exalted of khorne

Homebrew by henry
No votes yet
Composition

1 blood herald

1 bezerker champion

1 bezerker headtaker

1 chosen of khorne this operative can have either the:

  • blood soaked claws
  • khornate eviscerator
  • plasma pistol and blood blessed power axe

1 sacred executioner

1 exalted bloodletter

Common Abilities and Options

blessings of khorne (1AP):
pick an ability from the list below:

  • your weapons gain severe
  • your weapons gain lethal 5+
  • your weapons gain ceasless

if the operative using this ability is a daemon operative you can pick 2 of the abilities and if this ability was used by a berzerker operative that operative can fight twice this turn.

born from the immaterium:
this operative ignores the piercing rule

astarties:
During each friendly berserker operative's activation, it can perform either 2 Shoot actions or 2 Fight actions. If it is 2 shoot actions, a bolt pistol, boltgun or scoped bolt pistol must be selected for at least one of them. Each friendly berserker operative can counteract regardless of its order.

blood herald
A 3
M 7"
S 4+
W 15
Weapons
ATK
HIT
DMG
hatefire (range 8", tor 1", saturate, dev 1)
4
2+
4/4
blade of blood (dev 2, rend, balanced, brutal)
5
3+
5/5
Abilities
1AP: blessings of khorneborn from the immaterium1AP: conductor of carnageherald of violence

conductor of carnage (1AP): all other friendly operatives within 4" can preform a free dash action, if the operative is a daemon they can preform two fight actions until the end of their next turn, if an operative is in melee they can insted preform a free fallback action or fight action

herald of violence: all friendly operatives within 4in gain +1 attack dice and their weapons gain balanced and enemy operatives cannot reroll any dice but get +1 attack dice.

daemon, khorne, herald, blood herald
berserker champion
A 3
M 7"
S 3+
W 16
Weapons
ATK
HIT
DMG
plasma pistol
standard (pierce 1, range 8")
4
3+
3/5
supercharged (pierce 1, hot, lethal, range 8")
4
3+
4/5
corrupted chain axe (ceaseless, rend, brutal)
5
3+
4/5
Abilities
astarties2AP: blessings of khornechampion of the blood god1AP: soon to reach apotheosis

champion of the blood god: this operative cannot take more the 8 damage from a single shoot action and when he takes damage from a shoot action he gains a rage counter, when fighting an enemy with a melee weapon he can spend a rage counter to turn a miss to a hit or a hit to a critical hit

soon to reach apotheosis (1AP): when this operative could preform a fight action it can preform this action instead, preform a normal fight action then if the enemy operative if incapacitated this operative gains one of these boons (the next one in order):

  • seen - when this operative incapacitates an enemy perative they recover 2d3 wounds
  • watching - this operative can only take 8 damage from a fight action
  • blessed - this operative gains 2" of movment and ignores piercing
  • apotheosis - this operative gains an apl, his melee weapons have relentless and severe
chaos space marine, berserker, khorne, champion
berserker headtaker
A 3
M 7"
S 4+
W 14
Weapons
ATK
HIT
DMG
khornate eviscerator (brutal, rend)
4
3+
5/7
Abilities
astarties1AP: blessings of khorneskulls for the skull throneslayer of champions

skulls for the skull throne: when this operative incapacitates an enemy operative with a melee weapon you gain a cp

slayer of champions: when this operative is making and attack action against an enemy operative if that enemy operative hs the most wounds or is tied for the most in the opponents killteam the berserker headtaker's khornate eviscerator gains stun and punishing. if this operative is not fighting the enemy operative with the highest amount of wounds or tied fro the most ths peratives khornate eviscerator gains accurate 1 till the end of the attack sequence.

chaos space marine, berserker, khorne, headtaker
chosen of khorne
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
plasma pistol
standard (pierce 1, range 8")
4
3+
3/5
supercharged (pierce 1, lethal 5+, hot, range 8")
4
3+
4/5
blood soaked claws (balanced, lethal 5+)
4
2+
4/5
khornate eviscerator (brutal, rend)
4
3+
5/7
blood blessed power axe (rend, brutal, severe)
5
3+
4/5
Abilities
astarties1AP: blessings of khornechosen of khorneveteran of the long war

chosen of khorne: when an unsaved critical hit would deal damage to this operative it does normal damage instead of the critical damage, this operative cannot take more the 8 damage from a single shoot action

veteran of the long war: if this operative misses all his attacks or fails all his save change 1 save to a success or a hit to a success

chaos space marine, berserker, khorne, chosen
exalted bloodletter
A 3
M 7"
S 4+
W 13
Weapons
ATK
HIT
DMG
hellblade (rend, dev 2)
5
3+
4/4
Abilities
1AP: blessings of khorneborn from the immateriumexalted spiller of blood

exalted spiller of blood: if this operative is not within control range of an enemy operative at the end of its activation it can either dash or can preform a charge action fr free but cannopt move more then 3" during that charge action

daemon, khorne, exalted
sacred executioner
A 3
M 7"
S 4+
W 15
Weapons
ATK
HIT
DMG
greater hellblade (rend, severe, dev 2)
4
3+
5/5
Abilities
blessings of khorneborn from the immateriumchosen blade of khorne

chosen blade of khorne: when this operative preforms a fight action agaist and enemy operative on full wounds or an enemy operative that has incapacitated a friendly operative this operative's weapons gain accurate 2 and if this operative would incapacitate an enemy operative who was on full wounds before the fight action you gain a cp.

daemon, khorne, herald, sacred executioner
Equipment

hellfire:


New Equipment:


brass collars:


Ploys

Firefight - blood lords blessing:
select a friendly khorne operative they regain 2d3 wounds


Firefight - rampage:
select a friendly operative when that operative incapacitated an opponents operative they gain an apl for the turningpoint and can charge again but cannot move more then 3" with a second charge action.


Firefight - rips in the material:
when an opponents operative is incapacitated you can place a rip in the material marker, khone operatives can preform this action on a marker:

teleport (1apl)(needs to be within control range of a rip in the material marker), remove the chosen model from the battlefild then set up the model within control range of another rip in the material marker.

this ploy can be used multiple times in one turningpoint


Strategic - blood tide:
when a friendly operative if preforming the charge cation they gain +1" of movment


Strategic - heralding the end:
enemy operatives within 4" of a herald operative get -1 attack dice and -1 defence dice


Strategic - the eighth hour:
all khorne operatives gain +1 attack dice this turningpoint


Strategic - bloody harvest:
whenever an enemy operative is incapacitated this turningpoint gain a cp


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.