Crimson Path Berzerkers
Common Abilities and Options
Relentless Rage:
Every time any operative with a wound characteristic of 7 or more on the field is incapacitated within 3" of a friendly operative, that friendly operative gets one Rage token. If a friendly Berzerker operative is not incapacitated after an enemy operative performed a shoot action against it, that friendly operative receives one Rage token (RT).
Remove a rage token when: a mission action is completed, a round passes where a friendly operative has not fought or been shot at. These tokens and their effects are cumulative and stack.
Note: every unit counts as one, e.g. if a friendly operative dies near two friendly units, a token for each of those models who were in 3" of that incapacitated operative goes up by one.
1 RT: +1" movement. In melee, when resolving your attack dice, if 2 or more miss, you can discard one and keep the other as a normal success.
2 RT: Gain "severe" on melee attacks. Must charge enemy if possible.
3 RT: Any damage of 4 or more is - 1. Cannot be concealed.
4 RT: +1 normal/critical damage on all melee weapons, must spend an additional AP to perform mission actions.
Astartes:
During each friendly BERZERKER operative’s
activation, it can perform either two Shoot
actions or two Fight actions. If it’s two Shoot
actions, a bolt pistol, boltgun or tainted bolt pistol
must be selected for at least one of them.
Each friendly BERZERKER operative can
counteract regardless of its order.
Eq: Favored of Khorne:
Once per round if that unit kills an enemy operative roll a on a +4 (+1 if you killed the enemy leader) gain a CP.
Eq: The Caedere Remissum:
Once per round, if an enemy operative would attempt to fall back on, roll a d6 on a +4 they cannot fall back, no AP is spent.
Eq: The Butcher's Nails:
Once during a friendly operative's activation, at the start of their activation, if the first action they do is charge; that operatives weapons gain Rending.
Operatives
1. Ira Sane
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| (Standard) (Rng 8", Piercing 1) | 4 | 3+ | 4/5 |
| (Supercharge) (Rng 8", Hot, Lethal 5+, Piercing 1) | 4 | 3+ | 4/5 |
| Power Fist (Brutal) | 5 | 3+ | 5/7 |
Abilities
Skulls for the Skull ThroneMartial ProwessRelentless RageAstartesOptions
Eq: Favored of KhorneEq: The Caedere RemissumEq: The Butcher's Nails2. Tyrannus
A 4
M 6"
S 2+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dual Power Axes (Relentless, lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Raving MonsterAstartesRelentless RageOptions
Eq: Favored of KhorneEq: The Caedere RemissumEq: The Butcher's Nails3. Incarrion
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Eviscerator (Brutal) | 5 | 4+ | 5/7 |
| Shotgun | |||
| Long range | 4 | 5+ | 2/2 |
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Incendiary Shells (Rng 6", devastating 3) | 4 | 3+ | 3/3 |
| Shrapnel (Rng 6", rending, torrent 2",) | 4 | 4+ | 4/4 |
Abilities
AstartesRelentless RageBlack RageRed ThristOptions
Eq: Favored of KhorneEq: The Caedere RemissumEq: The Butcher's Nails4. Zukor
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Meteor Hammer (Brutal, Sweep*) | 5 | 3+ | 5/6 |
Abilities
Sweep*Astartes1AP: Smash ThroughRelentless RageOptions
Eq: Favored of KhorneEq: The Caedere RemissumEq: The Butcher's Nails5. Turok
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ritual Axe (Rending, Lethal +5) | 5 | 3+ | 5/6 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
Abilities
Relentless RageA Long Triumph RopeAstartes1AP: Controlled WrathOptions
Eq: Favored of KhorneEq: The Caedere RemissumEq: The Butcher's Nails6. Gor
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Chainaxe | 5 | 3+ | 4/5 |
Abilities
Relentless RageInto the FrayAstartesOptions
Eq: Favored of KhorneEq: The Caedere RemissumEq: The Butcher's Nails7. RenClaw
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Bloodied Claws (Rending) | 5 | 3+ | 4/5 |
Abilities
AstartesRelentless Rage1AP: The Hunt BeginsOptions
Eq: Favored of KhorneEq: The Caedere RemissumEq: The Butcher's Nails8. Neotein
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Chainblade | 5 | 3+ | 4/5 |
Abilities
1AP: Get Up!AstartesRelentless RageOptions
Eq: Favored of KhorneEq: The Caedere RemissumEq: The Butcher's NailsEquipment
Favored of Khorne
Once per round if that unit kills an enemy operative roll a on a +4 (+1 if you killed the enemy leader) gain a CP.
The Caedere Remissum
Once per round, if an enemy operative would attempt to fall back on, roll a d6 on a +4 they cannot fall back, no AP is spent.
The Butcher's Nails
Once during a friendly operative's activation, at the start of their activation, if the first action they do is charge; that operatives weapons gain Rending.
Blood Runes
Once per turn, Use when an enemy operative attempts to perform a psychic action within 8" and visible to an operative. Both players roll off with 2d6, if the operative attempting the psychic action wins, nothing happens. If the Berzerker operative wins, that action automatically fails and the enemy operative suffers D3 mortal wounds, the AP is refunded.
Ploys
Brutal Execution
Firefight PloyWhenever a friendly Berzerker operative incapacitates an enemy operative while fighting or retaliating, select one other enemy operative visible to and within 3" of either this operative or the incapacitated enemy operative.
Subtract 1 from that enemy operative’s APL stat until the end of its next activation.
Stubborn Fury
Firefight PloyOnce per turn, when friendly Berserker Operative is fighting, retaliating, or resolving defence dice; you can ignore one dice of normal damage.
Sanguis Extremis
Firefight PloyIf a friendly Berserker unit dies when fighting or retaliating, resolve one attack one dice before removing from the field (if any are left).
Battle-Lust
Firefight PloyIf a friendly operative has incapacitated an enemy operative, it can perform a free charge action but no more than 3".
Blood Surge
Strategy PloyAfter a friendly operative recieves damage from a shooting attack, it can perform a free dash.
BLOOD FOR THE BLOOD GOD!
Strategy Ploy- When a friendly model charges, your friendly Berzerker operative melee weapons gains the "balanced" for that activation.
Brazen Contempt
Strategy PloyIf a friendly Berserker operative has an engage order, or is in the opponent's territory, you can retain one of your normal defence dice as a critical save.
Unstoppable Momentum
Strategy PloyYou can ignore any changes to the stats of friendly Berserker operatives from being injured (including their weapons’ stats).
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Plant Banner
SecurityReveal: 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.
Martyrs
SecurityReveal: 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.
Envoy
SecurityReveal: 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.