Chaos Terminators
Composition
A CHAOS TERMINATOR Kill team is comprised of :
1 LEADER operative selected from the list below :
-Chaos Terminator Champion
3 CHAOS TERMINATOR operatives selected from the list below:
-Chaos Terminator Warrior -Chaos Terminator Gunner -Chaos Terminator Butcher (Other than Chaos terminator warrior operatives you may only select an operative from this list once)
Common Abilities and Options
*(Khorne):
Melee weapons equipped by this operative gain the [Severe] rule. Add 1 to the normal DMG characteristic of melee weapons equipped by this operative.
*(Nurgle):
Whenever this operative would take normal or critical DMG of 3 or more roll one d6. On a 4+ Subtract 1 from the damage characteristic of that attack.
*(Slaanesh):
Add 1" to this friendly operative's move stat and this operative is eligible to perform a charge in an activation in which it dashed
*(Tzeentch):
Ranged weapons equipped by this operative gain [Severe] and [Dev1]
*(Undivided):
Whenever this operative targets an enemy within 8" with a ranged or melee attack, weapons equipped by this operative gain the [Ceaseless] rule (Or the [Relentless] rule if that weapon already has the [Ceaseless] rule).
Corrupted Terminator Armor:
Whenever an operative is shooting a friendly CHAOS TERMINATOR operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.
Heretic Astartes:
During each friendly CHAOS TERMINATOR operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and a Hellfyre missile launcher, a reaper auto cannon or heavy flamer is selected for both, 1 additional AP must be spent for the second action.
Each friendly Chaos TERMINATOR operative can counteract regardless of its order, and can move up to 2" before doing so.
Improved Marks of Chaos:
Before the deployment step, select a mark of chaos to be active for each CHAOS TERMINATOR operative until the end of the final turning point.
Chaos Terminator Champion
A 3
M 5"
S 3+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Ceaseless) | 4 | 3+ | 3/4 |
| Combi-Weapon (Plasma) | |||
| Combi-bolter (Balanced) | 4 | 3+ | 3/4 |
| Combi-Plasma (Piercing 1, Lim2) | 4 | 3+ | 3/5 |
| Combi-Plasma (Supercharged) (Piercing 1, Lethal 5+, Lim2, Hot) | 4 | 3+ | 4/5 |
| Combi-Weapon (Flamer) | |||
| Combi-Bolter (Balanced) | 4 | 3+ | 3/4 |
| Combi-Flamer (Rng 8", Saturate, Lim3) | 4 | 2+ | 3/3 |
| Combi-Flamer (Rng 4", Saturate, Seek Light, Lim3) | 4 | 2+ | 3/3 |
| Combi-Weapon (Melta) | |||
| Combi-Bolter (Balanced) | 4 | 3+ | 3/4 |
| Combi-Melta (Rng 6",Dev2, Piercing 2, Lim1) | 4 | 3+ | 6/3 |
| Accursed Weapon (Lethal 5+) | 5 | 2+ | 4/6 |
| Accursed Great Power Maul (Shock, Brutal) | 5 | 3+ | 4/6 |
| Power Fist (Brutal) | 5 | 3+ | 5/7 |
| Chain Fist (Brutal, Rending) | 5 | 3+ | 5/6 |
| Twin Lightning Claws (Lethal 5+, Ceaseless, Rending) | 5 | 3+ | 4/6 |
| Accursed ChainAxe (Rending, Brutal) | 5 | 3+ | 4/5 |
Abilities
(*Khorne)(*Nurgle)(*Slaanesh)(*Tzeentch)(*Undivided)Corrupted Terminator ArmorHand of the WarbandHeretic AstartesImproved Marks of ChaosChaos Terminator Gunner
A 3
M 5"
S 3+
W 19
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Flamer | |||
| Default (Heavy(Reposition Only), Rng 8", Saturate, Torrent 2") | 5 | 2+ | 3/3 |
| Deluge (Heavy(Reposition Only), Rng 4", Saturate, Torrent 2", Seek Light) | 4 | 2+ | 3/3 |
| Reaper Auto-Cannon | |||
| Focused (Heavy(Reposition Only), Piercing 1, Ceaseless) | 6 | 3+ | 3/5 |
| Sweeping (Heavy(Reposition Only), Piercing 1, Ceaseless, Tor 1") | 5 | 3+ | 3/5 |
| Accursed Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Accursed Great Power Maul (Shock, Brutal) | 4 | 3+ | 4/6 |
| Power Fist (Brutal) | 5 | 4+ | 5/7 |
| Accursed Chainaxe (Rending, Brutal) | 5 | 3+ | 4/5 |
Abilities
(*Khorne)(*Nurgle)(*Slaanesh)(*Tzeentch)(*Undivided)Corrupted Terminator ArmorHeretic AstartesImproved Marks of ChaosChaos Terminator Warrior
A 3
M 5"
S 3+
W 19
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Ceaseless) | 4 | 3+ | 3/4 |
| Combi-Weapon (Plasma) | |||
| Combi-Bolter (Balanced) | 4 | 3+ | 3/4 |
| Plasma (Piercing 1, Lim2) | 4 | 3+ | 3/4 |
| Supercharged Plasma (Piercing 1, Lethal 5+, Lim2) | 4 | 3+ | 4/5 |
| Combi-Weapon (Flamer) | |||
| Combi-Bolter (Balanced) | 4 | 3+ | 3/4 |
| Combi-Flamer (Rng 8", Saturate, Torrent 2", Lim3) | 4 | 2+ | 3/3 |
| Deluge (Rng 4", Saturate, Torrent 2", Seek Light, Lim3) | 4 | 3+ | 3/3 |
| Combi-Weapon (Melta) | |||
| Combi-Bolter (Balanced) | 4 | 3+ | 3/4 |
| Combi-Melta (Rng 6", Piercing 2, Dev4, Lim1) | 4 | 3+ | 3/4 |
| Accursed Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Accursed Great Power Maul (Shock, Brutal) | 4 | 3+ | 4/6 |
| Accursed Chainaxe (Rending,Brutal) | 5 | 3+ | 4/5 |
| Power Fist (Brutal) | 5 | 4+ | 5/7 |
| Chain Fist (Brutal, Rending) | 5 | 4+ | 4/6 |
Abilities
(*Khorne)(*Nurgle)(*Slaanesh)(*Tzeentch)(*Undivided)Corrupted Terminator ArmorHeretic AstartesImproved Marks of ChaosInfernal PactChaos Terminator Butcher
A 3
M 5"
S 3+
W 19
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin Power Claws (Lethal 5+, Rending, Ceaseless) | 5 | 3+ | 4/6 |
Abilities
(*Khorne)(*Nurgle)(*Slaanesh)(*Tzeentch)(*Undivided)Corrupted Terminator ArmorHeretic AstartesImproved Marks of ChaosVicious ReflexesWarded Armor
STRATEGIC GAMBIT Select one friendly CHAOS TERMINATOR operative. Until the Ready step of the next Strategy phase, change that operative’s Save stat to 2+.
Chaos Talisman
STRATEGIC GAMBIT Select one Marks of Chaos keyword. Once during each of their activations, when a friendly CHAOS TERMINATOR operative that has that keyword is shooting, fighting or retaliating, if you roll two or more fails, you can inflict D3 damage on that friendly operative to discard one of them and retain the other as a normal success instead. Note that if it is the Shoot action and that damage incapacitates that friendly operative, the action does not end (continue the sequence with your successful attack dice).
Tainted Munitions
Once per turning point, when a friendly CHAOS TERMINATOR operative is performing the Shoot action you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.
Warp Blades
Melee Weapons Equipped by operatives gain [Lethal 5+.] Melee Weapons that already have [Lethal 5+] gain [Lethal 4+] (Maximum 2 [Lethal 4+] weapons)
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: MALIGNANT AURA
Use this firefight ploy when a friendly CHAOS TERMINATOR NURGLE operative is performing the Shoot action, when you select a valid target. Until the end of that action, whenever that friendly operative is shooting an enemy operative within 3" of it (i.e. including secondary targets, if any), that friendly operative's ranged weapons have the Piercing 1 weapon rule.
Firefight: MUTABILITY AND CHANGE
Use this firefight ploy when a friendly CHAOS TERMINATOR TZEENTCH operative is activated. Until the end of that operative’s activation, add 1 to its APL stat, but it cannot perform the same action more than once during that activation. If it’s a WARRIOR operative, that operative’s Marks of Chaos keyword cannot be changed during this turning point (see Infernal Pact additional rule).
Firefight: SICKENING CAPTIVATION
Use this firefight ploy during a friendly CHAOS TERMINATOR SLAANESH operative's activation, before or after it performs an action. Select one enemy operative visible to and within 6" of that friendly operative. Until the end of that enemy operative's next activation, subtract 1 from its APL stat.
Firefight: UNENDING BLOODSHED
Use this firefight ploy when a friendly CHAOS TERMINATOR KHORNE 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.
Strategy Ploys
Strategy: BLOOD FOR THE BLOOD GOD
Whenever a friendly CHAOS TERMINATOR operative (excluding KHORNE) is fighting, the first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).
Add 1 to the attack stats of friendly CHAOS TERMINATOR KHORNE operatives' melee weapons (to a maximum of 7).
Strategy: FICKLE FATES
Whenever a friendly CHAOS TERMINATOR operative is shooting a ready enemy operative within 5", that enemy operative cannot use light terrain for cover . Whilst this can allow such operatives to be targeted (assuming they're visible) this does not remove their cover save (if any).
Whenever an operative is shooting a ready friendly CHAOS TERMINATOR TZEENTCH operative, in the Roll Defence Dice step, if you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Balanced: Can re-roll one Attack die.
Strategy: GRANDFATHER'S BLESSING
Whenever an operative is shooting a friendly CHAOS TERMINATOR operative, that operative is obscured.
You can ignore any changes to the stats of friendly CHAOS TERMINATOR NURGLE operatives from being injured (including their weapons’ stats).
Strategy: QUICKSILVER SPEED
Whenever a friendly CHAOS TERMINATOR operative that performed an action in which it moved during this turning point is fighting, worsen the Hit stat of the enemy operative's melee weapons by 1.
Whenever an operative is shooting a friendly CHAOS TERMINATOR SLAANESH operative that performed an action in which it moved during this turning point, worsen the Hit stat of the enemy operative's weapons by 1.
In all cases for this ploy, this is not cumulative with being injured.
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.
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.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
Warded Armor:
STRATEGIC GAMBIT Select one friendly CHAOS TERMINATOR operative. Until the Ready step of the next Strategy phase, change that operative’s Save stat to 2+.
Chaos Talisman:
STRATEGIC GAMBIT Select one Marks of Chaos keyword. Once during each of their activations, when a friendly CHAOS TERMINATOR operative that has that keyword is shooting, fighting or retaliating, if you roll two or more fails, you can inflict D3 damage on that friendly operative to discard one of them and retain the other as a normal success instead. Note that if it is the Shoot action and that damage incapacitates that friendly operative, the action does not end (continue the sequence with your successful attack dice).
Tainted Munitions:
Once per turning point, when a friendly CHAOS TERMINATOR operative is performing the Shoot action you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.
Warp Blades:
Melee Weapons Equipped by operatives gain [Lethal 5+.] Melee Weapons that already have [Lethal 5+] gain [Lethal 4+] (Maximum 2 [Lethal 4+] weapons)
Ploys
Firefight - MALIGNANT AURA:
Use this firefight ploy when a friendly CHAOS TERMINATOR NURGLE operative is performing the Shoot action, when you select a valid target. Until the end of that action, whenever that friendly operative is shooting an enemy operative within 3" of it (i.e. including secondary targets, if any), that friendly operative's ranged weapons have the Piercing 1 weapon rule.
Firefight - MUTABILITY AND CHANGE:
Use this firefight ploy when a friendly CHAOS TERMINATOR TZEENTCH operative is activated. Until the end of that operative’s activation, add 1 to its APL stat, but it cannot perform the same action more than once during that activation.
If it’s a WARRIOR operative, that operative’s Marks of Chaos keyword cannot be changed during this turning point (see Infernal Pact additional rule).
Firefight - SICKENING CAPTIVATION:
Use this firefight ploy during a friendly CHAOS TERMINATOR SLAANESH operative's activation, before or after it performs an action. Select one enemy operative visible to and within 6" of that friendly operative. Until the end of that enemy operative's next activation, subtract 1 from its APL stat.
Firefight - UNENDING BLOODSHED:
Use this firefight ploy when a friendly CHAOS TERMINATOR KHORNE 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.
Strategic - BLOOD FOR THE BLOOD GOD:
Whenever a friendly CHAOS TERMINATOR operative (excluding KHORNE) is fighting, the first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).
Add 1 to the attack stats of friendly CHAOS TERMINATOR KHORNE operatives' melee weapons (to a maximum of 7).
Strategic - FICKLE FATES:
Whenever a friendly CHAOS TERMINATOR operative is shooting a ready enemy operative within 5", that enemy operative cannot use light terrain for cover . Whilst this can allow such operatives to be targeted (assuming they're visible) this does not remove their cover save (if any).
Whenever an operative is shooting a ready friendly CHAOS TERMINATOR TZEENTCH operative, in the Roll Defence Dice step, if you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Balanced: Can re-roll one Attack die.
Strategic - GRANDFATHER'S BLESSING:
Whenever an operative is shooting a friendly CHAOS TERMINATOR operative, that operative is obscured.
You can ignore any changes to the stats of friendly CHAOS TERMINATOR NURGLE operatives from being injured (including their weapons’ stats).
Strategic - QUICKSILVER SPEED:
Whenever a friendly CHAOS TERMINATOR operative that performed an action in which it moved during this turning point is fighting, worsen the Hit stat of the enemy operative's melee weapons by 1.
Whenever an operative is shooting a friendly CHAOS TERMINATOR SLAANESH operative that performed an action in which it moved during this turning point, worsen the Hit stat of the enemy operative's weapons by 1.
In all cases for this ploy, this is not cumulative with being injured.
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.
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.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.