Cult of Chaos

Homebrew by TruckDriggle

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Common Abilities and Options

Infernal Pact:
Once per battle, when a friendly CHAOS operative is activated within 6'' of this operative, you can use this ability. If you do, change that operative’s Marks of Chaos keyword.

Available Equipment:
- Frag Grenade

  • Krak Grenade
  • Covert Guise
  • Grisly Trophy
  • Sacrificial Dagger

Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly CULTIST 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).

Squad Tactics:
Whenever this operative is within 3'' of any other friendly GUARDSMAN operatives, add 1 to both Dmg stats of this operative's weapons and they have the Accurate 1 weapon rule.

Daemon:
This operative ignores the Piercing weapon rule.

Frenzy:
Whenever a friendly BEASTMAN operative that does not have one of your Frenzy tokens would be incapacitated during the battle, it is not incapacitated and it gains one of your Frenzy tokens. All remaining attack dice are discarded (including yours if this operative is fighting or retaliating). If it has a Conceal order, change it to Engage.

Whenever a friendly BEASTMAN operative has one of your Frenzy tokens:

  • It is only incapacitated as detailed below.
  • It cannot have a Conceal order.
  • It is injured.
  • For the purpose of determining control of markers and areas of the killzone, treat its APL stat as 1. This takes precedence over any stat changes.

A friendly BEASTMAN operative that has one of your Frenzy tokens is incapacitated when one of the following is met:

  • Its activation or counteraction ends.
  • An enemy operative is fighting against or retaliating against it and your opponent strikes with a critical success.
  • An enemy operative is fighting against or retaliating against it and your opponent strikes it for a second time with a normal success. Note this can be strikes from two different Fight actions.
  • An enemy operative is shooting it and Critical Dmg is inflicted on it.
  • The battle ends (resolve this before any victory conditions that resolve at the end of the battle).

Mutations:
Pick 1 Mutation:

  • Deformed Wings: Whenever this operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically). Whenever this operative is dropping, ignore the vertical distance.

  • Fleet: Add 1" to this operative’s Move stat.

  • Chitinous: Improve this operative’s Save stat by 1.

  • Sinewed: Whenever this operative ends its move during the Charge action, you can inflict 1 damage on one enemy operative within its control range, or D3 damage instead if this operative is a TORMENT.

  • Horned You can ignore any changes to the Hit stat of this operative’s melee weapons from being injured. This operative’s melee weapons have the Brutal weapon rule.

  • Barbed Whenever this operative is fighting or retaliating:

  1. Enemy operatives cannot assist.
  2. The first time you strike during that sequence, also inflict 1 damage on each other enemy operative within this operative’s control range, or D3 damage instead if this operative is a TORMENT.
CORE
A 0
M 0"
S 0+
W 1
Weapons
ATK
HIT
DMG
SİKİŞ
1
1+
0/0
Abilities
Mark of Chaos
Options
BLOOD FOR THE BLOOD GOD (Strategic Ploy)EXCESSIVE SPEED (Strategic Ploy)CONTAGION (Strategic Ploy)GLISTENING BARRAGE (Strategic Ploy)

Mark of Chaos: Whenever you select a CHAOS (excluding DAEMON) 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.

  • Khorne - Wrathful Onslaught: This operative's melee weapons have the Severe weapon rule.
  • Slaanesh - Unnatural Agility: Add 1" to this operative’s Move stat.
  • Tzeentch - Empyreal Guidance: This operative’s ranged weapons have the Severe weapon rule.
  • Nurgle - Disgusting Vigour: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost.
  • 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.

BLOOD FOR THE BLOOD GOD (Strategic Ploy): Until the end of the Turning Point, add 1 to the Attacks characteristic of melee weapons friendly KHORNE operatives are equipped with.

EXCESSIVE SPEED (Strategic Ploy): Until the end of the Turning Point, each time a friendly SLAANESH operative is activated, it can perform a free Dash action during that activation.

CONTAGION (Strategic Ploy): Until the end of the Turning Point, while an enemy operative is Visible to and within 3'' of a friendly NURGLE operative, that enemy operative is treated as being injured

GLISTENING BARRAGE (Strategic Ploy): Until the end of the Turning Point, ranged weapons friendly TZEENTCH operatives are equipped with gain the Balanced special rule.

32
Cult Demagogue
A 3
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Tainted Bolt Pistol (Rng 8", Rnd)
4
3+
3/4
Plasma Pistol
Standard (Prc1, Rng 8")
4
3+
3/5
Supercharged (Hot, Lethal 5+, Prc1, Rng 8")
4
3+
4/5
Scoped Bolt Pistol (Rng 12'')
4
3+
3/4
Inferno Pistol (Rng 3'', Devastating 3, Prc 2)
4
3+
5/3
Hand Flamer (Rng 6", Sat, Tor 1")
4
2+
3/3
Diabolical Stave (Shock, Stun)
4
3+
3/6
Accursed Claw (Brutal)
4
4+
5/7
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Incite Slaughter (1 AP)Incite Urgency (1 AP)Infernal PactStrategise (1 AP)

Incite Slaughter (1 AP): SUPPORT One other friendly CHAOS CULT operative visible to and within 9" of this operative can immediately perform a free Fight action.

This operative cannot perform this action while within control range of an enemy operative.

Incite Urgency (1 AP): SUPPORT One other friendly CHAOS CULT operative visible to and within 9" of this operative can immediately perform a free Charge or Dash action (for the former, it cannot move more than 3").

This operative cannot perform this action while within control range of an enemy operative.

Strategise (1 AP): You gain 1CP. This operative cannot perform this action while within 3'' of an enemy operative.

32CULT DEMAGOUGE, CHAOS, INFANTRY, LEADER, LORD, COMMANDER
Rogue Psyker
A 3
M 6"
S 5+
W 12
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Fireblast (Psychic, Blast 2", 1" Dev1, Sat)
4
3+
3/4
Life Siphon (Psychic, Sat, *Siphon Life)
4
4+
3/4
Staff
4
3+
3/5
Abilities
Malign InfluenceManifest Psychic Power (1AP)Siphon Life

Malign Influence: PSYCHIC Select one friendly CHAOS operative Visible to this operative. Until the end of the Turning Point, weapons that operative is equipped with gain the Lethal 5+, Saturate and Brutal special rules.

Manifest Psychic Power (1AP): Roll one D6: on a 1-2, that friendly operative suffers D3 mortal wounds; on a 3+, select one psychic power from the list below to be resolved. You cannot select a psychic power that you have already resolved during this Turning Point.

  • Life Siphon
  • Fireblast
  • Malign Influence

Siphon Life: When you select this weapon, you can use this rule. If you do, at the start of the Resolve Attack Dice step, select one friendly CHAOS operative visible to and within 6" of this operative. For each attack dice you resolve during that step that inflicts damage, that friendly operative regains 1 lost wound, or D3 lost wounds if it was a critical success. You cannot use this weapon rule more than once per turning point.

32ROGUE PSYKER, CHAOS, INFANTRY, LEADER, LORD, PSYKER
Cultist Champion [15R]
A 2
M 6"
S 6+
W 8
Weapons
ATK
HIT
DMG
Tainted Auto Pistol (Rng 8", Lethal 5+)
4
3+
2/4
Bolt Pistol (Rng 8")
4
3+
3/4
Hand Flamer (Rng 6", Sat, Tor 1")
4
2+
3/3
Chainsword
4
3+
3/4
Bionic Claw (Brutal)
4
4+
3/6
Accursed Greatblade (Lethal 5+)
4
3+
4/6
Abilities
Available EquipmentGroup Activation
Options
SICKENING AURA (Strategic Ploy)CREATURES OF NIGHTMARE (Strategic Ploy)EXALTATION IN PAIN (Strategic Ploy)FERVENT ONSLAUGHT (Strategic Ploy)STRIKE FROM WITHIN (Tactical Ploy)FRENZIED DEMISE (Tactical Ploy)ACCURSED GIFTS (Tactical Ploy)UNLEASH THE DAEMON (Tactical Ploy)

SICKENING AURA (Strategic Ploy): When an enemy operative is within radio_button_unchecked of a friendly MUTANT or TORMENT operative, worsen the BS and WS of that enemy operative's weapons by 1. This is not cumulative with being injured.

CREATURES OF NIGHTMARE (Strategic Ploy): Until the end of the Turning Point, when determining control of an objective marker that any friendly MUTANT or TORMENT operative are within 2'' of, treat enemy operatives' total APL as being 1 less. Note that this is not a modifier.

EXALTATION IN PAIN (Strategic Ploy): Until the end of the Turning Point:

  • Friendly CULTIST opeatives are not injured
  • Each time a shooting attack is made against a friendly CULTIST operative that has less than its starting number of wounds remaining, you can re-roll one of your Defence dice

FERVENT ONSLAUGHT (Strategic Ploy): Until the end of the Turning Point, each time a friendly CULTIST operative fights in combat, in the Roll Attack Dice step of that combat, before rolling your Attack Dice, you can retain one as a successful normal hit without rolling it.

STRIKE FROM WITHIN (Tactical Ploy): Use this Tactical Ploy in the Set Up Operatives step of the mission sequence. Select one friendly CULTIST operative. That operative can be set up with a Conceal order anywhere in the killzone that is within 1'' of Heavy terrain and more than 6'' from enemy operatives and the enemy drop zone.

FRENZIED DEMISE (Tactical Ploy): Use this Tactical Ploy when a friendly MUTANT or TORMENT operative is incapacitated. Inflict 1D3 Mortal Wounds (or 1D6 Mortal Wounds if that friendly operative is a TORMENT operative) on one ememy operative Visible to and within 2'' of that friendly operative.

ACCURSED GIFTS (Tactical Ploy): Use this Tactical Ploy when a friendly CULTIST is activated. Select an Equipment for that operative to gain for this turning point. This is in addition to any Equipment it already has.

UNLEASH THE DAEMON (Tactical Ploy): Use this Tactical Ploy in a friendly MUTANT or TORMENT operative's activation.

  • It can perform a free Fight action during that activation
  • It can perform two Fight actions during that activation
32CULTIST, CHAOS, INFANTRY, LEADER
Renegade Sergeant [20R]
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Bolter
4
3+
3/4
Auto Pistol
4
3+
2/3
Bolt Pistol
4
3+
3/5
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Crude Blade
4
3+
2/3
Chainsword
4
3+
4/5
Power Weapon (Lethal 5+)
4
3+
4/6
Paired Power Weapons (Ceaseless, Lethal 5+)
4
3+
4/6
Abilities
Available EquipmentDirectSquad Tactics
Options
OVERCHARGE LASGUNS (Strategic Ploy)DIRTY FIGHTERS (Strategic Ploy)GLORY KILL (Strategic Ploy)RECKLESS ASPIRANT (Strategic Ploy)CALLOUS DISREGARD (Tactical Ploy)REWARD EARNED (Tactical Ploy)DARK FAVOUR (Tactical Ploy)DEADLY DEMISE (Tactical Ploy)

Direct: Whenever this operative is activated, you can select one other ready friendly GUARDSMAN operative visible to and within 6" of it. When this operative is expended, activate that other friendly operative before your opponent activates (if that operative is a CULTIST, ignore its Group Activation rule).

OVERCHARGE LASGUNS (Strategic Ploy): Until the end of the Turning Point, each time a Las weapon is selected for a friendly GUARDSMAN operative to shoot with (excluding Sharpshooter's Long-Las), you can choose to overcharge. If you do so, that weapon gains the P1 and Hot special rules for that shooting attack. A Las weapon is a ranged weapon that includes "Las" in its name (e.g. Lasgun, Laspistol, etc.).

DIRTY FIGHTERS (Strategic Ploy): Until the end of the Turning Point, each time a friendly GUARDSMAN operative fights in combat, in the Roll Attack Dice step of that combat, if another friendly operative is supporting them, you can retain one of your successful normal hits as a critical hit.

GLORY KILL (Strategic Ploy): Select one enemy operative Visible to a friendly GUARDSMAN operative. Until the end of the Turning Point, each time a friendly GUARDSMAN operative fights in combat with or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your Attack Dice.

RECKLESS ASPIRANT (Strategic Ploy): Whenever a friendly BLOODED operative that is wholly within your opponent's territory is shooting or fighting, its weapons have the Accurate 1 weapon rule.

CALLOUS DISREGARD (Tactical Ploy): Use this tactical ploy when a friendly GUARDSMAN operative performs the Shoot action and you are selecting a valid target. Having other friendly GUARDSMAN operatives within an enemy operative's control range does not prevent that enemy operative from being selected. Until the end of that action, whenever you discard an attack die as a fail, inflict damage equal to the die result on one friendly operative of your choice within control range of the target.

REWARD EARNED (Tactical Ploy): Use this tactical ploy when a friendly GUARDSMAN operative incapacitates an enemy operative within 2" of it

  • It gains 1 AP

DARK FAVOUR (Tactical Ploy): Use this tactical ploy when a friendly GUARDSMAN operative is selected as the valid target of a shoot action or to fight against during the Fight action. Select one other friendly GUARDSMAN operative visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead, even if it normally would not be valid for this. If it is the Fight action, treat that other operative as being within the fighting operative's control range for the duration of that action. If it is the Shoot action, that other operative is only in cover or obscured if the original target was.

DEADLY DEMISE (Tactical Ploy): Whenever a friendly GUARDSMAN operative is incapacitated, before it is removed from the killzone, roll 1D3; on a 3, inflict damage equal to the result on one enemy operative visible to and within 2" of that friendly operative.

32GUARDSMAN, CHAOS, INFANTRY, LEADER
Fury [17R]
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Daemonic Claws
4
3+
4/6
Abilities
Available EquipmentDaemonDaemon of Chaos Undivided
Options
DAEMONSIGHT (Strategic Ploy)PREY ON THE WEAK (Strategic Ploy)SYMBOL OF TERROR (Strategic Ploy)REALITY SHIFT (Strategic Ploy)WARP WALK (Tactical Ploy)DAEMONIC MOCKERY (Tactical Ploy)EPHEMERAL REGENERATION (Tactical Ploy)TIME SURGE (Tactical Ploy)

Daemon of Chaos Undivided: Even though this operative has the DAEMON keyword, it still benefits from the Mark of Chaos faction rule.

DAEMONSIGHT (Strategic Ploy): Whenever you are selecting a valid target for a friendly 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).

PREY ON THE WEAK (Strategic Ploy): Until the end of the turning point, when a friendly DAEMON operative performs the Fight or Shoot action against a wounded target, that attack gains the Ceaseless weapon rule.

SYMBOL OF TERROR (Strategic Ploy): 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.

REALITY SHIFT (Strategic Ploy): Remove 3 DAEMON operatives from the Killzone and set them back up wholly within 8" of their original location, measuring the Horizontal distance only (in Killzone Gallowdark, this distance can be measured through walls). They must be set up in a location where they can be placed.

WARP WALK (Tactical Ploy): Use this firefight ploy during a friendly 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.

DAEMONIC MOCKERY (Tactical Ploy): Use this firefight ploy when a friendly 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).

EPHEMERAL REGENERATION (Tactical Ploy): Use this Firefight Ploy when a friendly DAEMON operative is activated. That friendly operative regains 2D3 lost wounds.

TIME SURGE (Tactical Ploy): Use this Firefight Ploy when a friendly 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.

32DAEMON, CHAOS, INFANTRY, LEADER
Beastman Ironhorn [20R]
A 2
M 6"
S 4+
W 11
Weapons
ATK
HIT
DMG
Corrupted Pistol (Rng 8'', Rnd)
4
4+
2/3
Plasma Pistol
Default (Prc1, Rng 8")
4
4+
3/5
Profile (Hot, Lethal 5+, Prc1, Rng 8")
4
4+
4/5
Bludgeon (Brutal)
4
3+
4/4
Chainblade (Rnd)
4
3+
4/5
Abilities
Available EquipmentFrenzy
Options
AMBUSH (Strategic Ploy)PELTING FIREPOWER (Strategic Ploy)RECKLESS DETERMINATION (Strategic Ploy)VIOLENT TEMPERAMENT (Strategic Ploy)ANIMALISTIC FURY (Tactical Ploy)BLOODSENSE (Tactical Ploy)RUTHLESS RAMPAGE (Tactical Ploy)WILD RAGE (Tactical Ploy)

AMBUSH (Strategic Ploy): Until the end of the Turning Point, each time a friendly BEASTMAN operative is activated, if its order is changed from Conceal to Engage, it is ambushing for that activation. Each time a friendly BEASTMAN ooperative that is ambushing fights in combat, in the Roll Attack Dice step of that combat, you can retain one of your successful normal hits as a critical hit instead. Note that an operative that has a Frenzy token cannot ambush.

PELTING FIREPOWER (Strategic Ploy): Until the end of the Turning Point: Each time after a friendly BEASTMAN operative makes a shooting attack against an enemy operative, that enemy operative gains one of your Pelted tokens Each time a friendly CHAOS operative makes a shooting attack against an enemy operative, for each Pelted token that enemy operative has, add 1 to both Damage characteristics of that friendly operative's weapon for that shooting attack (to a maximum of 5/6).

RECKLESS DETERMINATION (Strategic Ploy): Until the end of the Turning Point, each time a shooting attack is made against a friendly BEASTMAN operative that is not Ready, in the Roll DefenceDice step of that shooting attack, before rolling your Defence dice, you can retain one as a successful normal save without rolling it.

VIOLENT TEMPERAMENT (Strategic Ploy): Until the end of the Turning Point, each time a friendly BEASTMAN operative fights in combat, in the Roll Attack Dice step of that combat, you can use its violent temperament. If you do so, you must re-roll all of your attack dice (note that you cannot only re-roll some).

ANIMALISTIC FURY (Tactical Ploy): Use this Tactical Ploy in the Resolve Successful Hits step of a combat, when a friendly BEASTMAN operative strikes with a Critical hit. Inflict 1 additional damage with that strike.

BLOODSENSE (Tactical Ploy): Use this Tactical Ploy when a friendly BEASTMAN operative incapacitates an enemy operative within its Engagement Range. Select one other ready friendly BEASTMAN operative that is eligible to be activated and is Visible to and within 3'' of the incapacitated enemy operative. After that first friendly operative has finished its activation, you can immediately activate that other friendly operative.

RUTHLESS RAMPAGE (Tactical Ploy): Use this Tactical Ploy after a friendly BEASTMAN operative performs a Fight action. It can immediately perform a free Charge action (even if it has already performed a Charge action during this activation), but can only move up to 3''. Note that it cannot perform this free Charge action if it is already within Engagement Range of an enemy operative.

WILD RAGE (Tactical Ploy): Use this Tactical Ploy when a friendly BEASTMAN operative is activated. Until the end of the activation, add 1'' to its Movement characteristic.

32BEASTMAN, CHAOS, INFANTRY, LEADER
Chaos Marine Champion [35R]
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Tainted Bolt Pistol (Rng 8'', Rnd)
4
3+
3/5
Plasma Pistol
Standard (Prc1, Rng 8")
4
3+
3/5
Supercharge (Hot, Lethal 5+, Prc1, Rng 8")
4
3+
4/5
Chainblade (Rnd)
5
3+
4/5
Powerweapon (Lethal 5+)
5
4+
4/6
Powermaul (Shock)
4
3+
4/6
Powerfist (Brutal)
5
4+
5/7
Abilities
Available EquipmentInfernal Pact
Options
MALICIOUS VOLLEYS (Strategic Ploy)HATEFUL ASSAULT (Strategic Ploy)NIGHTMARE MANIFEST (Strategic Ploy)LET THE GALAXY BURN! (Strategic Ploy)DEATH TO THE FALSE EMPEROR (Tactical Ploy)TRANSHUMAN PHYSIOLOGY (Tactical Ploy)WARP INFUSED (Tactical Ploy)VETERAN OF THE LONG WAR (Tactical Ploy)

MALICIOUS VOLLEYS (Strategic Ploy): Until the end of the Turning Point, each time a friendly LEGIONARY operative is activated, if it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation if a bolt weapon is selected for each of the shooting attacks. A bolt weapon is a ranged weapon that includes the word "bolt" in its name (e.g. Boltgun, Heavy Bolter, etc.).

HATEFUL ASSAULT (Strategic Ploy): Until the end of the Turning Point, each time a friendly LEGIONARY operative is activated, if it does not perform a Shoot action during that activation, it can perform two Fight actions during that activation.

NIGHTMARE MANIFEST (Strategic Ploy): Until the end of the Turning Point, each time a friendly LEGIONARY operative is activated, if the first action it performs is the Charge action, after it finishes that action, you can select one enemy operative within its Engagement Range to suffer 1D3 Mortal Wounds.

LET THE GALAXY BURN! (Strategic Ploy): Until the end of the Turning Point, each time a friendly LEGIONARY operative is activated, once during that activation, in the Roll Attack Dice step of a combat or shooting attack, if it is targeteing the closest valid target, it gains Lethal 5+

DEATH TO THE FALSE EMPEROR (Tactical Ploy): Use this firefight ploy after rolling your attack dice for a friendly LEGIONARY operative, if it’s shooting against, fighting against or retaliating against an enemy operative that has the IMPERIUM keyword. That friendly operative's weapons have the Ceaseless weapon rule until the end of the sequence; if that enemy operative also has the SPACE MARINE keyword, that friendly operative's weapons have the Relentless weapon rule until the end of that sequence instead.

TRANSHUMAN PHYSIOLOGY (Tactical Ploy): Use this Tactical Ploy in the Roll Defence Dice step of a shooting attack, after rolling defence dice for a friendly LEGIONARY operative. You can change one of your retained normal saves to a critical save.

WARP INFUSED (Tactical Ploy): Use this Tactical Ploy when a friendly LEGIONARY operative is activated. Until the end of that operative's activation, you can ignore any or all modifiers to its APL characteristic and it is not injured.

VETERAN OF THE LONG WAR (Tactical Ploy): Use this Tactical Ploy during a friendly LEGIONARY operative's activation, after it fights in combat or makes a shooting attack. If the target did not lose any wounds as a result of that combat or shooting attack, repeat that combat or shooting attack

32LEGIONARY, CHAOS, ELITE, LEADER
Cultist Devotee [10R]
A 2
M 6"
S 6+
W 7
Weapons
ATK
HIT
DMG
Auto Pistol (Rng 8")
4
4+
2/3
Crude Melee Weapon
4
4+
2/3
Abilities
Available EquipmentGroup Activation
32CHAOS, CULTIST, INFANTRY
Renegade Guardsman [15R]
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Flamer (Rng 8", Sat, Tor 2")
4
2+
3/3
Meltagun (Rng 6", Dev4, Prc2)
4
4+
6/3
Plasma Gun
Standard (Prc1)
4
4+
4/6
Supercharge (Hot, Lethal 5+, Prc1)
4
4+
5/6
Grenade Launcher
Frag (Blast 2")
4
4+
2/4
Krak (Prc1)
4
4+
4/5
Long-Las
Mobile
4
3+
3/4
Stationary (Dev1, Hvy(Dash), Silent)
4
2+
3/3
Shotgun (Rng 6")
4
3+
3/3
Bayonet
3
4+
2/3
Abilities
Available EquipmentSquad Tactics
32CHAOS, GUARDSMAN, INFANTRY
Beastman [15R]
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Auto Pistol (Rng 8'')
4
4+
2/3
Bludgeon (Brutal)
4
4+
4/4
Cleaver
4
4+
4/5
Skull Cleaver (Lethal 5+)
4
3+
4/5
Abilities
Available EquipmentFrenzy
32BEASTMAN, CHAOS, INFANTRY
Mutant [15R]
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Blasphemous Appendages (Ceaseless, Rending)
4
4+
3/4
Abilities
Mutations
32CULTIST, CHAOS, INFANTRY
Renegade Ogryn [30R]
A 2
M 6"
S 5+
W 16
Weapons
ATK
HIT
DMG
Ripper Gun (Rng 8", Punishing)
4
3+
4/5
Brutal Assault Weapons (Rnd, Shock)
4
3+
5/6
Bayonet
4
3+
4/5
Abilities
Avalanche Of MuscleBruteChem Enhanced

Avalanche Of Muscle: Whenever this operative endts its move during the Charge action, you can inflict 1D3 damage on one enemy operative within its control range.

Brute: 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).

Chem Enhanced: You can ignore any changes to this operatives APL stat and it is not affected by enemy operatives' Shock and Stun rules.

32GUARDSMAN, CHAOS, ELITE
Chaos Marine [30R]
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolter
4
3+
3/4
Bolt Pistol (Rng 8'')
4
3+
3/4
Flamer (Rng 8", Sat, Tor 2")
4
2+
3/3
Meltagun (Rng 6", Dev4, Prc2)
4
3+
6/3
Plasma Gun
Standard (Prc1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Prc1)
4
3+
5/6
Heavy Bolter (Heavy, Tor 1'', Ceaseless)
5
3+
4/5
Reaper Chaincannon (Prc1, Heavy)
4
3+
3/5
Missile Launcher
Krak (Prc1, Weapon)
4
3+
5/7
Frag (Blast 2'', Heavy)
4
3+
3/5
Fists
4
3+
3/4
Chainsword
5
3+
4/5
Twin Accursed Weapon (Lethal 5+)
5
3+
3/5
Heavy Chain Weapon (Brutal)
5
4+
5/7
Abilities
Available Equipment
32CHAOS, LEGIONARY, ELITE
Torment [25R]
A 2
M 6"
S 5+
W 13
Weapons
ATK
HIT
DMG
Hideous Mutations (Ceaseless, Rnd)
5
4+
4/5
Abilities
Mutations
32CULTIST, CHAOS, ELITE
Bloodletter [12R]
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Hellblade (Lethal 5+)
4
3+
4/6
Abilities
Available EquipmentDaemon
32DAEMON, CHAOS, INFANTRY, KHORNE
Plaguebearer [12R]
A 2
M 4"
S 4+
W 8
Weapons
ATK
HIT
DMG
Plaguesword
4
3+
4/6
Abilities
Available EquipmentDaemonDisgustingly ResilientNew Ability

Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.

New Ability:

32DAEMON, CHAOS, INFANTRY, NURGLE
Daemonette [12R]
A 2
M 8"
S 5+
W 8
Weapons
ATK
HIT
DMG
Claws (Relentless)
4
3+
4/5
Abilities
Available EquipmentDaemon
32DAEMON, CHAOS, INFANTRY, SLAANESH
Pink Horror [12R]
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Coruscating Flames
4
3+
3/4
Claws
4
4+
3/4
Abilities
Available EquipmentDaemonSplit

Split: When this operative is incapacitated before this operative is removed from the killzone, set up two BLUE HORROR operatives as close as possible to that operative and not within Engagement Range of enemy operatives.

32DAEMON, CHAOS, INFANTRY, TZEENTCH
Blue Horror [10R]
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Fizzing Flames (Ranger 6'')
4
4+
2/3
Claws
4
4+
2/3
Abilities
Available EquipmentDaemon
32DAEMON, CHAOS, INFANTRY, TZEENTCH
Equipment

Frag Grenade [2R]:
The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Frag Grenade43+2/3Lim, Sat, Blast 2'', Rng 6''

Piercing Claws [2R]:
Select one claws the operative is equipped with. Add 1 to that weapon’s Critical Damage characteristic and it gains the Rending critical hit rule for the battle.


Warded Armour [3R]:
Change the operative’s Save characteristic to 2+ for the battle. In the Resolve Successful Hits step of a combat or shooting attack, if an attack dice inflicts damage on this operative, its Save characteristic is changed back to its normal characteristic for the rest of the battle.


Commspack [2R]:
The operative can perform the following action for the battle:

  • Signal (1 AP): SUPPORT. Select one other friendly CHAOS operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.

Icon Of Chaos [2R]:
The operative gains the following ability for the battle:

  • Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

Chem-Breather [1R]:
The operative gains the following ability for the battle:

  • Chem-breather: You can ignore any or all modifiers to this operative’s APL and it is not affected by the Stun critical hit rule.

Alluring Musk [3R]:
he operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Alluring Musk52+1/1Stun, Rng 6''

Sacrificial Dagger [3R]:
The operative gains the following ability for the battle:

  • Sacrificial Offering: Once per Turning Point, when this operative incapacitates an enemy operative in combat, this operative can regain up to 4 lost wounds.

Wicked Blade [1R]:
Select a bayonet or improvised blade the operative is equipped with. Add 1 to that weapon’s Normal Damage characteristic for the battle.


Beast Pelt [1R]:
The operative gains the following ability for the battle:

  • Beast Pelt: Each time a shooting attack is made against this operative, if the ranged weapon has the Blast or Torrent special rule, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice. This operative is unaffected by the Splash critical hit rule.

Suspensor System [3R]:
The operative gains the following ability for the battle:

  • Suspensor System: The Heavy special rule of ranged weapons the operative is equipped with is treated differently. Instead, an operative cannot move more than 6'' in the same activation in which it performs a Shoot action with any of those ranged weapons.

Trophy Weapon [1R]:
Select a crude melee weapon or pistol the operative is equipped with. Add 1 to both Damage characteristics of that weapon for the battle.


Unholy Talisman [3R]:
The operative gains the following ability for the battle:

  • Unholy Talisman: This operative ignores the Piercing weapon rule.

Corrupted Weapon [2R]:
Select one bludgeon or cleaver the operative is equipped with (note that you cannot select skullcleaver or triple cleavers). That weapon gains the Rending critical hit rule for the battle.


Brass Horns [1R]:
The operative gains the following ability for the battle:

  • Brass Horns: Each time 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.

Pox Bomb [3R]:
The operative can perform the following action for the battle:

  • Pox Bomb (1 AP): Select one point in the killzone within 6'' of this operative. Roll one D6 for each operative within 2'' of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative. If the result is a 3+, also inflict damage on that enemy operative equal to the dice result halved (rounding up).

War Gong [2R]:
The operative gains the following ability for the battle:

  • War Gong: Whenever an attack dice would inflict Critical Dmg on a friendly BEASTMAN operative within 3" of this operative, if this operative doesn’t have one of your Frenzy tokens, you can choose for that attack dice to inflict Normal Dmg instead.

Instrument Of Chaos [2R]:
The operative can perform the following action during the battle:

  • Instrument of Chaos (1AP): Until the end of the Turning Point, each time a friendly DAEMON operative performs a Normal Move or Charge action, it can move an additional 1''.

Tainted Rounds [3R]:
Select one boltgun, bolt pistol or tainted bolt pistol the operative is equipped with. Add 1 to both Damage characteristics of that weapon.


Incendiary Shell [2R]:
A shotgun the operative is equipped with gains the following special rule for the battle:

  • Incendiary Shells: Each time this weapon is selected to shoot with, you can choose to fire incendiary shells. If you do so, for that shooting attack:
  1. This weapon gains the Blast 1'' special rule.
  2. Subtract 1 from this weapon’s Normal Damage characteristic.

Ritual Dagger [2R]:
The operative is equipped with the following melee weapon for the battle:

NameATKHITDMGWR
Ritual Dagger34+3/6Bal

Death's Heads [1R]:
The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Death's Heads43+3/5Range 6''

Hot-Shot Capacitor Pack [2R]:
Modify the operative’s ranged weapons for the battle as follows:

  • Add 1 to both Damage characteristics of lasguns and laspistols this operative is equipped with.

Diabolyk Bomb [4R]:
The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Diabolyk Bomb43+4/3Range 6", Blast 2", Devastating 2, Limited 1, Heavy (Reposition only), Piercing 1, Saturate

Trinket of Flux [2R]:
Select one coruscating flames or fizzing flames the operative is equipped with. Add 1 to that weapon’s Damage characteristics for the battle.


War Paint [2R]:
The operative gains the following ability for the battle:

  • War Paint: You can ignore any or all modifiers to this operative’s Movement and APL characteristics.

Armour Plate [2R]:
The operative gains the following ability for the battle:

  • Armour Plates: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice results of 1.

Shield:
The operative gains the following abilities for the battle:

  • Shield: 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).
  • Shielding: Whenever this operative is activated, you can use this rule. If you do, until the start of this operative’s next activation:
  1. Subtract 2" from its Move stat.
  2. Whenever an operative is shooting this operative, you can re-roll any of your defence dice.

Krak Grenade [3R]:
The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Krak Grenade43+4/5Lim, Sat, Piercing 1, Rng 6''

Rancid Vomit [3R]:
The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Rancid Vomit52+2/3Range 6'', Tor 1''

Malefic Blade [2R]:
The operative is equipped with the following melee weapon for the battle:

NameATKHITDMGWR
Malefic Blade53+3/5

Covert Guise [2R]:
The operative gains the following ability for the battle:

  • Covert Guise: At the end of the Scouting step, if this operative is wholly within your drop zone, it can perform a free Dash action.

Corrupted Rounds [1R]:
Select one autopistol the operative is equipped with. That weapon gains the Rending critical hit rule for the battle.


Stimms [3R]:
The operative gains the MEDIC keyword until the start of the next battle and can perform the following action during the battle:

  • Stimms (1 AP): Select one friendly CHAOS operative within this operative’s control range, then select the Rejuvenated STIMM rule, or one other STIMM rule for that operative to have for the battle. You cannot select each STIMM rule for each operative more than once per battle. This operative cannot perform this action while within control range of an enemy operative.
  1. Rejuvenated: The operative regains up to 2D3 lost wounds.
  2. Enraged: The operative’s melee weapons have the Relentless weapon rule.
  3. Fortified: Whenever this operative would lose a wound, roll one D6: on a 6, that wound is not lost.

Scorched Skull [3R]:
The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Scorched Skull44+4/5Piercing 1

Grisly Trophy [3R]:
The operative gains the following ability for the battle:

  • Grisly Trophy: While this operative is Visible to and within of an enemy operative, subtract 1 from the Attacks characteristic of ranged and melee weapons that enemy operative is equipped with.

Sinister Trophy [3R]:
The operative gains the following ability for the battle:

  • Sinister Trophy: While an enemy operative is within Engagement Range of this operative, subtract 1 from the Attacks characteristic of melee weapons it is equipped with.

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.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

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


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.


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.