Crimson Path Berzerkers

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
Ravager Champion
A 3
M 6"
S 3+
W 15/15
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 RageAstartes
Options
Eq: Favored of KhorneEq: The Caedere RemissumEq: The Butcher's Nails

Skulls for the Skull Throne: If this operative kills an enemy operative, it can perform a mission action/ pick up action for free.

Martial Prowess: If this unit charged, for the rest of this operatives activation, it can use one fire fight ploy for 0 CP.

Berzerkers, Chaos, Astartes, Leader, Ravager Champion
2. Tyrannus
The Red Butcher
A 4
M 6"
S 2+
W 18/18
Weapons
ATK
HIT
DMG
Dual Power Axes (Relentless, lethal 5+)
5
3+
4/6
Abilities
Raving MonsterAstartesRelentless Rage
Options
Eq: Favored of KhorneEq: The Caedere RemissumEq: The Butcher's Nails

Raving Monster: You can activate this operative twice during the turning point as long as it has AP to spend (it stays ready while it can still be activated a second time). Per turning point, it cannot move more than 9" and you cannot spend more than 4AP in total for it.

This operative cannot use any weapons that aren’t on its datacard, or perform unique actions (besides operate hatch) with this operative.

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).

This operative counts as two operatives, when deployed it starts with 4 RT.

-1 piercing (piercing 1 would be ignored).

Berzerkers, Chaos, Astartes, Red Butcher
3. Incarrion
The Blood Hunter
A 3
M 6"
S 3+
W 14/14
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 Thrist
Options
Eq: Favored of KhorneEq: The Caedere RemissumEq: The Butcher's Nails

Black Rage: Once per game, when this operative would be injured, it becomes Enraged. It is treated as if it were not injured and immediately receives 4 RT. While it Enraged, if this operative can charge it must, and can also charge friendly operatives. If this operative can fight, it must.

This lasts until the end of the next activation, then it loses the Enraged token. When the Enraged token is removed, remove 4 rage tokens

Red Thrist: Everytime this operstive incapacitates an enemy, it heal d3+1 wounds.

Berzerkers, Chaos, Astartes, Blood Hunter
4. Zukor
The Rampager
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Meteor Hammer (Brutal, Sweep*)
5
3+
5/6
Abilities
Sweep*Astartes1AP: Smash ThroughRelentless Rage
Options
Eq: Favored of KhorneEq: The Caedere RemissumEq: The Butcher's Nails

Sweep:* Whenever this operative performs the Fight action with this weapon profile, if it isn't incapacitated, it can immediately perform a free Fight action afterwards, but you must select this weapon profile and it can only fight against each enemy operative within its control range once per activation or counteraction using this weapon profile. This takes precedence over action restrictions, and you can continue to perform free Fight actions until this operative is incapacitated or has fought against every enemy operative within its control range.

Smash Through (1AP): Select a terrain feature within this operative’s control range. If it’s an equipment terrain feature, remove it. Otherwise, place one of your Breach markers within this operative’s control range as close as possible to that terrain feature. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain. This operative cannot perform this action while within control range of an enemy operative, or if a terrain feature isn’t within its control range.

Berzerkers, Chaos, Astartes, Rampager
5. Turok
Sage of Slaughter
A 3
M 6"
S 3+
W 14/14
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 Wrath
Options
Eq: Favored of KhorneEq: The Caedere RemissumEq: The Butcher's Nails

A Long Triumph Rope: When this model is charged, you may resolve one attack dice before the normal order but it must be used to block.

Controlled Wrath (1AP): Once per turn, and if within 3", a friendly unit, you can either remove a RT or gain one RT from that operstive.

Berzerkers, Chaos, Astartes, Sage of Slaughter.
6. Gor
Berserker Warrior
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainaxe
5
3+
4/5
Abilities
Relentless RageInto the FrayAstartes
Options
Eq: Favored of KhorneEq: The Caedere RemissumEq: The Butcher's Nails

Into the Fray: Once per round, after this operative was shot, if it wasn't incapacitated it can perform a free dash or charge but no more than 3".

Berzerkers, Chaos, Astartes, Warrior
7. RenClaw
War Wolf
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Bloodied Claws (Rending)
5
3+
4/5
Abilities
AstartesRelentless Rage1AP: The Hunt Begins
Options
Eq: Favored of KhorneEq: The Caedere RemissumEq: The Butcher's Nails

The Hunt Begins (1AP): Once per battle, when this operative is activated, you can use this rule. If you do, until the end of the battle: • This operative cannot perform the Pick Up Marker or mission actions (excluding Operate Hatch). If it’s carrying a marker, it must immediately perform the Place Marker action for 0AP (this takes precedence over all other rules). • Normal and Critical Dmg of 3 or more inflicts 1
Less, minimum 2 • Its blood claws has the relentless and Lethal 5+ weapon rules.

Berzerkers, Chaos, Astartes, War Wolf
8. Neotein
Butcher Surgeon
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainblade
5
3+
4/5
Abilities
1AP: Get Up!AstartesRelentless Rage
Options
Eq: Favored of KhorneEq: The Caedere RemissumEq: The Butcher's Nails

Get Up! (1AP): While this operative is within control range of a friendly berzerker operative, you can heal 2d3 to that friendly operative.

Berzerkers, Chaos, Astartes, Butcher Surgeon

Equipment

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 Ploy

Whenever 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 Ploy

Once per turn, when friendly Berserker Operative is fighting, retaliating, or resolving defence dice; you can ignore one dice of normal damage.

Sanguis Extremis
Firefight Ploy

If 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 Ploy

If a friendly operative has incapacitated an enemy operative, it can perform a free charge action but no more than 3".

Blood Surge
Strategy Ploy

After 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 Ploy

If 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 Ploy

You can ignore any changes to the stats of friendly Berserker operatives from being injured (including their weapons’ stats).

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.