Chaos Daemon

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  Warhammer 40,000 Kill Team: Compendium
  Warhammer 40,000 Kill Team: CompendiumIndex21.4May 2024

Chaos Daemon Kill Team

A CHAOS DAEMON kill team consists of two fire teams selected from the following list:
  • BLOODLETTER
  • DAEMONETTE
  • PLAGUEBEARER
  • PINK HORROR
  • BLUE HORROR(max one per kill team)

Archetype: Seek & Destroy

Bloodletter Fire Team

Other than BLOODLETTER FIGHTER operatives, your kill team can only include each operative above once.
  • If your kill team does not include any other LEADER operatives, instead of selecting one BLOODLETTER FIGHTER operative for one BLOODLETTER fire team, you can select one BLOODREAPER operative.

Archetype: Seek & Destroy / Recon

Daemonette Fire Team

Other than DAEMONETTE FIGHTER operatives, your kill team can only include each operative above once.
  • If your kill team does not include any other LEADER operatives, instead of selecting one DAEMONETTE FIGHTER operative for one DAEMONETTE fire team, you can select one ALLURESS operative.

Archetype: Security

Plaguebearer Fire Team

Other than PLAGUEBEARER FIGHTER operatives, your kill team can only include each operative above once.
  • If your kill team does not include any other LEADER operatives, instead of selecting one PLAGUEBEARER FIGHTER operative for one PLAGUEBEARER fire team, you can select one PLAGUERIDDEN operative.

Archetype: Security

Pink Horror Fire Team

Other than PINK HORROR FIGHTER operatives, your kill team can only include each operative above once.
  • If your kill team does not include any other LEADER operatives, instead of selecting one PINK HORROR FIGHTER operative for one PINK HORROR fire team, you can select one PINK HORROR IRIDESCENT operative.

Archetype: Security / Recon

Blue Horror Fire Team

  • A BLUE HORROR fire team includes eight BLUE HORROR operatives.

Strategic Ploys

If your faction is CHAOS DAEMON, you can use the following Strategic Ploys during a game.

UNSTOPPABLE FEROCITY1CP
Strategic Ploy
Until the end of the Turning Point, add 1 to the Attacks characteristic of melee weapons friendly KHORNE operatives are equipped with.
QUICKSILVER SWIFTNESS1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly SLAANESH operative is activated, it can perform a free Dash action during that activation.
GLISTENING BARRAGE1CP
Strategic Ploy
Until the end of the Turning Point, ranged weapons friendly TZEENTCH operatives are equipped with gain the Ceaseless special rule.
CONTAGION1CP
Strategic Ploy
Until the end of the Turning Point, while an enemy operative is Visible to and within of a friendly NURGLE operative, that enemy operative is treated as being injured (only subtract from its Movement characteristic as a result of being injured if it is activated within of a friendly NURGLE operative).

Tactical Ploys

If your faction is CHAOS DAEMON, you can use the following Tactical Ploys during a game.

WARP SURGE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly CHAOS DAEMON operative is selected as the target of a ranged attack. Until the end of the Turning Point, each time a shooting attack is made against that friendly operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.
EPHEMERAL REGENERATION1CP
Tactical Ploy
Use this Tactical Ploy when a friendly CHAOS DAEMON operative is activated. That friendly operative regains 2D3 lost wounds.
SPLIT1/2
Tactical Ploy
Use this Tactical Ploy when a friendly PINK HORROR operative is incapacitated for 2CP, or when a friendly BLUE HORROR operative is incapacitated for 1CP.
  • 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 HORRORS 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). In narrative play, any operatives set up as a result of this Tactical Ploy are no longer part of your kill team after the game.

Equipment

CHAOS DAEMON operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Each operative can be equipped with no more than one of each item.

BRASS HORNS [1EP]

KHORNE operative only. The operative gains the following ability for the battle:

Brass Horns: Each time this operative fights in combat, in the Roll Attack Dice step of that combat, if it performed a Charge action during that activation, you can re-roll one of your attack dice.

SCORCHED SKULL [3EP]

KHORNE operative only. The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Scorched skull
4
4+
4/5
Special Rules
!
AP1
-

RANCID VOMIT [3EP]

NURGLE operative only. The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Rancid vomit
5
2+
2/3
Special Rules
!
Rng , Torrent
-

DEATH’S HEADS [1EP]

NURGLE operative only. The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Death’s heads
4
3+
3/5
Special Rules
!
Rng
-

ALLURING MUSK [3EP]

SLAANESH operative only. The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Alluring musk
5
2+
1/1
Special Rules
!
Rng
Stun

PIERCING CLAWS [2EP]

SLAANESH operative only. Select one claws the operative is equipped with. Add 1 to that weapon’s Critical Damage characteristic and it gains the Rending critical hit rule for the battle.

RITUAL DAGGER [2EP]

PINK HORROR or BLUE HORROR operative only. The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Ritual dagger
3
4+
3/6
Special Rules
!
Balanced
-

TRINKET OF FLUX [2EP]

PINK HORROR or BLUE HORROR operative only. Select one coruscating flames or fizzing flames the operative is equipped with. Add 1 to that weapon’s Damage characteristics for the battle.


Datacards


Bloodletter (Fighter)

Bloodletters are Khorne’s most numerous warriors, the foot soldiers of the Blood Legions. Their skin is the colour of spilt gore, and their muscles bulge in response to their rage. They carry jagged hellblades in their taloned hands that glow with the energies of the warp.

Bloodletter (Fighter)

Bloodletters are Khorne’s most numerous warriors, the foot soldiers of the Blood Legions. Their skin is the colour of spilt gore, and their muscles bulge in response to their rage. They carry jagged hellblades in their taloned hands that glow with the energies of the warp.

M APL GA DF SV W Base
3 2 1 3 6+ 9 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Hellblade
Hellblade
4
3+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Daemon: This operative has a 5+ invulnerable save.
-
ABILITIES
Daemon: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
-
DATACARD-RELATED
UNSTOPPABLE FEROCITY , Brass Horns , Scorched Skull
CHAOS DAEMON, CHAOS, DAEMON, KHORNE, BLOODLETTER, FIGHTER
CHAOS DAEMON, CHAOS, DAEMON, KHORNE, BLOODLETTER, FIGHTER


Bloodletter (Icon Bearer)

Blood letters go to war under a semblance of martial affectation. Favoured daemons of their packs display blood-soaked banners, under which their howling kin rend and butcher Khorne’s enemies with greater ferocity.

Bloodletter (Icon Bearer)

Blood letters go to war under a semblance of martial affectation. Favoured daemons of their packs display blood-soaked banners, under which their howling kin rend and butcher Khorne’s enemies with greater ferocity.

M APL GA DF SV W Base
3 2 1 3 6+ 9 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Hellblade
Hellblade
4
3+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Daemon: This operative has a 5+ invulnerable save.
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier.
Daemonic Icon (1AP): Until the end of the Turning Point, while this operative is within of a friendly BLOODLETTER operative, that friendly operative is invigorated by Chaos. While an operative is invigorated by Chaos, improve its invulnerable save by 1.
ABILITIES
Daemon: This operative has a 5+ invulnerable save.
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier.
UNIQUE ACTIONS
Daemonic Icon (1AP): Until the end of the Turning Point, while this operative is within of a friendly BLOODLETTER operative, that friendly operative is invigorated by Chaos. While an operative is invigorated by Chaos, improve its invulnerable save by 1.
DATACARD-RELATED
UNSTOPPABLE FEROCITY , Brass Horns , Scorched Skull
CHAOS DAEMON, CHAOS, DAEMON, KHORNE, BLOODLETTER, ICON BEARER
CHAOS DAEMON, CHAOS, DAEMON, KHORNE, BLOODLETTER, ICON BEARER


Bloodletter (Horn Bearer)

Accompanying the Blood Legions to war, some daemons bear immense brass war horns. They use these to sound the charge, spurring their diabolical brethren on in a red tide that sweeps away the living in a sea of blood.

Bloodletter (Horn Bearer)

Accompanying the Blood Legions to war, some daemons bear immense brass war horns. They use these to sound the charge, spurring their diabolical brethren on in a red tide that sweeps away the living in a sea of blood.

M APL GA DF SV W Base
3 2 1 3 6+ 9 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Hellblade
Hellblade
4
3+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Daemon: This operative has a 5+ invulnerable save.
Instrument of Chaos (1AP): Until the end of the Turning Point, each time a friendly BLOODLETTER operative performs a Normal Move or Charge action, it can move an additional .
ABILITIES
Daemon: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
Instrument of Chaos (1AP): Until the end of the Turning Point, each time a friendly BLOODLETTER operative performs a Normal Move or Charge action, it can move an additional .
DATACARD-RELATED
UNSTOPPABLE FEROCITY , Brass Horns , Scorched Skull
CHAOS DAEMON, CHAOS, DAEMON, KHORNE, BLOODLETTER, HORN BEARER
CHAOS DAEMON, CHAOS, DAEMON, KHORNE, BLOODLETTER, HORN BEARER


Bloodreaper

Bloodreapers marshal Khorne’s frenzied hordes in battle. They are among the deadliest warriors of their kind, each having offered up countless skulls to their lord. They are not blinded by rage, and despatch their lessers with martial precision to ensure no foe escapes.

Bloodreaper

Bloodreapers marshal Khorne’s frenzied hordes in battle. They are among the deadliest warriors of their kind, each having offered up countless skulls to their lord. They are not blinded by rage, and despatch their lessers with martial precision to ensure no foe escapes.

M APL GA DF SV W Base
3 2 1 3 6+ 10 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Hellblade
Hellblade
4
2+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Daemon: This operative has a 5+ invulnerable save.
-
ABILITIES
Daemon: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
-
DATACARD-RELATED
UNSTOPPABLE FEROCITY , Brass Horns , Scorched Skull
CHAOS DAEMON, CHAOS, DAEMON, KHORNE, LEADER, BLOODLETTER, BLOODREAPER
CHAOS DAEMON, CHAOS, DAEMON, KHORNE, LEADER, BLOODLETTER, BLOODREAPER


Daemonette (Fighter)

Daemonettes are seductive harbingers of torment. They advance in a swift surge, dancing with impossible agility to pounce upon their victims with keening screams of horrific desire. They indulge in inflicting wounds with their razor-sharp claws.

Daemonette (Fighter)

Daemonettes are seductive harbingers of torment. They advance in a swift surge, dancing with impossible agility to pounce upon their victims with keening screams of horrific desire. They indulge in inflicting wounds with their razor-sharp claws.

M APL GA DF SV W Base
3 2 1 3 6+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Claws
Claws
4
3+
4/5
RelentlessRelentless-
ABILITIES UNIQUE ACTIONS
Daemon: This operative has a 5+ invulnerable save.
-
ABILITIES
Daemon: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
-
DATACARD-RELATED
QUICKSILVER SWIFTNESS , Alluring Musk , Piercing Claws
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, DAEMONETTE, FIGHTER
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, DAEMONETTE, FIGHTER


Daemonette (Icon Bearer)

The icons borne in the clawed grasp of some Daemonettes display the repulsive beauty embodied by Slaanesh. Under their baleful influence, the hedonistic daemons reach new heights of murderous excess.

Daemonette (Icon Bearer)

The icons borne in the clawed grasp of some Daemonettes display the repulsive beauty embodied by Slaanesh. Under their baleful influence, the hedonistic daemons reach new heights of murderous excess.

M APL GA DF SV W Base
3 2 1 3 6+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Claws
Claws
4
3+
4/5
RelentlessRelentless-
ABILITIES UNIQUE ACTIONS
Daemon: This operative has a 5+ invulnerable save.
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier.
Daemonic Icon (1AP): Until the end of the Turning Point, while this operative is within of a friendly DAEMONETTE operative, that friendly operative is invigorated by Chaos. While an operative is invigorated by Chaos, improve its invulnerable save by 1.
ABILITIES
Daemon: This operative has a 5+ invulnerable save.
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier.
UNIQUE ACTIONS
Daemonic Icon (1AP): Until the end of the Turning Point, while this operative is within of a friendly DAEMONETTE operative, that friendly operative is invigorated by Chaos. While an operative is invigorated by Chaos, improve its invulnerable save by 1.
DATACARD-RELATED
QUICKSILVER SWIFTNESS , Alluring Musk , Piercing Claws
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, DAEMONETTE, ICON BEARER
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, DAEMONETTE, ICON BEARER


Daemonette (Horn Bearer)

Some Daemonettes brandish sinuous instruments that they play with lascivious exuberance. Emitting a supernatural resonance, they inflame the passions of other Daemonettes, the unnatural music goading them to more inventive debaucheries.

Daemonette (Horn Bearer)

Some Daemonettes brandish sinuous instruments that they play with lascivious exuberance. Emitting a supernatural resonance, they inflame the passions of other Daemonettes, the unnatural music goading them to more inventive debaucheries.

M APL GA DF SV W Base
3 2 1 3 6+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Claws
Claws
4
3+
4/5
RelentlessRelentless-
ABILITIES UNIQUE ACTIONS
Daemon: This operative has a 5+ invulnerable save.
Instrument of Chaos (1AP): Until the end of the Turning Point, each time a friendly DAEMONETTE operative performs a Normal Move or Charge action, it can move an additional .
ABILITIES
Daemon: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
Instrument of Chaos (1AP): Until the end of the Turning Point, each time a friendly DAEMONETTE operative performs a Normal Move or Charge action, it can move an additional .
DATACARD-RELATED
QUICKSILVER SWIFTNESS , Alluring Musk , Piercing Claws
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, DAEMONETTE, HORN BEARER
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, DAEMONETTE, HORN BEARER


Alluress

More beauteous and yet more repulsive than most Daemonettes, Alluresses orchestrate their kin’s slaughter with trilling songs of praise to Slaanesh. Their hypnotic glamour causes foes to falter in their presence, helpless as barbed claws and needle-like teeth close in.

Alluress

More beauteous and yet more repulsive than most Daemonettes, Alluresses orchestrate their kin’s slaughter with trilling songs of praise to Slaanesh. Their hypnotic glamour causes foes to falter in their presence, helpless as barbed claws and needle-like teeth close in.

M APL GA DF SV W Base
3 2 1 3 6+ 9 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Claws
Claws
4
2+
4/5
RelentlessRelentless-
ABILITIES UNIQUE ACTIONS
Daemon: This operative has a 5+ invulnerable save.
-
ABILITIES
Daemon: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
-
DATACARD-RELATED
QUICKSILVER SWIFTNESS , Alluring Musk , Piercing Claws
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, LEADER, DAEMONETTE, ALLURESS
CHAOS DAEMON, CHAOS, DAEMON, SLAANESH, LEADER, DAEMONETTE, ALLURESS


Plaguebearer (Fighter)

A Plaguebearer’s body is swollen and bursting with contagion. They shamble purposefully forward with dour inevitability, bringing the promise of corruption with them. Despite their appearance, they swing their disease-laden plagueswords with great strength.

Plaguebearer (Fighter)

A Plaguebearer’s body is swollen and bursting with contagion. They shamble purposefully forward with dour inevitability, bringing the promise of corruption with them. Despite their appearance, they swing their disease-laden plagueswords with great strength.

M APL GA DF SV W Base
2 2 1 3 5+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Plaguesword
Plaguesword
4
3+
4/6
--
ABILITIES UNIQUE ACTIONS
Daemon: This operative has a 5+ invulnerable save.
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
-
ABILITIES
Daemon: This operative has a 5+ invulnerable save.
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
UNIQUE ACTIONS
-
DATACARD-RELATED
CONTAGION , Rancid Vomit , Death’s Heads
CHAOS DAEMON, CHAOS, DAEMON, NURGLE, PLAGUEBEARER, FIGHTER
CHAOS DAEMON, CHAOS, DAEMON, NURGLE, PLAGUEBEARER, FIGHTER


Plaguebearer (Icon Bearer)

These daemons carry stinking icons of Nurgle into the realm of realspace, the poisonous totems dripping with pus and surrounded by clouds of fat flies. Doleful bells hang from these grim icons, tolling out the death knells of the daemon’s foes.

Plaguebearer (Icon Bearer)

These daemons carry stinking icons of Nurgle into the realm of realspace, the poisonous totems dripping with pus and surrounded by clouds of fat flies. Doleful bells hang from these grim icons, tolling out the death knells of the daemon’s foes.

M APL GA DF SV W Base
2 2 1 3 5+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Plaguesword
Plaguesword
4
3+
4/6
--
ABILITIES UNIQUE ACTIONS
Daemon: This operative has a 5+ invulnerable save.
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
Daemonic Icon (1AP): Until the end of the Turning Point, while this operative is within of a friendly PLAGUEBEARER operative, that friendly operative is invigorated by Chaos. While an operative is invigorated by Chaos, improve its invulnerable save by 1.
ABILITIES
Daemon: This operative has a 5+ invulnerable save.
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
UNIQUE ACTIONS
Daemonic Icon (1AP): Until the end of the Turning Point, while this operative is within of a friendly PLAGUEBEARER operative, that friendly operative is invigorated by Chaos. While an operative is invigorated by Chaos, improve its invulnerable save by 1.
DATACARD-RELATED
CONTAGION , Rancid Vomit , Death’s Heads
CHAOS DAEMON, CHAOS, DAEMON, NURGLE, PLAGUEBEARER, ICON BEARER
CHAOS DAEMON, CHAOS, DAEMON, NURGLE, PLAGUEBEARER, ICON BEARER


Plaguebearer (Horn Bearer)

Plaguebearers utter a constant drone as they interminably tally all of Nurgle’s endless diseases. Some of these fell daemons carry horns or pipes carved from rotten remains. From these, they elicit a dirge that stirs their kind into a rapid advance.

Plaguebearer (Horn Bearer)

Plaguebearers utter a constant drone as they interminably tally all of Nurgle’s endless diseases. Some of these fell daemons carry horns or pipes carved from rotten remains. From these, they elicit a dirge that stirs their kind into a rapid advance.

M APL GA DF SV W Base
2 2 1 3 5+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Plaguesword
Plaguesword
4
3+
4/6
--
ABILITIES UNIQUE ACTIONS
Daemon: This operative has a 5+ invulnerable save.
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
Instrument of Chaos (1AP): Until the end of the Turning Point, each time a friendly PLAGUEBEARER operative performs a Normal Move or Charge action, it can move an additional .
ABILITIES
Daemon: This operative has a 5+ invulnerable save.
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
UNIQUE ACTIONS
Instrument of Chaos (1AP): Until the end of the Turning Point, each time a friendly PLAGUEBEARER operative performs a Normal Move or Charge action, it can move an additional .
DATACARD-RELATED
CONTAGION , Rancid Vomit , Death’s Heads
CHAOS DAEMON, CHAOS, DAEMON, NURGLE, PLAGUEBEARER, HORN BEARER
CHAOS DAEMON, CHAOS, DAEMON, NURGLE, PLAGUEBEARER, HORN BEARER


Plagueridden

Despite their death’s head rictus grins, Plagueridden are devoted to the serious business of spreading Nurgle’s bounteous plagues across reality. They often bear signs of Nurgle’s favour - such as more elaborate horns - and direct other Plaguebearers in his grand plans.

Plagueridden

Despite their death’s head rictus grins, Plagueridden are devoted to the serious business of spreading Nurgle’s bounteous plagues across reality. They often bear signs of Nurgle’s favour - such as more elaborate horns - and direct other Plaguebearers in his grand plans.

M APL GA DF SV W Base
2 2 1 3 5+ 9 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Plaguesword
Plaguesword
4
2+
4/6
--
ABILITIES UNIQUE ACTIONS
Daemon: This operative has a 5+ invulnerable save.
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
-
ABILITIES
Daemon: This operative has a 5+ invulnerable save.
Disgustingly Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative cannot be injured.
UNIQUE ACTIONS
-
DATACARD-RELATED
CONTAGION , Rancid Vomit , Death’s Heads
CHAOS DAEMON, CHAOS, DAEMON, NURGLE, LEADER, PLAGUEBEARER, PLAGUERIDDEN
CHAOS DAEMON, CHAOS, DAEMON, NURGLE, LEADER, PLAGUEBEARER, PLAGUERIDDEN


Pink Horror (Fighter)

Pink Horrors are magic made manifest. They caper and whirl, cackling as bolts of raw sorcery leap from their clawed fingertips. These coruscating streams of multicoloured flame do not merely burn, they turn their victims into hideous or nonsensical forms.

Pink Horror (Fighter)

Pink Horrors are magic made manifest. They caper and whirl, cackling as bolts of raw sorcery leap from their clawed fingertips. These coruscating streams of multicoloured flame do not merely burn, they turn their victims into hideous or nonsensical forms.

M APL GA DF SV W Base
3 2 1 3 6+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Coruscating flames
Coruscating flames
4
3+
3/4
--
Fists
Fists
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Daemon: This operative has a 5+ invulnerable save.
-
ABILITIES
Daemon: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
-
DATACARD-RELATED
GLISTENING BARRAGE , SPLIT , Ritual Dagger , Trinket of Flux
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, PINK HORROR, FIGHTER
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, PINK HORROR, FIGHTER


Pink Horror (Icon Bearer)

Either held at the end of one gangling limb, or sprouting from the daemon’s own flesh, favoured Pink Horrors carry a sorcerous icon ofTzeentch. Some of these devices burn with multi-hued fire, or twist into new shapes as their bearers gibber arcane litanies.

Pink Horror (Icon Bearer)

Either held at the end of one gangling limb, or sprouting from the daemon’s own flesh, favoured Pink Horrors carry a sorcerous icon ofTzeentch. Some of these devices burn with multi-hued fire, or twist into new shapes as their bearers gibber arcane litanies.

M APL GA DF SV W Base
3 2 1 3 6+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Coruscating flames
Coruscating flames
4
3+
3/4
--
Fists
Fists
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Daemon: This operative has a 5+ invulnerable save.
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier.
Daemonic Icon (1AP): Until the end of the Turning Point, while this operative is within of a friendly PINK HORROR operative, that friendly operative is invigorated by Chaos. While an operative is invigorated by Chaos, improve its invulnerable save by 1.
ABILITIES
Daemon: This operative has a 5+ invulnerable save.
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier.
UNIQUE ACTIONS
Daemonic Icon (1AP): Until the end of the Turning Point, while this operative is within of a friendly PINK HORROR operative, that friendly operative is invigorated by Chaos. While an operative is invigorated by Chaos, improve its invulnerable save by 1.
DATACARD-RELATED
GLISTENING BARRAGE , SPLIT , Ritual Dagger , Trinket of Flux
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, PINK HORROR, ICON BEARER
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, PINK HORROR, ICON BEARER


Pink Horror (Horn Bearer)

Some Pink Horrors carry shimmering horns, often in the serpentine form of Tzeentch’s own sigil. The daemons sound them at random moments, emitting mutating rhythms, streams of nebulous fire or other strange discharges that send their kind wild with delight.

Pink Horror (Horn Bearer)

Some Pink Horrors carry shimmering horns, often in the serpentine form of Tzeentch’s own sigil. The daemons sound them at random moments, emitting mutating rhythms, streams of nebulous fire or other strange discharges that send their kind wild with delight.

M APL GA DF SV W Base
3 2 1 3 6+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Coruscating flames
Coruscating flames
4
3+
3/4
--
Fists
Fists
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Daemon: This operative has a 5+ invulnerable save.
Instrument of Chaos (1AP): Until the end of the Turning Point, each time a friendly PINK HORROR operative performs a Normal Move or Charge action, it can move an additional .
ABILITIES
Daemon: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
Instrument of Chaos (1AP): Until the end of the Turning Point, each time a friendly PINK HORROR operative performs a Normal Move or Charge action, it can move an additional .
DATACARD-RELATED
GLISTENING BARRAGE , SPLIT , Ritual Dagger , Trinket of Flux
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, PINK HORROR, HORN BEARER
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, PINK HORROR, HORN BEARER


Pink Horror Iridescent

Iridescent Horrors are imbued with a sliver of Tzeentch’s immortal knowledge. They revel in leading their capering daemons in enacting Tzeentch’s schemes.

Pink Horror Iridescent

Iridescent Horrors are imbued with a sliver of Tzeentch’s immortal knowledge. They revel in leading their capering daemons in enacting Tzeentch’s schemes.

M APL GA DF SV W Base
3 2 1 3 6+ 9 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Coruscating flames
Coruscating flames
4
2+
3/4
--
Fists
Fists
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Daemon: This operative has a 5+ invulnerable save.
-
ABILITIES
Daemon: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
-
DATACARD-RELATED
GLISTENING BARRAGE , SPLIT , Ritual Dagger , Trinket of Flux
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, LEADER, PINK HORROR, IRIDESCENT
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, LEADER, PINK HORROR, IRIDESCENT


Blue Horror

Should a Pink Horror be cut down, it may split, with the two halves reforming as smaller daemons. These Blue Horrors are morose and spiteful creatures, aggressively calling on their warp-spawned powers to destroy those who dared lay their original form low.

Blue Horror

Should a Pink Horror be cut down, it may split, with the two halves reforming as smaller daemons. These Blue Horrors are morose and spiteful creatures, aggressively calling on their warp-spawned powers to destroy those who dared lay their original form low.

M APL GA DF SV W Base
3 2 2 3 6+ 6 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Fizzing flames
Fizzing flames
4
4+
2/3
Rng Rng -
Fists
Fists
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Ephemeral Daemon: This operative has a 6+ invulnerable save.
-
ABILITIES
Ephemeral Daemon: This operative has a 6+ invulnerable save.
UNIQUE ACTIONS
-
DATACARD-RELATED
GLISTENING BARRAGE , SPLIT , Ritual Dagger , Trinket of Flux
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, BLUE HORROR
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, BLUE HORROR


Brimstone Horrors

Blue Horrors that are destroyed may vanish in a cloud of smoke, from which emerge two stunted Brimstone Horrors. These diminutive daemons are manifestations of pure bitterness, seeking to incinerate their enemies with burning talons and fangs.

Brimstone Horrors

Blue Horrors that are destroyed may vanish in a cloud of smoke, from which emerge two stunted Brimstone Horrors. These diminutive daemons are manifestations of pure bitterness, seeking to incinerate their enemies with burning talons and fangs.

M APL GA DF SV W Base
2 2 1 2 6+ 5 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Fists
Fists
2
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Ephemeral Daemon: This operative has a 6+ invulnerable save.
Insignificant: Each time this operative would perform a mission action or the Pick Up action, you must subtract one additional AP to do so. This operative cannot be equipped with equipment. Note that in narrative play, this operative does not have a narrative datacard and is no longer part of your kill team after the game.
-
ABILITIES
Ephemeral Daemon: This operative has a 6+ invulnerable save.
Insignificant: Each time this operative would perform a mission action or the Pick Up action, you must subtract one additional AP to do so. This operative cannot be equipped with equipment. Note that in narrative play, this operative does not have a narrative datacard and is no longer part of your kill team after the game.
UNIQUE ACTIONS
-
DATACARD-RELATED
GLISTENING BARRAGE , SPLIT
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, BRIMSTONE HORRORS
CHAOS DAEMON, CHAOS, DAEMON, TZEENTCH, BRIMSTONE HORRORS
Fire Teams
Many of the kill teams presented in Kill Team: Compendium require you to select your kill team by selecting one or two fire teams. A fire team is a collection of operatives and their selection requirements for the associated kill team. If your kill team consists of two fire teams, you can select the same fire team more than once. Many fire teams have the option to select a LEADER operative. When selecting your kill team, you can only include one LEADER operative, and in matched play, you must include one LEADER operative. Finally, each fire team has one or more archetypes. In such circumstances, your kill team’s overall archetype(s) is the archetype(s) of its fire teams.

The BLOODLETTER keyword is used in the following Chaos Daemon datacards:

The LEADER keyword is used in the following Chaos Daemon datacards:

The DAEMONETTE keyword is used in the following Chaos Daemon datacards:

The PLAGUEBEARER keyword is used in the following Chaos Daemon datacards:

The PINK HORROR keyword is used in the following Chaos Daemon datacards:

The KHORNE keyword is used in the following Chaos Daemon datacards:

The SLAANESH keyword is used in the following Chaos Daemon datacards:

The TZEENTCH keyword is used in the following Chaos Daemon datacards:

Ceaseless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.

The NURGLE keyword is used in the following Chaos Daemon datacards:

Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
UNSTOPPABLE FEROCITY1CP
Strategic Ploy
Until the end of the Turning Point, add 1 to the Attacks characteristic of melee weapons friendly KHORNE operatives are equipped with.

BRASS HORNS [1EP]

KHORNE operative only. The operative gains the following ability for the battle:

Brass Horns: Each time this operative fights in combat, in the Roll Attack Dice step of that combat, if it performed a Charge action during that activation, you can re-roll one of your attack dice.

SCORCHED SKULL [3EP]

KHORNE operative only. The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Scorched skull
4
4+
4/5
Special Rules
!
AP1
-

The KHORNE keyword is used in the following Chaos Daemon datacards:

The BLOODLETTER keyword is used in the following Chaos Daemon datacards:

The FIGHTER keyword is used in the following Chaos Daemon datacards:

Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.

The ICON BEARER keyword is used in the following Chaos Daemon datacards:

The HORN BEARER keyword is used in the following Chaos Daemon datacards:

The LEADER keyword is used in the following Chaos Daemon datacards:

Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
QUICKSILVER SWIFTNESS1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly SLAANESH operative is activated, it can perform a free Dash action during that activation.

ALLURING MUSK [3EP]

SLAANESH operative only. The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Alluring musk
5
2+
1/1
Special Rules
!
Rng
Stun

PIERCING CLAWS [2EP]

SLAANESH operative only. Select one claws the operative is equipped with. Add 1 to that weapon’s Critical Damage characteristic and it gains the Rending critical hit rule for the battle.

The SLAANESH keyword is used in the following Chaos Daemon datacards:

The DAEMONETTE keyword is used in the following Chaos Daemon datacards:

CONTAGION1CP
Strategic Ploy
Until the end of the Turning Point, while an enemy operative is Visible to and within of a friendly NURGLE operative, that enemy operative is treated as being injured (only subtract from its Movement characteristic as a result of being injured if it is activated within of a friendly NURGLE operative).

RANCID VOMIT [3EP]

NURGLE operative only. The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Rancid vomit
5
2+
2/3
Special Rules
!
Rng , Torrent
-

DEATH’S HEADS [1EP]

NURGLE operative only. The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Death’s heads
4
3+
3/5
Special Rules
!
Rng
-

The NURGLE keyword is used in the following Chaos Daemon datacards:

The PLAGUEBEARER keyword is used in the following Chaos Daemon datacards:

GLISTENING BARRAGE1CP
Strategic Ploy
Until the end of the Turning Point, ranged weapons friendly TZEENTCH operatives are equipped with gain the Ceaseless special rule.
SPLIT1/2
Tactical Ploy
Use this Tactical Ploy when a friendly PINK HORROR operative is incapacitated for 2CP, or when a friendly BLUE HORROR operative is incapacitated for 1CP.
  • 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 HORRORS 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). In narrative play, any operatives set up as a result of this Tactical Ploy are no longer part of your kill team after the game.

RITUAL DAGGER [2EP]

PINK HORROR or BLUE HORROR operative only. The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Ritual dagger
3
4+
3/6
Special Rules
!
Balanced
-

TRINKET OF FLUX [2EP]

PINK HORROR or BLUE HORROR operative only. Select one coruscating flames or fizzing flames the operative is equipped with. Add 1 to that weapon’s Damage characteristics for the battle.

The TZEENTCH keyword is used in the following Chaos Daemon datacards:

The PINK HORROR keyword is used in the following Chaos Daemon datacards:

Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.

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