Chaos
Legionaries
Security/Seek And Destroy
Legionary kill teams are bitter veterans who possess centuries of combat experience. Some are little more than
Faction Rules
Astartes
During each friendly LEGIONARY operative's activation, it can perform either two Shoot actions or two Fight actions.
If it is two Shoot actions, a bolt pistol, boltgun or tainted bolt pistol must be selected for at least one of them.
Each friendly LEGIONARY operative can counteract regardless of its order.
Mark Of Chaos
Whenever you select a LEGIONARY operative for the battle, you must select one of the following keywords for it to have for that battle: KHORNE, NURGLE, SLAANESH, TZEENTCH, UNDIVIDED.
Each operative's keyword can be different, but a BALEFIRE ACOLYTE operative cannot have the KHORNE keyword.
Friendly LEGIONARY operatives have an additional rule determined by this keyword. In addition, LEGIONARY ploys have additional benefits for operatives with the relevant keyword.
Operatives
Strategic Ploys
Whenever a friendly LEGIONARY operative (excluding KHORNE) is fighting, the first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7). Add 1 to both Dmg stats of friendly LEGIONARY KHORNE operatives' melee weapons (to a maximum of 7).
Whenever a friendly LEGIONARY operative is shooting a ready enemy operative, that friendly operative’s ranged weapons have the Balanced weapon rule.
Whenever an operative is shooting a ready friendly LEGIONARY TZEENTCH 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.
Balanced: Can re-roll one Attack die.
Whenever an operative is shooting a friendly LEGIONARY operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.
You can ignore any changes to the stats of friendly LEGIONARY NURGLE operatives from being injured (including their weapons’ stats).
Whenever a friendly LEGIONARY operative that performed an action in which it moved during this turning point is fighting, worsen the Hit stat of the enemy operative's melee weapons by 1.
Whenever an operative is shooting a friendly LEGIONARY SLAANESH operative more than 6" from it that performed an action in which it moved during this turning point, worsen the Hit stat of the enemy operative's weapons by 1.
In all cases for this ploy, this is not cumulative with being injured.
Firefight Ploys
Use this firefight ploy when a friendly LEGIONARY NURGLE operative is performing the Shoot action, when you select a valid target.
Until the end of that action, whenever that friendly operative is shooting an enemy operative within 3" of it (i.e. including secondary targets, if any),
that friendly operative's ranged weapons have the Piercing 1 weapon rule.
Piercing 1: The defender collects 1 less Defence die.
Use this firefight ploy when a friendly LEGIONARY TZEENTCH operative is activated. Until the end of that operative’s activation, add 1 to its APL stat, but it cannot perform the same action more than once during that activation. If it’s a WARRIOR operative, that operative’s Marks of Chaos keyword cannot be changed during this turning point (see Infernal Pact additional rule).
Use this firefight ploy during a friendly LEGIONARY SLAANESH operative's activation, before or after it performs an action.
Select one enemy operative visible to and within 4" of that friendly operative. Until the end of that enemy operative's next activation, subtract 1 from its APL stat.
Use this firefight ploy when a friendly LEGIONARY KHORNE operative is incapacitated while fighting or retaliating.
You can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.
Equipment
Warded Armour
**STRATEGIC GAMBIT** Select one friendly LEGIONARY operative. Until the Ready step of the next Strategy phase, change that operative’s Save stat to 2+.
Malefic Blades
Friendly LEGIONARY operatives have the following melee weapon for the battle:
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Malefic Blade | 5 | 3+ | 3/4 | — |
Tainted Rounds
Once per turning point, when a friendly LEGIONARY operative is performing the Shoot action and you select a bolt pistol or boltgun, you can use this rule.
If you do, until the end of that action, that weapon has the Rending weapon rule.
Chaos Talismans
Select one Marks of Chaos keyword.
Once during each of their activations, when a friendly LEGIONARY operative that has that keyword is shooting, fighting or retaliating, if you roll two or more fails,
you can inflict D3 damage on that friendly operative to discard one of them and retain the other as a normal success instead.
Note that if it is the Shoot action and that damage incapacitates that friendly operative, the action does not end (continue the sequence with your successful attack dice).
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 LEGIONARIES KillTeam is composed of:
- 1 LEGIONARY operative selected from the following list:
- ASPIRING CHAMPION with one option from each of the following:
- Plasma pistol or tainted bolt pistol
- Power fist, power maul, power weapon or tainted chainsword
- CHOSEN with one of the following options:
- Plasma pistol; daemon blade
- Tainted bolt pistol; daemon blade
- 5 LEGIONARY operatives selected from the following list:
- ANOINTED
- BALEFIRE ACOLYTE
- BUTCHER
- ICON BEARER with one of the following options:
- Boltgun; fists
- Bolt pistol; chainsword
- SHRIVETALON
- WARRIOR with one of the following options:
- Boltgun; fists
- Bolt pistol; chainsword
- GUNNER with one of the following options:
- Bolt pistol; flamer; fists
- Bolt pistol; meltagun; fists
- Bolt pistol; plasma gun; fists
- HEAVY GUNNER with one of the following options:
- Bolt pistol; heavy bolter; fists
- Bolt pistol; missile launcher; fists
- Bolt pistol; reaper chaincannon; fists
Other than WARRIOR operatives, your kill team can only include each operative on this list once.