Khorne Bezerkers

Homebrew by great-angel

these wariors of the world eaters feel nothing but rage when not in battle and they know only blood and war

100% positive
Composition

1 leader operative selected from this list:

  • Bezerker champion
  • Master of exacution

5 trooper operatives selected from this list:

  • Bezerker: with chain axe or chain blade
  • Bezerker destroyer*
  • Bezerker flanker*
  • Bezerker skull-taker*
  • Bezerker havoc: with one of these options: missile launcher/heavy bolter/ gatling autogun
  • blood surgeon*
  • eightbound: this operative counts a two selections
    • his operative canont be selected more than once
Common Abilities and Options

Blood surge:
durring a enemy operatives activation if a bezerker takes damage from a shot they can imidatly preform a free charge action regardless of there order

Khornate astartes:
each friendly Bezerker operative can counteract regardless of ther order ecah friendly Bezerker can fight twice per activation.

Bezerker champion
A 3
M 8”
S 3+
W 16
Weapons
ATK
HIT
DMG
Plasma pistol (Hot, lethal 5+, piercing crits 1, Rng 8”)
2
4+
5/6
Grand Chain axe (Brutal)
8
2+
5/6
Abilities
Blood surge1AP: Bloody speedIcon of khorneKhornate astartes

Bloody speed (1AP): once per turning point this operator can use this ability when it does add 2" to the move stat for one turn

Icon of khorne: opertavis within 6" of the model gain the brutal weapon rule on mellee wepons

Leader trooper Bezerker
Bezerker destroyer
A 3
M 8”
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt pistol (Rng 8”)
4
4+
3/4
Blood flail
Smash (Lethal 4+, rending, *bone crusher)
3
4+
5/7
sweep (saturate, rending, shock)
8
3+
3/4
Abilities
*bone crusherBlood surgeKhornate astartes

*bone crusher: every time a enemy operator takes damage from this wepon worsen there move stat by 1" for the rest of the game

Trooper
Bezerker
A 3
M 8”
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt pistol (Rng 8”)
4
4+
3/4
Chain axe
6
3+
5/6
Chain blade
8
3+
4/5
Abilities
Blood surgeKhornate astartesLamb to the slaughter

Lamb to the slaughter: aftter this operative incapacitetes an enemy it can preform a free charge actions

Trooper Bezerker
Bezerker flanker
A 3
M 8”
S 3+
W 15
Weapons
ATK
HIT
DMG
Blood whip (*pull, seek light, range 8”)
5
4+
4/5
Blood whip (Rending, shock)
6
3+
4/7
Blood knife (Piercing 1)
3
2+
3/4
Abilities
*pullBlood surge1AP: GrappleKhornate astartes

*pull: when the wepon inflicts damge on a enemy operative you can chose to move the operator d3" instead of dealing damage

Grapple (1AP): this operative can treat any climb action as 2" and any drop action as 2" regardless of the actual distance traveled

Trooper Bezerker
Bezerker skull-taker
A 3
M 8”
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt pistol
4
4+
3/4
Blood axe (Lethal 5+, shock, *bleed)
3
2+
6/7
Abilities
*bleedBlood surgeFor the skull throneKhornate astartes

*bleed: when an emey operative takes damage they gain a bleed token wich deals d3 wound every turning point

For the skull throne: you can take the pile of skulls eqipment with out it counting towards the equipment limit

Trooper Bezerker
Bezerker havoc
A 3
M 8”
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt pistol
4
4+
3/4
Heavy bolter (Torent 1”, saturate, piercing 1)
6
4+
4/5
Missile launcher (Piercing 1)
2
3+
6/7
Gatling autogun (Torrent 1”, saturate)
8
3+
3/4
Blood knife (Piercing 1)
4
3+
3/4
Abilities
Blood surgeKhornate astartes
Trooper Bezerker
Blood surgeon
A 3
M 8”
S 3+
W 15
Weapons
ATK
HIT
DMG
Absolver bolt pistol (range 8”)
2
3+
4/6
Chain axe
6
3+
5/6
Servo arms (*Heal)
4
5+
2/3
Abilities
*HealBloody regenerationKhornate astartes

*Heal: this weapon can atack a friendly operator when it does instead of dealing damage restore D3 wounds

Bloody regeneration: when this operator wounds an ememy in mele it regains D3 lost wound

Trooper
Master of execution
A 3
M 8”
S 3+
W 17
Weapons
ATK
HIT
DMG
Bolt pistol (Rng 8”)
4
4+
3/4
Great cleaver (Lethal 5+, brutal, shock)
5
3+
5/7
Abilities
1AP: Execution targetKhornate astartesSkull offering

Execution target (1AP): select an enemy operative that this operative can see and place an execution marker next to it every time a frendly operative attacks that operative an hit roll of 4+ scores a critical.

Skull offering: every time this operative incapacitates a enemy unit this operative gains a skull ( track with a D6 or two if needed) when this operative takes damage that damage can be reduced with a skull

Leader trooper
Eightbound
A 3
M 8”
S 3+
W 18
Weapons
ATK
HIT
DMG
Chainglaive
Stab (*Tear, piercing 2)
3
2+
5/6
rip (rending, brutal)
6
2+
4/5
Abilities
Khornate astartesPossession acceptedSlaughter speedTear*

Possession accepted: every time this opeator incapacitates a enemy operative roll 2D6 on a 8+ this operator becomes the Exalted Eightbound operative

Slaughter speed: when this operator uses this ability it adds 2" to movement to charge, dash and reposistion action can only be used once per tur

Tear:* when an enemy takes damage from this weapon they gain a bleed token and lose 1 ap

Eightbound trooper
Exalted Eightbound
A 4
M 10”
S 2+
W 20
Weapons
ATK
HIT
DMG
Paired chain fists (*Mutation, rending, lethal 4+, saturate, piercing 2)
8
2+
6/7
Abilities
Khornate astartesMutation*Possessed

Mutation:* when this opertive is incapacitated it can figt using this weapon with -1 to hit roll

Possessed: when this operative is in combat reduce the atacks of enemy operatives by 1 and -1 to all hit rolls. plus this operator canot retain cover saves or be concealed

Exalted Eightbound
Equipment

Pile of skulls:
Place your PILE OF SKULLS marker anywhere within your territory whenever a friendly operative within 3” of it incapacitates something it can immediately perform a free action


Ploys
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.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.