Berzerker Cult

Homebrew by bigender_liver
100% positive
Composition

A BERZERKER CULT Kill Team is composed of:

  • 1 BERZERKER CHAMPION operative
  • 5 BERZERKER CULT operatives selected from the following list:
    • BERZERKER FLENSER
    • BERZERKER WARRIOR with one of the following options:
      • Bolt Pistol; Chainaxe
      • Bolt Pistol; Chainsword
    • JAKHAL DISHONOURED* with Paired Manglers
    • JAKHAL DISHONOURED* with Mangler and Skullsmasher
    • JAKHAL WARRIOR* with one of the following options:
      • Paired Chainblades
      • Heavy Chainblade *These operatives count as half a selection each.

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

Common Abilities and Options

Astartes:
During this operative's activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolt pistol must be selected for at least one of them.

This operative can counteract regardless of its order.

Blood for the Blood God:
- Whenever a friendly BERZERKER CULT operative is fighting or retaliating, enemy operatives cannot assist.

  • At the end of each enemy operative’s activation or counteraction, you can select an enemy operative within 2" of a BERZERKER CULT operative. Said operative can perform a free Charge action (you can change its order to Engage to do so), but it cannot move more than 2" and must end that move within control range of that selected operative.
Berzerker Champion
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Murderous Chainsword (Rnd)
6
3+
4/5
Murderous Chainaxe (Rnd)
5
4+
4/6
Abilities
AstartesBlood for the Blood GodSkulls for the Skull Throne

Skulls for the Skull Throne: Once during each of this operative's activations, if it incapacitates an enemy operative, add 1 to its APL stat until the end of that activation.

BERZERKER CULT, CHAOS, HERETIC ASTARTES, LEADER, BERZERKER CHAMPION
Berzerker Flenser
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Eviscerator (Rnd, Brutal)
5
4+
5/7
Abilities
AstartesBlood for the Blood GodHorrifying Dismemberment

Horrifying Dismemberment: 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.

BERZERKER CULT, CHAOS, HERETIC ASTARTES, BERZERKER FLENSER
Berzerker Warrior
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
Chainaxe (Rnd)
4
4+
4/6
Abilities
AstartesBlood for the Blood God
BERZERKER CULT, CHAOS, HERETIC ASTARTES, BERZERKER WARRIOR
Jakhal Warrior
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Paired Chainblades (Ceaseless)
4
4+
3/4
Heavy Chainblade (Rnd)
3
4+
4/5
Abilities
Blood for the Blood GodGroup Activation

Group Activation: Whenever this operative is expended, you must then activate one other ready friendly BERZERKER CULT JAKHAL WARRIOR operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

BERZERKER CULT, CHAOS, JAKHAL, WARRIOR
Jakhal Dishonoured
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Paired Manglers (Ceaseless, Rnd)
4
4+
3/4
Mangler and Skullsmasher (Brutal)
4
4+
3/4
Abilities
Blood for the Blood GodReap the Coward's Blood

Reap the Coward's Blood: Whenever an enemy operative performs the Fall Back action while within control range of this operative, you can use this rule. If you do, inflict 1D6+1 damage on that enemy operative before it moves.

BERZERKER CULT, CHAOS, JAKHAL, WARRIOR
Equipment
Ploys

Strategic - Khorne Cares Not:
You can ignore any changes to the stats of friendly BERZERKER CULT operatives from being injured.


Strategic - New Ploy:
Whenever an enemy operative is shooting an expended friendly FELLGOR RAVAGER operative, if you cannot retain any cover saves, you can retain one of your defence dice as a normal success without rolling 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.


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.