Iron Butchers Bastard Squad
Common Abilities and Options
Iron Within, Blood Throughout:
A friendly IRON BUTCHER melee weapons get Severe in combat if you charged or are in enemy territory. You can reroll defence dice results of 1 if you are in your territory.
Astartes:
During each friendly IRON BUTCHER operative’s
activation, it can perform either two Shoot
actions or two Fight actions. If it’s two Shoot
actions, a bolt pistol or boltgun
must be selected for at least one of them.
Each friendly IRON BUTCHER operative can counteract regardless of its order.
Iron Within, Blood Throughout.:
A friendly IRON BUTCHER melee weapons get Severe in combat if you charged or are in enemy territory. You can reroll defence dice results of 1 if you are in your territory.
Eq: Nemean Plated Armor:
Once per turning point, when a friendly IRON BUTCHER operative is retaliating, after
your opponent rolls their attack dice, but before
re-rolls, you can use this rule. If you do, your
opponent cannot retain attack dice results of less
than 6 as critical successes during that sequence
(e.g. as a result of the Lethal, Rending or Severe
weapon rules).
This excludes DRONE and JUGGERNAUT operatives.
Eq: Cadaere Remissum:
Whenever an enemy operative would perform
the Fall Back action while within control range
of a friendly IRON BUTCHER operative, if no
other enemy operatives are within that friendly
operative’s control range, you can use this rule.
If you do, roll a D6 on a 4+, that enemy
operative cannot perform that action during that
activation/counteraction (no AP are spent on it).
Eq: Butcher's Nails:
- At the start of a friendly IRON BUTCHER operative's activation you can use this rule, If the first action you do is charge, your melee weapons gain +1 damage on melee weapons the first time you strike. (maximum 7)
- Mission actions, shooting actions and the Pick Up action cost one additional AP to perform. This excludes DRONE and JUGGERNAUT operatives.
Eq: Cybernetic Augmentation:
Once per turn, when an operative activates. Select one of the following:
- That friendly operative regains up to D3 wounds
- Can discard two failed dice and retain one normal succeas on one shooting action.
- add 1" dash.
Operatives
1. Berusius
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power fist (Brutal) | 5 | 3+ | 5/7 |
| Bolt Pistol (Rng 8") | 3 | 3+ | 3/4 |
Abilities
A Long Triumph Rope1AP: EnrageIron Within, Blood ThroughoutAstartesOptions
Eq: Nemean Plated ArmorEq: Cadaere RemissumEq: Butcher's NailsEq: Cybernetic Augmentation2. Nokhz
A 3
M 8"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws and horn | 4 | 4+ | 4/5 |
Abilities
Khornate RunesBeast of KhorneFetch Me Their Skulls!Iron Within, Blood Throughout.Options
Eq: Nemean Plated ArmorEq: Cadaere RemissumEq: Butcher's NailsEq: Cybernetic Augmentation3. Orn of Netroguard
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| The Demolisher (Stun, Brutal) | 5 | 4+ | 6/7 |
| Bolt Revolver (Piercing 1, 8") | 4 | 3+ | 3/4 |
Abilities
AstartesVeteran of WarefareReadied defencesIron Within, Blood Throughout.Options
Eq: Nemean Plated ArmorEq: Cadaere RemissumEq: Butcher's NailsEq: Cybernetic Augmentation4. Model B457RD
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolter | 4 | 4+ | 3/4 |
| Robot legs | 4 | 4+ | 3/4 |
Abilities
1AP: Siege BombardmentIron Within, Blood Throughout.MachineOptions
Eq: Nemean Plated ArmorEq: Cadaere RemissumEq: Butcher's NailsEq: Cybernetic Augmentation5. Shun-Tor
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolter | |||
| Focused (Heavy (Reposition only), Piercing Crits 1) | 5 | 3+ | 4/5 |
| Sweep (Heavy (Reposition only), Piercing Crits 1, Torrent 1") | 4 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesIron Within, Blood Throughout.No Strike Left UnansweredOptions
Eq: Nemean Plated ArmorEq: Cadaere RemissumEq: Butcher's NailsEq: Cybernetic Augmentation6. Remunatus
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (range 8") | 4 | 3+ | 3/4 |
| Chainaxe | 5 | 3+ | 4/5 |
Abilities
Blood SurgeAstartesIron Within, Blood ThroughoutOptions
Eq: Nemean Plated ArmorEq: Cadaere RemissumEq: Butcher's NailsEq: Cybernetic Augmentation7. Solissian
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fists | 4 | 3+ | 3/4 |
| Bolt Carbine (Lethal 5+) | 4 | 3+ | 3/4 |
Abilities
Advance!ShieldAstartesIron Within, Blood Throughout.Options
Eq: Nemean Plated ArmorEq: Cadaere RemissumEq: Butcher's NailsEq: Cybernetic Augmentation8. Issorion
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Executioner Blade (Brutal, Lethal 5+) | 4 | 4+ | 5/6 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
Abilities
AstartesDespondent BrutalitySkulls for the Butchers!Iron Within, Blood ThroughoutOptions
Eq: Nemean Plated ArmorEq: Cadaere RemissumEq: Butcher's NailsEq: Cybernetic Augmentation9. Cryberos
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Thunder Hammer (Shock, Brutal) | 4 | 4+ | 5/6 |
Abilities
Astartes1AP: SabotageIron Within, Blood Throughout1AP: Defile ArmamentOptions
Eq: Nemean Plated ArmorEq: Cadaere RemissumEq: Butcher's NailsEq: Cybernetic Augmentation10. Svorn
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
Icon BearerIron Within, Blood Throughout.1AP: Ironbound EnmityAstartesOptions
Eq: Nemean Plated ArmorEq: Cadaere RemissumEq: Butcher's NailsEq: Cybernetic Augmentation11. Ûnnvyr Kynn
A 2
M 5"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Magna Rail Rifle (Devastating 3, Heavy (Dash only), Piercing 2) | 4 | 4+ | 4/2 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Beam1AP: Ironkyn SpotterIron Within, Blood ThroughoutThat's Going in the Book...Options
Eq: Nemean Plated ArmorEq: Cadaere RemissumEq: Butcher's NailsEq: Cybernetic AugmentationEquipment
Nemean Plated Armor
Once per turning point, when a friendly IRON BUTCHER operative is retaliating, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
This excludes DRONE and JUGGERNAUT operatives.
Cadaere Remissum
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly IRON BUTCHER operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll a D6 on a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it).
Butcher's Nails
-
At the start of a friendly IRON BUTCHER operative's activation you can use this rule, If the first action you do is charge, your melee weapons gain +1 damage on melee weapons the first time you strike. (maximum 7)
-
Mission actions, shooting actions and the Pick Up action cost one additional AP to perform. This excludes DRONE and JUGGERNAUT operatives.
Cybernetic Augmentation
Once per turn, when an operative activates. Select one of the following:
- That friendly operative regains up to D3 wounds
- Can discard two failed dice and retain one normal succeas on one shooting action.
- add 1" dash.
Ploys
Today Extracts Heavy Losses, for Both Sides...
Firefight Ploy- A friendly IRON BUTCHER operative can shoot at an enemy operative even if they are within control range of another friendly IRON BUTCHER operative. Any attack dice that miss will be carried over to any friendly operative in range of original enemy operative.
Resolve the initial shoot action first, then move onto resolving the failed dice (if any) on friendly operative, those count as having successully hit the other operative as normal hits.
Spiteful Demise
Firefight PloyUse this firefight ploy when a friendly IRON BUTCHER operative is incapacitated while fighting or retaliating. You can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.
The Slaughter Continues
Firefight PloyIf a friendly IRON BUTCHER operative incapacitates an enemy operative in melee; they can perform a free charge no more than 3".
Iron Without!
Firefight PloyUse this firefight ploy when an attack dice inflicts Normal Dmg on a friendly IRON BUTCHER operative (excluding JUGGERNAUT and DRONE). Ignore that inflicted damage.
Blood For the Blood God!
Strategy PloyIf a friendly IRON BUTCHER operative charges and has not shot this turn, they gain +1" of movement and balanced on melee weapons for the turn.
Bitter Resolve
Strategy PloyIf a friendly operative is wounded, and in cover on your territory or engaged in enemy territory; you can retain a normal save as a critical.
Brutal Attrition
Strategy PloyWhen a friendly IRON BUTCHER operative is charged while they are in cover, you can deal d3 damage to the charging enemy operative.
Unwavering Fury
Strategy PloyYou can ignore any changes to the stats of friendly IRON BUTCHER 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.