Operatives

1. Master of Executions
Master of Executions
A 3
M 6"
S 3+
W 14/14
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 Stature

Blood Must Flow (1AP): Once per turning point, select one friendly BERSERKER WARBAND operative visible to this operative. Until the end of that operative's activation, its melee weapons gain Lethal 5+.

First to the slaughter: Once per turning point, when a friendly BERSERKER WARBAND operative visible to this operative is activated, it may either re-roll any number of its attack dice during that activation or perform one free Dash action during that activation

Executioners Fury: Once per turning point, if this operative incapacitates an enemy operative in melee combat, it may perform one of the following:

  • Recover up to 2 lost wounds.

  • Perform a free DASH action.

Intimidating Stature: Enemy Operatives within 2" of this operative cannot re-roll attack dice.

40BERSERKER WARBAND, CHAOS, HERETIC ASTARTES, LEADER
2. Berserker Icon Bearer
Berserker Icon Bearer
A 3
M 6"
S 3+
W 12/12
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 Bearer

Icon of the Blood God: Once per turning point, when a friendly BERSERKER WARBAND operative visible to and within 6" of this operative incapacitates an enemy operative, you can select one other friendly BERSERKER WARBAND operative visible to this operative. That operative can immediately perform a free Dash action.

Icon Bearer: Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this isn't a change to its APL stat, so any changes are cumulative with this.

32BERSERKER WARBAND, BESERKER, CHAOS, HERETIC ASTARTES, ICON BEARER
3. Berserker Grenadier
Berserker Grenadier
A 3
M 6"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Chainsword (Piercing Crits 1)
5
4+
4/5
Abilities
Grenadier

Grenadier: This operative can use frag and krak grenades (see universal equipment). Doing so doesn't count towards any limited uses you have (i.e. if you also select grenades from equipment for other operatives). Whener it's doing so, improve the hit stat of that weapon by 1.

32BERSERKER WARBAND, BESERKER, CHAOS, HERETIC ASTARTES, GRENADIER
4. Berserker Warrior
Berserker Warrior
A 3
M 6"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Chainaxe (Severe)
4
4+
4/5
32BERSERKER WARBAND, BESERKER, CHAOS, HERETIC ASTARTES, WARRIOR
5. Berserker Warrior
Berserker Warrior
A 3
M 6"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Chainaxe (Severe)
4
4+
4/5
32BERSERKER WARBAND, BESERKER, CHAOS, HERETIC ASTARTES, WARRIOR

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 Ploy

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.

Relentless Advance
Strategy Ploy

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.

Blood for the Blood God
Strategy Ploy

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.

Lose no Ground
Strategy Ploy

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.

Pain is Temporary
Firefight Ploy

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).

Even in Death
Firefight Ploy

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.

Wall of Blood
Firefight Ploy

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

Khorne has use for you yet
Firefight Ploy

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.

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.