The Red Butchers

Homebrew by TheGrillMaster

Faction rules SKULLS FOR THE THRONE! this team cannot gain CP, instead they gain skulls, they do not start with command points and rules that give them command points do not work, to gain skulls you must incapacitate enemy operatives, the calculation is their APL - 1 skulls or if they have the leader keyword its just their APL BLOOD FOR THE BLOOD GOD! each time an operative is damaged within 3" of a RED BUTCHERS operative gain 1 blood token to a max of 8, you can spend blood on an operatives activation (you may only use up to two of these actions per turning point) 1 cost move 1" take 1 less damage reroll 1 dice 2 cost free 2" charge turn a cover save into a 6 on a 3+ of a dice roll gain 1 better cover save for the turning point 3 cost summon 1 blood letter (only once per turning point) 4 cost deal a d3 damage on a charge gain the ceasless weaponrule 6 cost gain 1 dice to hit be able to dash and charge 8 cost Summon the Daemon prince of khorne must pay 3 blood every turn or it leaves SUMMONING every operative that is summoned must be placed within your side of the board the daemon prince takes over one of your world eater operatives and are incapacitated if the daeon prince leaves HERITIC ASTARTES may change orders on counteract and can counter act regaurdless of order may preform two fight actions

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Composition

1 kharn 5 world eater operatves

The Betrayer
A 3
M 6"
S 4+
W 15
Weapons
ATK
HIT
DMG
Plasma pistol (range 8" Piercing 1)
4
4+
3/5
gorechild (Brutal, rending, Strongest*)
5
3+
5/6
Plasma pistol (supercharged) (range 8' Piercing 1, Lethal 5+, Hot)
4
4+
4/5
Abilities
Blood fuel stitchingStrongest1AP: Worthy hands

Blood fuel stitching: when taking damage from a wounded enemy, roll two d6, if you get an 8 then gain a stitching token, you can use a stitching token to remove a dice that damaged you

Strongest: this operative ignores weapon rules that effect this operatives dice

Worthy hands (1AP): use this when gaining a skull, roll 1 d6 on a 5+ gain their apl worth of skulls instead of the normal amount

32
Master of execution
A 3
M 6"
S 4+
W 13
Weapons
ATK
HIT
DMG
skull smasher (range 6" devestating 1)
4
4+
3/3
pistol (range 8")
4
4+
2/4
Executioner's axe (Lethal 5+)
5
3+
4/5
Abilities
execution1AP: Executioner's mark

execution: fighting an operative with your mark gain lethal 4+

Executioner's mark (1AP): place a marker on an enemy operative that this operative can see

32
World eater warrior
A 3
M 6"
S 4+
W 13
Weapons
ATK
HIT
DMG
bolt pistol (range 8")
4
4+
2/4
chainaxe (rending, execution)
4
4+
4/6
Chain sword (piercing 1, rending)
4
3+
4/5
Abilities
blood surgeExecution

blood surge: once per turning point after taking damage this operative can move up to 2"

Execution: if you retain 2 or more crits then turn a fail into a sucess

32
world eater heavy killer
A 3
M 6"
S 4+
W 13
Weapons
ATK
HIT
DMG
Great Chain axe (brutal)
5
4+
5/7
Khornate chain sword (rending, shock)
5
3+
4/5
Abilities
Brutish2AP: iron clade skin

Brutish: Critical melee strikes deal normal damage to this operative

iron clade skin (2AP): for this turning point, ignore melee rules for the opponent

32
Exalted eightbound
A 3
M 6"
S 5+
W 18
Weapons
ATK
HIT
DMG
chain hook (range 3" drag)
4
4+
2/3
Double chain fists (balenced, brutal)
6
4+
4/7
Abilities
1AP: Beastly crawlBrazen bulldrag

Beastly crawl (1AP): preform a shoot then a melee attack however remove any weapon rules

Brazen bull: when this operative is incapacitated deal 2d3 damage to every operative within 3"

drag: pull an enemy operative into control range

32
blood letter
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
hell blade (balenced)
4
4+
3/4
hell blast
4
3+
2/4
Abilities
damned to death

damned to death: dealing damage/incapacitating rewards +1 to the blood/skulls

32
Daemon Prince Of Khorne
A 4
M 6"
S 3+
W 25
Weapons
ATK
HIT
DMG
Hellforged sword (brutal, rending)
6
3+
5/7
skull crusher (Heavy (dash))
4
3+
7/9
Sweeping carnage (Reap)
8
4+
3/4
Warp blaster (peircing crits 2, blast 1")
4
4+
4/5
Abilities
Daemonic ResllienceReapunnerved mindwarp master

Daemonic Resllience: The first time each Turning Point that the Daemon Prince would lose 4 or more wounds from a single attack, reduce that damage by 2.

Reap: Reap: After resolving this attack, if at least one enemy operative was incapacitated, you can resolve one additional attack against another enemy operative within Engagement Range. This additional attack cannot trigger Reap.

unnerved mind: this operative cannot use stratagy/firefight ploys

warp master: ignore the peircing/piercing crits rule, if this operative is incapacitated then every operative within 2" takes 2d6 wounds

32
Equipment

Blood-Filled Flask:
Once per battle, after this operative incapacitates an enemy:

Immediately recover D3 lost wounds.

If the operative is already at full wounds, gain 1 Blood instead


Might of Khorne:
gain lethal 5+ on melee, twice per turning point


Skull Of The Fallen:

The operative carries the skull of a previous champion.

Once per battle, when the operative would be incapacitated:

Roll one die. On a 4+, remain standing with 1 wound.


Gore-Soaked Armour:
The first time this operative would lose wounds from a melee attack each Turning Point:

Reduce the damage by 1.

However, if the operative is reduced to half wounds or less, it loses this protection.


Ploys

Firefight - donated blood:
gain 3 blood


Firefight - Berserk:
costs 2 skulls move 1" per wound lost up to your movement


Firefight - hellish fighter:
gain ceasless on melee


Firefight - nails of doom:
ignore one dices damage


Strategic - Enhanced strength:
Costs 1 skull Melee attacks have devestating 1 weapon rule


Strategic - Terrifying presence:

Costs 2 skulls

Fight actions cost 2 apl for enemy operatives


Strategic - skin tearing sprint:
cost 1 skull May dash and charge


Strategic - boons of khorne:
costs 2 give one weapon rule to all the melees for the Red Butchers


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.