Slaanesh Daemon Prince Boss Fight

Operatives

1. DAEMON PRINCE
DAEMON PRINCE
A 3
M 5"
S 3+
W 35/35
Weapons
ATK
HIT
DMG
Infernal Cannon (*Salvo)
4
3+
5/7
Hellforged Weapons
Strike (Lethal 5+)
6
2+
4/7
Sweep (*Sweep)
D3+6
2+
3/4
Abilities
PhasesPloysChampion Of The Dark Gods*Sweep*Salvo
Notes

SLAANESH Dark Blessing.

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

  • PHASE 1: This phase occurs when this operative has 35 to 18 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. Whenever an enemy operative is fighting or retaliating against this operative, worsen its melee weapon's Hit stat by 1.

  • PHASE 2: This phase occurs when this operative has 17 to 1 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. Worsen its Save stat by 1.

  • PHASE 3: This phase occurs when this operative would be incapacitated, discard any remaining attack dice, inflict 1D3+2 damage on each operative within its control range and it has 1 wound. If this operative is incapacitated after that, remove it from the killzone.

Ploys: STRATEGY PLOYS

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

  • OFFERINGS TO THE GODS (1 CP): Whenever this operative incapacitates an enemy operative, it regains half that operative's Wound stat as lost wounds.

  • DAEMONIC MOCKERY (1 CP): Whenever an enemy operative is shooting or fighting this operative, until the end of that sequence, your opponent cannot re-roll their attack dice and cannot retain sttack dice results of less than 6 as critical successes (e.g. as a result of Lethal, Rending or Severe weapon rules).

FIREFIGHT PLOYS

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

  • TERROR DESCENDS (1 CP): Use this firefight ploy during this operative's activation. Remove this operative from the killzone and set it up wholly within your opponent's terrritory and in a location where it can be placed. After setting it up, subtract 1 from the APL stats of each enemy operative within 3 inches of it.

  • WARP WALK (1 CP): Use this firefight ploy during this 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. Note that it can move through Wall terrain (i.e. in the Gallow Dark killzone).

Champion Of 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 Chaos Gods for this operative to gain its Dark Blessing for the battle:

Chaos GodDark Blessing
KHORNEAdd 2 to both the Dmg stats of this operative's melee weapons - Its melee weapons have the Severe and Punishing weapon rules - Whenever this operative performs a Charge action. After you end that action, inflict 1D6 damage on each enemy operative within its control range (roll seperately for each)
TZEENTCHAdd 2 to the Atk stats of this operative's ranged weapons - Its ranged weapons have the Severe and Punishing weapon rules - You can re-roll any or all your attack or defence dice
NURGLEIgnore any changes to this operative's stats from being injured - Whenever an enemy operative is within 3 inches of this operative, that operative is injured - Whenever an attack die inflicts damage of 3 or more on this operative, roll a 1D6: on a 4+, that attack die doesn't inflict damage - This operative's weapons have the *Poison and *Toxic weapon rules.
SLAANESHAdd 2 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

*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 if it has remaining unused AP during its previous activation. It stays Ready while it can still be activated. Once Expended, it may counteract once during the turning point.

  • This operative can perform up to two Shoot and two Fight actions during each of its activations during the turning point.

  • Whenever your opponent is selecting a valid target, this operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.

  • Whenever an operative is shooting this operative, ignore the Piercing weapon rule. Whenever an operative is fighting or retaliating against tthis operative, ignore the Brutal weapon rule. Attack dice that have 1 or 2 Dmg stat don't inflict damage on this operative.

  • Enemy operatives within 3 inches of this operative cannot perform a Pick-up Marker, Unique or Mission action.

  • Whenever this operative incapacitates an enemy operative, it can perform a free Charge action (to a maximum of 3 inches) even if it performed an action that could prevvent it from doing so and add 1 to this operative's APL stat until the end of the turning point. Note that you can repeat this any number of times but this operative's APL stat must not exceed 4.

*Sweep: 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.

*Salvo: Select up to two valid targets. Shoot this weapon against both targets in an order of your choice.

CHAOS, DAEMON, BOSS, DAEMON PRINCE; 60

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.