the next strategy phase, remove that marker from the killzone.
*Reap: For each critical success that inflicted damage with this weapon, inflict 1D3 damage on each other enemy operative within control range of this operative or the original target and this operative regains 1D3 lost wounds.
Void Dragon: This operative has the following rules for the battle:
In the Set-Up Operatives phase, you can set up up to 2 of your Projection Markers (40mm) wholly within your drop zone.
This operative can activate and skip its activation twice during the turning point. It stays Ready after its first activation until the end of its second activation. Whenever this operative is activated, you can move one of your Projection Markers a distance equal to this operative's Move stat, then you can perform up to 2 free actions using that marker as if this operative's model is placed on it (for the purpose of visibility and targeting lines). Note that you can use one marker per activation and you can perform actions with this operative's original model at any point while using that marker. Once this operative is Expended, it may counteract once using its original model and two more times, each by using one of your Projection Markers as if this operative is placed on it.
During the turning point, this operative can perform up two Shoot and Fight actions using this operative's model and one Shoot and Fight action for one of your Projection Markers during its activation. For the second Shoot action, you must select a different ranged waepon from its previous action.
Whenever this operative is performing the Charge, Fall Back or Reposition action, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed.
This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).
This operative ignores the Piercing, Stun, Shock, Poison, Gas, Toxic, Blaze, Rad and Bleed weapon rules. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.
Whenever an opponent is selecting a valid target, if this operative has a conceal order, it cannot use Light Terrain for cover. While this can allow this operative to be targeted (assuming it is visible) it does not remove its cover save (if any).
0AP: MarkerlightPhasesPloysPride Of The Earth-Caste1AP: Turbo-Jets
Markerlight (0AP): Select one enemy operative visible to this operative to gain one of your Markerlight Tokens. This operative can perform this action after each other action it performs any number of times possible. Whenever this operative is shooting an enemy operative that has one or more of your Markerlight Tokens, its weapon has the following weapon rule in accordance to the number of tokens that operative has:
Tokens
Weapon Rule
1
Saturate
2
Saturate & Severe
3
Saturate, Severe & Ceaseless
This operative cannot perform this action while within control range of an enemy operative.
Pride Of The Earth-Caste: This operative has the following rules for the battle:
In the Select Operatives phase, you can select up to 2 Drones from the following for this operative to have until the end of the battle:
Drone
Rule
Gun
This operative has the Twin-Pulse Carbine ranged weapon. This operative can perform the Shoot action for 1 less AP if this weapon is selected for that action and that action doesn't count for the limit allowed to perform the Shoot action.
Marker
This operative's weapons have the Seek weapon rule against enemy operatives with one of your Markerlight Tokens.
Shield
This operative ignores the Piercing weapon rule - Whenever an attack die would inflict critical Dmg on this operative within 3" of this operative, you can choose for that attack dice to inflict normal Dmg instead - Once per turning point, when an attack dice inflicts normal Dmg on this operative, you can ignore that inflicted damage.
Recon
Enemy operatives cannot be obscured - Treat enemy operatives within 6 inches of this operativve as having Enagage orders (this takes precedence over any rule).
This operative can be activated multiple times during the turning point. The number of activations is determined by the following: The number of enemy operatives in the killzone divided by 3 (rounded down) (to a minimum of 1). This operative stays Ready while it can still be activated. Once Expended, it may counteract a number of times up to that determined number during the turning point (e.g. activates 3 times and counteracts 3 times).
This operative can perform up two Shoot and Fight actions during each of its activations during the turning point. For the Shoot actions, you must select a different ranged waepon for each.
This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).
Whenever an operative is shooting this operative, worsen the Piercing x weapon rule by 1, therefore the Piercing Crits 1 weapon rule is ignored. This operative ignores the Poison, Gas, Toxic and Blaze weapon rules. This operative's strikes cannot be blocked unless the target has a Wound stat of 12 or more. Attack dice that have 3 or less Dmg stat don't inflict damage on this operative.
This operative cannot use nor retain a cover save from Light terrain.
Turbo-Jets (1AP): Add 3 to this operative's Move stat and perform a free Reposition, Charge or Fall Back action. During that action, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). 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’s the Charge action, it cannot be set up within control range of an enemy operative.
T'AU EMPIRE, WALKER, BOSS, CRISIS BATTLESUT; 50
DREADNAUGHT
A 3
M 5"
S 2+
W 40
Weapons
ATK
HIT
DMG
Assault Cannon (Dev2)
5
3+
3/4
Heavy Plasma Cannon
Standard (Prc1)
5
3+
4/6
Supercharge (Prc1, Lethal 5+, Hot)
5
3+
5/6
Multi-Melta (Prc2, Dev4, Blast 2")
4
3+
6/3
Twin-Lascannon (Prc1, PrcCrit2, Dev4, Lethal 5+)
2
3+
5/3
Storm Bolter (Relentless)
5
3+
3/4
Missile Launcher
Frag (Blast 2")
4
3+
4/5
Krak (Prc1)
4
3+
5/7
Heavy Flamer (Rng 6", Saturate, Tor 3")
6
2+
2/2
Dreadnaught Fists (Brutal, Lethal 5+)
4
3+
5/7
Abilities
PhasesPloys1AP: SmokescreenTimeless Walker
Smokescreen (1AP): This operative performs a free Smoke Grenade action (see the Universal Equipment).
Timeless Walker: This operative has the following rules for the battle:
This operative can be activated multiple times during the turning point. The number of activations is determined by the following: The number of enemy operatives in the killzone divided by 3 (rounded down) (to a minimum of 1). This operative stays Ready while it can still be activated. Once Expended, it may counteract a number of times up to that determined number during the turning point (e.g. activates 3 times and counteracts 3 times).
This operative can perform up two Shoot and Fight actions during each of its activations during the turning point. For the Shoot actions, you must select a different ranged waepon for each.
This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply). It cannot climb, jump or drop, or perform the Dash action.
Whenever an operative is shooting this operative, worsen the Piercing x weapon rule by 1, therefore the Piercing Crits 1 weapon rule is ignored. This operative ignores the Stun, Shock, Poison, Gas, Toxic and Brutal weapon rules. This operative's strikes cannot be blocked unless the target has a Wound stat of 18 or more.
This operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.
IMPERIUM, WALKER, BOSS, DREADNAUGHT; 60
HELLBRUTE
A 3
M 5"
S 2+
W 40
Weapons
ATK
HIT
DMG
Combi-Bolter (Relentless)
4
3+
3/4
Plasma Cannon (Prc1, Lethal 5+, Blast 2", Hot)
4
3+
5/6
Heavy Flamer (Rng 6", Saturate, Tor 3")
6
2+
2/2
Multi-Melta (Prc2, Dev4, Blast 2")
4
3+
6/3
Twin-Lascannon (Prc1, PrcCrit2, Dev4, Lethal 5+)
2
3+
5/3
Twin-Heavy Bolter (Ceaseless)
5
3+
4/5
Twin-Autocannon (PrcCrit1, Lethal 5+)
4
3+
5/6
Missile Launcher
Frag (Blast 2")
4
3+
4/5
Krak (Prc1)
4
3+
5/7
Fists (Brutal, Lethal 5+)
4
3+
4/6
Hellbrute Hammer (Brutal, Shock)
4
4+
6/8
Power Scourge (Punishing)
6
3+
4/5
Abilities
Amalgamation Of DestructionPhasesPloys
Amalgamation Of Destruction: This operative has the following rules for the battle:
In the Select Operatives phase, select one of the following Chaos Gods for this operative to gain its Dark Blessing from for the battle:
Chaos God
Dark Blessing
KHORNE
Whenever this operative performs a Charge action. After you end that action, inflict 1D6 damage on one enemy operative within its control range
TZEENTCH
You can re-roll any or all your defence dice
NURGLE
Ignore any changes to this operative's stats from being injured - Whenever an enemy operative is within 3 inches of this operative, that operative is injured - This operative's weapons have the *Poison and *Toxic weapon rules
SLAANESH
Add 1 to this operative's Move stat - Improve its weapon's Hit stat when it is injured (instead of worsening it)
*Poison: In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.
*Toxic: Whenever this operative is using this weapon against an enemy operative that has one of your Poison tokens, add 1 to both Dmg stats of this weapon.
This operative can be activated multiple times during the turning point. The number of activations is determined by the following: The number of enemy operatives in the killzone divided by 3 (rounded down) (to a minimum of 1). This operative stays Ready while it can still be activated. Once Expended, it may counteract a number of times up to that determined number during the turning point (e.g. activates 3 times and counteracts 3 times).
This operative can perform up two Shoot and Fight actions during each of its activations during the turning point. For the Shoot actions, you must select a different ranged waepon for each.
This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply). It cannot climb, jump or drop, or perform the Dash action.
Whenever an operative is shooting this operative, worsen the Piercing x weapon rule by 1, therefore the Piercing Crits 1 weapon rule is ignored. This operative ignores the Stun, Shock, Poison, Gas, Toxic and Brutal weapon rules. This operative's strikes cannot be blocked unless the target has a Wound stat of 18 or more.
This operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.
Baleful Energies (1AP): This operative's ranged weapons have the Devastating X and *Super Hot weapon rules. X is determined by a 1D6 roll for each sequence.
*Super Hot: After using this weapon, roll 2D6. For each result that is less than the weapon's Hit stat, inflict Damage on that operative equal to that result multiplied by 2. If it is used multiple times in one action (e.g. Blast), roll only 2D6.
Hell-Forged Centauroid: This operative has the following rules for the battle:
This operative can be activated multiple times during the turning point. The number of activations is determined by the following: The number of enemy operatives in the killzone divided by 3 (rounded down) (to a minimum of 1). This operative stays Ready while it can still be activated. Once Expended, it may counteract a number of times up to that determined number during the turning point (e.g. activates 3 times and counteracts 3 times).
This operative can perform up two Shoot and Fight actions during each of its activations during the turning point. For the Shoot actions, you must select a different ranged waepon for each.
This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply). It cannot climb, jump or drop, or perform the Dash action.
Whenever an operative is shooting this operative, worsen the Piercing x weapon rule by 1, therefore the Piercing Crits 1 weapon rule is ignored. This operative ignores the Stun, Shock, Poison, Gas, Toxic and Brutal weapon rules. This operative's strikes cannot be blocked unless the target has a Wound stat of 18 or more. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.
This operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.
CHAOS, DARK MECHANICUM, DAEMON, WALKER, BOSS, FORGEFIEND; 120x90
DEFF DREAD
A 2
M 5"
S 4+
W 50
Weapons
ATK
HIT
DMG
Big Shoota (Dev1, Ceaseless)
4
5+
3/4
Kustom Mega-Blasta (PrcCrit1, Blast 1", Hot)
4
5+
4/5
Rokkit Launcha (Severe, Blast 2")
4
5+
5/6
Skorcha (Rng 6", Saturate, Tor 2")
5
3+
3/3
Dread Klaw (Brutal, Punishing)
4
3+
5/7
Stompy Feet (Brutal)
3
3+
3/4
Abilities
PhasesPiston-Driven BrutalityPloys
Piston-Driven Brutality: This operative has the following rules for the battle:
This operative can be activated and may counteract multiple times during the turning point as follows: Activate - Counteract - Activate - Counteract...etc. until the end of the turning point. It becomes Expended after each activation, and it must be Readied after each counteraction (except after the last enemy operative to activate).
This operative can perform up two Shoot and Fight actions during each of its activations during the turning point. For the Shoot actions, you must select a different ranged waepon for each.
This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply). It cannot climb, jump or drop, or perform the Dash action.
This operative ignores the Stun, Shock, Poison, Gas, Toxic and Brutal weapon rules. This operative's strikes cannot be blocked unless the target has a Wound stat of 18 or more. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.
This operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.
ORK, WALKER, BOSS, DEFF DREAD; 60
CARNIFEX
A 2
M 5"
S 3+
W 42
Weapons
ATK
HIT
DMG
Bio-Plasma (Rng 6", PrcCrit1, Blast 2", *Assault)
4
4+
3/5
Deathspitters (PrcCrit1, Lethal 5+)
5
4+
2/3
Devourers (Rng 8", Dev2)
6
4+
1/1
Heavy Venom Cannon (PrcCrit1, Blast 2", *Poison)
4
4+
4/6
Spine Banks (Rng 3", Silent, *Assault)
4
4+
2/4
Stranglethorn Cannon (Blast 1", Dev1, Stun)
5
4+
4/3
Chitinous Claws & Teeth (Rending)
4
4+
3/5
Crushing Claws (Brutal, *Crush)
4
4+
6/7
Scything Talons (Lethal 5+)
5
4+
4/6
Abilities
*Assault*Crush*PoisonEnraged BehemothPhasesPloys
*Assault: This weapon can be used in shooting attacks while this operative is within control range of enemy operatives, but worsen the Hit stat of this operative's ranged weapons by 1 for these sequences.
*Crush: Whenever you strike, you and your opponent roll-off, adding 1 to your result if the operative this weapon is being used against has a Wounds stat of 9 or less. If you win, inflict additional damage on that operative equal to the difference between the dice results (to a maximum of 3 additional damage).
Enraged Behemoth: This operative has the following rules for the battle:
This operative can be activated and may counteract multiple times during the turning point as follows: Activate - Counteract - Activate - Counteract...etc. until the end of the turning point. After each activation, it becomes Expended and after each counteraction, it must be Readied (except after the last enemy operative to activate).
This operative can perform up to two Fight actions during each of its activations during the turning point but you must select a different a weapon for each of those actions. Whenever this operative is counteracting and performs a Shoot action, you must select a different weapon from any weapon that was used in a Shoot action (if any) during its previous activation.
This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply). It cannot climb, jump or drop, or perform the Dash action.
Whenever an operative is shooting this operative, worsen the Piercing x weapon rule by 1, therefore the Piercing Crits 1 weapon rule is ignored. This operative ignores the Poison, Gas, Toxic and Brutal weapon rules. This operative's strikes cannot be blocked unless the target has a Wound stat of 18 or more. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.
This operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.
TYRANID, BOSS, CARNIFEX; 105x70
TALOS
A 2
M 6"
S 4+
W 35
Weapons
ATK
HIT
DMG
Stinger Pod (Dev2)
6
3+
1/1
Twin-Haywire Blaster (Dev3, *Salvo)
2
3+
5/3
Twin-Heat Lance (Rng 8", Prc2, Dev4, *Salvo)
2
3+
4/2
Twin-Liquifier Gun (Rng 6", Prc1, Tor 1", *Salvo, *Melt)
*Flay: In the Roll Attack Dice step; if you retained a critical success, the operative this weapon is being used against is injured until the end of the turning point (regardless of its remaining wounds).
*Tangle: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).
Stitchflesh Abomination: This operative has the following rules for the battle:
This operative can be activated multiple times during the turning point. The number of activations is determined by the following: The number of enemy operatives in the killzone divided by 3 (rounded down) (to a minimum of 1). This operative stays Ready while it can still be activated. Once Expended, it may counteract a number of times up to that determined number during the turning point (e.g. activates 3 times and counteracts 3 times).
Whenever this operative is activated or counteracting and if there is an enemy operative within 3 inches of it, it must perform the Charge action and end its move within the control range of that operative.
This operative can perform up two Shoot and Fight actions during each of its activations during the turning point. For the Shoot actions, you must select a different ranged waepon for each.
This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply). It cannot climb, jump or drop, or perform the Dash action.
Whenever this operative is with an Engage order and performs the Charge or Reposition action, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). 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’s the Charge action, it cannot be set up within control range of an enemy operative.
Whenever this operative fighting or retaliating against a wounded enemy operative, its weapons have the Accurate 1 weapon rule, or the Accurate 2 weapon rule if that operative was injured.
Whenever this operative inflicts damage with a normal success, it regains 1 lost wound, or 1D3 lost wounds if it's a critical success.
Whenever an operative is shooting this operative, worsen the Piercing x weapon rule by 1, therefore the Piercing Crits 1 weapon rule is ignored. This operative ignores the Stun, Shock and Brutal weapon rules. This operative's strikes cannot be blocked unless the target has a Wound stat of 18 or more. Attack dice that have 3 or less Dmg stat don't inflict damage on this operative. Attack Dice with 4 or more Dmg stat inflict 1 less damage on this operative.
This operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.
Enemy operatives within 3 inches of this operative cannot perform the Pick-Up Marker, Mission or Unique actions.
AELDARI, DRUKHARI, BOSS, TALOS; 60
WRAITHLORD
A 3
M 6"
S 3+
W 40
Weapons
ATK
HIT
DMG
Bright Lance (Prc1, PrcCrit2, Balanced)
2
3+
6/8
Flamer (Rng 6", Saturate, Tor 3")
4
2+
3/3
Missile Launcher
Starshot (Prc1, Lethal 5+, Balanced)
4
3+
4/6
Sunburst (Blast 2", Balanced)
4
3+
3/4
Scatter Laser (Acc1)
5
3+
3/5
Shuriken Cannon (Rending, Tor 2")
4
3+
3/4
Shuriken Catapult (Rng 8", Rending, *Assault)
4
3+
4/5
Starcannon (Prc1, PrcCrit2, Lethal 5+, Balanced)
4
3+
3/5
Ghostglaive
Strike (Lethal 4+)
4
3+
5/7
Sweep (Lethal 5+, *Sweep)
6
4+
4/6
Wraithbone Fists (Brutal)
4
4+
4/5
Abilities
Fated HeroPhasesPloys1AP: Psychic Guidance
Fated Hero: This operative has the following rules for the battle:
This operative can be activated multiple times during the turning point. The number of activations is determined by the following: The number of enemy operatives in the killzone divided by 3 (rounded down) (to a minimum of 1). This operative stays Ready while it can still be activated. Once Expended, it may counteract a number of times up to that determined number during the turning point (e.g. activates 3 times and counteracts 3 times).
This operative can perform up two Shoot and Fight actions during each of its activations during the turning point. For both actions, you must select a different waepon for each.
This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply). It cannot climb, jump or drop, or perform the Dash action.
Whenever an operative is shooting this operative, worsen the Piercing x weapon rule by 1, therefore the Piercing Crits 1 weapon rule is ignored. This operative ignores the Stun, Shock, Poison, Gas, Toxic and Brutal weapon rules. This operative's strikes cannot be blocked unless the target has a Wound stat of 18 or more. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative. The first time an attack dice inflicts 3 or more damage on this operative during each turning point, ignore that inflicted damage.
This operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.
Psychic Guidance (1AP): Select one enemy operative visible to and within 10 inches of this operative. That operative cannot use light or heavy terrain for cover. While this can allow that operative to be targeted, it does not remove its cover save (if any). In addition, that operative cannot be obscured.
AELDARI, WALKER, BOSS, WRAITHLORD; 60
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: FATALITY! or "YOU DIED"
Use this firefight ploy when an enemy operative is incapacitated. You earned your fight and won, but that is not enough for the crowd, give them a spectacle worthy of your presence and embarace the brutality of the grim dark future. Mock your opponent's pitiful existance and shout "FATALITY" (or "YOU DIED") in its face or place a marker for any of those phrases within control range of that operative. This ploy costs 0 CP.
Firefight: And The Crowd Goes Wild
Use this firefight ploy when 3 or more enemy operative are incapacitated. you can remove a light terrain piece and replace it with a heavy terrain piece, or vice versa. If setting up the terrain is not possible, select another to replace or this ploy cannot be used. This ploy costs 0 CP.
Strategy Ploys
Strategy: MORTAL KOMBAT!
For the first turning point. You cannot help but have the urge to use a gong and shout these 2 words; "MORTAL KOMBAT",as if it is a part of bygone ritual or rite of battle.This ploy costs 0 CP.
Strategy: Eyes In The Warp
You can set up a random operative (from any faction or team) on the centerline of the killzone in a location it can be placed, then you and your opponent each roll a 1D6. Whoever has the higher result, that operative is a friendly to its operatives until the end of the battle. If the result is a tie, that operative is hostile to both of you and your opponent until the end of the battle.
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
Ploys
Firefight - FATALITY! or "YOU DIED":
Use this firefight ploy when an enemy operative is incapacitated. You earned your fight and won, but that is not enough for the crowd, give them a spectacle worthy of your presence and embarace the brutality of the grim dark future. Mock your opponent's pitiful existance and shout "FATALITY" (or "YOU DIED") in its face or place a marker for any of those phrases within control range of that operative. This ploy costs 0 CP.
Firefight - And The Crowd Goes Wild:
Use this firefight ploy when 3 or more enemy operative are incapacitated. you can remove a light terrain piece and replace it with a heavy terrain piece, or vice versa. If setting up the terrain is not possible, select another to replace or this ploy cannot be used. This ploy costs 0 CP.
Strategic - MORTAL KOMBAT!:
For the first turning point. You cannot help but have the urge to use a gong and shout these 2 words; "MORTAL KOMBAT",as if it is a part of bygone ritual or rite of battle.This ploy costs 0 CP.
Strategic - Eyes In The Warp:
You can set up a random operative (from any faction or team) on the centerline of the killzone in a location it can be placed, then you and your opponent each roll a 1D6. Whoever has the higher result, that operative is a friendly to its operatives until the end of the battle. If the result is a tie, that operative is hostile to both of you and your opponent until the end of the battle.
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.