Warhound relic warriors

Homebrew (Unpublished) by Pastelghst
Composition
Bellum Canem
A 3
M 8”
S 3+
W 15
Weapons
ATK
HIT
DMG
Great chainsword (Lethal +5, relentless)
6
3+
6/8
Abilities
Kornes blessing

Kornes blessing: korne has called you to stand up and spill blood, once per game this operative can revive after dying with full wounds.

32
Primus Ficedula
A 3
M 8”
S 3+
W 15
Weapons
ATK
HIT
DMG
Great Chainaxe (Stun, relentless, lethal +5)
6
3+
5/7
Abilities
GET UP!

GET UP!: While this operative is within control range of a friendly berzerker operative, you can heal 2d3 to that friendly operative.

32
Warhound legionare
A 3
M 8”
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol
4
4+
3/4
Chainsword (Stun, lethal+4)
5
3+
4/6
32
Warhound legionare
A 3
M 8”
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol
4
4+
3/4
Chainsword (Stun, lethal+4)
5
3+
4/6
32
Warhound berzerker
A 3
M 8”
S 3+
W 14
Weapons
ATK
HIT
DMG
Plasma pistol (Lethal+5, Hot, relentless)
6
4+
4/6
Chainaxe (Stun, lethal +5)
4
3+
4/6
Abilities
Old fashioned

Old fashioned: ONCE per game when this operative is first shot at he can toss a smoke gernade and gain a free fall back or dash

32
Equipment

Butchers nails:
once per round your selected operative will gain a 8" charge


Unexpected miracle:
Once per game one friendly operative gains unlimited range with the any pistol and gains 3 additonal shots and hits on 3+ the pistol will also gain the rule and upgrades his damage to base of 5


Korne favors:
when a friendy operative is taking ranged damage they can only take 8 dmg per round


ENOUGH BLOODSHED:
AFTER 5 KILLS YOU CAN SPAWN A CHAOS PRINCE FOR 2 ROUNDS


BLOOD LUST:
Everytime this operative incapacitates an enemy, it heal d3+1 wounds


FOR THE BETRAYER:
YOU DECIDE TO SPEED UP THE RITUAL AND KILL A OPERATIVE ROLL ONE D6 FOR A BLESSING AND GAIN INITIATIVE TO RETAL D1- khorne takes another soul but contributes 2 for ritual D2- +2 wounds to all permantly D3- -1 to dice hit requirement D4- ignore weapon rules for 2 turns D5- bring back an operative D6 refreash blessings and miracle


Ploys

Firefight - BATTLE LUST:
If a friendly operative has incapacitated an enemy operative, it can perform a free charge action but no more than 3"


Firefight - STUBBORN FURY:
Once per turn, when friendly Berserker Operative is fighting, retaliating, or resolving defence dice; you can ignore one dice of normal damage once per turn on the operative


Strategic - BLOOD SURGE:
After a friendly operative recieves damage from a shooting attack, it can perform a free dash.


Strategic - BLOOOD FOR THE BLOOD GOD!:
When a friendly model charges, your friendly Berzerker operative melee weapons gains "relentless" for that activation


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.