Frenzied Reavers

Homebrew by Callidus

Frenzied Reavers are warbands of Khorne driven by a creed of slaughter, hurling themselves into the foe with unrestrained fury and brutal exultation. They are a howling tide of chainblades, brute strength and blood-soaked devotion, their every kill feeding the madness of the next assault until the battlefield is reduced to carnage and terror.

100% positive
Composition

↘ 1 FRENZIED REAVERS MASTER OF EXECUTIONS operative

 

↘ 4 FRENZIED REAVERS operatives selected from the following list:

  • BERZERKER CHAMPION with one of the following options:
    • Bolt pistol; chainblade
    • Plasma pistol*; chainblade
  • BERZERKER BUTCHER
  • BERZERKER ICON BEARER with one of the following options:
    • Bolt pistol; chainblade
    • Plasma pistol*; chainblade
  • BERZERKER WARRIOR with one of the following options:
    • Bolt pistol; chainblade
    • Plasma pistol*; chainblade

 

↘ 3 FRENZIED REAVERS selections from the following list:

  • EIGHTBOUND**
  • EXALTED EIGHTBOUND** with one of the following options:
    • Twin Chainfists
    • Heavy Chainglaive
  • JAKHAL DISHONOURED***
  • JAKHAL CHAMPION
  • JAKHAL ICON BEARER
  • JAKHAL WARRIOR

 

Other than BERZERKER WARRIOR and JAKHAL WARRIOR operatives, your kill team can only include each operative on this list once.

 

* Your kill team can only include up to two plasma pistols.
** These operatives count as three selections each.
*** This operative counts as two selections

Common Abilities and Options

Astartes:
During each friendly FRENZIED REAVERS HERETIC ASTARTES operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and plasma pistol is selected for both of them, 1 additional AP must be spent for the second action.

 

Each friendly FRENZIED REAVERS HERETIC ASTARTES operative can counteract regardless of its order.

Blood Offering:
The first time during each friendly FRENZIED REAVERS operative’s activation or counteraction that it incapacitates an enemy operative, you gain one of your Blood Offering tokens.

 

As a STRATEGIC GAMBIT, you can assign any of your unassigned Blood Offering tokens to friendly FRENZIED REAVERS operatives. Each friendly operative cannot have more than one of your Blood Offering tokens.

 

Whenever a friendly operative has one of your Blood Offering tokens, its melee weapons have the Accurate 1 weapon rule.

 

When a friendly operative that has one of your Blood Offering tokens is incapacitated, remove that token.

Brazen Fury:
Once during each turning point, after this operative loses any wounds as a result of an enemy operative’s Shoot action, if it isn’t incapacitated and isn’t within control range of an enemy operative, you can use this rule. If you do, this operative can immediately perform a free Dash action. If the active operative is visible to this operative and within 6” of it, this operative can perform a free Charge action instead (you can change its order to Engage to do so), but if it does, it must end that move within control range of the active operative if possible. This takes precedence over action restrictions.

MASTER OF EXECUTIONS
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Axe of Dismemberment (Brutal, Lethal 5+)
5
3+
4/6
Abilities
A Worthy SkullAstartesBlood OfferingExecutioner's Quarry

A Worthy Skull: Once during each turning point, when this operative incapacitates an enemy operative that has a Wounds stat of 12 or more during the Fight action, you gain one of your Blood Offering tokens (in addition to the one gained for incapacitating an enemy operative).

Executioner's Quarry: STRATEGIC GAMBIT if this operative is in the killzone. Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly FRENZIED REAVERS operative is fighting against or retaliating against that enemy operative, its melee weapons have the Punishing weapon rule.

FRENZIED REAVERS, CHAOS, KHORNE, HERETIC ASTARTES, LEADER, MASTER OF EXECUTIONS
EIGHTBOUND
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Twin Eviscerators (Ceaseless, Brutal)
5
3+
5/6
Abilities
AstartesBlood OfferingBrazen FuryButchering Momentum

Butchering Momentum: Once during each turning point, if this operative incapacitates an enemy operative during the Fight action and is no longer within control range of enemy operatives, it can immediately perform a free Dash action.

FRENZIED REAVERS, CHAOS, KHORNE, HERETIC ASTARTES, EIGHTBOUND
EXALTED EIGHTBOUND
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Twin Chainfists (Ceaseless, Lethal 5+)
5
3+
4/5
Heavy Chainglaive (Rending, Lethal 5+)
5
3+
5/6
Abilities
AstartesBlood OfferingBrazen FuryRend and Tear

Rend and Tear: Enemy operatives within this operative’s control range must spend 1 additional AP to perform the Fall Back action.

FRENZIED REAVERS, CHAOS, KHORNE, HERETIC ASTARTES, EXALTED EIGHTBOUND
BERZERKER CHAMPION
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Plasma Pistol (standard) (Range 8", Piercing 1)
4
3+
3/5
Plasma Pistol (supercharge) (Range 8”, Hot, Lethal 5+, Piercing 1)
4
3+
4/5
Chainblade (Rending)
5
3+
4/5
Abilities
AstartesBlood OfferingLead the Slaughter

Lead the Slaughter: Once during each turning point, when this operative is activated, one other friendly BERZERKER or JAKHAL operative visible to and within 6” of it can gain one of your unassigned Blood Offering tokens.

FRENZIED REAVERS, CHAOS, KHORNE, HERETIC ASTARTES, BERZERKER, CHAMPION
BERZERKER BUTCHER
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Eviscerator (Brutal)
5
4+
5/6
Abilities
AstartesBlood OfferingDevastating Onslaught

Devastating Onslaught: - Whenever this operative is fighting or retaliating, enemy operatives cannot assist.

 

  • At the end of each enemy operative’s activation or counteraction, you can select one enemy operative within 2" of this operative. This operative can perform a free Charge action (you can change its order to Engage to do so), but it cannot move more than 2" and must end that move within control range of that selected operative.
FRENZIED REAVERS, CHAOS, KHORNE, HERETIC ASTARTES, BERZERKER, BUTCHER
BERZERKER ICON BEARER
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Plasma Pistol (standard) (Range 8”, Piercing 1)
4
3+
3/5
Plasma Pistol (supercharge) (Range 8”, Hot, Lethal 5+, Piercing 1)
4
3+
4/5
Chainblade (Rending)
5
3+
4/5
Abilities
AstartesBlood IconBlood OfferingIcon of Slaughter

Blood Icon: Once per turning point, when a ready friendly FRENZIED REAVERS operative that has one of your Blood Offering tokens is incapacitated while visible to and within 6” of this operative, you can use this rule. If you do, regain that token.

Icon of Slaughter: Whenever determining control of a marker within 3” of this operative, treat the total APL stat of friendly FRENZIED REAVERS operatives that contest it as 1 higher if at least one friendly operative contests it.

FRENZIED REAVERS, CHAOS, KHORNE, HERETIC ASTARTES, BERZERKER, ICON BEARER
BEEZERKER WARRIOR
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Plasma Pistol (standard) (Range 8”, Piercing 1)
4
43+
3/5
Plasma Pistol (supercharge) (Range 8”, Hot, Lethal 5+, Piercing 1)
4
3+
4/5
Chainblade (Rending)
5
3+
4/5
Abilities
AstartesBlood OfferingKill! Maim! Burn!

Kill! Maim! Burn!: Whenever this operative is fighting or retaliating during an activation in which it performed the Charge action, its melee weapons have the Balanced weapon rule.

FRENZIED REAVERS, CHAOS, KHORNE, HERETIC ASTARTES, BERZERKER, WARRIOR
JAKHAL DISHONOURED
A 2
M 6"
S 5+
W 12
Weapons
ATK
HIT
DMG
Skullsmasher and Mangler (Rending, Shock)
4
3+
5/6
Abilities
Avalance of MuscleBlood OfferingBruteSlow-Witted

Avalance of Muscle: Whenever this operative ends its move during the Charge action, you can inflict D3 damage on one enemy operative within its control range.

Brute: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it’s visible), it doesn’t remove its cover save (if any).

Slow-Witted: You must spend 1 additional AP for this operative to perform the Pick Up Marker and mission actions.

FRENZIED REAVERS, CHAOS, KHORNE, JAKHAL, DISHONOURED
JAKHAL CHAMPION
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Mauler Chainblade (Brutal, Rending)
4
4+
5/6
Abilities
Blood OfferingSavage Brutality

Savage Brutality: The first time this operative performs the Fight action during each of its activations, if it isn’t incapacitated, it can immediately perform a free Fight action afterwards (you don't have to select the same enemy operative to fight against). This takes precedence over action restrictions.

FRENZIED REAVERS, CHAOS, KHORNE, JAKHAL, CHAMPION
JAKHAL ICON BEARER
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Autopistol (Range 8")
4
4+
2/3
Chainblade (Rending)
4
3+
4/5
Abilities
Blood OfferingIcon BearerTotem of Gore

Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn't a change to its APL stat, so any changes are cumulative with this.

Totem of Gore: Once during each Strategy phase, if this operative is in the killzone, one friendly JAKHAL operative visible to and within 6” of it can gain one of your unassigned Blood Offering.

FRENZIED REAVERS, CHAOS, KHORNE, JAKHAL, ICON BEARER
JAKHAL WARRIOR
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Autopistol
4
4+
2/3
Chainblade (Rending)
4
3+
4/5
Abilities
Blood OfferingObsessive Bloodlust

Obsessive Bloodlust: Once during each of this operative’s activations, when this operative ends the Fight action, if it’s no longer within control range of enemy operatives, you can use this rule. If you do, it can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but it cannot move more than 2" during that action. Doing so doesn’t prevent it from performing the Charge, Dash or Reposition action afterwards during that activation.

FRENZIED REAVERS, CHAOS, KHORNE, JAKHAL, WARRIOR
Equipment

Trophies of the Eightfold Path:
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly FRENZIED REAVERS operative that has one of your Blood Offering tokens and is within 2” of it, your opponent cannot re-roll their attack dice results of 1.


Tainted Rounds:
Once per turning point, when a friendly FRENZIED REAVERS operative is performing the Shoot action and you select a bolt pistol, you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.


Brass Collars:
Once per turning point, when a friendly FRENZIED REAVERS operative would be affected by a PSYCHIC rule or by an enemy rule that would subtract from its APL stat, you can ignore that effect for that operative until the end of the action or activation, as appropriate.


Gore-Anointed Runes:
Whenever a friendly FRENZIED REAVERS operative ends an action, if it inflicted damage on an enemy operative during that action and wasn’t incapacitated, it regains 1 lost wound.


Ploys

Firefight - Moment of Repute:
Use this firefight ploy during the activation of a friendly FRENZIED REAVERS operative that has one of your Blood Offering tokens, before or after it performs an action. Until the end of that operative’s activation, add 1 to its APL stat.


Firefight - Reward Earned:
Use this firefight ploy when an enemy operative is incapacitated during the Fight action by a friendly FRENZIED REAVERS operative that has one of your Blood Offering tokens. You gain one additional Blood Offering token.


Firefight - Blood Surge:
Use this firefight ploy when a friendly BERZERKER, EIGHTBOUND, EXALTED EIGHTBOUND or MASTER OF EXECUTIONS operative that has an Engage order is selected as the valid target of a Shoot action.

 

Until the end of that sequence, the first time a success inflicts damage on that friendly operative, it can immediately move up to 2” closer to the active operative. It can end that move within control range of that enemy operative.

 

If it does, your opponent must discard one of their remaining unresolved successes unless that enemy operative can make shooting attacks while within control range of its target.

 

You cannot use this ploy more than once per turning point.


Firefight - Cult of Slaughter:
Use this firefight ploy when a friendly FRENZIED REAVERS operative is incapacitated while fighting or retaliating, if you have any unresolved successes. Before that operative is removed from the killzone, it can strike the enemy operative in that sequence with one of its unresolved successes.


Strategic - Reckless Aspirants:
Whenever a friendly FRENZIED REAVERS operative that is wholly within your opponent’s territory and doesn’t have one of your Blood Offering tokens is fighting or retaliating, its melee weapons have the Balanced weapon rule.

 

Whenever a friendly FRENZIED REAVERS operative that has one of your Blood Offering tokens is wholly within your opponent’s territory is fighting or retaliating, its melee weapons have the Punishing weapon rule.


Strategic - Glory Kill:
Select one enemy operative visible to a friendly FRENZIED REAVERS operative. Until the end of the turning point, whenever a friendly FRENZIED REAVERS operative is shooting against, fighting against or retaliating against that enemy operative, that friendly operative’s weapons have the Ceaseless weapon rule, or Relentless instead if it has one of your Blood Offering tokens.


Strategic - Gorestorm Advance:
Up to two friendly FRENZIED REAVERS operatives can immediately perform a free Dash action in an order of your choice.

 

One selected operative can perform a free Charge action instead, but for that action it cannot move more than 3”.

 

If an EIGHTBOUND or EXALTED EIGHTBOUND operative is selected for this ploy, it must be the only operative selected for this ploy.


Strategic - Malevolent Grit:
Whenever an operative is shooting a friendly FRENZIED REAVERS operative that has one of your Blood Offering tokens, you can re-roll one of your defence dice.


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.