Lead a 6-man squad of Chaos Space Marines in Kill Team! Customize each operative with Marks of Chaos - Khorne for brutal melee, Tzeentch for deadly shooting, Nurgle for toughness, or Slaanesh for speed. With the Astartes rule allowing double shooting or fighting, these elite heretics adapt to any situation. Mix specialized operatives like the psychic Balefire Acolyte, heavy gunners, and melee butchers to dominate the battlefield!
Core Abilities
Unusual Shooting
Unusual Melee
Shrivetalon: Vicious Reflexes: strikes first when retaliating
Super Conceal
Out of Order Movement
Operative: Devastating Onslaught: free Charge at end of enemy activation
Activation Manipulation
Firefight Ploy: Sickening Captivation: subtract 1 APL from enemy to delay activation.Shrivetalon: Horrifying Dismemberment: reduce enemy APL after incapacitating them.
APL Modifiers
Aspiring Champion: +1 APL when incapacitating enemy.Shrivetalon: -1 APL to enemy after incapacitating.Firefight Ploy: Mutability and Change: +1 APL to friendly TZEENTCH operative.Firefight Ploy: Sickening Captivation: -1 APL to enemy operative within 4".
Bitter Demise
Firefight Ploy: Unending Bloodshed: strike with unresolved success when incapacitated.
Block Rerolls
Damage Reduction
Operative: Unleash Daemon: reduce damage by 1 on attacks dealing 4+ damage.Faction Rule: Disgusting Vigour: 5+ dice roll reduces normal damage 3+ by 1.
Faction Rules
- Marks of Chaos: Choose a chaos keyword for each operative, granting additional rules and ploy benefits.
- Wrathful Onslaught: This operative's melee weapons have the Severe weapon rule.
- Disgusting Vigour: On damage of 3 or more, roll a D6: on 5+, reduce damage by 1.
- Empyreal Guidance: This operative's ranged weapons have the Severe weapon rule.
- Unnatural Agility: Add 1 inch to this operative's Move stat.
- Vicious Reavers: Weapons have Ceaseless when targeting enemies within 6 inches.
- Astartes: Perform two Shoot or two Fight actions per activation, with weapon restrictions.
Strategic Ploys
- Blood for the Blood God: Inflict +1 damage on first strike, +1 Dmg for Khorne melee
- Implacable: Piercing 1 becomes Piercing Crits 1, ignore injured stats for Nurgle
- Quicksilver Speed: Worsen enemy Hit by 1 after moving, not cumulative with injured
- Fickle Fates: Ranged weapons gain Balanced, retain fail as success on defence
Firefight Ploys
- Unending Bloodshed: strike enemy before removal after friendly incapacitated
- Mutability and Change: +1 APL but no repeated actions in activation
- Malignant Aura: gain Piercing 1 when shooting within 3 inches
- Sickening Captivation: enemy within 4 inches gets -1 APL until next activation
Equipment
- Warded Armour: 2+ save until next Strategy phase
- Tainted Rounds: Bolt weapons gain Rending once per turning point
- Chaos Talismans: Discard one fail for D3 damage when shooting, fighting, or retaliating
- Malefic Blades: Adds Malefic Blade melee weapon
No rules commentary available for this faction yet.
Check the full faction rules for complete details.