Chaos
Blooded
Infiltration/Seek And Destroy
Many Astra Militarum troops have turned to Chaos over the centuries, including entire regiments of the Astra Militarum's Imperial Army predecessors that followed the Warmaster Horus into battle against the Imperium during the Horus Heresy.
Faction Rules
Blooded
You gain one Blooded token:
- In the ready step of each strategy phase.
- The first time an enemy operative is incapacitated during each turning point.
- The first time a friendly operative is incapacitated within 6" of an enemy operative during each turning point.
As a strategic gambit, you can assign any of your unassigned blooded tokens to friendly
blooded operatives. Each operative cannot have more than one of your blooded tokens.
Then, if four or more friendly operatives in the killzone have one of your Blooded tokens,
you can select one of them to be under the GAZE OF THE GODS until the end of the
turning point.
Whenever a friendly BLOODED operative has one of your Blooded tokens, its weapons
have the accurate 1 weapon rule. If that friendly BLOODED operative is under the GAZE
OF THE GODS, you can retain one of your normal successes as a result of the Accurate
1 weapon rule as a critical success instead.
Operatives
Strategic Ploys
Whenever a friendly BLOODED operative is incapacitated, before it is removed from the killzone, roll 1D3; on a 3 (or 2+ if that friendly operative has one of your Blooded tokens), inflict damage equal to the result on one enemy operative visible to and within 2" of that friendly operative.
Select one enemey operative visible to a friendly BLOODED operative. Until the end of the turning point, whenever a friendly BLOODED operative is shooting against, fighting against, or retaliating against that enemy operative, its weapons have the Ceaseless weapon rule, or Relentless if that shooting, fighting, or retaliating operative has one of your Blooded tokens.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Relentless: Can re-roll any or all Attack dice.
Whenever an operative is shooting a friendly BLOODED operative that has one of your Blooded tokens or is wholly within your opponent's territory, you can re-roll one of your defence dice.
Whenever a friendly BLOODED operative that is wholly within your opponent's territory and does not have one of your Blooded tokens is shooting or fighting, its weapons have the Accurate 1 weapon rule.
Whenever a friendly BLOODED operative that has one of your blooded tokens is wholly within your opponent's territory, its weapons have the Punishing weapon rule.
Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
Firefight Ploys
Use this firefight ploy when a friendly BLOODED operative performs the Shoot action and you are selecting a valid target.
Having other friendly BLOODED operatives within an enemy operative's control range does not prevent that enemy operative from being selected.
Until the end of that action, whenever you discard an attack die as a fail, inflict damage equal to the die result on one friendly operative of your choice within control range of the target.
Use this firefight ploy when a friendly BLOODED operative that has one of your Blooded tokens is selected as the valid target of a shoot action or to fight against during the Fight action. Select one other friendly BLOODED operative visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead, even if it normally would not be valid for this. If it is the Fight action, treat that other operative as being within the fighting operative's control range for the duration of that action. If it is the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it is the shoot action and the ranged weapon has the Blast or Torrent special rule.
Use this firefight ploy during the activation fo a friendly BLOODED operative that is under the GAZE OF THE GODS before or after it performs an action.
Until the end of that operative's activation, add 1 to its APL stat.
Use this firefight ploy when an enemy operative is incapacitated by a friendly BLOODED operative within 2" of it that has one of your Blooded tokens.
You gain one Blooded token.
Equipment
Chaos Sigil
The Reward Earned firefight ploy costs you 0 CP.
Sinister Trophies
Whenever an enemy operative is shooting against, fighting against, or retaliating against a friendly BLOODED operative that has one of your Blooded tokens and is within 2" of it,
your opponent cannot re-roll their attack dice results of 1.
Symbols of Bloody Worship
Whenever a friendly BLOODED operative ends an action, if it was not incapacitated but inflicted damage on any enemy operatives during that action, it regains 1 lost wound.
Wicked Blades
Add 1 to both Dmg stats of each friendly BLOODED operative's bayonet, bayonet and shield, and improvised blade for the battle.
Ammo Cache (x1)
Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:
One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
Before the battle, you can set up one of your Comms Device markers wholly within your territory.
While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives
(e.g. ‘select one friendly operative within 6"’ would be 9" instead).
Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.
The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.
Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).
Operatives connected to the inside of it can perform the following unique action during the battle:
The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of
other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,
or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.
In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed
or at the end of the turning point (whichever comes first).
An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 | Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 | Rng 6", Piercing 1, Saturate |
Breaching Charge
Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Building Your Roster
A BLOODED killteam is composed of: - 1 Blooded Chieftan operative with one of the following options: - Autopistol or laspistol, chainsword or power weapon - Bolt Pistol, chainsword - Boltgun, bayonet - Plasma pistol, improvised Blade *(2)* - 9 Blooded operatives selected from the following list: - Brimstone Grenadier - Butcher - Commsman - Corpseman - Flenser - Gunner with bayonet and Flamer *(1)* - Gunner with bayonet and Grenade Launcher *(1)* - Gunner with bayonet and Meltagun *(1)* - Gunner with bayonet and plasma gun *(1,2)* - Sharpshooter *(1)* - Thug - Trench Sweeper - Trooper - 4 Blooded operatives selected from the following list: - Enforcer (counts as two selections) - Ogryn (counts as two selections) - Trooper Other than Trooper operatives your Kill Team can only include each operative on this list once. **(1):** You cannot select more than three of these operatives combined **(2):** You cannot select this option and this operative. In other words you can only have one operative with a plasma weapon.