Slaanesh HELLBRUTE Boss Fight

Operatives

1. HELLBRUTE
HELLBRUTE
A 3
M 5"
S 2+
W 40/40
Weapons
ATK
HIT
DMG
Combi-Bolter (Relentless)
4
3+
3/4
Twin-Lascannon (Prc1, PrcCrit2, Dev4, Lethal 5+)
2
3+
5/3
Fists (Brutal, Lethal 5+)
4
3+
4/6
Power Scourge (Punishing)
6
3+
4/5
Abilities
Amalgamation Of DestructionPloysPhases
Notes

SLAANESH Dark Blessing.

Amalgamation Of Destruction: This operative has the following rules for the battle:

  • In the Select Operatives phase, select one of the following Chaos Gods for this operative to gain its Dark Blessing from for the battle:
Chaos GodDark Blessing
KHORNEWhenever this operative performs a Charge action. After you end that action, inflict 1D6 damage on one enemy operative within its control range
TZEENTCHYou can re-roll any or all your 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 - This operative's weapons have the *Poison and *Toxic weapon rules
SLAANESHAdd 1 to this operative's Move stat - Improve its weapon's Hit stat when it is injured (instead of worsening it)

*Poison: In the Resolve Attack Dice step, if you inflict damage with any successes, 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). 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 waepon for each.

  • This operative can move within control range of enemy operatives. It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply). It cannot climb, jump or drop, or perform the Dash action.

  • Whenever an operative is shooting this operative, worsen the Piercing x weapon rule by 1, therefore the Piercing Crits 1 weapon rule is ignored. This operative ignores the Stun, Shock, Poison, Gas, Toxic and Brutal weapon rules. This operative's strikes cannot be blocked unless the target has a Wound stat of 18 or more.

  • This operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.

Ploys: STRATEGY PLOYS

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

  • DEVOTION BEYOND MADNESS(1 CP): 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.

FIREFIGHT PLOYS

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

  • GRISLY ONSLAUGHT (1 CP): Use this firefight ploy when this operative incapacitates an enemy operatives, worsen the Hit stat of each other enemy operative within 4 inches of this operative and your opponent cannot retain any critical successes for that operative until the end of the turning point.

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

  • PHASE 1: This phase occurs when this operative has 40 to 20 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 19 to 0 wounds. During this phase, you can use a firefight ploy for 0 CP during the firefight phase of the turning point. This operative is injured. Worsen its Save stat by 1. During the Shoot or Fight actions; aftter selecting a weapon to use for that action, roll a 1D6. If the result is lower than the Hit stat of that weapon (numerically), you cannot select that weapon.

CHAOS, WALKER, BOSS, HELLBRUTE; 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.