Semi Khorne Berserkers

Homebrew by SemiHuman99

A World Eater focused Killteam using Khorne Bererkers as a baseline.

Faction Rules Astartes & Blood Rush

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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 Rush

Blood Aura: Whenever an enemy operative performs the Fall Back action while within control range of this operative, you can use this rule. If you do, roll one D6: on a 3+, that enemy operative cannot perform that action during that activation/ counteraction (the AP spent on it is refunded).

Blood Gorge: After this 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.

Khorne Berserker, Chaos, Heretic Astartes, Leader, Khorne Berserker Champion
Butcher
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 Onslaught

Devastating Onslaught: - Whenever this operative is fighting or retaliating, enemy operatives cannot assist.

  • At the end of each enemy operative’s activation or counteraction, you can select one enemy operative within 2" of this operative. This 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
Chaos, Heretic Astartes, Butcher, Khorne Berserker
Shrivetalon
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 Reflexes

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.

Vicious Reflexes: Whenever this operative is retaliating, you resolve the first attack dice (i.e. defender instead of attacker).

Chaos, Heretic Astartes, Khorne Berserker, Shrivetalon
Icon 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 Bearer

Favoured of the Dark Gods: In the Ready step of each Strategy phase, if this operative controls an objective marker that isn’t tainted, that objective marker is tainted for the battle and you gain 1CP. Note that if any operative (including enemy operatives) has tainted an objective marker, you cannot taint that objective marker.

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.

Chaos, Heretic Astartes, Khorne Berserker, Icon Bearer
Anoited
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 Daemon

Unleash Daemon: Once per battle, when this operative is activated, you can use this rule. If you do, until the end of the battle:

  • This operative cannot perform the Pick Up Marker or mission actions (excluding Operate Hatch). If it’s carrying a marker, it must immediately perform the Place Marker action for 0AP (this takes precedence over all other rules).
  • Normal and Critical Dmg of 4 or more inflicts 1 less damage on this operative.
  • Its daemonic claw has the Ceaseless and Lethal 5+ weapon rules.
Chaos, Heretic Astartes, Khorne Berserker, Anoited
Flamer
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?!

Is it Warm Enough Now?!: When this operative uses its Flamer, it is allowed to declare a friendly Khorne Berserker operative as its main target as long as there is at least one enemy operative within its torrent range and is selected as a secondary target.

Chaos, Heretic Astartes, Khorne Berserker, Flamer
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 Ability

New Ability:

Chaos, Heretic Astartes, Khorne Berserker, Warrior
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.