Khorne Traitor Beserkers

Khorne Traitor Beserkers

Common Abilities and Options

Blooded:
You gain one Blooded token:

  • In the ready step of each strategy phase.
  • The first time an enemy operative is incapacitated during each turning point.
  • The first time a friendly operative is incapacitated within 6" of an enemy operative during each turning point.

As a strategic gambit, you can assign any of your unassigned blooded tokens to friendly blooded operatives. Each operative cannot have more than one of your blooded tokens.

Then, if four or more friendly operatives in the killzone have one of your Blooded tokens, you can select one of them to be under the GAZE OF THE GODS until the end of the turning point.

Whenever a friendly BLOODED operative has one of your Blooded tokens, its weapons have the accurate 1 weapon rule. If that friendly BLOODED operative is under the GAZE OF THE GODS, you can retain one of your normal successes as a result of the Accurate 1 weapon rule as a critical success instead.

Astartes:
During each friendly LEGIONARY operative's activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolt pistol, boltgun or tainted bolt pistol must be selected for at least one of them.

Each friendly LEGIONARY operative can counteract regardless of its order.

Mark Of Chaos:
Whenever you select a LEGIONARY operative for the battle, you must select one of the following keywords for it to have for that battle: KHORNE, NURGLE, SLAANESH, TZEENTCH, UNDIVIDED. Each operative's keyword can be different, but a BALEFIRE ACOLYTE operative cannot have the KHORNE keyword.

Friendly LEGIONARY operatives have an additional rule determined by this keyword. In addition, LEGIONARY ploys have additional benefits for operatives with the relevant keyword.

Khorne - Wrathful Onslaught:
This operative's melee weapons have the Severe weapon rule.
Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

Operatives

1. Chieftain
Chieftain
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainsword
4
3+
4/5
Abilities
Blooded IconLead With StrengthBlooded

Blooded Icon: Once per turning point, when a friendly BLOODED operative that has one of your Blooded tokens is incapacitated, if this operative is within 6" of it, you can regain that token.

Lead With Strength: Whenever this operative has one of your Blooded tokens or is wholly within your opponent's territory treat it as if it is under the GAZE OF THE GODS.

25BLOODED, CHAOS, CHIEFTAIN, LEADER
2. Gunner
Gunner
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Sat, Tor 2")
4
2+
3/3
Grenade Launcher
Frag (Blast 2")
4
4+
2/4
Krak (Prc1)
4
4+
4/5
Meltagun (Rng 6", Dev4, Prc2)
4
4+
6/3
Plasma Gun
Standard (Prc1)
4
4+
4/6
Supercharge (Hot, Lethal 5+, Prc1)
4
4+
5/6
Bayonet
3
4+
2/3
Abilities
Blooded
25BLOODED, CHAOS, GUNNER
3. Trooper
Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Group ActivationBlooded

Group Activation: Whenever this operative is expended, you must then activate any other ready friendly BLOODED TROOPPER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives as specified with this rule).

25BLOODED, CHAOS, TROOPER
4. Khorne Champion
Aspiring Champion
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Tainted Bolt Pistol (Rng 8", Rnd)
4
3+
3/5
Power Weapon (Lethal 5+, Severe)
5
3+
4/6
Abilities
AstartesIn The Eyes Of The GodsMark Of Chaos
Options
Khorne - Wrathful Onslaught

In The Eyes Of The Gods: Once during each of this operative's activations, if it incapacitates an enemy operative, add 1 to its APL stat until the end of that activation.

32LEGIONARY, CHAOS, HERETIC ASTARTES, LEADER, ASPIRING CHAMPION
5. Khorne Beserker
Warrior
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainsword (Severe)
5
3+
4/5
Abilities
Infernal PactAstartesMark Of Chaos
Options
Khorne - Wrathful Onslaught

Infernal Pact: Once per battle, when a friendly LEGIONARY WARRIOR operative is activated, you can use this rule. If you do, change that operative’s Marks of Chaos keyword.

32LEGIONARY, CHAOS, HERETIC ASTARTES, WARRIOR
6. Khorne Butcher
Butcher
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Double-Handed Chainaxe (Brutal, Severe)
5
4+
5/7
Abilities
Devastating OnslaughtMark Of ChaosAstartes
Options
Khorne - Wrathful 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 an 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.
32LEGIONARY, CHAOS, HERETIC ASTARTES, BUTCHER
7. Nemesis - Small
Nemesis - Small
A 4
M 4"
S 4+
W 0/35

Bulky: - This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Nemesis - Small: ### Weapon and Option Selection

  • Select two weapons
  • Select one Faction Allegiance
  • Select one Nemesis Trait

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
54
64
75
85
96
107
117
128
139
149

Towering Size: - In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

Behaviour: Brawler: This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it's a NEMESIS NPO or will perform the Fight or Charge action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
  4. Dash towards the closest player operative, to cover if possible.

Allegiance: Chaos: Let The Galaxy Burn:

Whenever a Chaos NPO or friendly Chaos Nemesis operative is wholly within enemy territory, its weapons have the Balanced weapon rule.

Trait: Fury: Unbridled wrath consumes some powerful operatives: a blinkered anger that can only be briefly sated in destruction at close quarters.

This operative's melee weapons have the Ceaseless weapon rule; if the weapon already has that weapon rule, it has the Relentless weapon rule. Worsen the Hit stat of this operative's ranged weapons by 1.

Trait: Crushing Impact: Thundering headlong into the fray, this combatant uses both the impetus of their charge and their armoured bulk to bring swift death to their foes.

When this operative finishes moving during the Charge action, inflict D3+3 damage on one enemy operative within its control range.

32NEMESIS

Equipment

Ploys

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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.

Track Enemy
Infiltration

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.

Plant Devices
Infiltration

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.

Steal Intelligence
Infiltration

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.

Flank
Recon

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Retrieval
Recon

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
Recon

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.