Jakhals

Homebrew by great-angel

if you are like me goremongers are not enough to scrahat khorne cultits itch so now jakhals devoted to khorne eviserate everything in there path

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Composition
Common Abilities and Options

*bleed:
when a weapon with this rule sucsesfully deals damage to an enemy opertive thag operative preforms a free pickup action and gains a bleeding token

whenever a operative activaties with a bleeding token they lose one wound they can pick up one other marker while carying the bleeding token if they do they lose 2 wounds at the start of their activation or counter activation operatise can use the drop maker while having a bleeding token in wich case it is removed from the board.

Blood stims (1AP):
when this operative activites you can use this action when you do this operative loses one wound then gains one of the following until the end of the turning point:

•this operative regains D3+1 wounds this canont make them go past theier starting wound count

•this operative gains plus one to all fight action as well all melee weappns they have gain relentless and severe

Pack leader
A 2
M 8”
S 5+
W 10
Weapons
ATK
HIT
DMG
Auto pistol (Rng 8”)
4
4+
2/3
Paired great chainblades (Rending, brutal, *brutal)
6
2+
4/5
Abilities
*bleed1AP: Blood stimsBlood thirstPack leader
Options
Pack huntingSolo hunter

Blood thirst: from the secind turning point on if this operative loses one wound and gains plus one atacks and plus one to the wound roll until it deals damage on an enemy operative.

Pack leader: at the start of the turnning point chose one abilite to have until this rule is used again: •pack hunting •solo hunter

Pack hunting: when two or more friendky JAKHALS are in engagment range with the same enemy operative melee weapons have plus 1 damage for any fight actions against that operative

Solo hunter: when this operative is faighting if no friendly JAKHALS are in 5" this operative has plus two attacks and has brutal for that fight action

Khorne, jhakhals, cultist,
Dishonoured
A 2
M 6”
S 3+
W 12
Weapons
ATK
HIT
DMG
Mangler (Rending,)
3
3+
3/4
Skullsmasher (Brutal, severe, devastating 2, lethal 4+)
1
3+
5/4
Paired manglers (Rending , *bleed)
6
3*
4/5
Abilities
*bleedBlood stimsHulking cultistNew Ability2AP: Slaughter charge

Hulking cultist: this operative ignores all external negative modifiers to its stats and weapons

this iperative can us two fight actions but a mangler weapond musg be picked as one of those weapons

New Ability:

Slaughter charge (2AP): when this operative is shot at as long as the atacker is within 12" it can use this ability when it does this operative makes a 12" charge at the enemy who made the shoot action this charge interupts the enemys activation after this operative has charged it then preforms a free fight action at minus one to hit

Khorne, Jakhal,
Blood icon bearer
A 2
M 8”
S 4+
W 8
Weapons
ATK
HIT
DMG
Auto pistol (Rng 8”)
4
4+
2/3
Chainblade (Rending, *bleed)
4
3+
4/5
Abilities
*bleedBlood stimsBloody enhancementBloody icon

Bloody enhancement: every time an operative dies within 6" this operative gains plus one apl when in control of an objective.

Bloody icon: treat this operatives apl stat as one hire when determing control of an objective the is acumulative with any otger cahnges to the apl of this operative

Khorne, Jakhals, cultist, icon bearer
Bloody butcher
A 2
M 8”
S 4+
W 8
Weapons
ATK
HIT
DMG
Auto pistol
4
4+
2/3
Mauler Chainblade (Rending, lethal 5+, *bleed, *dismember)
6
3+
5/6
Abilities
*bleed*dismemberBlood stims

*dismember: when this operative sucssfully deals damge with this weapon the enemy operater gains minus two movment till end of the game

Khorne, cultist, jakhal
Skull master
A 2
M 8”
S 4+
W 8
Weapons
ATK
HIT
DMG
Auto pistol (Rng 8”)
4
4+
2/3
Paired chain axes (Rending, brutal, lethal 5+, Devastating 1)
6
3+
4/4
Abilities
Blood stims1AP: Claim the skullFearful charge

Claim the skull (1AP): if this operative is fighting an enemy operative that is injuerd resolve normal atacks if a 6 is rolled the enemy is imediatly killed and this operative gains

Fearful charge: when this operative charges it can use a skull token to add one to the charge and deal 1 damage to enemy operatives within control range at the end of the charge

Khorne, cultist, jakhal
Duel master
A 2
M 8”
S 4+
W 8
Weapons
ATK
HIT
DMG
Auto (Rng 8,)
4
4+
2/3
Dueling Chainblades
Defensive (*advanced parry, balanced, relentless,)
8
2+
1/2
Offensive (Rending, brutal, relentless, piercing 1, *bleed)
4
3+
4/5
Abilities
*advanced parry

*advanced parry: when blockinv witb this weapon critcals can block 3 enemy dice instead of one and normal deffence sucese block two instead of one

Khorne, cultist, jakhal
Equipment
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.