Berserker Warband
Operatives
1. Master of Executions
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Axe of Dismemberment (Lethal 5+, Shock) | 4 | 3+ | 4/5 |
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
Abilities
1AP: Blood Must FlowFirst to the slaughterExecutioners FuryIntimidating Stature2. Berserker Icon Bearer
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma pistol | |||
| Standard (Range 8", Piercing 1) | 4 | 3+ | 3/5 |
| Supercharge (Range 8", Hot, Lethal 5+, Piercing 1) | 4 | 3+ | 4/5 |
| Chainaxe (Severe) | 4 | 3+ | 4/5 |
Abilities
Icon of the Blood GodIcon Bearer3. Berserker Grenadier
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Chainsword (Piercing Crits 1) | 5 | 4+ | 4/5 |
Abilities
Grenadier4. Berserker Warrior
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Chainaxe (Severe) | 4 | 4+ | 4/5 |
5. Berserker Warrior
A 3
M 6"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Chainaxe (Severe) | 4 | 4+ | 4/5 |
Inactive Equipment
Serated Chainblades
Once per turning point, when this operative fights in combat, one of it's melee weapons gains RENDING.
Trophy Rack
Whenever this operative incapacitates an enemy operative during a Fight action, it gains one Trophy token. Once per turning point, it can spend a Trophy token to re-roll one attack die during a subsequent Fight action.
Icon of Slaughter
Once per turning point, when a friendly BERSERKER WARBAND operative within 3" of this operative fights in combat, that friendly operative can re-roll one attack die.
Mark of the Blood God
Once per turning point, when this operative is selected as the target of a Shoot or Fight action, you can re-roll one of its defence dice.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Strategy Ploys
Strategy: Rage Unbound
Until the end of this turning point, whenever a friendly BERSERKER WARBAND operative has fewer than half it's starting wounds remaining, it's melee weapons gain BALANCED.
Strategy: Relentless Advance
Once per activation, two friendly BESERKER WARBAND operatives may perform a second DASH action during their activation, even if that operative has already performed a DASH action during their activation.
Strategy: Blood for the Blood God
Whenever a friendly BERSERKER WARBAND operative incapacitates an enemy operative in combat, that friendly BERSERKER WARBAND operative can retain one attack die as a normal success without rolling it, during its next melee attack this turning point.
Strategy: Lose no Ground
Until the end of this turning point, whenever a friendly BERSERKER WARBAND operative is within control range of an objective, that operative's hit stat is improved by 1.
Firefight Ploys
Firefight: Pain is Temporary
Use this firefight ploy when a friendly BERSERKER WARBAND operative is selected as the target of a fight action. Until that action ends, each time that operative would lose wounds from that action subtract one from the damage inflicted (to a minimum of 1).
Firefight: Even in Death
Use this firefight ploy when a friendly BERSERKER WARBAND operative is incapacitated during a Fight action. Before removing that operative from the killzone, roll one D6. On a 4+, that operative can resolve one attack with one of its melee weapons against an enemy operative it was fighting, if that enemy operative is a valid target. Then remove the incapacitated operative as normal.
Firefight: Wall of Blood
Use when a friendly BERSEKRER WARBAND operative has been selected as a target for a shoot action. Improve selected operative's save characteristic by 1
Firefight: Khorne has use for you yet
Use this firefight ploy when a ready friendly BERSERKER WARBAND operative is incapacitated by a Shoot or Fight action. The selected operative must be the next operative activated and can perform the following actions as normal: REPOSITION, DASH, SHOOT, FIGHT. When it has spent all its action points or can no longer perform any actions, remove it from the killzone.
Battle History
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Equipment
Serated Chainblades
Once per turning point, when this operative fights in combat, one of it's melee weapons gains RENDING.
Trophy Rack
Whenever this operative incapacitates an enemy operative during a Fight action, it gains one Trophy token. Once per turning point, it can spend a Trophy token to re-roll one attack die during a subsequent Fight action.
Icon of Slaughter
Once per turning point, when a friendly BERSERKER WARBAND operative within 3" of this operative fights in combat, that friendly operative can re-roll one attack die.
Mark of the Blood God
Once per turning point, when this operative is selected as the target of a Shoot or Fight action, you can re-roll one of its defence dice.
Ploys
Rage Unbound
Strategy PloyUntil the end of this turning point, whenever a friendly BERSERKER WARBAND operative has fewer than half it's starting wounds remaining, it's melee weapons gain BALANCED.
Relentless Advance
Strategy PloyOnce per activation, two friendly BESERKER WARBAND operatives may perform a second DASH action during their activation, even if that operative has already performed a DASH action during their activation.
Blood for the Blood God
Strategy PloyWhenever a friendly BERSERKER WARBAND operative incapacitates an enemy operative in combat, that friendly BERSERKER WARBAND operative can retain one attack die as a normal success without rolling it, during its next melee attack this turning point.
Lose no Ground
Strategy PloyUntil the end of this turning point, whenever a friendly BERSERKER WARBAND operative is within control range of an objective, that operative's hit stat is improved by 1.
Pain is Temporary
Firefight PloyUse this firefight ploy when a friendly BERSERKER WARBAND operative is selected as the target of a fight action. Until that action ends, each time that operative would lose wounds from that action subtract one from the damage inflicted (to a minimum of 1).
Even in Death
Firefight PloyUse this firefight ploy when a friendly BERSERKER WARBAND operative is incapacitated during a Fight action. Before removing that operative from the killzone, roll one D6. On a 4+, that operative can resolve one attack with one of its melee weapons against an enemy operative it was fighting, if that enemy operative is a valid target. Then remove the incapacitated operative as normal.
Wall of Blood
Firefight PloyUse when a friendly BERSEKRER WARBAND operative has been selected as a target for a shoot action. Improve selected operative's save characteristic by 1
Khorne has use for you yet
Firefight PloyUse this firefight ploy when a ready friendly BERSERKER WARBAND operative is incapacitated by a Shoot or Fight action. The selected operative must be the next operative activated and can perform the following actions as normal: REPOSITION, DASH, SHOOT, FIGHT. When it has spent all its action points or can no longer perform any actions, remove it from the killzone.
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 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 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 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 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.