The Choir of a Thousand Voices

Operatives

Equipment

Baleful Script

Once per battle STRATEGIC GAMBIT. Change one of your ACCURSED GIFTS. Note that if it is an ACCURSED GIFT an operative has from the Abhorrent Mutation firefight ploy, only that operative benefits from this.

Covert Guises

After revealing this equipment option, roll one D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly CHAOS CULT DEVOTEE operatives equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone.

Unholy Talisman

Once per turning point, when an operative is shooting a friendly CHAOS CULT operative, in the Roll Defence Dice step, you can retain one of your normal successes as a critical success instead.

Vile Blessing

Once per battle, when an attack dice inflicts Normal Dmg on a friendly CHAOS CULT operative (excluding DEVOTEE), you can ignore that inflicted damage. If that friendly operative is a MUTANT or TORMENT operative, you cannot roll for the Unnatural Regeneration rule for that attack dice then decide to use this rule on the same dice – you must use one or the other.

Ploys

Creatures of Nightmare
Strategy Ploy

Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 2" of friendly CHAOS CULT MUTANT or CHAOS CULT TORMENT operatives.

Note this isn’t a change to the APL stat, so any changes are cumulative with this.

Exaltation In Pain
Strategy Ploy

You can ignore any changes to the Hit stat of friendly CHAOS CULT operatives’ weapons from being injured. Whenever an operative is shooting a friendly CHAOS CULT operative that’s wounded, you can re-roll one of your defence dice.

Fervent Onslaught
Strategy Ploy

Friendly CHAOS CULT operatives’ melee weapons have the Accurate 1 weapon rule, or the Accurate 2 weapon rule if that friendly operative is a MUTANT or TORMENT operative.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.

Sickening Aura
Strategy Ploy

Whenever an enemy operative is within 2" of friendly CHAOS CULT MUTANT or CHAOS CULT TORMENT operatives, worsen the Hit stat of that enemy operative’s weapons by 1. This isn’t cumulative with being injured.

Abhorrent Mutation
Firefight Ploy

Use this firefight ploy when a friendly CHAOS CULT operative (excluding DARK COMMUNE) is activated. Select an ACCURSED GIFT for that operative to gain. This is in addition to any ACCURSED GIFTS it already has. Each friendly operative cannot be selected for this ploy more than once per battle, and if that operative turns into a different one (see Mutation faction rule), it still has that ACCURSED GIFT.

Frenzied Demise
Firefight Ploy

Use this firefight ploy when a friendly CHAOS CULT MUTANT or CHAOS CULT TORMENT operative is incapacitated, before it is removed from the killzone. Inflict D3 damage (or D6 damage instead if that friendly operative is a TORMENT) on one enemy operative visible to and within 2" of that friendly operative.

Faithful Follower
Firefight Ploy

Use this firefight ploy when a friendly CHAOS CULT DARK COMMUNE operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly CHAOS CULT operative (excluding DARK COMMUNE) visible to and within 3" of that DARK COMMUNE operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s 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.

This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.

Unleash The Daemon
Firefight Ploy

Use this firefight ploy during a friendly CHAOS CULT MUTANT or CHAOS CULT TORMENT operative’s activation. During that activation, that operative can perform two Fight actions, and one of them can be free.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Track Enemy
Infiltration

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.

Plant Devices
Infiltration

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.

Steal Intelligence
Infiltration

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.