Chaos Daemons

Homebrew by purtyboi

Favor of the Gods

During team composition, if at least 6 operatives on your roster have the keyword associated with the appropriate Favor, that favor is active for the battle.

  • Blood God’s Fury: While active, melee weapons equipped by friendly Khorne operatives have the Rending weapon rule.
  • Change God’s Wiles: While active, ranged weapons equipped by friendly Tzeentch operatives have the Severe weapon rule.
  • Pleasure God’s Laughter: While active, whenever an enemy operative is shooting at a friendly Slaanesh operative that has performed an action in which it moved this Turning Point and is more than 6” away from it, reduce the Attacks characteristic of that enemy operatives ranged weapons by 1 (to a minimum of 1).
  • Plague God’s Resilience: While active, whenever damage of 3 or more inflicts damage on a friendly Nurgle operative, roll a die; on a 4+, reduce that damage by 1.

Creatures of Warp Energy

Whenever an enemy operative is shooting a friendly unit, ignore the Piercing weapon rule. Friendly operatives cannot use weapons not listed on their datacards.

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Composition

A Chaos Daemon Kill Team is composed of:

  • 1 leader selected from:
    • Exalted Bloodletter
    • Changecaster
    • Bladebringer
    • Poxbringer
    • Warp Predator
  • 9 operatives selected from:
    • Bloodletter
    • Flesh Hound*
    • Pink Horror
    • Flamer*
    • Daemonette
    • Alluress*
    • Plaguebearer
    • Nurglings*

*You can only include one of each of these operatives in your roster, and no more than two of them combined.

Exalted Bloodletter
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Hellblade (Brutal, Balanced)
4
3+
4/6
Abilities
0AP: Bloodscent1AP: Skull Offering

Bloodscent (0AP): Choose one friendly Khorne operative visible to and within 8” of this operative. That operative can immediately perform a free Dash action, but must end that action as close as possible to the nearest enemy operative.

Skull Offering (1AP): Select one friendly Khorne operative visible to and within 8” of this operative. That operative is now Frantic. While a friendly operative is Frantic, improve its APL stat by 1. If a friendly Frantic operative ends its activation and did not incapacitate an enemy operative during that activation, inflict D3 damage on it and it is no longer Frantic.

28Chaos Daemons, Chaos, Leader, Khorne, Exalted Bloodletter
Changecaster
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Arcane Fireball
(Psychic, Blast 2", Punishing)
4
4+
3/4
Focused (Psychic, Ceaseless, Punishing)
4
3+
3/4
Staff
3
4+
3/4
Abilities
Tzeentch’s Favor1AP: Wreathe in Blueflame

Tzeentch’s Favor: You start the battle with 0 Fate points. You gain 1 Fate point every time an operative is incapacitated. At any time, you can spend 1 Fate point to reroll a die rolled by a friendly Tzeentch operative. You can spend Fate points if this operative is incapacitated, but not gain them.

Wreathe in Blueflame (1AP): Select one operative. That operative is Wreathed in Blueflame until it is incapacitated or until this operative performs this action again. While an operative is Wreathed in Blueflame:

  • If it is a friendly operative, its ranged weapons gain the Ceaseless weapon rule.
  • If it is an enemy operative, that operative cannot reroll hit results of 1.
28Chaos Daemons, Chaos, Leader, Tzeentch, Changecaster
Bladebringer
A 2
M 7"
S 5+
W 8
Weapons
ATK
HIT
DMG
Flensing Blades (Ceaseless)
5
4+
3/5
Abilities
Ecstatic in Agony

Ecstatic in Agony: During a friendly Slaanesh operatives activation, after it performed an action in which it injured or incapacitated an enemy operative, that operative may perform a free Dash, Fall Back, or Charge action, even if it has performed an action during that activation that would prevent it from doing so; if it is a Fall Back or Charge action, it cannot move more than 3”.

28Chaos Daemons, Chaos, Leader, Slaanesh, Bladebringer
Poxbringer
A 2
M 4"
S 5+
W 10
Weapons
ATK
HIT
DMG
Maggot-infested Vomit (Range 7")
4
3+
2/3
Plaguesword
4
3+
4/4
Abilities
Regrow the Garden1AP: Spread the Gift

Regrow the Garden: Whenever a friendly Nurgle operative is activated within 3” of this operative, that friendly operative can regain D3-1 lost wounds.

Spread the Gift (1AP): select one enemy operative that is a valid target, and choose one of the following effects:

  • Until the end of that enemy operative’s next activation, reduce its APL by 1.
  • Inflict 2d3 damage on that enemy operative. If the enemy operative is within 7” of this operative, inflict d3 + 3 damage on it instead.
28Chaos Daemons, Chaos, Leader, Nurgle, Poxbringer
Warp Predator
A 3
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Shadow Rake (Shadow Pounce*)
4
3+
3/4
Abilities
*Shadow Pounce1AP: Harvest SoulMindless ManifestationUndivided Energies

*Shadow Pounce: whenever this operative is fighting with this weapon and has Heavy cover in its control range, this weapon has Ceaseless.

Harvest Soul (1AP): Select one incapacitated enemy operative that hasn’t already been targeted by this ability to be the target. You can select that operative even though it is incapacitated. Then select one of the following effects:

  • This operative regains wounds equal to double the target’s APL stat
  • Increase the critical damage of this operative’s Shadow Rake by 1. If the target has a Wounds stat greater than 10, increase both the normal and critical damage by 1 instead.

Mindless Manifestation: this operative cannot perform mission actions or unique actions, except Operate Hatchway and Harvest Soul. This operative can perform 2 Fight actions during each of its activations.

Undivided Energies: During the ready step of each Turning Point, if none of the Favors of the Gods are active, you may change the order of one operative visible to and within 6” of this operative.

28Chaos Daemons, Chaos, Leader, Undivided, Warp Predator
Bloodletter
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Hellblade (Brutal)
4
4+
4/5
Abilities
Murderlust

Murderlust: If Blood God’s Fury is active for your team, whenever an operative is incapacitated, before it’s removed from the battlefield, one operative with this ability and within 8” of that enemy operative can immediately perform a free Dash action, but must end that action closer to that operative.

25Chaos Daemons, Chaos, Khorne, Bloodletter
Flesh Hound
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Gorefangs
5
4+
3/4
Abilities
BeastDrawn for the Hunt

Beast: this operative cannot perform mission actions or unique actions.

Drawn for the Hunt: during setup, after the set up operatives step, select one enemy operative to be this operative’s Prey. This operative can perform the Charge action while in Conceal if it ends that action in control range of its Prey. While fighting or retaliating against its Prey, this operative’s melee weapons have the Relentless weapon rule and increase its normal and critical damage by 1.

6035Chaos Daemons, Chaos, Khorne, Flesh Hound
Pink Horror
A 2
M 6"
S 5+
W 6
Weapons
ATK
HIT
DMG
Pink Flame (Punishing)
4
4+
3/4
Claws and Fists
3
5+
2/3
Abilities
Split

Split: When this operative is incapacitated, before removing it from the battlefield, roll a die. If Change God’s Wiles is active for your team, add 2 to the result. On a 4+, set up up to 2 Blue Horrors within this operative’s control range and not in control range of enemy operative’s and give them the same order as this operative. The Blue Horrors are ready if this operative was ready when it was incapacitated; otherwise, they are expended. If you cannot set up 1 or both Blue Horros in this way, they are not set up.

25Chaos Daemons, Chaos, Tzeentch, Pink Horror
Blue Horror
A 2
M 6"
S 6+
W 4
Weapons
ATK
HIT
DMG
Blue Flame (Range 8", Punishing)
3
4+
2/3
Claws and Fists
3
5+
1/2
Abilities
Fading ManifestationGroup Activation

Fading Manifestation: This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.). At the end of each of this operative’s activations, roll a die; on a 4+, it is incapacitated.

Group Activation: Whenever this operative is expended, you must then activate one other ready friendly Blue Horror operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

25Chaos Daemons, Chaos, Tzeentch, Blue Horror
Flamer
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Flame of Tzeentch (Range 9", Piercing 1, Punishing)
4
2+
4/4
Fists
3
5+
2/3
25Chaos Daemons, Chaos, Tzeentch, Flamer
Daemonette
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Flaying Blades and Whips (Balanced)
4
4+
3/4
Abilities
Ecstatic Agony

Ecstatic Agony: If Pleasure God’s Laughter is active for your team, or if this operative has performed a Fight action this Turning Point, having an enemy operative within its control range doesn’t prevent this operative from performing mission actions and unique actions. This takes precedence over that action’s conditions.

25Chaos Daemons, Chaos, Slaanesh, Daemonette
Alluress
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Analgesic Claws (Balanced, *Hypnotizing Riposte)
5
4+
0/0
Abilities
*Hypnotizing Riposte

*Hypnotizing Riposte: *You cannot Strike with this weapon, only Block. Every time you Block with this weapon, inflict damage on the enemy operative equal to the normal damage of the melee weapon that enemy operative is using (or the critical damage if the Blocked hit was a critical).

25Chaos Daemons, Chaos, Slaanesh, Alluress
Plaguebearer
A 2
M 4"
S 5+
W 9
Weapons
ATK
HIT
DMG
Plaguesword
4
4+
3/4
Abilities
1AP: Overpowering Stench

Overpowering Stench (1AP): Enemy operatives within 3” of this operative have their Move characteristic reduced by 2” (this isn’t cumulative with being injured) and must spend an additional AP to perform mission actions.

25Chaos Daemons, Chaos, Nurgle, Plaguebearer
Nurglings
A 2
M 4"
S 5+
W 11
Weapons
ATK
HIT
DMG
Swarm of Punches
6
5+
2/3
Abilities
Mischief Makers1AP: Scattering Swarm

Mischief Makers: Whenever an enemy operative within 3” of this operative performs the Shoot action, subtract 1 from the hit rolls of that enemy operative’s attacks.

Scattering Swarm (1AP): For the purposes of performing mission actions, treat this operative as having a Control Range of 2” when measuring to objectives and mission markers. While within 2”, this operative is considered to be contesting that objective or mission marker during that action, even if it normally wouldn’t be.

50Chaos Daemons, Chaos, Nurgle, Nurglings
Equipment

The Great Game:
Once per battle STRATEGIC GAMBIT: if your Leader is incapacitated, select one friendly operative. The Favor of the Gods currently active for your team is no longer active; the Favor associated with the selected operative’s keyword is now active for your team for the rest of the battle.


Winds of Chaos:
You can ignore any penalties to friendly operatives’ Move stat from being injured.


Improbable Gateway:
Friendly operatives can perform the following Unique Action:

BEND SPACE: 2AP

  • Remove your Bend marker from the killzone (if any), then place your Bend marker within this operative’s control range as close as possible to a terrain feature within control range of it. Whenever an operative is within 1" of your Bend marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain.
  • This operative cannot perform this action while within control range of an enemy operative, or if a terrain feature isn’t within its control range.

Reality-Warping Eye:
Once per battle, in the Ready step, you may remove a piece of Equipment terrain that you set up in the Set Up Operatives step and place it elsewhere on the battlefield, following its normal set up rules. It cannot be set up in control range of any enemy operatives.


Ploys

Firefight - Blood Frenzy:
Use this firefight ploy when a friendly Daemon operative is incapacitated while fighting or retaliating. You can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone. If that friendly operative is a Khorne operative and Blood God’s Fury is active, you can treat that strike as a critical, even if it was otherwise a normal hit.


Firefight - Foresight:
Use this firefight ploy during a friendly Daemon operative’s activation, before or after it performs an action. Until the start of the next turning point, you can ignore any changes to its APL stat. If that friendly operative is a Tzeentch operative and Change God’s Wiles is active, additionally add 1 to its APL stat until the start of the next turning point.


Firefight - Unnatural Euphoria:
Use this firefight ploy when you would counteract. You can do so with one friendly Daemon operative that has a Conceal order, but before it counteracts, you must change its order to Engage. If Pleasure God’s Laughter is active, you may select a friendly Slaanesh operative to counteract, even if that operative has already counteracted this turning point.


Firefight - Warp-thick Hide:
Use this firefight ploy when an attack die inflicts Normal Dmg on a friendly Daemon operative; or, if Plague God’s Resilience is active and that friendly operative is a Nurgle operative, when an attack die inflicts Normal or Critical Dmg. Ignore that inflicted damage.


Strategic - Brutal Display:
Whenever a friendly Khorne operative is fighting or retaliating against a wounded enemy operative, its melee weapons have the Severe weapon rule.


Strategic - Change is Swift:
Whenever a friendly Tzeentch operative performs the Shoot action, after rolling attack dice, let X equal the amount of retained dice that are critical hits. After that Shoot action is resolved, that Tzeentch operative may perform a free Dash action, but may only move X” during that action.


Strategic - Cackling Step:
One friendly Slaanesh operative may immediately perform a free Dash action.


Strategic - Fruitful Cysts:
Once per activation, after a friendly Nurgle operative takes damage, you may roll a die. If the roll exceeds the amount of damage that Nurgle operative took, at the end of that activation, if it is not incapacitated, that Nurgle operative may regain 1 lost wound.


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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.