Slaanesh Chaos Lord Boss Fight

Operatives

1. CHAOS LORD
CHAOS LORD
A 3
M 6"
S 3+
W 25/25
Weapons
ATK
HIT
DMG
Inferno Pistol (Rng 6", Dev3, Prc2)
4
2+
5/3
Tainted Bolter (Rending)
4
3+
3/5
Tainted Bolt Pistol (Rng 8", Rending)
4
2+
3/5
Grenades
Frag (Rng 6", Saturate, Blast 2", Lim2)
4
2+
2/4
Krak (Rng 6", Saturate, Prc1, Lim2)
4
2+
4/5
Blight (Nurgle) (Rng 6", Saturate, Severe, Blast 2", Lim1, *Poison)
4
3+
2/4
Daemon Blade
Duel (Lethal 5+)
5
2+
4/6
Sweep (Lethal 5+, *Havoc)
4
2+
4/6
Abilities
*PoisonPloysPhases*HavocFavoured By The Dark Gods1AP: Chance for Glory
Notes

SLAANESH Dark Blessing.

*Poison: In the Resolve Attack Dice step, if you inflict damage with any success, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

Ploys: STRATEGY PLOYS

You can use select from the following strategy ploys for this operative during the battle:

  • LET THE GALAXY BURN! (1 CP): Whenever an enemy operative would perform the Fall Back action while within control range of this operative, you can use this rule. If you do, roll 2D6, or 1D6 if that enemy operative has a higher Wounds stat than this operative. If any result is a 3+, that enemy cannot perform that action during that activation or counteraction (any AP spent on it is not refunded).

  • RELENTLESS TERROR (1 CP): Whenever this operative incapacitates an enemy operative, each other enemy operative within 4 inches of that operative cannot perform the Pick-Up Marker, Unique or Mission actions.

FIREFIGHT PLOYS

You can select from the following firefight ploys for this operative during the battle:

  • THE GODS GUIDE ME (1 CP): Use this firefight ploy when this operative performs a Shoot action. enemy operatives cannot be obscured.

  • THE ONLY TRUTH (1 CP): Use this firefight ploy when your opponent uses a strategy or firefight ploy (excluding Command Re-roll or one that costs 0CP). Their ploy isn’t used, the CP spent on it is refunded and they cannot use that ploy again during this turning point. This ploy cannot be used to stop the same ploy more than once per battle.

Phases: This operative has the following Phases during the battle:

  • PHASE 1: This phase occurs when this operative has 25 to 13 wounds. During this phase, you can use 1 strategy ploy for 0 CP during the Ready step of the strategy phase of the turning point.

  • PHASE 2: This phase occurs when this operative has 12 to 0 wounds. During this phase, you can use 1 firefight ploy for 0 CP during the firefight phase of the turning point. This operative is injured.

*Havoc: Whenever this operative performs the Fight action with this weapon profile, if it isn't incapacitated, it can immediately perform a free Fight action afterwards, but you must select this weapon profile and it can only fight against each enemy operative within its control range once per activation or counteraction using this weapon profile. This takes precedence over action restrictions, and you can continue to perform free Fight actions until this operative is incapacitated or has fought against every enemy operative within its control range.

Favoured By The Dark Gods: This operative has the following rules for the battle:

  • In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.

  • In the Select Operatives phase, select one of the following Dark Blessing for the battle:

Chaos GodDark Blessing
KHORNEAdd 1 to both the Dmg stats of this operative's melee weapons - Its melee weapons have the Severe weapon rule - Whenever this operative performs a Charge action. After you end that action, inflict 1D3+1 damage on each enemy operative within its control range (roll seperately for each)
TZEENTCHAdd 1 to the Atk stats of this operative's ranged weapons - Its ranged weapons have the Severe weapon rule - It can *FLY
NURGLEIgnore any changes to this operative's stats from being injured - Whenever an attack die inflicts damage of 3 or more on this operative, roll a 1D6: on a 3+, that attack die inflicts 1 less damage - This operative's weapons have the *Poison and *Toxic weapon rules.
SLAANESHAdd 1 to this operative's Move stat - Its weapons have the Ceaseless weapon rule if the target is wounded, or the Relentless weapon rule if it's injured - It ignores Stun and Shock weapon rules
UNDIVIDEDAdd 1 to the Atk stats of this operative's weapons - Worsen the Hit stat of enemy operatives' weapon that are within 6 inches of this operative - This operative's weapons have the Balanced and Punishing weapon rule

*Fly: Whenever this operative is performing the Charge, Fall Back or Reposition action, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

*Poison: In the Resolve Attack Dice step, if you inflict damage with any success, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

*Toxic: Whenever this operative is using this weapon against an enemy operative that has one of your Poison tokens, add 1 to both Dmg stats of this weapon.

  • This operative can be activated multiple times during the turning point. The number of activations is determined by the following: The number of enemy operatives in the killzone divided by 3 (rounded down) (to a minimum of 1). In addition, you can skip this operative's activation a number of times up to that determined number. This operative stays Ready while it can still be activated. Once Expended, it may counteract a number of times up to that determined number during the turning point (e.g. activates 3 times and counteracts 3 times).

  • This operative can perform up two Shoot and Fight actions during each of its activations during the turning point. For the Shoot actions, you must select a different ranged waeapon for each.

  • Whenever an operative is shooting this operative, worsen the Piercing x weapon rule by 1, therefore the Piercing Crits 1 weapon rule is ignored. In the Roll Defence Dice step, you can retain any result of 4+ as a critical success. Whenever an attack die would inflict damage on this operative from the Devastating weapon rule, it inflicts 1D3 less damage. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.

  • Whenever this operative is shooting, fighting or retaliating, if you roll two or more normal successes, you can discard one of them to retain another as a critical success instead.

  • After this operative fights or retaliates and it incapacitated an enemy operative during that sequence, it regains 1D6+2 lost wounds.

  • Whenever this operative is in cover, you can retain one additional cover save, or you can retain one cover save as a critical success. This is cumulative with improved cover saves from vantage terrain.

Chance for Glory (1AP): This operative can perform a free Repostion if it is wholly within your territory, or a free Fall Back or Charge action if it is wholly within your opponent's territory. Note that it can perfrom any of those actions even if it performed an action that prevents it from doing them (this takes precedence over action restrictions). This operative cannot perform this action while within control range of enemy operatives.

CHAOS, HERETIC ASTARTES, BOSS, CHAOS LORD; 40

Equipment

Ploys

FATALITY! or "YOU DIED"
Firefight Ploy

Use this firefight ploy when an enemy operative is incapacitated. You earned your fight and won, but that is not enough for the crowd, give them a spectacle worthy of your presence and embarace the brutality of the grim dark future. Mock your opponent's pitiful existance and shout "FATALITY" (or "YOU DIED") in its face or place a marker for any of those phrases within control range of that operative. This ploy costs 0 CP.

And The Crowd Goes Wild
Firefight Ploy

Use this firefight ploy when 3 or more enemy operative are incapacitated. you can remove a light terrain piece and replace it with a heavy terrain piece, or vice versa. If setting up the terrain is not possible, select another to replace or this ploy cannot be used. This ploy costs 0 CP.

MORTAL KOMBAT!
Strategy Ploy

For the first turning point. You cannot help but have the urge to use a gong and shout these 2 words; "MORTAL KOMBAT",as if it is a part of bygone ritual or rite of battle.This ploy costs 0 CP.

Eyes In The Warp
Strategy Ploy

You can set up a random operative (from any faction or team) on the centerline of the killzone in a location it can be placed, then you and your opponent each roll a 1D6. Whoever has the higher result, that operative is a friendly to its operatives until the end of the battle. If the result is a tie, that operative is hostile to both of you and your opponent until the end of the battle.

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.