THE MASQUE OF SLAANESH boss fight

Operatives

1. THE MASQUE OF SLAANESH
THE MASQUE OF SLAANESH
A 3
M 7"
S 2+
W 18/18
Weapons
ATK
HIT
DMG
Serrated Claws (Balanced, Severe, *Dance)
5
3+
4/5
Abilities
*DanceThe Eternal DancerPloysPhases1AP: Lithe Killer

*Dance: Whenever you are selecting a valid target, you can select an enemy operative visible to and within 2 inches of this operative as the valid target. Whenever this operative is performing a Fight action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its attack dice (not all of it) for this action. After that action has ended, this operative can immediately perform a free Fight action against another enemy operative (if any) but must use this weapon for it. In the Roll Attack Dice step of that action, this operative can only roll the remaining attack dice. This operative cannot perform the free Fight action if it rolled all the attack dice of this weapon.

The Eternal Dancer: This operative has the following rules for the battle:

  • This operative can be activated and may counteract multiple times during the turning point as follows: Activate - Counteract - Activate - Counteract...etc. until the end of the turning point. It becomes Expended after each activation, and it must be Readied after each counteraction (except after the last enemy operative to activate).

  • This operative can perform up two Fall Back and three Fight actions during each of its activations during the turning point. It can perform the Fall Back action for 1 less AP. It can perform the Charge, Reposition, Dash and/or Fall Back actions during the same activation (this takes precedence over action restrictions).

  • Whenever this operative performs an action in which it moves. Until the end of the action, this operative can move through enemy operatives, move within control range of them, and during the Charge action can leave their control range (it must still end the move following all requirements for that move). It Cannot move more than its Move stat if it’s the Charge action.

  • Whenever this operative is climbing up or dropping, ignore the first 2 inches of the vertical distance of that move.

  • This operative ignores the Piercing, Stun, Shock, Torent X, Blast X and Accurate weapon rules. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative. Attack dice that would inflict 3 or more damage on this operative inflict 1 less damage. Whenever this operative is wounded, Improve its melee weapons' HIt stat by 1.

  • Whenever this operative is fighting or retaliating, worsen the Hit stat of the enemy operative's melee weapons by 1. Whenever an enemy operative within 3 inches of this operative, worsen the Hit stat of that operative's ranged weapons by 1 (or by 2 if it is more than 3 inches of this operative). This is cumulative with the Hit stat change from being injured (this take precedence over any rule).

  • Whenever this operative is fighting or retaliating against a wounded enemy operative, its melee weapons have the Ceaseless weapon rule, or the Relentless weapon rule if that operative is injured.

  • Whenever this operative is fighting or retaliating and after you strike, you can strike with an additonal attack die before your opponent strikes.

  • Once per turning point, whenever this operative is fighting, after you strike with two or more normal successes or block with a critical success, if the enemy operative is not incapacitated. End that sequence (any remaining attack dice are discarded) and immediately perform a free Fall Back action up to 6 inches with that operative (then the Fight action ends).

Ploys: STRATEGY PLOYS

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

  • HYPNOTIZING PERFORMANCE (1 CP): Whenever this operative is fighting or retaliating , enemy operative cannot assist. Whenever this operative strikes with a critical success, each enemy operative within 3 inches of this operative cannot perform any action until the end of the turning point.

FIREFIGHT PLOYS

You can select the following firefight ploy for operative during the battle:

  • LETHARGIC SNARE (1 CP): Use this firefight ploy when an enemy operative would perform the Fall Back action while within control range of this operative, if no other enemy operatives are within that friendly operative's control range, you can use this rule. If you do, roll 2D6, or 1D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 3+, that enemy cannot perform that action during that activation or counteraction (No AP are spent on it).

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

  • PHASE 1: This phase occurs when this operative has 18 to 9 wounds. During this phase, you can select 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 8 to 0 wounds. During this phase, you can use a firefight ploy for 0 CP during the firefight phase of the turning point. Ignore any changes to this operative's stat from being injured.

Lithe Killer (1AP): Performs a free Reposition action with this operative, after it moves, draw an imaginary line 1mm in diameter and up to 7 inches long between it and its previous location. Note this does not have to be a straight line. Inflict 1D3+3 damage on up to two enemy operatives that line crosses. A 28mm round marker can be temporarily placed underneath this operative before it moves to help determine this.

CHAOS, DAEMON, SLAANESH, BOSS, THE MASQUE OF SLAANESH; 32

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.