Kill Borbs

Homebrew by GrissomKlyn

The Murderwing are a terror-strike Kill Team composed of elite Raptors and Warp Talons, bound together under the direct command of a Chaos Lord who favours speed, shock, and annihilation over sustained battle. They are deployed to collapse enemy command structures in a single, overwhelming assault, descending from above and from the warp itself in the same moment. By the time the enemy understands the threat, leaders are dead, communications are severed, and cohesion is lost.

Raptors of the Murderwing act as hunters and executioners, driving prey into kill zones with brutal efficiency, while Warp Talons phase into reality amid warp-lightning and screaming distortions, shattering morale on contact. At their centre, the Chaos Lord leads from the front, directing the slaughter in real time and exploiting fear as a weapon. To the Murderwing, the battlefield is not a line to be held, but a space to be emptied.

100% positive
Composition

Below you will find a list of the operatives that make up a MURDERWING kill team, including, where relevant, any weapons specified for that operative.

OPERATIVES

• 1 MURDERWING CHAOS LORD operative with one option from each of the following: ○ Bolt pistol or plasma pistol ○ Lightning claw, power fist or power weapon Or the following option: ○ Relic lightning claws

• 5 MURDERWING operatives selected from the following list: ○ CHAMPION with one option from each of the following: ▪ Plasma pistol or bolt pistol ▪ Power fist or power weapon ○ CURSED CLAW ○ DREDRAPTOR ○ HUNTMASTER ○ RAPTOR with one of the following options: ▪ Bolt pistol; chainsword ▪ Plasma pistol; chainsword ○ SHRIKER ○ SKYSEAR with one of the following options: ▪ Flamer; bolt pistol; fists ▪ Meltagun; bolt pistol; fists ▪ Plasma gun; bolt pistol; fists ○ WARP TALON

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

  • You cannot select more than two operatives with these weapons combined.
Common Abilities and Options

ASTARTES:
These genetically modified superhumans are made for one purpose: war.

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

Each friendly MURDERWING operative can counteract regardless of its order.

BOOST ACTIONS:
Murderwings are experts in aerial combat, lashing out at fleeing prey as they soar overhead on columns of flame.

Some actions are known as BOOST actions. These are actions performed during other actions when a BOOST is used. Each operative cannot perform more than one BOOST action per activation/counteraction.

Most BOOST actions affect enemy operatives within a friendly MURDERWING operative’s BOOST ZONE. This is the horizontal area between a friendly MURDERWING operative’s current location and the location from which it used BOOST. A marker the same size as the operative’s base can be temporarily placed to help determine this. Enemy operatives with any part of their base underneath Vantage terrain are not within friendly MURDERWING operatives’ BOOST ZONES.

In this example, the top operative (C) is within the MURDERWING operative’s (A) BOOST ZONE. The bottom operative (B) is not, as its base is underneath Vantage terrain.

JUMP PACK:
Armour-mounted propulsion systems enable these warriors to traverse the battlefield in bounding, jet-assisted leaps.

Whenever a friendly MURDERWING operative is performing the Charge, Fall Back or Reposition action during its activation, at the start of any straight-line increment, as long as no part of its base is underneath Vantage terrain, it can do a BOOST for that increment. If it does, don’t move it for that increment. Instead, remove it from the killzone and set it back up wholly within X" horizontally of its original location. X is a distance of your choice (rounded up to the nearest inch, as per the Reposition action), but is added to the total move distance for the action. In other words, move plus BOOST cannot exceed the action’s move allowance.

That operative must be set up in a location it can be placed and cannot be set up with any part of its base underneath Vantage terrain. In addition, unless it’s the Charge action, it cannot be set up within control range of an enemy operative. It cannot continue moving after a BOOST if it has any movement remaining that action allows.

In a killzone that uses the close quarters rules (e.g. Killzone: Gallowdark), the “X” cannot be measured over or through Wall terrain, and the operative cannot be set up on the other side of an access point – in other words, it cannot BOOST through an open hatchway.

In this example, the MURDERWING operative (A) does a BOOST for the second increment of movement. It moves as normal during the first and third increments, as it cannot BOOST from or to a location underneath Vantage terrain.

Chaos Lord
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8”)
4
3+
3/4
Plasma Pistol
Standard (Rng 8”, Piercing 1)
4
3+
3/5
Supercharge (Rng 8”, Hot, Lethal 5+, Piercing 1)
4
3+
4/5
Lightning Claw (Lethal 5+, Rending)
5
3+
4/5
Relic Lightning Claws (Ceaseless, Lethal 5+, Rending)
5
3+
4/6
Power Fist (Brutal, Shock)
4
3+
5/7
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
ASTARTESBOONS OF DAMNATIONBOOST ACTIONSJUMP PACKPATH TO DAMNATION

BOONS OF DAMNATION: BOONS OF DAMNATION

Boons of Damnation are as follows (resolved with a D6 roll; see opposite):

• When an attack dice inflicts damage of 3 or more on the enemy operative, you can ignore an amount of damage equal to this operative’s Damnation points.
• When this operative is fighting or retaliating and you strike, you can inflict an amount of additional damage equal to this operative’s Damnation points.

PATH TO DAMNATION: PATH TO DAMNATION

This operative starts the battle with 1 Damnation point.

Once per action, you can attempt to use one Boon of Damnation with it (specify; see right). If you do, roll one D6 and compare the result to the number of Damnation points this operative has; if the result is:

Higher: Resolve the rule, then this operative gains 1 Damnation point.
Equal: Do not resolve the rule.
Less: Inflict damage on this operative equal to its number of Damnation points and do not resolve the rule.

If this operative has 6 Damnation points, resolve the rule without rolling. Note that you cannot make an attempt more than once per action, regardless of the D6 result.

MURDERWING, CHAOS, HERETIC ASTARTES, LEADER, LORD
Champion
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8”)
4
3+
3/4
Plasma Pistol
Standard (Rng 8”, Piercing 1)
4
3+
3/5
Supercharge (Rng 8”, Hot, Lethal 5+, Piercing 1)
4
3+
4/5
Power Fist (Brutal, Shock)
4
3+
5/7
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
ASTARTESBOOST ACTIONSCHAOS CHAMPION: STRATEGIC GAMBITJUMP PACKPATH TO GLORY

CHAOS CHAMPION: STRATEGIC GAMBIT: Remove your Challenge token from the enemy operative that has it (if any), then select one enemy operative (anywhere in the killzone) that has your Challenge token. For the remainder of the turning point, that enemy operative has one of the following weapon rules for this operative’s melee weapons until the end of the sequence: Balanced, Brutal, Punishing, Severe, Shock.

PATH TO GLORY: Whenever this operative incapacitates an enemy operative that has your Challenge token, you gain 1CP.

MURDERWING, CHAOS, HERETIC ASTARTES, CHAMPION
Shrieker
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
ASTARTEsBOOST ACTIONSJUMP PACKMODIFIED VOX-CASTERS1AP: SHRIEK

ASTARTEs: These genetically modified superhumans are made for one purpose: war.

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

Each friendly MURDERWING operative can counteract regardless of its order.

MODIFIED VOX-CASTERS: Whenever an enemy operative is within 3" of this operative, your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions.

Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of this operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this.

SHRIEK (1AP): Select one enemy operative that’s visible to and within 6" of this operative. Alternatively, select one enemy operative within this operative’s BOOST ZONE (at which point this becomes a BOOST action). If an enemy operative was within control range of this operative, you cannot select that enemy operative with this rule. Inflict D3 damage on the selected operative and subtract 1 from its APL stat until the end of its next activation.

This operative cannot perform this action while it has a Conceal order.

If you’re selecting an enemy operative within this operative’s BOOST ZONE, this operative cannot perform this action normally. Instead, it performs this action during the Fall Back or Reposition action after setting up from a BOOST.

MURDERWING, CHAOS, HERETIC ASTARTES, SHRIEKER
Skysear
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8”)
4
3+
3/4
Flamer (Rng 8", Saturate, Torrent 2")
4
2+
3/3
Meltagun (Rng 6", Devastating 4, Piercing 2)
4
3+
6/3
Plasma Gun
Standard (Piercing 1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Piercing 1)
4
3+
5/6
Fists
4
3+
3/4
Abilities
ASTARTESBOOST ACTIONSJUMP PACK
MURDERWING, CHAOS, HERETIC ASTARTES, SKYSEAR
Huntmaster
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8”)
4
3+
3/4
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
ASTARTESBOOST ACTIONSJUMP PACKPINNED PREY1AP: STRIKE FROM ABOVE

PINNED PREY: Whenever an enemy operative would perform the Fall Back action while within control range of this operative, if no other enemy operatives are within this operative’s control range, you can use this rule. Roll one D6. If that enemy operative has a higher Wounds stat than this operative, add 1 to the result. If the result is 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it).

STRIKE FROM ABOVE (1AP): BOOST action. Inflict 2D3+1 damage on one enemy operative within this operative’s BOOST ZONE.

This operative cannot perform this action normally. Instead, it performs this action during the Fall Back or Reposition action after setting up from a BOOST.

MURDERWING, CHAOS, HERETIC ASTARTES, HUNTMASTER
Curseclaw
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8”)
4
3+
3/4
Mutated Claws (Rending)
5
3+
4/5
Abilities
ASTARTESBOOST ACTIONSFrenzied AttackJUMP PACK1AP: SNATCH

Frenzied Attack: If this operative is incapactiated during the FIght action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.

SNATCH (1AP): BOOST action. Select one enemy operative within this operatives BOOST ZONE. Both players roll one D6 and add their respective operative's Wounds stat to their result. If your result is higher, remove that enemy operative from the killzone and set it back up within this operative's BOOST ZONE or control range. It must be set up in a location it can be placed and cannot be set up further away from this operative than where it began. If that enemy operative is set up within the operative's control range, the Fall Back or Reposition action ends (allowing this operative to finish that action within control range of enemy operatives).

This operative cannot perform this action normally, instead, it performs this action during the Fall Back or Reposition action, after setting up from a BOOST.

MURDERWING, CHAOS, HERETIC ASTARTES, CURSECLAW
Depredator
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8”)
4
3+
3/4
Great Chainaxe (Brutal)
5
3+
5/7
Abilities
ASTARTESBOOST ACTIONSCarving BlowHorrifying DismembermentJUMP PACK

Carving Blow: Inflict 2D3 damage on each other operative visible to and within 2" of this operative in an order of your choice (roll separately for each).

For the purposes of action restrictions and the Astartes faction rule, this action is treated a s a Fight action. This operative cannot perform this action while it has a Conceal order, or during the same activation in which it perfomred the Slive From Above action (see faction equipment) or vice versa.

Horrifying Dismemberment: Whenever this operative is 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 action.

MURDERWING, CHAOS, HERETIC ASTARTES, DEPREDATOR
Raptor
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8”)
4
3+
3/4
Plasma Pistol
Standard (Rng 8”, Piercing 1)
4
3+
3/5
Supercharge (Rng 8”, Hot, Lethal 5+, Piercing 1)
4
3+
4/5
Chainsword
5
3+
4/5
Abilities
ASTARTESBOOST ACTIONSJUMP PACKThrill of Flight

Thrill of Flight: Whenever this operative does a BOOST during its activation:

  • You can remove any changes to its APL stat.
  • You can ignore any changes to its stats from being injured (including weapons' stats) until the end of the activation.
MURDERWING, CHAOS, HERETIC ASTARTES, RAPTOR
Warp Talon
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Lightning Claws (Ceaseless, Lethal 5+, Rending)
5
3+
4/5
Abilities
ASTARTESBOOST ACTIONSJUMP PACKSLICE THE VEIL

SLICE THE VEIL: When setting up this operative before the battle, you can set it up in the warp instead: place it to one side instead of in the killzone. In the first Firefight phase, when this operative is activated, place one of your Warp markers wholly within your territory, then expend this operative.

In the second Firefight phase, when this operative is activated, set it up with an order of your choice in a location it can be placed either wholly within your drop zone, or wholly within your territory contesting your Warp marker. Continue this activation as normal, but during that activation it can perform two actions and cannot use more than 4" of move distance. Until the Ready step of the next Strategy phase, this operative is obscured to operatives more than 3" from it.

Whenever this operative is in the warp, it cannot be the ready friendly MURDERWING operative for the Malicious Narcissism firefight ploy.

MURDERWING, CHAOS, HERETIC ASTARTES, WARP TALON
Equipment

BLADEFINS:
Corrupted power and warp-infused jump packs bristle with metallic spines and scything blades with which to rend the flesh of unsuspecting prey.

Friendly MURDERWING operatives can perform the following unique action:

SLICE FROM ABOVE (1AP) BOOST action. Inflict D3+1 damage on one enemy operative within this operative’s BOOST ZONE.

An operative cannot perform this action normally. Instead, it performs this action during the Fall Back or Reposition action after setting up from a BOOST. A DEPREDATOR operative cannot perform this action during the same activation in which it performed the Carving Blow action (or vice versa).


CLAWED ARMOUR:
Snaring claws and sharpened spurs protrude from the grotesque power armour of these predatory warrior.

Friendly MURDERWING operatives can perform the following unique action:

CLAWED CHARGE (0AP) BOOST action. Inflict 1 damage on one enemy operative within this operative’s control range, then the Charge action ends.

An operative cannot perform this action normally. Instead, it performs this action during the Charge action after setting up from a BOOST.


VOX-CASTERS:
Vox-speakers wrought into the panels of corrupted power armour enhance the roar of engines and the animal cries of predatory warriors, overwhelming the senses of stunned prey.

Once per turning point, one friendly MURDERWING operative can perform the following unique action:

VOX-CRY (1AP) Each enemy operative within 3" of this operative takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while it has a Conceal order.


WARP FUEL:
Immersion within the warp has mutated this warrior’s body, transforming their blood into high-octane fuel that burns through veins and arteries, powering muscles and jet engines alike.

Once per turning point, when an enemy operative ends the Fall Back action during its activation, if at least one friendly MURDERWING operative was within its control range at the start of that action, you can use this rule. One of those friendly operatives can immediately perform a free Reposition or Charge action, but cannot move more than 3" of move distance. Note that if the enemy operative doesn’t perform the Fall Back action during its own activation, this has no effect.


Ploys

Firefight - MALICIOUS NARCISSISM:
The Murderwing wait until fear is at its zenith before striking.

Use this firefight ploy when it’s your turn to activate, if only one friendly MURDERWING operative is ready. Until the end of the turning point, whenever any enemy operatives are in the killzone, you can skip your activations (in other words, you can delay that friendly MURDERWING operative’s activation). Note that you cannot counteract until that friendly MURDERWING operative is expended.


Firefight - MURDEROUS DESCENT:
*Descending from lofty perches, Murderwings ambush unwary prey. * Use this firefight ploy when an enemy operative ends the Charge, Dash, Fall Back or Reposition action within 3" horizontally of a friendly MURDERWING operative (or in close quarters, 2"), and that enemy operative must be in a different room where it started that action. Interrupt the enemy operative’s activation/counteraction and immediately perform a free Charge action with that friendly operative. It must end that action within control range of the enemy operative. If this isn’t possible, the interruption is cancelled and this rule hasn’t been used.


Firefight - LONG FORGOTTEN HONOUR:
Debased traitors all, Murderwings retain no codes of martial honour.

Use this firefight ploy when a friendly MURDERWING operative is fighting or retaliating, when you resolve a critical success. Instead of striking or blocking, end the sequence and any remaining attack dice are discarded and immediately perform a free Fall Back action up to 3" with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Fall Back action.


Firefight - WINGS OF DARKNESS:
*Warp-corrupted jump packs lend their wearers terrifying speed. * Use this firefight ploy when a friendly MURDERWING operative is performing the Fall Back or Reposition action, when it does a BOOST. That operative can be set up an additional 3" away during that BOOST (adding this to the permitted move distance), but cannot perform the Shoot, Fight or Carving Blow (pg 43) action until the next turning point. You cannot use this ploy during the first turning point.


Strategic - PREDATORS ABOVE:
*Murderwings excel when striking from above, using their mobility and jet-assisted might to massacre their enemies. * Whenever a friendly MURDERWING operative is at least 2" higher than the killzone floor, its weapons have the Balanced weapon rule. Whenever a friendly MURDERWING operative does a BOOST, its weapons have the Balanced weapon rule until the end of that activation.


Strategic - CULL THE WEAK:
*Opportunistic predators all, the warriors of a Murderwing seek to single out and pick off the most vulnerable prey. * Whenever a friendly MURDERWING operative is shooting or fighting, its weapons have the Punishing weapon rule if any of the following are true for the operative that friendly operative is shooting or fighting against:

• It’s at least 2" lower than that friendly operative.
• Its APL stat is less than normal.
• It was wounded at the start of the activation/counteraction.


Strategic - NIGHTMARE ON HIGH:
So swift and elusive are the Murderwing that even the most skilled of sharpshooters struggle to hit them as they soar above.

Whenever an operative is shooting a friendly MURDERWING operative that’s at least 2" higher than the killzone floor, or that did a BOOST during this turning point, you can re-roll one of your defence dice.


Strategic - INSTIL FEAR:
Such is the savagery and horror of the Murderwing that even the boldest combatants find their hearts gripped by paralysing fear.

Whenever a friendly MURDERWING operative is fighting, Normal Dmg of 3 or more inflicts 1 less damage on it.


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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

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


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

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