Chaos demons

Chaos demons

Common Abilities and Options

Daemon:
This operative ignores the Piercing weapon rule.

Disgustingly Resilient:
Whenever an attack dice inflicts damage of 3 or more on a friendly NURGLE DAEMON operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.

Powers of Chaos:
- You cannot use more than one POWER OF CHAOS per activation or counteraction.

  • You cannot use each POWER OF CHAOS more than once per turning point.
  • If every friendly CHAOS DAEMONS operative selected for deployment has the same Chaos God keyword (e.g. NURGLE), you cannot use each POWER OF CHAOS more than twice per turning point (instead of once).

Powers Of Nurgle

Noxious Cloud
Use this POWER OF CHAOS during a friendly NURGLE DAEMON operative’s activation. Until the end of the turn, whenever an operative is shooting a friendly CHAOS DAEMON operative that is more than 3" from it, if that friendly operative is wholly within 3" of this operative, that friendly operative is obscured.

Curse of Rot
Use this POWER OF CHAOS during a friendly NURGLE DAEMON operative’s activation. Select one enemy operative within 8" and visible to this operative. Subtract 2" from the Move stat of that enemy operative and worsen the Hit stat of its weapons by 1 (this is not cumulative with being injured) until the end of the turning point.

Rancid Vomit
Use this POWER OF CHAOS when a friendly NURGLE DAEMON operative is performing the Shoot action. Until the end of that action, that operative can use the following ranged weapon:

NameATKHITDMG
Rancid Vomit52+2/3
Weapon Rules
Rng 6", Tor 1", Saturate

Shambling Wretch
Use this POWER OF CHAOS at the start of a friendly NURGLE DAEMON operative's activation. You can ignore any changes to the stats of that operative from being injured (including their weapons' stats) until the end of that activation.

Revolting Resiliency
Use this POWER OF CHAOS when an attack dice inflicts damage on a friendly NURGLE DAEMON operative. Until the end of the activation/counteraction, for the purposes of the Disgustingly Resilient rule for that operative, always subtract 1 from the damage inflicted (to a minimum of 2) – you do not need to roll.

Operatives

1. Plagueridden
Plagueridden
A 2
M 5"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Plaguesword
4
2+
4/6
Abilities
Champion of NurgleDaemonDisgustingly ResilientPowers of Chaos

Champion of Nurgle: During this operative's activation, it may perform a Pick-up or Mission action.

CHAOS DAEMON, CHAOS, DAEMON, NURGLE, LEADER, PLAGUEBEARER, PLAGUERIDDEN
2. Pink Horror Fighter
Pink Horror Fighter
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Coruscating Flames
4
3+
3/4
Fists
3
4+
2/3
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, PINK HORROR, FIGHTER
3. Pink Horror Fighter(copy)
Pink Horror Fighter
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Coruscating Flames
4
3+
3/4
Fists
3
4+
2/3
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, PINK HORROR, FIGHTER
4. Pink Horror Fighter(copy)
Pink Horror Fighter
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Coruscating Flames
4
3+
3/4
Fists
3
4+
2/3
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, PINK HORROR, FIGHTER
5. Pink Horror Fighter(copy)
Pink Horror Fighter
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Coruscating Flames
4
3+
3/4
Fists
3
4+
2/3
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, PINK HORROR, FIGHTER
6. Pink Horror Fighter(copy)
Pink Horror Fighter
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Coruscating Flames
4
3+
3/4
Fists
3
4+
2/3
Abilities
DaemonPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, PINK HORROR, FIGHTER
7. Plaguebearer Fighter
Plaguebearer Fighter
A 2
M 5"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Plaguesword
4
3+
4/6
Abilities
DaemonDisgustingly ResilientPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, NURGLE, PLAGUEBEARER, FIGHTER
8. Plaguebearer Fighter(copy)
Plaguebearer Fighter
A 2
M 5"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Plaguesword
4
3+
4/6
Abilities
DaemonDisgustingly ResilientPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, NURGLE, PLAGUEBEARER, FIGHTER
9. Plaguebearer Fighter(copy)
Plaguebearer Fighter
A 2
M 5"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Plaguesword
4
3+
4/6
Abilities
DaemonDisgustingly ResilientPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, NURGLE, PLAGUEBEARER, FIGHTER
10. Plaguebearer Fighter(copy)
Plaguebearer Fighter
A 2
M 5"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Plaguesword
4
3+
4/6
Abilities
DaemonDisgustingly ResilientPowers of Chaos
CHAOS DAEMON, CHAOS, DAEMON, NURGLE, PLAGUEBEARER, FIGHTER

Equipment

Grisly Trophy

Once per Battle, when a friendly CHAOS DAEMON operative incapacitates an enemy operative within 2" of it, you can use this rule. If you do, that friendly operative gains one of your Grisly Trophy tokens (if it does not already have one). Whenever a friendly CHAOS DAEMON operative that has one of your Grisly Trophy tokens is visible to and within 2" of an enemy operative, subtract 1 from the ATK stat of that enemy operative's weapons.

Instrument of Chaos

Once per Turning point a friendly CHAOS DAEMON operative can use this equipment. If it does, until the end of the Turning Point, each time a friendly CHAOS DAEMON operative within 3" and visible to 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.

Ritual Daggers

Operatives are equipped with the following melee weapon for the battle:

NameATKHITDMG
Ritual Dagger34+3/4
Special Rules
Balanced
Daemonic Icon

Use this equipment when a friendly CHAOS DAEMON operative is activated. Select one objective marker within 3" and visible to that operative. Until the end of the battle or until you use this equipment again (whichever comes first), when determining control of that objective marker, treat friendly operatives’ APL stat as 1 higher. Note this isn’t a change to the APL stat, so any changes are cumulative with this.

Ploys

Daemonsight
Strategy Ploy

Whenever you are selecting a valid target for a friendly CHAOS 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
Strategy Ploy

Until the end of the turning point, when a friendly CHAOS DAEMON operative performs the Fight or Shoot action against a wounded target, that attack gains the Ceaseless weapon rule.

Reality Shift
Strategy Ploy

You can immediately change the order of up to three friendly CHAOS DAEMON operatives that are not within control range of enemy operatives.

Symbol of Terror
Strategy 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.

Daemonic Mockery
Firefight Ploy

Use this firefight ploy when a friendly CHAOS 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
Firefight Ploy

Use this Firefight Ploy when a friendly CHAOS DAEMON operative is activated. That friendly operative regains 2D3 lost wounds.

Time Surge
Firefight Ploy

Use this Firefight Ploy when a friendly CHAOS 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.

Warp Walk
Firefight Ploy

Use this firefight ploy during a friendly CHAOS 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.

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.