Semi Khorne Berserkers
Composition
1 Khorne Berserker Champion operative with one option from each of the following:
- Plasma pistol or bolt pistol
- Power fist, power maul, power weapon, or tainted chainsword
5 Khorne Berserker operatives selected from the following list
- Butcher
- Shrivetalon
- Icon Bearer
- Anoited
- Flamer
- Warrior with one of the following options:
- Boltgun; fists
- Bolt pistol; chainsword
Other than Warrior operatives, your kill team can only include each operative on this list once.
Faction Rules:
Astartes
- During each friendly KHORNE BESERKER operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt pistol, boltgun or tainted bolt pistol must be selected for at least one of them.
- Each friendly KHORNE BESERKER operative can counteract regardless of its order.
Blood Rush
- After a friendly KHORNE BESERKER operative survives a Shoot action from an enemy operative and took damage from that Shoot action, it may perform a free Charge action at -2", but must charge the enemy operative that shot it to trigger this ability.
- Each KHORNE BESERKER operative can only use this ability once per a turning point.
Common Abilities and Options
Astartes:
During each friendly KHORNE BESERKER operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt pistol, boltgun or tainted bolt pistol must be selected for at least one of them.
Each friendly KHORNE BESERKER operative can counteract regardless of its order.
Blood Rush:
- After a friendly KHORNE BESERKER operative survives a Shoot action from an enemy operative and took damage from that Shoot action, it may perform a free Charge action at -2", but must charge the enemy operative that shot it to trigger this ability.
- Each KHORNE BESERKER operative can only use this ability once per a turning point.
Champion
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma pistol | |||
| Standard (Rng 8", Piercing 1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Piercing 1) | 4 | 3+ | 4/5 |
| Bolt pistol (Rng 8", Rending) | 4 | 3+ | 3/5 |
| Power fist (Brutal) | 5 | 4+ | 5/7 |
| Power Maul (Shock) | 5 | 3+ | 4/6 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Tainted chainsword (Rending) | 5 | 3+ | 4/5 |
Abilities
AstartesBlood AuraBlood GorgeBlood RushButcher
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 5/7 |
| Double-handed chainaxe (Brutal) | 5 | 4+ | 5/7 |
Abilities
AstartesBlood RushDevastating OnslaughtShrivetalon
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Flensing Blades (Lethal 5+) | 5 | 3+ | 3/5 |
Abilities
AstartesBlood RushHorrifying DismembermentVicious ReflexesIcon Bearer
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Icon Banner | 5 | 3+ | 4/5 |
Abilities
AstartesBlood RushFavoured of the Dark GodsIcon BearerAnoited
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Daemonic claw (Rending) | 5 | 3+ | 4/5 |
| Unleashed deamonic claw (Rending, Ceaseless, Lethal 5+) | 5 | 3+ | 4/5 |
Abilities
AstartesBlood RushUnleash DaemonFlamer
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer (Rng 8", Saturate, Torrent 2") | 4 | 3+ | 4/4 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Fists | 4 | 4+ | 3/4 |
Abilities
AstartesBlood RushIs it Warm Enough Now?!Warrior
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt pistol (Rng 8") | 4 | 3+ | 3/4 |
| Boltgun | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesBlood RushNew AbilitySteady Aim
Remove the Range weapon rule from Bolt pistols friendly KHORNE BERSERKER operatives have.
Wrathful Onslaught
Friendly KHORNE BERSERKER operatives' melee weapons have the Severe weapon rule.
Frenzied Resistance
You can ignore any changes to the stats of friendly KHORNE BERSERKER operatives from being injured (including their weapons’ stats).
Warded Armour
STRATEGIC GAMBIT. Select one friendly KHORNE BERSERKER operative. Until the Ready step of the next Strategy phase, change that operative’s Save stat to 2+.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it 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 within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Skulls for the Skull Throne
Use this firefightploy when a friendly KHORNE BERSERKER (Excluding KHORNE BERSERKER CHAMPION) operative fights or retaliates, if it isn’t incapacitated, but it incapacitated an enemy operative during that sequence, it regains up to D3+1 lost wounds. If this targets a KHORNE BERSERKER CHAMPION operative, it's Blood Gorge ability heals D3+3 instead of its normal D3+1.
Firefight: Your Next!
Use this firefightploy when a friendly KHORNE BERSERKER would be able to use its Blood Rush ability but it's target is not close enough to make a valid charge. It can instead make a Normal Move of D6", but must end its movement closer to the enemy operative that triggered the Blood Rush.
Firefight: Unending Bloodshed
Use this firefight ploy when a friendly KHORNE BERSERKER 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: Apopletic Frenzy
Use this firefight ploy when a friendly KHORNE BERSERKER operative is actived, this operative may perfom a Charge action during this activation even if it perfomed a Dash action this activation.
Strategy Ploys
Strategy: Blood for the Blood God!
Add 1 to both Dmg stats of friendly KHORNE BERSERKER operatives’ melee weapons (to a maximum of 7).
Strategy: Gore Defenses
When an operative is shooting a friendly activated KHORNE BERSERKER operative, if the KHORNE BERSERKER operative performed a Charge or Fight action during its activation this turning point, in the Roll Defence Dice step, it may reroll one of its defense dice.
Strategy: Controled Frenzy
Count the number of friendly KHORNE BERSERKER operatives that aren’t incapacitated, then halve the result (rounding up) to give you x. Until the end of their activation, friendly KHORNE BERSERKER operatives’ melee weapons have the Balanced weapon rule if they are the first friendly operatives activated this turning point equal to x. For example, if you have five operatives, the first three friendly operatives activated will benefit.
Strategy: Lethal Frenzy
Whenever a friendly KHORNE BERSERKER operative is fighting and is doing so during an activation in which it performed the Charge action, its melee weapons also have the Lethal 5+ weapon rule. If the opertive's weapon already has the Lethal 5+ weapon rule, improve it to Lethal 4+ instead for the remainder of this turning point.
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.
Equipment
Steady Aim:
Remove the Range weapon rule from Bolt pistols friendly KHORNE BERSERKER operatives have.
Wrathful Onslaught:
Friendly KHORNE BERSERKER operatives' melee weapons have the Severe weapon rule.
Frenzied Resistance:
You can ignore any changes to the stats of friendly KHORNE BERSERKER operatives from being injured (including their weapons’ stats).
Warded Armour:
STRATEGIC GAMBIT. Select one friendly KHORNE BERSERKER operative. Until the Ready step of the next Strategy phase, change that operative’s Save stat to 2+.
Ploys
Firefight - Skulls for the Skull Throne:
Use this firefightploy when a friendly KHORNE BERSERKER (Excluding KHORNE BERSERKER CHAMPION) operative fights or retaliates, if it isn’t incapacitated, but it incapacitated an enemy operative during that sequence, it regains up to D3+1 lost wounds.
If this targets a KHORNE BERSERKER CHAMPION operative, it's Blood Gorge ability heals D3+3 instead of its normal D3+1.
Firefight - Your Next!:
Use this firefightploy when a friendly KHORNE BERSERKER would be able to use its Blood Rush ability but it's target is not close enough to make a valid charge. It can instead make a Normal Move of D6", but must end its movement closer to the enemy operative that triggered the Blood Rush.
Firefight - Unending Bloodshed:
Use this firefight ploy when a friendly KHORNE BERSERKER 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 - Apopletic Frenzy:
Use this firefight ploy when a friendly KHORNE BERSERKER operative is actived, this operative may perfom a Charge action during this activation even if it perfomed a Dash action this activation.
Strategic - Blood for the Blood God!:
Add 1 to both Dmg stats of friendly KHORNE BERSERKER operatives’ melee weapons (to a maximum of 7).
Strategic - Gore Defenses:
When an operative is shooting a friendly activated KHORNE BERSERKER operative, if the KHORNE BERSERKER operative performed a Charge or Fight action during its activation this turning point, in the Roll Defence Dice step, it may reroll one of its defense dice.
Strategic - Controled Frenzy:
Count the number of friendly KHORNE BERSERKER operatives that aren’t incapacitated, then halve the result (rounding up) to give you x. Until the end of their activation, friendly KHORNE BERSERKER operatives’ melee weapons have the Balanced weapon rule if they are the first friendly operatives activated this turning point equal to x. For example, if you have five operatives, the first three friendly operatives activated will benefit.
Strategic - Lethal Frenzy:
Whenever a friendly KHORNE BERSERKER operative is fighting and is doing so during an activation in which it performed the Charge action, its melee weapons also have the Lethal 5+ weapon rule. If the opertive's weapon already has the Lethal 5+ weapon rule, improve it to Lethal 4+ instead for the remainder of this turning point.
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.