Daemonic Incursion (v2)

Daemonic Incursion (v2)

Common Abilities and Options

Daemon:
This operative ignores the Piercing weapon rule.

Khorne:
This operative gains the KHORNE and BLOODLETTER keywords and may use the POWERS OF KHORNE firefight ploy.

Operatives

1. Champion
Champion
A 2
M 6"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Greater Hellblade (Lethal 5+)
4
2+
4/6
Abilities
Daemon
Options
Bloodreaper

Bloodreaper: During this operative's activation, it may perform a free Fight action and it is allowed to perform two Fight actions in total.

This operative may only be equipped with the Greater Hellblade weapon.

This operative gains the KHORNE, BLOODREAPER and BLOODLETTER keywords and may use the POWERS OF KHORNE firefight ploy.

DAEMON INCURSION, CHAOS, DAEMON, LEADER
2. Iconbearer
Iconbearer
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Banner
3
4+
3/4
Abilities
1AP: Daemonic IconDaemon
Options
Khorne

Daemonic Icon (1AP): Based on this operative's chaos god keyword, you may use the following abilities:

Khorne

  • Every friendly operative visible to this operative has the Attack stat of their melee weapon increased by 1 (to a maximum of 5) until the end of their next activation.

Slaanesh

  • Every friendly operative visible to this operative has their Movement stat increased by 1" (to a maximum of 7") until the end of their next activation.

Nurgle

  • Every friendly operative visible to this operative has their Save stat decreased by 1 (to a minimum of 3+) until the end of their next activation.

Tzeench

  • One friendly operative visible to this operative has their APL stat increased by 1 (to a maximum of 3) until the end of their next activation.
DAEMON INCURSION, CHAOS, DAEMON, ICONBEARER
3. Musician
Musician
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Musical Instrument
3
4+
3/4
Abilities
1AP: Instrument of ChaosDaemon
Options
Khorne

Instrument of Chaos (1AP): Based on this operative's chaos god keyword, you may use the following abilities for 1AP:

Khorne

  • Choose a visible enemy operative within 6" of this operative and roll a D6. On a 4+, that enemy operative must Charge and/or Fight when it's activated if it's able to.

Slaanesh

  • Choose a visible enemy operative within 6" of this operative and roll a D6. On a 4+, that enemy operative cannot Shoot or Fight until the end of it's next activation.

Nurgle

  • Choose a visible enemy operative within 6" of this operative and roll a D6. On a 4+, that enemy operative cannot Dash until the end of it's next activation.

Tzeench

  • Choose a visible enemy operative within 6" of this operative and roll a D6. On a 4+, that enemy operative must Reposition or Fall Back towards the closest objective or mission marker when it's activated if it's able to.
DAEMON INCURSION, CHAOS, DAEMON, MUSICIAN
4. Fighter
Fighter
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Hellblade
4
2+
4/5
Abilities
Daemon
Options
Bloodletter

Bloodletter: This operative may only be equipped with the Hellblade weapon.

This operative gains the KHORNE and BLOODLETTER keywords and may use the POWERS OF KHORNE firefight ploy.

DAEMON INCURSION, CHAOS, DAEMON, FIGHTER

Equipment

Magic Mirror

Once per battle, when a friendly DAEMON operative takes damage from a Shooting attack, you may use this equipent. At the end of the sequence, deal damage to the attacker equal to half of the total damage dealt rounded down.

Soul Shard

Once per battle, a friendly CHAOS DAEMON operative may use this equipment when it's incapacitated, before it is removed from the killzone. It is not incapacitated and remains in the killzone with 1 wound remaining instead.

Torment Venom

Once per battle, when a friendly DAEMON operative fights in combat, you can declare you are using this equipment before the opponent would re-roll any combat dice. If you do, for that combat, your opponent cannot re-roll combat dice.

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.

Ploys

Powers of Khorne
Firefight Ploy

You may use this firefight ploy multiple times per turning point. An operative needs to have the KHORNE keyword to use this ploy.

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. KHORNE), you cannot use each POWER OF CHAOS more than twice per turning point (instead of once).

Berzerker Rage

  • Use this POWER OF CHAOS during a friendly KHORNE DAEMON operative’s activation, after it’s performed the Charge action and incapacitated an enemy operative during the Fight action, and is no longer within control range of enemy operatives. That friendly operative can immediately perform a free Charge action using any remaining move distance it had from that first Charge action. That operative can perform two Charge actions during its activation to do so. The operative cannot have performed any other actions during this activation (but can do so after resolving this POWER OF CHAOS).

Killing Blow

  • Use this POWER OF CHAOS when a friendly KHORNE DAEMON operative is fighting or retaliating and you strike with a normal or critical success. Inflict d3 additional damage with that strike.

Call to Slaughter

  • Use this POWER OF CHAOS during a friendly KHORNE DAEMON operative’s activation, when it incapacitates an enemy operative within its control range. Select one other ready friendly CHAOS DAEMON operative that’s visible to and within 3" of the incapacitated enemy operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal.
Powers of Slaanesh
Firefight Ploy

You may use this firefight ploy multiple times per turning point. An operative needs to have the SLAANESH keyword to use this ploy.

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. SLAANESH), you cannot use each POWER OF CHAOS more than twice per turning point (instead of once).

Swift Retreat

  • Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative is fighting, after you strike with a critical success. End that sequence (any remaining attack dice are discarded) and immediately perform a free Dash or Fall Back action up to 3" with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Dash or Fall Back action.

Unnatural Agility

  • Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative is fighting or retaliating, worsen the Hit stat of the enemy operative's melee weapons by 1.

Weaving Dance

  • Use this POWER OF CHAOS when a friendly SLAANESH DAEMON operative performs an action in which it moves. Until the end of the action, that operative:

    • Can ignore all vertical distances whenever it drops and climbs.
    • 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).
    • Cannot move more than its Move stat if it’s the Charge action.
Powers of Nurgle
Firefight Ploy

You may use this firefight ploy multiple times per turning point. An operative needs to have the NURGLE keyword to use this ploy.

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).

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.

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.
Powers of Tzeench
Firefight Ploy

You may use this firefight ploy multiple times per turning point. An operative needs to have the TZEENCH keyword to use this ploy.

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. TZEENCH), you cannot use each POWER OF CHAOS more than twice per turning point (instead of once).

Creeping Flame

  • Use this POWER OF CHAOS when a friendly TZEENTCH DAEMON operative is performing the Shoot action and you select a Coruscating Flames or Fizzing Flames. Until the end of that action, that weapon has the Torrent 2" weapon rule, but you cannot select more than one secondary target.

Essence of Change

  • Use this POWER OF CHAOS when a friendly TZEENTCH DAEMON operative is activated. Until the end of that operative’s activation, add 1 to its APL stat (to a maximum of 3).

Flickering Fates

  • Use this POWER OF CHAOS when an operative is shooting a friendly TZEENTCH DAEMON operative, in the Roll Defence Dice step, if you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.

Daemonic Split - 0CP

  • Use this free POWER OF CHAOS whenever a friendly PINK HORROR or BLUE HORROR operative is incapacitated. This POWER OF CHAOS may be used multiple times in a turning point.

    • Before that PINK HORROR operative is removed from the killzone, set up two BLUE HORROR operatives as close as possible to that operative and not within Engagement Range of enemy operatives.
    • Before that BLUE HORROR operative is removed from the killzone, set up one BRIMSTONE HORROR operative as close as possible to that operative and not within Engagement Range of enemy operatives.
    • In either case, set up those operatives with the same order as the previous operative (including if it was ready or activated).
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

Once per battle, you can use this strategy ploy to immediately change the order of up to two 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 CHAMPION, MUSICIAN or ICON BEARER operatives are within range of, treat enemy operatives' total APL as being 1 less. Note that this is not a modifier.

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.