Chaos Solo Ops

Homebrew by BT1994

A solo-based Killteam selection of Chaos-based operatives, including 2 Nemesis operatives.

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Composition

90 - 140 wounds worth depending on your Narrative preferences

Common Abilities and Options

Astartes:
During each friendly LEGIONARY operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt pistol must be selected for at least one of them.

Each friendly LEGIONARY operative can counteract regardless of its order.

In The Eyes Of The Gods:
Once during each of this operative's activations, if it incapacitates an enemy operative, add 1 to its APL stat until the end of that activation.

Mark Of Chaos:
Whenever you select a LEGIONARY operative for the battle, you must select one of the following keywords for it to have for that battle: KHORNE, NURGLE, SLAANESH, TZEENTCH, UNDIVIDED. Each operative's keyword can be different, but a BALEFIRE ACOLYTE operative cannot have the KHORNE keyword.

Friendly LEGIONARY operatives have an additional rule determined by this keyword. In addition, LEGIONARY ploys have additional benefits for operatives with the relevant keyword.

Mob:
Whenever this NPO is within 3" of any other friendly CULTIST NPOs, add 1 to both Dmg stats of this NPO's weapons and they have the Accurate 1 weapon rule.

Behaviour:
When activated, if this NPO can perform the Shoot action during that activation, give it an Engage order. If it cannot, give it a Conceal order.

  • Fall Back to cover. If possible, to a location where there is a valid target that is not obscured. If not, where there is an objective marker visible to this NPO
  • Shoot
  • Reposition to cover. If possible, to a location where there is a valid target that is not obscured. If not, where there is an objective marker visible to this NPO (a subsequent Dash action can fulfil these, if able)
  • Dash to cover. If possible, to a location where there is a valid target that is not obscured. If not, where there is an objective marker visible to this NPO

Behaviour - Brawler:
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it's a NEMESIS NPO or will perform the Fight or Charge action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
  4. Dash towards the closest player operative, to cover if possible.

Bulky:
- This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Extra Defence:
Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Towering Size:
- In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

Khorne - Wrathful Onslaught:
This operative's melee weapons have the Severe weapon rule.
Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

Nurgle - Disgusting Vigour:
Whenever Normal Dmg of 3 or more is inflicted on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

Slaanesh - Unnatural Agility:
Add 1" to this operative’s Move stat.

Tzeentch - Empyreal Guidance:
This operative’s ranged weapons have the Severe weapon rule.
Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

Undivided - Vicious Reavers:
Whenever this operative is shooting against, fighting against or retaliating against an enemy operative within 6" of it, this operative's weapons have the Ceaseless weapon rule.

Chaos Lord
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Power Fist (Brutal, Shock)
4
3+
5/7
Power Weapon (Lethal 5+)
5
3+
4/6
Daemon Blade
5
3+
4/7
Abilities
AstartesIn The Eyes Of The GodsMark Of ChaosPath to Glory

Path to Glory: Whenever this operative incapacitates an enemy operative that has your Challenge token, you gain 1CP.

32CHAOS, HERETIC ASTARTES, LEADER, LORD
Chosen
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Power Maul (Brutal)
5
4+
5/7
Abilities
AstartesDevastating OnslaughtMark Of Chaos
Options
Khorne - Wrathful OnslaughtNurgle - Disgusting VigourSlaanesh - Unnatural AgilityTzeentch - Empyreal GuidanceUndivided - Vicious Reavers

Devastating Onslaught:

  • Whenever this operative is fighting or retaliating, enemy operatives cannot assist.
  • At the end of each enemy operative’s activation or counteraction, you can select an enemy operative within 2" of this operative. This operative can perform a free Charge action (you can change its order to Engage to do so), but it cannot move more than 2" and must end that move within control range of that selected operative.
32CHAOS, HERETIC ASTARTES, CHOSEN
Aspiring Champion
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Tainted Bolt Pistol (Rng 8", Rnd)
4
3+
3/5
Power Fist (Brutal)
5
4+
5/7
Power Maul (Shock)
5
3+
4/6
Power Weapon (Lethal 5+)
5
3+
4/6
Tainted Chainsword (Rnd)
5
3+
4/5
Abilities
AstartesIn The Eyes Of The GodsMark Of Chaos
Options
Khorne - Wrathful OnslaughtNurgle - Disgusting VigourSlaanesh - Unnatural AgilityTzeentch - Empyreal GuidanceUndivided - Vicious Reavers
32CHAOS, HERETIC ASTARTES, LEADER, ASPIRING CHAMPION
Chaos Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Boltgun
4
3+
3/4
Chainsword
5
3+
4/5
Fists
4
3+
3/4
Lightning Claws (Lethal 5+, Rnd)
5
3+
4/5
Abilities
AstartesInfernal PactMark Of Chaos
Options
Khorne - Wrathful OnslaughtNurgle - Disgusting VigourSlaanesh - Unnatural AgilityTzeentch - Empyreal GuidanceUndivided - Vicious Reavers

Infernal Pact: Once per battle, when a friendly LEGIONARY WARRIOR operative is activated, you can use this rule. If you do, change that operative’s Marks of Chaos keyword.

32CHAOS, HERETIC ASTARTES, CHAOS WARRIOR
Chaos Cultist - Melee
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Pistol (Rng8")
4
4+
2/3
Crude Melee Weapon
4
4+
2/3
Abilities
Behaviour - BattlerMob

Behaviour - Battler: This NPO will move towards the enemy to fight them, but will shoot if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
  4. Shoot.
  5. Dash towards the closest player operative, to cover if possible.
25CHAOS
Chaos Cultist - Ranged
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Autogun
4
4+
2/3
Special Weapon (Prc1)
4
4+
4/5
Knife
3
4+
2/3
Abilities
BehaviourMobSpecial Weapon

Special Weapon: Only 1 in 3 Marksman Trooper operatives can have this weapon.

25CHAOS
Chaos Cultist Leader - Melee
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Skull Cleaver (Lethal 5+)
4
3+
4/5
Abilities
BehaviourMob
32CHAOS
Chaos Cultist Leader - Ranged
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shotgun (Rng 6")
4
3+
3/4
Fighting Knife
3
4+
2/3
Abilities
BehaviourMob
32CHAOS
Chaos Cultist - Heavy Gunner
A 2
M 5"
S 4+
W 12
Weapons
ATK
HIT
DMG
Heavy Stubber
Sweeping (Hvy(Dash), Tor 1")
4
4+
3/4
Focused (Hvy(Dash))
5
4+
4/5
Flamer (Rng 8", Sat, Tor2")
5
2+
3/3
Crude Melee Weapon
4
4+
2/3
Abilities
BehaviourDouble Shoot

Double Shoot: This operative can perform two Shoot actions during its activation.

32Chaos
Lesser Daemon
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Daemonic weapon (Lethal 5+)
4
3+
4/5
Abilities
Behaviour - Brawler
32CHAOS
Blue Horror
A 2
M 6"
S 4+
W 6
Weapons
ATK
HIT
DMG
Claws
5
4+
2/3
Abilities
Behaviour - BrawlerBlue Horror

Blue Horror: If this model takes damage but not destroyed roll one d6 on a 5+ summon one blue horror model within one inch of this but not within engagement range of a enemy unit

32CHAOS
Hellbrute
A 5
M 6"
S 4+
W 50
Weapons
ATK
HIT
DMG
Heavy Flamer (Tor, Lethal 5+)
5
+3
2/3
Multi-Melta (Dev 4, Hvy(Repos), Prc 2)
4
3+
6/3
Power Fist (Brutal, Shock)
5
3+
6/8
Abilities
BulkyExtra DefenceLet The Galaxy BurnTowering Size
Options
Trait: Fury

Let The Galaxy Burn: Whenever a Chaos NPO or friendly Chaos Nemesis operative is wholly within enemy territory, its weapons have the Balanced weapon rule.

Trait: Fury: Unbridled wrath consumes some powerful operatives: a blinkered anger that can only be briefly sated in destruction at close quarters.

This operative's melee weapons have the Ceaseless weapon rule; if the weapon already has that weapon rule, it has the Relentless weapon rule. Worsen the Hit stat of this operative's ranged weapons by 1.

60CHAOS, HELLBRUTE
Blue Daemon
A 4
M 6"
S 4+
W 35
Weapons
ATK
HIT
DMG
Hellblade (Lethal 5+)
4
3+
4/6
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Trait: Crushing Impact

Nemesis - Small: ### Weapon and Option Selection

  • Select two weapons
  • Select one Faction Allegiance
  • Select one Nemesis Trait

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
54
64
75
85
96
107
117
128
139
149

Trait: Crushing Impact: Thundering headlong into the fray, this combatant uses both the impetus of their charge and their armoured bulk to bring swift death to their foes.

When this operative finishes moving during the Charge action, inflict D3+3 damage on one enemy operative within its control range.

50CHAOS, DAEMON
Equipment
Ploys
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.