The possessed butchers
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 rageOptions
New OptionExalted 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 rageExalted 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 rageBlood 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 bloodBlood 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 beastBlades 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
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 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
Strategy Ploys
Strategy: Blood for the blood god
removes limit on blood tokens for this turn
Strategy: No mercy
when an eightbound operative is fighting a operative that has lost wounds, melee strikes deal 1 damage for every unblocked attack
Strategy: 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
Strategy: 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
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.
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.