The Harvesters

Common Abilities and Options

Daemonic Resistance:
Whenever this operative is the target of a shooting attack, ignore the Piercing weapon rules.

*Sweep:
Whenever this operative is performing a Fight action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its attack dice (not all of it) for this action. After that action has ended, this operative can immediately perform a free Fight action against another enemy operative (if any) but must use this weapon for it. In the Roll Attack Dice step of that action, this operative can only roll the remaining attack dice. This operative cannot perform the free Fight action if it rolled all the attack dice of this weapon.

Enraged Astartes:
During each friendly HARVESTER operative's activation, it can perform two Fight actions.

You must spend 1 additional AP for whenever a friendly HARVESTER operatives performs the Pick Up Marker and Mission actions (excluding Operate Hatch).

Whenever a friendly HARVESTER operative is injured for the first time, it can immidiately gain 1D3 lost wounds.

Each friendly HARVESTER operative can counteract regardless of its order.

Blessings Of Khorne:
In the Ready step of each strategy phase, you can roll 2D6. Select a Blessing of Khorne for the turning point from the following rules in accordance with the result:

  • Unbridled Bloodlust (4 to 7): Friendly HARVESTER operatives’ melee weapons have the Ceaseless weapon rule.

  • Total Carnage (8 to 9): Whenever a friendly HARVESTER operative is retaliating, you resolve the first attack die (i.e. defender instead of attacker).

  • Warp Blades (10+): Friendly HARVESTER operatives’ melee weapons have the Lethal 4+ weapon rule.

Whenever a friendly HARVESTER operative is fighting or retaliating during its activation or counteraction, you can gain one or more of your Blood Offering Tokens through the following rules:

  • Incapacitate an enemy operative using a normal success (+1 Blood Offering Token)

  • Incapacitate an enemy operative using a critical success (+2 Blood Offering Tokens)

At the end of each turning point after the first, if the total amount of Blood Offering Tokens accumulated in your pool during the turning point is 4 or below, inflict 1D3 damage on each friendly operative and any Blessing of Khorne selected (if any) is no longer accessible for the battle.

In the Ready step of the next strategy phase, remove any or all the Blood Offering Tokens from your pool.

Berzerker's Wrath:
Whenever this operative is fighting or retaliating while within your oppoenent’s territory. In the Roll Attack Dice step; whenever you discard an attack die as a fail, inflict 1 damage on one other enemy operative (if any) of your choice within control range of the target.

Enrraged Astartes:
During each friendly HARVESTER operative's activation, it can perform two Fight actions.

You must spend 1 additional AP for whenever a friendly HARVESTER operatives performs the Pick Up Marker and Mission actions (excluding Operate Hatch).

Whenever a friendly HARVESTER operative is injured for the first time, it can immidiately gain 1D3 lost wounds.

Each friendly HARVESTER operative can counteract regardless of its order.

Operatives

1. Khorgor Zagoras
SLAUGHTERBOUND
A 3
M 5"
S 4+
W 16/16
Weapons
ATK
HIT
DMG
Lacerator and Daemonic Claw (Lethal 5+, Rending, *Sweep)
5
3+
4/5
Abilities
Daemonic Resistance*SweepArchslaughterEnraged AstartesBlessings Of Khorne

Archslaughter: - STRATEGIC GAMBIT if this operative is in the killzone. Select a friendly HARVESTER operative within 8 inches of this operative, each friendly operative within 3 inches of that friendly operative can immediately perform a free Charge action.

  • Whenever this operative is fighting or retaliating; before you roll your attack dice, roll a 1D6. If the result is higher than the enemy operative’s Atk stat of its selected melee weapon for that sequance, add 1 to your Atk stat for that sequence.

  • During the Firefight phase, whenever you determine this operative's order, you cannot select Conceal.

  • This operative cannot perform Unique or Mission actions (except Operate Hatch).

HARVESTER, CHAOS, HERETIC ASTARTES, LEADER, SLAUGHTERBOUND; 40
2. Azkor Bloodhair
SAGE OF SLAUGHTER
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Double-Handed Chainaxe (Brutal, Severe)
4
3+
5/6
Abilities
Blessings Of KhorneEnraged AstartesEndless Pursuit For Violence

Endless Pursuit For Violence: The first time this operative incapacitates an enemy oprative during the turning point, add 2 to your Blood Offering Tokens' pool.

This operative can perform the following Unique actions:

  • KILLING CLARITY (1 AP): Whenever a friendly HARVESTER operative is within 8 inches of this operative, ignore any changes to its melee weapons’ Hit stat.

  • BLOOD-SOAKED ASCENSION (1 AP): Once per battle, select one friendly HARVESTER operative (except a BERZERKER CHAMPION) within 2 inches of this operative to have 1 additional Blessing of Khorne (i.e. from BLESSINGS OF KHORN faction rule)(roll for it) until the end of the turning point or until this operative is incapacitated (whichever comes first). This operative cannot perform this action if the total amount of Blood Offering Tokens accumulated in your pool during the turning point is 4 or below.

  • ENTER THE CAGE! (2 AP): Once per battle, select a ready friendly HARVESTER BERZERKER operative to gain one of your Eightcage Tokens. Whenever a friendly operative has one of your Eightcage Tokens, it cannot perform any action during the turning point. In the Ready step of the next strategy phase, roll 2D6. On 8+, that friendly operative turns into a friendly HARVESTER EIGHTBOUND operative. Whenever a friendly operative turns into a new operative:

    • Swap the miniatures, ensuring the centre of the new miniature’s base is as close as possible to where the centre of the old miniature’s base was. This can put it within control range of enemy operatives, and if the old miniature was, the new miniature must be if possible.

    • The new operative type loses a number of wounds equal to the lost wounds of its preceding operative type then add 1D3+1 lost wounds to it.

    • It’s still the same operative for any rules it’s already been selected for. The operative is simply a new operative type and will use that new type’s miniature and datacard rules.

    • Remove that Eightcage Token after that friendly operative turns.

This operative cannot perform these actions while within control range of an enemy operative.

HARVESTER, CHAOS, HERETIC ASTARTES, SAGE OF SLAUGHTER; 32
3. MASTER OF EXECUTION
MASTER OF EXECUTION
A 3
M 5"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Tainted Bolt Pistol (Rng 8", Rending)
4
4+
3/4
Axe Of Dismemberment (Brutal, Acc1)
4
3+
5/7
Abilities
A Worthy SkullForwards, For Blood!Enraged AstartesBlessings Of Khorne

A Worthy Skull: Whenever this operative incapacitates an enemy operative with 12 or more Wound stat, you can roll 1D3:

  • On 1 and 2, add the result to the critical damage of this operative’s melee weapons (to a maximum of 9).

  • On 3, you gain 1 CP

Forwards, For Blood!: Whenever this operative is within your opponent’s territory, it has the following rules:

  • Add 1 to its Move stat.

  • Whenever an attack die would inflict critical damage on this operative, you can choose for that attack die to inflict normal damage instead.

HARVESTER, CHAOS, HERETIC ASTARTES, MASTER OF EXECUTION; 40
4. Zagrek Spinehacker
EIGHTBOUND
A 3
M 5"
S 4+
W 15/15
Weapons
ATK
HIT
DMG
Chainblades (Rending, *Sweep)
5
3+
4/5
Abilities
Blessings Of KhorneDaemonic ResistanceEnraged Astartes*SweepRapid Manifestation

Rapid Manifestation: In the Set-Up Operatives phase, you can place this operative anywhere wholly within your territory and more than 6 inches of enemy operatives (this takes precedence over the operatives’ set-up restrictions).

If this operative is a turned into friendly HARVESTER EIGHTBOUND operative (i.e. as a result of the ENTER THE CAGE action), at the end of the turning point in which this operative was turned, you can remove it from the killzone. In the Ready step of the next strategy phase, you can place it as aforementioned. Treat that friendly operative as having performed a Reposition action.

During the Firefight phase, whenever you determine this operative's order, you cannot select Conceal.

This operative cannot perform Unique or Mission actions (except Operate Hatch).

HARVESTER, CHAOS, HERETIC ASTARTES, EIGHTBOUND; 40
5. Ashkorh Skullfiend
BERZERKER
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
4+
3/4
Khorne Eviscerator (Brutal, Rending)
4
4+
5/6
Abilities
Berzerker's WrathEnrraged AstartesBlessings Of Khorne
HARVESTER, CHAOS, HERETIC ASTARTES, BERZERKER; 32
6. Orbak the Butcher
BERZERKER
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
4+
3/4
Tainted Chainblade (Rending)
4
3+
4/5
Abilities
Berzerker's WrathEnrraged AstartesBlessings Of Khorne
HARVESTER, CHAOS, HERETIC ASTARTES, BERZERKER; 32

Equipment

HELM OF BRAZEN IRE

Once per turning point, whenever an enemy operative is shooting, fighting or retaliating against a friendly HARVESTER operative within its control range; if that enemy operative’s wounds is at half (rounded up) or lower than the wounds of that friendly operative, worsen the Hit stat of that enemy operative’s weapons for that sequance.

BRASS COLLAR OF BHORGHASTER

Once per turning, whenever an enemy operative within 2 inches of a friendly HARVESTER operative performs an action during which it uses the Psychic rule. Inflict 1D3+1 damage on that enemy operative.

TALISMAN OF BURNING BLOOD

In the Select Operatives phase, you can select one friendly HARVESTER operative to use this rule for. If you do so, you can add a 1D3 to its Move stat when it performs a Charge action during its activation once per battle (not eligible for the free Charge action of UNRELENTING ASSAULT strategy ploy).

MIGHTY SKULL RACK

Enemy operatives within control range of a friendly HARVESTER operative (except for BERZERKER-SURGEON) cannot assist.

Ploys

FURY UNLEASHED
Firefight Ploy

Use this firefight ploy when during a friendly HARVESTER operative’s activation and if the total amount of Blood Offering Tokens accumulated in your pool is 4 or above, that friendly operative can perform up to three Fight action (the third one is a free action) during its activation (this takes precedence over action restrictions).

BRAZEN CONTEMPT
Firefight Ploy

Use this firefight ploy when an enemy operative is performing a shooting attack against a friendly HARVESTER operative within 8 inches of it. In the Roll Attack Dice step of that attack, if the Hit stat of that enemy operative’s ranged weaopns is higher (numerically) than the APL stat of that friendly operative, subtract 1 from that ranged weapon’s Atk stat.

PUNISH THE CRAVEN
Firefight Ploy

Use this firefight ploy when an enemy operative performs a Fall Back action while within control range of a friendly HARVESTER operative, roll a 1D6. If the result is higher than that enemy operative’s APL stat, inflict 1D3+1 damage on that enemy operative and it cannot perfom that action for the battle (any AP spent is not refunded).

VIOLENT DEMISE
Firefight Ploy

Use this firefight ploy when a friendly HARVESTER operative is incapacitated while fighting or retaliating. You can strike the enemy operative in that sequence with one of your unresolved successes (if any) before it’s removed from the killzone.

BLOOD FOR THE BLOOD GOD!
Strategy Ploy

Whenever a friendly HARVESTER operative is fighting while wholly within your oppoenet’s territory, add 1 to both Dmg stats of its melee weapons.

SKULLS FOR THE SKULL THRONE!
Strategy Ploy

Whenever a friendly HARVESTER operative is retaliating while wholly within your territory, its melee weapons have the Punishing weapon rule.

ASPIRE TO INFAMY
Strategy Ploy

Whenever an operative is shooting a friendly HARVESTER operative, weapons with the Piercing 1 and 2 weapon rules have the Piercing Crits 1 and 2 weapon rules instead, respectively.

UNRELENTING ASSAULT
Strategy Ploy

Whenever a friendly HARVESTER operative incapacitates an enemy operative within its control range for the first time during its activation(the friendly operative's), that friendly operative can immediately perform a free Charge or Dash action (for the former, it cannot move more than 3 inches) even if it has performed an action that prevents it from performing a Charge or Dash action.

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.