Fury of Khorne

Homebrew by Papagrumps

The Fury of Khorne charge onto the battlefield as a living manifestation of pure, unadulterated slaughter. Formed from eight warp-swollen demons possessing the Astartes bodies strain against the roaring mainfestations trapped within them, this strike team exists for a single purpose: to spill blood for the Blood God and collect skulls for the Skull Throne.

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Composition

Kill Team consists of 8 Operatives selected from the following options:

1 Exalted Champion (Leader - Required)

Up to 2 Exalted Operatives - cant have duplicates

Up to 5 Khorne Cultists - can take multiple Khorne Aspirants, only 1 of each other Khorne operative

Operative Options Exalted Champion (Leader – 1 per team)

Exalted Butcher Exalted Bezerker Exalted Warp-Grasp Exalted Shieldbreaker

Khorne Cultists

Common Abilities and Options

Butchers Nails:
Passive - This operative cannot perform the Perform Task or Control Objective actions.

Exalted Champion
A 3
M 7"
S 3+
W 20
Weapons
ATK
HIT
DMG
Heavy Chainglaive (Relentless, Reap 1)
5
2+
5/7
Eviscerator Chainfist (Brutal, Lethal 5+)
4
3+
5/7
Abilities
Butchers NailsCall to Slaughter

Call to Slaughter: Once per Turning Point, when a friendly operative within 6" performs a Charge action, add +2" to its movement.

40HERETIC ASTARTES, EIGHTBOUND, INFANTRY, LEADER, CHAMPION, MELEE
Exalted Butcher
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Dual Lacerator (Brutal, Reap 1)
6
2+
4/5
Abilities
1AP: Blood for the blood godButchers Nails

Blood for the blood god (1AP): Each time this operative incapacitates an enemy operative in melee combat, it immediately regains D3+1 lost Wounds as the daemon within feeds on the slaughter.

40HERETIC ASTARTES, EIGHTBOUND, EXALTED, INFANTRY, BUTCHER, MELEE
Exalted Bezerker
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Dual Heavy Eviscerators (Relentless, Brutal)
5
2+
5/6
Abilities
Butchers Nails1AP: Escalating Slaughter

Escalating Slaughter (1AP): Whenever this operative suffers damage, it gains 1 Blood Token (to a maximum of 3). For each Blood Token on this operative:

Add +1" to its Movement characteristic.

Add +1 to the Damage stat of its melee weapons (both Normal and Critical).

40HERETIC ASTARTES, EIGHTBOUND, EXALTED, INFANTRY, MELEE
Exalted Warp-Grasp
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Dual Chainglaives (Relentless)
5
2+
5/6
Abilities
1AP: Aura of the WarpButchers Nails

Aura of the Warp (1AP): Enemy operatives within Engagement Range cannot perform Fall Back or Dash actions.

40HERETIC ASTARTES, EIGHTBOUND, EXALTED, INFANTRY, WARP-GRASP, MELEE
Exalted Shieldbreaker
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Dual Heavy Chainaxes (Rend,Severe)
5
2+
5/7
Abilities
Butchers Nails1AP: Sundering Cleave

Sundering Cleave (1AP): While an operative has a Sundered Defense token, subtract 1 from its Defense characteristic (to a minimum of 1) whenever it rolls defense or save dice against melee or shooting attacks.

40HERETIC ASTARTES, EIGHTBOUND, EXALTED, INFANTRY, MELEE
Khorne Aspirant
A 2
M 7"
S 5+
W 10
Weapons
ATK
HIT
DMG
Autopistol (Range 8")
4
4+
2/3
Chainglaive (Rending)
4
3+
4/5
Abilities
0AP: Trial of Blood

Trial of Blood (0AP): Each time this operative incapacitates an enemy operative during a Fight action, place one Tithe Token next to this model (to a maximum of 3).

For each Tithe Token on this operative:

Add +1 to its Movement characteristic.

Add +1 Critical Damage to all melee attacks made by this operative.

Ascension Trigger: If this operative reaches 3 Tithe Tokens, it instantly regains 1D6 Wounds and gains the Brutal weapon rule on all melee attacks for the remainder of the battle.

32CHAOS,KHORNE,WORLD EATERS,CULTIST,INFANTRY
Khorne Impaler
A 2
M 7"
S 5+
W 10
Weapons
ATK
HIT
DMG
Autopistol (Range 8")
4
4+
2/3
Fleshskewer (Range 8", Prc crits 1,Stun, Drag)
4
3+
4/5
Fleshskewer
4
3+
3/4
Abilities
Skewer and Drag

Skewer and Drag: Whenever this operative hits an enemy model with a ranged attack using its Spike Harpoon, do not immediately resolve damage normally. If the target is within 6" of this operative and has a lower Wounds characteristic, you may immediately move the target up to 2" directly toward this operative. After resolving this movement, the target suffers normal attack damage and gains a Pinned token until the end of the Turning Point (subtract 2" from its Movement characteristic).

32CHAOS,KHORNE,WORLD EATERS,CULTIST,INFANTRY
Khorne Inciter
A 2
M 7"
S 5+
W 10
Weapons
ATK
HIT
DMG
Dual Autopistol (Range 8", Ceaseless, Dev 1, Rending)
4
3+
2/2
Dual Autopistol (Ceaseless, Rending)
4
3+
3/4
Abilities
Blood Drunk Frenzy

Blood Drunk Frenzy: Once per Turning Point, during this operative's activation, it can emit a terrifying war cry to whip nearby allies into a zealot rage. Select one friendly Goremonger or Jakhal operative within 4" of this operative. That ally immediately gains 1 additional Action Point (APL) for its next activation during this Turning Point and adds +1" to its Charge distance.

Additionally, any enemy operative within 3" of the Inciter when this ability is used must subtract 1 from its total Attack dice pool for its next Fight action due to the deafening roar.

32CHAOS,KHORNE,WORLD EATERS,CULTIST,INFANTRY
Khorne Skullclaimer
A 2
M 7"
S 5+
W 10
Weapons
ATK
HIT
DMG
Autopistol (Range 8")
4
4+
2/3
Great Chainaxe (Brutal)
4
3+
5/6
Abilities
Claim for the Brass Throne

Claim for the Brass Throne: Whenever an enemy operative is incapacitated within 3" of this operative (whether by the Skullclaimer or an ally), this operative can immediately perform a free Claim Skull action.

Claim Skull Action: Place a Skull Trophy marker next to this operative (maximum of 3).

Effect: For each Skull Trophy marker held, all friendly Goremonger and Jakhal operatives within 6" gain +1 to their melee Critical Damage stat and ignore the effects of being Injured.

32CHAOS,KHORNE,WORLD EATERS,CULTIST,INFANTRY
Khorne Stalker
A 2
M 7"
S 5+
W 10
Weapons
ATK
HIT
DMG
Autopistol (Range 8")
4
4+
2/3
Pickrippers (Rending)
4
3+
4/5
Abilities
Prey on the Weak

Prey on the Weak: This operative excels at lurking in cover and pouncing on isolated or distracted enemies. While this operative has an Order: Conceal or is within 1" of heavy cover, it gains the following benefits:

Unseen Approach: Add +2" to its Movement characteristic when executing a Charge action.

Ambush Strike: When fighting an enemy operative in melee while under Conceal, or if the defender has no other friendly operatives within 3" of them, this operative's melee attacks gain the Lethal 5+ and Silent rules for that Fight action.

32CHAOS,KHORNE,WORLD EATERS,CULTIST,INFANTRY
Equipment

Skull Trophies:
Enemy operatives within 3" of this operative cannot perform the Dash action.


Combat Stimulants:
Effect: Operatives add +1" to their Movement characteristic when performing a Dash or Charge action.


Butcher's Nails:
Effect: Once per battle, when a EIGHTBOUND is selected to activate, you can trigger this equipment. Until the end of that activation, add +2" to this operative's Movement characteristic and add +1 to the Attack characteristic of all its melee weapons.


Brass Collar of Khorne:
Effect: While an enemy operative is within 6" of this operative, it cannot perform Psychic Actions.


Ploys

Strategic - New Ploy:
Timing: Strategic Phase.

Effect: Until the end of the Turning Point, friendly GOREMONGER operatives add +1" to their Movement characteristic during Dash actions, and friendly EIGHTBOUND operatives add +1 to their total Attack dice pool when performing a Charge action.


Strategic - New Ploy:
Blood for the Blood God (1 CP) Timing: Strategic Phase.

Effect: Until the end of the Turning Point, each time a friendly EIGHTBOUND or GOREMONGER operative incapacitates an enemy operative in melee, you gain 1 Command Point (to a maximum of 1 CP generated this way per Turning Point).


Strategic - New Ploy:
Driven by the Nails (1 CP) Timing: Use this ploy during an operative’s activation when a friendly EIGHTBOUND or GOREMONGER operative is selected to fight in melee while injured.

Effect: Until the end of that Fight action, that operative ignores all penalties to its WS/BS and Movement characteristics caused by being Injured, and adds +1 Normal Damage to its melee weapons.


TacOps
Seek And Destroy: Sweep & Clear

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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.


Seek And Destroy: Rout

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.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.