Iron Butchers Bastard Squad

Homebrew by D4Cfrogman

NOTE: Based off of the homebrew lore and artwork by @enter.the.butcher check him and support the artists, they do incredible work.

The Iron Butchers are a deadly combination of the ruthless aggression of the World Eaters and the brutal tenacity of the Iron Warriors. These together under the patronage of Khorne make them an incredibly potent and blood soaked whirlwand of death and carnage.

While their tactics are able to fill in the holes left in the other, the flaw is that the warband has an insatiable hunger for combat and will likely fight amongst themselves as weas the enemy. With each of the legions rubbing off each other in traditions and doctrines, they come together easy to spill blood and skulls for the ever growing throne of Khorne. Beware lest you too find yourself looking down upon a mound of skulls or adorning on of their trophy racks.

100% positive
Composition

Operatives

Operative selection: Choose from one leader option and 5 of the other operatives below:

  1. Leader. Select one from the list with one of the following profiles.

1. Blood Champion.

2. Siege Master

Then 5 operatives from the following list:

1. Khorn's Roar Heavy Gunner

  • Reaper Chain Cannon
  • Heavy bolter
  • Missile Launcher
  • Heavy Flamer

2. Standard Bulwark

3. Master of Executions

4. Chaos Duardin & Iron Kyn*

  • EtaCarn Plasma Beamer
  • Magna Rail Rifle

5. Decapitator Warrior

6. Despiser Breacher

-Shotgun -Boltgun

7. The Demolitionist

##8. Juggernaut

##9. Artillery Drone.

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

  • If you select this operative, you must select either the JUGGERNAUT or THE ARTILLERY DRONE, you cannot take either of theae operative without the DUARDIN operative.
Common Abilities and Options

Astartes:
During each friendly IRON BUTCHER operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt pistol or boltgun must be selected for at least one of them.

Each friendly IRON BUTCHER operative can counteract regardless of its order.

Iron Within, Blood Throughout:
A friendly IRON BUTCHER melee weapons get Severe in combat if you charged or are in enemy territory. You can reroll defence dice results of 1 if you are in your territory.

Iron Within, Blood Throughout.:
A friendly IRON BUTCHER melee weapons get Severe in combat if you charged or are in enemy territory. You can reroll defence dice results of 1 if you are in your territory.

Blood Champion
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
The Ingurgitator (Rending, Brutal)
5
3+
4/6
The Flame Spitter (Rng 6", Saturate, Torrent 1", Blaze)
4
3+
4/4
Power fist (Brutal)
5
3+
5/7
Bolt Pistol (Rng 8")
3
3+
3/4
Abilities
A Long Triumph RopeAstartes1AP: EnrageIron Within, Blood Throughout

A Long Triumph Rope: Once per turn, this operative can use one firefight ploy for 0 CP. You can only target this operative with the firefight ploy.

Enrage (1AP): This Operative can select one Friendly wounded IRON BUTCHER operative that is visible and within 8", they are -1 WS on all weapons but gain Rending on their weapons. This lasts until the end of the round.

IRON BUTCHER, CHAOS, HERETIC ASTARTES, LEADER, BLOOD CHAMPION
Siege Master
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
The Demolisher (Stun, Brutal)
5
4+
6/7
Bolt Revolver (Piercing 1, 8")
4
3+
3/4
Power weapon (Lethal 5+)
5
3+
4/6
Bolt gun
4
3+
3/4
Abilities
AstartesIron Within, Blood Throughout.Readied defencesVeteran of Warefare

Readied defences: You may start with an extra piece of equipment but it must be razor wire, or mines and must be a different terrain piece than one already selected.e.g. no double mines.

Veteran of Warefare: Once per turn, If this operative is on the battlefield and not injured; you can roll 2d6, on an +8 you can use one strategy ploy for 0 CP.

IRON BUTCHER, CHAOS, HERETIC ASTARTES, LEADER, SIEGE MASTER
Chaos Duardin & Ironkyn
A 2
M 5"
S 3+
W 9
Weapons
ATK
HIT
DMG
EtaCarn Plasma Beamer (Piercing 1, Beam*)
4
4+
5/6
Magna Rail Rifle (Devastating 3, Heavy (Dash only), Piercing 2)
4
4+
4/2
Fists
3
4+
2/3
Abilities
BeamIron Within, Blood Throughout1AP: Ironkyn SpotterThat's Going in the Book...

Beam: Whenever this operative is shooting with this weapon, each retained critical success immediately inflicts D3 damage on each other operative along one (and only one) beam line (roll separately for each operative), but the target isn’t affected. An operative is along a beam line if a targeting line can be drawn from this operative to its base, and that line crosses the base of the original target but doesn’t cross Heavy terrain. In this example, Operative A is the target. OperativesB and C are along the beam line, but Operative D isn’t.

Ironkyn Spotter (1AP): While an enemy operative is visible to this operative, they are spotted; Until the end of the activation/counteraction, its ranged weapons have the Saturate weapon rule.

That's Going in the Book...: If this operative or a friendly IRON BUTCHER operative within 3" of this operative is selected as a target of a shooting or fight action, after that action is performed, place a grudge token on that enemy operative. Any attack that targets that operative can retain a normal attack dice as a critical.

IRON BUTCHER, CHAOS, DUARDIN
Juggernaut
A 3
M 8"
S 4+
W 10
Weapons
ATK
HIT
DMG
Claws and horn
4
4+
4/5
Abilities
Beast of KhorneFetch Me Their Skulls!Iron Within, Blood Throughout.Khornate Runes

Beast of Khorne: This operative cannot perform any actions other than Fight, Charge, Dash, Fall Back, Open Hatchway, Reposition and Shoot. It cannot assist in a fight or use any weapons that aren’t on its datacard.

Fetch Me Their Skulls!: After this operative has attacked, it can move in straight line increments up to x" to the closest friendly unit. X being the number of successful unblocked dice times 2. The enemy must remain in engagement range of this operative, and move with the JUGGERNAUT operative. If not then the move cannot be completed, restart and move until a legal move is made.

Khornate Runes: This operative cannot lose more than 8 wounds per Shoot action.

IRON BUTCHER, CHAOS, KHORNE DAEMON, JUGGERNAUT
Artillery Drone
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Bolter
4
4+
3/4
Robot legs
4
4+
3/4
Abilities
Iron Within, Blood Throughout.Machine1AP: Siege Bombardment

Machine: This operative must be taken with the DUARDIN operative cannot perform any actions other than Dash, Fall Back, Reposition and Shoot. It cannot retaliate, assist in a fight or use any weapons that aren’t on its datacard.

Siege Bombardment (1AP): Don’t select a valid target. Instead, place your ordance marker visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. That marker gains 1 point, then roll a 2d3: it gains 1 additional ordnance point for each success (to a maximum of 6 additional points, to a max of 7 total points). Separately inflict D3 damage on each operative wholly within x" of that marker, where x is that marker’s ordnance points (also known as Ordnance Blast Zone). Select one munititions types (below), resolve the additional effects, then the action ends. You can perform this action once per round.

Note: if an operative recieved a token from a shelling munition and leaves, they still have that token.


Shelling munitions. These effects last until the end of the round but the tokens remain until removed.

  • Flares: Any operative firing at an operative in the OBZ gains seek light, and any operative shooting outside of the OBZ is -1 hit.

  • Toxic Gas: Gain a poison token: at the starting step of each strategy phase, inflict 1 damage. Subtract 2" from its Move stat. This is not cumulative with injured. You can spend 1 AP or roll a d6, on a 3+ you can remove it. .

  • Incedinary Shells: any operative in the OBZ suffers additional 1 additional damage and gain a blaze token: At the start if any activation, suffer d3 damage. You can spend 1 AP or roll a d6, on a 3+ you can remove it.

IRON BUTCHER, CHAOS, HERETIC ASTARTES, ARTILLERY DRONE
Khorne's Roar Heavy Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolter
Focused (Heavy (Reposition only), Piercing Crits 1)
5
3+
4/5
Sweep (Heavy (Reposition only), Piercing Crits 1, Torrent 1")
4
3+
4/5
Missile Launcher
Frag (Blast 2", Heavy (Reposition only))
4
3+
3/5
Krak (Heavy (Reposition only), Piercing 1)
4
3+
5/7
Reaper Chaincannon
Focused (Ceaseless, Heavy (Reposition only), Punishing)
5
3+
3/4
Sweep (Ceaseless, Heavy (Reposition only), Punishing, Torrent 2")
4
3+
3/4
Heavy Flamer (Rng 8", Saturate, Torrent 2)
5
2+
4/4
Bolt Pistol (Rng 8")
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesIron Within, Blood Throughout.No Strike Left Unanswered

No Strike Left Unanswered: If this unit was the target if a shoot action and wasn't incapacitated, it resolve one shooting attack at the end enemy that fired at it.

IRON BUTCHER, CHAOS, HERETIC ASTARTES, HEAVY GUNNER
Decapitator Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (range 8")
4
3+
3/4
Chainaxe
5
3+
4/5
Abilities
AstartesBlood SurgeIron Within, Blood Throughout

Blood Surge: If this operative is not incapacitsged after a shooting attack, can charge but no more than 3", if it cannot charge it can dash.

IRON BUTCHER, CHAOS, HERETIC ASTARTES, WARRIOR
Despiser Breacher Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Trench Shotgun
Longe range
4
4+
2/2
Point blank (Rng 8")
4
3+
4/4
Bolt Carbine (Lethal 5+)
4
3+
3/4
Fists
4
3+
3/4
Abilities
Advance!AstartesIron Within, Blood Throughout.Shield

Advance!: Once per turn, if this operative was the target of a shooting attack and wasn't incapacitated, this operative can perform a free dash.

Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one). Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would go to Piercing crits 1.

IRON BUTCHER, CHAOS, HERETIC ASTARTES, WARRIOR
Master of Executions
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Executioner Blade (Brutal, Lethal 5+)
4
4+
5/6
Abilities
AstartesDespondent BrutalityIron Within, Blood ThroughoutSkulls for the Butchers!

Despondent Brutality: Whenever this operative incapacitates an enemy operative while fighting or retaliating, select one other enemy operative visible to and within 3" of either this operative or the incapacitated enemy operative.

Subtract 1 from that enemy operative’s APL stat until the end of its next activation.

Skulls for the Butchers!: Once per turn, if this operative kills an enemy operative with a wounds stat of 7 or more in melee, gain a CP.

IRON BUTCHER, CHAOS, HERETIC ASTARTES, MASTER OF EXECUTIONS
The Demolitionist
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Thunder Hammer (Shock, Brutal)
4
4+
5/6
Abilities
Astartes1AP: Defile ArmamentIron Within, Blood Throughout1AP: Sabotage

Defile Armament (1AP): Select a terrain feature within this operative’s control range. If it’s an equipment terrain feature, remove it. Otherwise, place one of your Breach markers within this operative’s control range as close as possible to that terrain feature. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain.

This operative cannot perform this action while within control range of an enemy operative, or if a terrain feature isn’t within its control range.

Sabotage (1AP): Select one objective marker this operative controls to gain one of your (blaze/poison) tokens. It cannot be an objective marker within control range of an enemy operative, or one that already has one of your (blaze/poison) tokens. The first time that objective marker is within control range of an enemy operative that doesn’t have one of your
tokens, that operative gains that (blaze/poison token), then inflict D3 damage on it (if it’s during an action, at the end of that action).

This operative cannot perform this action while within control range of an enemy operative.

  • Poison: lwhen this operatives activation, inflict 1 damage. Subtract 2" from its Move stat. This is not cumulative with injured. You can spend 1 AP or roll a d6, on a 3+ you can remove it. .

  • Blaze: At the start if any activation, suffer d3 damage. You can spend 1 AP or roll a d6, on a 3+ you can remove it.

IRON BUTCHER, CHAOS, HERETIC ASTARTES, DEMOLITIONIST
Standard Bulwark
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
AstartesIcon BearerIron Within, Blood Throughout.1AP: Ironbound Enmity

Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

Ironbound Enmity (1AP): After tbis operstive performs this action, until the end of the round, Whenever a friendly IRON BUTCHER operative within 3” of this operative, 4 or more damage, on a +5 attacks are -1 damage, you can reroll if this operstive is the on center objective.

IRON BUTCHER, CHAOS, HERETIC ASTARTES, BULWARK
Black Bane
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Dual Rad Guns
Focused (Rng 8", Poison*Ceaseless, 1" Devastating 3, Lethal 5+)
5
3+
4/2
Salvo (Rng 8", Poison*, 1" Devastating 3, Lethal 5+, Salvo*)
4
3+
4/2
Bolt pistol
4
3+
3/4
Fists
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
FlyIron Within Blood ThrougoutPoison*Salvo

Fly: Whenever a friendly IRON BUTCHER operative performs an action in which it moves, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

Iron Within Blood Througout: A friendly IRON BUTCHER melee weapons get Severe in combat if you charged or are in enemy territory. You can reroll defence dice results of 1 if you are in your territory.

Poison:* At the start of an operstives activation, inflict 1 damage and -2" to movement. This is not cumlative with Injured. An operstive can soejd AP or roll a d6, on a 3+ its removed.

Salvo: Select up to two different valid targets that aren’t within control range of friendly operatives. Shoot with this weapon against both primary targets in an order of your choice, then against all remaining secondary targets in the same manner (roll each sequence separately). Each target (primary and secondary) cannot be shot more than once during the action.

IRON BUTCHER, CHAOS, HERETIC ASTARTES, LEADER, BLACK BANE
Equipment

Nemean Plated Armor:
Once per turning point, when a friendly IRON BUTCHER operative is retaliating, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).

This excludes DRONE and JUGGERNAUT operatives.


Cadaere Remissum:
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly IRON BUTCHER operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll a D6 on a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it).


Butcher's Nails:
- At the start of a friendly IRON BUTCHER operative's activation you can use this rule, If the first action you do is charge, your melee weapons gain +1 damage on melee weapons the first time you strike. (maximum 7)

  • Mission actions, shooting actions and the Pick Up action cost one additional AP to perform. This excludes DRONE and JUGGERNAUT operatives.

Cybernetic Augmentation:
Once per turn, when an operative activates. Select one of the following:

  • That friendly operative regains up to D3 wounds
  • Can discard two failed dice and retain one normal succeas on one shooting action.
  • add 1" dash.

Ploys

Firefight - Today Extracts Heavy Losses, for Both Sides...:
- A friendly IRON BUTCHER operative can shoot at an enemy operative even if they are within control range of another friendly IRON BUTCHER operative. Any attack dice that miss will be carried over to any friendly operative in range of original enemy operative.

Resolve the initial shoot action first, then move onto resolving the failed dice (if any) on friendly operative, those count as having successully hit the other operative as normal hits.


Firefight - Spiteful Demise:
Use this firefight ploy when a friendly IRON BUTCHER 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.


Firefight - The Slaughter Continues:
If a friendly IRON BUTCHER operative incapacitates an enemy operative in melee; they can perform a free charge no more than 3".


Firefight - Iron Without!:
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly IRON BUTCHER operative (excluding JUGGERNAUT and DRONE). Ignore that inflicted damage.


Strategic - Blood For the Blood God!:
If a friendly IRON BUTCHER operative charges and has not shot this turn, they gain +1" of movement and balanced on melee weapons for the turn.


Strategic - Bitter Resolve:
If a friendly operative is wounded, and in cover on your territory or engaged in enemy territory; you can retain a normal save as a critical.


Strategic - Brutal Attrition:
When a friendly IRON BUTCHER operative is charged while they are in cover, you can deal d3 damage to the charging enemy operative.


Strategic - Unwavering Fury:
You can ignore any changes to the stats of friendly IRON BUTCHER operatives from being injured (including their weapons’ stats).


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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.