The possessed butchers

Homebrew by TheGrillMaster

the possesed butchers of khorne, here to spill blood and claim s for he blood god, this team is based on difficult decisions, rather kill your own team to power up or brave the battle field, khorne doesnt care where the blood flows.

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Composition

1 Exalted eightbound champion 1 Exalted executioner 1 Exalted beast 4 blood cultists 1 blood wizard

Common Abilities and Options

Blood surge (0AP):
when this operative takes damage it can preform a free dash action up to a max of 3 per turning point

Spilled blood:
you may select friendly operative for shoot and fight actions

Uncontrollable rage:
if the blood tithe point count excedes 4 this operative must rather, attack something during its activation, charge towards the nearest operative, or take 1 d3 wounds if it cannot fufill the preivious conditions

Exalted Champion
A 3
M 6"
S 3+
W 24
Weapons
ATK
HIT
DMG
Exalted chain fists (Brutal, Rending, Ceasless)
7
3+
6/8
Ripping grasp (Rending, shock)
4
3+
4/6
Abilities
0AP: Armor of hatred0AP: Blood surge0AP: Blood tithe1AP: Marked for deathSpilled blood0AP: The favoured by KhorneUncontrollable rage
Options
New Option

Armor of hatred (0AP): gain one +1 save if hit by a ranged attack this turn

Blood tithe (0AP): 1 Blood Rush After this Eightbound finishes a Move, Charge, or Fight action, make a free 1" move. 1 Savage Blow After rolling an attack, add +1 damage to one successful hit. 1 Warp-Frenzy Reroll one attack die. 1 Predator's Instinct Until the end of the activation, this Eightbound ignores penalties to its movement. 2 Blood-Frenzied Until the end of the Fight action, gain Lethal 5+. 2 Unnatural Violence After incapacitating an enemy in melee, make a free Fight action against a different enemy. 2 Taste of Victory After incapacitating an enemy, regain 1 Blood Tithe. Can only trigger once per activation. 2 Scent of Prey Until the end of the activation, this Eightbound may reroll one attack die whenever attacking an enemy that has already lost wounds. 3 Eightbound Unleashed Until the end of the activation, gain +1 attack, Lethal 5+, and Rending on melee attacks. Once per Turning Point. 3 Warp-Infused Flesh Until the end of the Turning Point, the Eightbound gains +2 wounds and cannot be pushed by enemy abilities. 3 Bloodstorm After this Eightbound incapacitates an enemy, every enemy within 2" must make a save or suffer 1 damage. Once per Turning Point. 4 Avatar of Slaughter Until the end of the activation, this Eightbound gains +1 Attack, Rending, and may make a free 2" move after each Fight action. However, it must Charge or Fight if able during that activation.

Marked for death (1AP): choose a target, that target loses a dice whenever it targets this operative, this operative gains + 2" however this operative can only target that operative ( lasts 1 turn)

The favoured by Khorne (0AP): for the Champion, 1 Blood — Bloodied Challenge

Choose an enemy within 6". Until the end of the Turning Point, this Eightbound gains Lethal 5+ when attacking that enemy.

2 Blood — No Escape

After fighting an enemy, move up to 2" toward that enemy. If the enemy is still within Engagement Range, you may fight it again during this activation.

3 Blood — Skull of the Worthy

If this Eightbound incapacitates an enemy operative with more wounds than it has remaining, gain 2 Blood Tithe.

New Option:

48Heritic Astartes, leader, chaos, Eightbound
Exalted executioner
A 3
M 6"
S 3+
W 20
Weapons
ATK
HIT
DMG
Exalted Buzzsaw (Rending, relentless, severe)
6
4+
5/5
Chain axe (Brutal)
5
3+
5/6
Buzzsaw ( prey ) (Rending, balanced, prey)
5
4+
4/5
Abilities
1AP: Bloody thirst0AP: Brutal killer1AP: ExecutionSpilled bloodUncontrollable rage

Bloody thirst (1AP): deal 1 wound to a target within control range, if the target is incapicitated heal 1 d3 + 1 if it had two apl, 1 d6 + 1 if it has 3 or more

Brutal killer (0AP): for the excicutioner, 1 Blood — More!

Add +1 attack to the next melee weapon used by this Eightbound.

2 Blood — Cleave

The next time this Eightbound fights, one critical hit inflicts 1 additional damage and can be resolved against another enemy within 1".

3 Blood — Feed the Rage

After incapacitating an enemy, immediately regain 1 Blood Tithe and gain +1 attack for the remainder of the activation.

Execution (1AP): choose a target within control range, with equal or less than 3 wounds left, the target rolls a d6, if they get above this targets apl, nothing happens, if they get below they are incapacitated, ( still triggers actions after death, frenzy)

48Heritic Astartes, chaos, Eightbound
Exalted Beast
A 3
M 6"
S 3+
W 20
Weapons
ATK
HIT
DMG
Heart piercer (Rending, accurate 1,)
5
3+
4/6
Chain hunt (Devastating 3, flesh render*,)
4
4+
4/2
Abilities
0AP: Blood surge0AP: Flesh render2AP: MassacreSpilled blood0AP: Unbridled beast0AP: Uncontrollable rage

Flesh render (0AP): when incapacitating an operative with this rule increase the devatating damage by 1 (max 7)

Massacre (2AP): when in control range of an enemy you can use this ablitiy, select 1 melee weapon, roll double the dice on a fight action however all attacks that go through deal the crit damage and ignore the brutal weapon rule

Unbridled beast (0AP): for the beast, 1 Blood — Pounce

Immediately move up to 3", provided the move ends closer to an enemy.

2 Blood — Blood Trail

Until the end of the Turning Point, whenever an enemy moves within 6" of this Eightbound, it may make a free 1" move toward that enemy.

3 Blood — Unbound Hunter

After this Eightbound completes a Charge action, it can immediately make a free Fight action. After that Fight action, it can make a free 2" move.

48Heritic Astartes, chaos, Eightbound
Blood cultist
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Hell blaster (Balanced)
4
3+
3/4
Fireball (Range 8, Ceasless, blast 1, pysker)
4
3+
4/4
Ritual dagger (Bleed*, severe)
4
3+
3/5
Abilities
BleedKhorne doesn’t care where the blood comes fromSpilled blood

Bleed: hitting an operative with this rule applys a bleeding token, after an operative is incapacitated with this rule gain 1 blood tithe token

Khorne doesn’t care where the blood comes from: incapacitate this operative to gain 1 blood tithe token, 2 if it is within 6" of an eightbound operative

32Heretic, chaos, blood cultist
Blood wizard
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Chains of Khorne (Seek light, devastating 1)
4
2+
3/3
Hellfire storm (Torrent 1, saturate)
6
4+
3/3
Blood surgeon (Limited 1, Khornes blood*)
1
3+
0/2
Curved horn (Shock, stun)
4
4+
3/6
Abilities
1AP: Biting nailsKhornes blood1AP: Pain and slaughter1AP: Ritual sealSpilled blood2AP: Unchained beast

Biting nails (1AP): select one friendly eightbound operative, give them a nail token, they can use that token to reroll their dice, range 4"

Khornes blood: heal 1 d3 equal to the number of attacks that go through but opponent must block with all dice they can

Pain and slaughter (1AP): if an operative is within 2" of this operative deal 1 d3 damage first then give them +2 " and spend an additional 1 apl to give them an apl

Ritual seal (1AP): put a ritual seal on an operative and that operative counts as within 1" of this operative

Unchained beast (2AP): put a token on an eightbound within 1", you can spend 2 apl to activate that operative( rules as counteract but dorsnt count as one)

32Heretic, chaos, blood cultist, psyker
Equipment

Blades of blood:
add lethal 5+ to melee attacks


Blood armor:
when gaining a blood token from an eightbound operative place it on the eightbound, use this equipment to remove one dice for the blood token but reduce crit damage on this operative by one for that activation, once per turning point


Khornes protection:
use this when you are shot for the first time, reduce 1 damage from each dice, once per turning point


Blood drain:
you this to transfer health between operative within 1", use this on an enemy once per turning point to deal 1 d3 damage


Ploys

Firefight - Skulls for the skull throne:
use when an enemy operative is incapacitated by an eightbound operative, untill the end of the turning point all damage deals one less damage (min of 2)


Firefight - Rip and tear:
use when an eightbound operative is selected to fight roll one less dice to gain 1 more damage on melee atacks


Firefight - Die in glory:
when a blood cultist is


Firefight - The red thirst:
use when an eightbound operative has activated, if it has incapacitated and operative this turning point, p


Strategic - Blood for the blood god:
removes limit on blood tokens for this turn


Strategic - No mercy:
when an eightbound operative is fighting a operative that has lost wounds, melee strikes deal 1 damage for every unblocked attack


Strategic - The weak exist to die:
when a cultist is incapacitated choose an eightbound operative to perform a free reposition 2" or if it was within


Strategic - Blood soaked frenzy:
costs 1 blood token, use this when a possesed butchers operative is fighting, perform two melee attacks against one operative instead of one, max of 2 per 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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.