Chaos Daemons
Composition
A CHAOS DAEMON KillTeam is composed of:
-
1 CHAOS DAEMON operative selected from the following list:
-
KHORNE BLOODREAPER- TZEENTCH IRIDESCENT- SLAANESH ALLURESS- NURGLE PLAGUERIDDEN
9 CHAOS DAEMON operatives selected from the following list:
- KHORNE BLOODLETTER- TZEENTCH PINK HORROR- SLAANESH DAEMONETTE- NURGLE PLAGUEBEARER
Other than FIGHTER operatives, your kill team can only include each operative on this list once.
Common Abilities and Options
Daemon:
This operative ignores the Piercing weapon rule.
Powers of Chaos:
- You cannot use more than one POWER OF CHAOS per activation or counteraction.
- You cannot use each POWER OF CHAOS more than once per turning point.
- If every friendly CHAOS DAEMONS operative selected for deployment has the same Chaos God keyword (e.g. KHORNE), you cannot use each POWER OF CHAOS more than twice per turning point (instead of once).
Powers Of Khorne
Flaming Strike
Use this POWER OF CHAOS when a friendly KHORNE DAEMON operative is fighting, the first time you strike with a critical success during that sequence. Until the end of that sequence, that operative’s melee weapon has the Shock weapon rule.
Berzerker Rage
Use this POWER OF CHAOS during a friendly KHORNE DAEMON operative’s activation, after it’s performed the Charge action and incapacitated an enemy operative during the Fight action, and is no longer within control range of enemy operatives. That friendly operative can immediately perform a free Charge action using any remaining move distance it had from that first Charge action. That operative can perform two Charge actions during its activation to do so. The operative cannot have performed any other actions during this activation (but can do so after resolving this POWER OF CHAOS).
Killing Blow
Use this POWER OF CHAOS when a friendly KHORNE DAEMON operative is fighting or retaliating and you strike with a normal or critical success. Inflict d3 additional damage with that strike.
Call to Slaughter
Use this POWER OF CHAOS during a friendly KHORNE DAEMON operative’s activation, when it incapacitates an enemy operative within its control range. Select one other ready friendly CHAOS DAEMON operative that’s visible to and within 3" of the incapacitated enemy operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal.
Whirling Death
Use this POWER OF CHAOS when a friendly KHORNE DAEMON operative is incapacitated, roll 1D3. Inflict damage equal to the result on one enemy operative visible to and within 2" of that friendly operative.
Disgustingly Resilient:
Whenever an attack dice inflicts damage of 3 or more on a friendly NURGLE DAEMON operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.
Group Activation:
Whenever this operative is expended, you must then activate any other ready friendly CHAOS DAEMON BLUE HORROR operative (if able) before your opponent activates.
When that other operative is expended, your opponent then activates as normal.
Bloodreaper
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hellblade (Lethal 5+) | 4 | 2+ | 4/6 |
Abilities
Champion of KhorneDaemonPowers of ChaosPink Horror Iridescent
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Coruscating Flames | 4 | 2+ | 3/4 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Champion of TzeenchDaemonPowers of ChaosAlluress
A 2
M 7"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws (Balanced) | 4 | 2+ | 4/5 |
Abilities
Champion of SlaaneshDaemonPowers of ChaosPlagueridden
A 2
M 5"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plaguesword | 4 | 2+ | 4/6 |
Abilities
Champion of NurgleDaemonDisgustingly ResilientPowers of ChaosBloodletter Fighter
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hellblade (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
DaemonPowers of ChaosPink Horror Fighter
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Coruscating Flames | 4 | 3+ | 3/4 |
| Fists | 3 | 4+ | 2/3 |
Abilities
DaemonPowers of ChaosBlue Horror
A 2
M 6"
S 6+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fizzing Flames (Rng 6") | 4 | 4+ | 2/3 |
| Fists | 3 | 5+ | 2/3 |
Abilities
DaemonGroup ActivationPowers of ChaosBrimstone Horror
A 2
M 5"
S 6+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fists | 2 | 5+ | 2/3 |
Abilities
DaemonGroup ActivationSmallDaemonette Fighter
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws (Balanced) | 4 | 3+ | 4/5 |
Abilities
DaemonPowers of ChaosPlaguebearer Fighter
A 2
M 5"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plaguesword | 4 | 3+ | 4/6 |
Abilities
DaemonDisgustingly ResilientPowers of ChaosGrisly Trophy
Once per Battle, when a friendly CHAOS DAEMON operative incapacitates an enemy operative within 2" of it, you can use this rule. If you do, that friendly operative gains one of your Grisly Trophy tokens (if it does not already have one). Whenever a friendly CHAOS DAEMON operative that has one of your Grisly Trophy tokens is visible to and within 2" of an enemy operative, subtract 1 from the ATK stat of that enemy operative's weapons.
Instrument of Chaos
Once per Turning point a friendly CHAOS DAEMON operative can use this equipment. If it does, until the end of the Turning Point, each time a friendly CHAOS DAEMON operative within 3" and visible to this operative fights in combat, in the Roll Attack Dice step of that combat, if it performed a Charge action during that activation, you can re-roll one of your attack dice.
Ritual Daggers
Operatives are equipped with the following melee weapon for the battle:
<table width="100%" class="eqtable"> <tr> <th>Name</th> <th>A</th> <th>BS</th> <th>D</th> </tr> <tr> <td>Ritual Dagger</td> <td>3</td> <td>4+</td> <td>3/4</td> </tr> <tr><th colspan="4">Special Rules</th></tr> <tr><td colspan="4">Balanced</td></tr> </table>Daemonic Icon
Use this equipment when a friendly CHAOS DAEMON operative is activated. Select one objective marker within 3" and visible to that operative. Until the end of the battle or until you use this equipment again (whichever comes first), when determining control of that objective marker, treat friendly operatives’ APL stat as 1 higher. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
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.
Strategy Ploys
Strategy: Daemonsight
Whenever you are selecting a valid target for a friendly CHAOS DAEMON operative, enemy operatives within 6" cannot use Light terrain for cover. While this can allow such operatives to be targeted (assuming they are visible), it does not remove their cover save (if any).
Strategy: Prey on the Weak
Until the end of the turning point, when a friendly CHAOS DAEMON operative performs the Fight or Shoot action against a wounded target, that attack gains the Ceaseless weapon rule.
Strategy: Reality Shift
You can immediately change the order of up to three friendly CHAOS DAEMON operatives that are not within control range of enemy operatives.
Strategy: Symbol of Terror
Until the end of the Turning Point, when determining control of an objective marker that any friendly LEADER operatives are within range of, treat enemy operatives' total APL as being 1 less. Note that this is not a modifier.
Firefight Ploys
Firefight: Daemonic Mockery
Use this firefight ploy when a friendly CHAOS DAEMON operative is retaliating or an enemy operative is shooting it, after your opponent rolls their attack dice, but before re-rolls. Until the end of the sequence, your opponent cannot re-roll their attack dice (if your opponent declared the use of any firefight ploys during that sequence that would allow them to re-roll, that ploy is cancelled and the CP spent on it is refunded).
Firefight: Ephemeral Regeneration
Use this Firefight Ploy when a friendly CHAOS DAEMON operative is activated. That friendly operative regains 2D3 lost wounds.
Firefight: Time Surge
Use this Firefight Ploy when a friendly CHAOS DAEMON operative is selected as the target of a ranged attack. Until the end of the Turning Point, each time a shooting attack is made against that friendly operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.
Firefight: Warp Walk
Use this firefight ploy during a friendly CHAOS DAEMON operative's activation, when it performs an action in 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.
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
Grisly Trophy:
Once per Battle, when a friendly CHAOS DAEMON operative incapacitates an enemy operative within 2" of it, you can use this rule. If you do, that friendly operative gains one of your Grisly Trophy tokens (if it does not already have one). Whenever a friendly CHAOS DAEMON operative that has one of your Grisly Trophy tokens is visible to and within 2" of an enemy operative, subtract 1 from the ATK stat of that enemy operative's weapons.
Instrument of Chaos:
Once per Turning point a friendly CHAOS DAEMON operative can use this equipment. If it does, until the end of the Turning Point, each time a friendly CHAOS DAEMON operative within 3" and visible to this operative fights in combat, in the Roll Attack Dice step of that combat, if it performed a Charge action during that activation, you can re-roll one of your attack dice.
Ritual Daggers:
Operatives are equipped with the following melee weapon for the battle:
Daemonic Icon:
Use this equipment when a friendly CHAOS DAEMON operative is activated. Select one objective marker within 3" and visible to that operative. Until the end of the battle or until you use this equipment again (whichever comes first), when determining control of that objective marker, treat friendly operatives’ APL stat as 1 higher. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Ploys
Strategic - Daemonsight:
Whenever you are selecting a valid target for a friendly CHAOS DAEMON operative, enemy operatives within 6" cannot use Light terrain for cover. While this can allow such operatives to be targeted (assuming they are visible), it does not remove their cover save (if any).
Strategic - Prey on the Weak:
Until the end of the turning point, when a friendly CHAOS DAEMON operative performs the Fight or Shoot action against a wounded target, that attack gains the Ceaseless weapon rule.
Strategic - Reality Shift:
You can immediately change the order of up to three friendly CHAOS DAEMON operatives that are not within control range of enemy operatives.
Strategic - Symbol of Terror:
Until the end of the Turning Point, when determining control of an objective marker that any friendly LEADER operatives are within range of, treat enemy operatives' total APL as being 1 less. Note that this is not a modifier.
Firefight - Daemonic Mockery:
Use this firefight ploy when a friendly CHAOS DAEMON operative is retaliating or an enemy operative is shooting it, after your opponent rolls their attack dice, but before re-rolls. Until the end of the sequence, your opponent cannot re-roll their attack dice (if your opponent declared the use of any firefight ploys during that sequence that would allow them to re-roll, that ploy is cancelled and the CP spent on it is refunded).
Firefight - Ephemeral Regeneration:
Use this Firefight Ploy when a friendly CHAOS DAEMON operative is activated. That friendly operative regains 2D3 lost wounds.
Firefight - Time Surge:
Use this Firefight Ploy when a friendly CHAOS DAEMON operative is selected as the target of a ranged attack. Until the end of the Turning Point, each time a shooting attack is made against that friendly operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.
Firefight - Warp Walk:
Use this firefight ploy during a friendly CHAOS DAEMON operative's activation, when it performs an action in 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.
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.