Frenzied Reavers

Frenzied Reavers

Common Abilities and Options

Blood Offering:
The first time during each friendly FRENZIED REAVERS operative’s activation or counteraction that it incapacitates an enemy operative, you gain one of your Blood Offering tokens.

 

As a STRATEGIC GAMBIT, you can assign up to two of your unassigned Blood Offering tokens to friendly FRENZIED REAVERS operatives. Each friendly operative cannot have more than one of your Blood Offering tokens.

 

Whenever a friendly operative has one of your Blood Offering tokens, its melee weapons have the Balanced weapon rule.

 

When a friendly operative that has one of your Blood Offering tokens is incapacitated, remove that token.

Astartes:
During each friendly FRENZIED REAVERS HERETIC ASTARTES operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and plasma pistol is selected for both of them, 1 additional AP must be spent for the second action.

 

Each friendly FRENZIED REAVERS HERETIC ASTARTES operative can counteract regardless of its order.

Kill! Maim! Burn!:
Whenever this operative ends the Charge action, you can inflict 1 damage on one enemy operative within its control range.

Operatives

1. MASTER OF EXECUTIONS
MASTER OF EXECUTIONS
A 3
M 6"
S 3+
W 16/16
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Axe of Dismemberment (Brutal, Lethal 5+)
5
3+
4/6
Abilities
Executioner's QuarryBlood OfferingAstartesA Worthy Skull

Executioner's Quarry: STRATEGIC GAMBIT if this operative is in the killzone. Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly FRENZIED REAVERS operative is fighting against or retaliating against that enemy operative, its melee weapons have the Punishing weapon rule.

A Worthy Skull: Once during each turning point, when this operative incapacitates an enemy operative that has a Wounds stat of 12 or more during the Fight action, you gain one of your Blood Offering tokens (in addition to the one gained for incapacitating an enemy operative).

FRENZIED REAVERS, CHAOS, KHORNE, HERETIC ASTARTES, LEADER, MASTER OF EXECUTIONS
2. BERZERKER CHAMPION
BERZERKER CHAMPION
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainblade (Rending)
5
3+
4/5
Abilities
Lead the SlaughterAstartesBlood Offering

Lead the Slaughter: Once during each turning point, when this operative is activated, one other friendly BERZERKER or JAKHAL operative visible to and within 6” of it can gain one of your unassigned Blood Offering tokens.

FRENZIED REAVERS, CHAOS, KHORNE, HERETIC ASTARTES, BERZERKER, CHAMPION
3. BERZERKER BUTCHER
BERZERKER BUTCHER
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Eviscerator (Brutal)
5
4+
5/6
Abilities
Devastating OnslaughtAstartesBlood Offering

Devastating Onslaught: - Whenever this operative is fighting or retaliating, enemy operatives cannot assist.

 

  • Once during each turning point, after this operative incapacitates an enemy operative during the Fight action, if this operative is no longer within control range of enemy operatives, it can immediately perform a free Charge action, but for that action it cannot move more than 2”. This takes precedence over action restrictions.
FRENZIED REAVERS, CHAOS, KHORNE, HERETIC ASTARTES, BERZERKER, BUTCHER
4. BERZERKER ICON BEARER
BERZERKER ICON BEARER
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainblade (Rending)
5
3+
4/5
Abilities
AstartesBlood IconIcon of SlaughterBlood Offering

Blood Icon: Once per turning point, when a ready friendly FRENZIED REAVERS operative that has one of your Blood Offering tokens is incapacitated while visible to and within 6” of this operative, you can use this rule. If you do, regain that token.

Icon of Slaughter: Whenever determining control of a marker within 3” of this operative, treat the total APL stat of friendly FRENZIED REAVERS operatives that contest it as 1 higher if at least one friendly operative contests it.

FRENZIED REAVERS, CHAOS, KHORNE, HERETIC ASTARTES, BERZERKER, ICON BEARER
5. BEEZERKER WARRIOR
BEEZERKER WARRIOR
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainblade (Rending)
5
3+
4/5
Abilities
Kill! Maim! Burn!Blood OfferingAstartes
FRENZIED REAVERS, CHAOS, KHORNE, HERETIC ASTARTES, BERZERKER, WARRIOR
6. BEEZERKER WARRIOR
BEEZERKER WARRIOR
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainblade (Rending)
5
3+
4/5
Abilities
Kill! Maim! Burn!Blood OfferingAstartes
FRENZIED REAVERS, CHAOS, KHORNE, HERETIC ASTARTES, BERZERKER, WARRIOR
7. EXALTED EIGHTBOUND
EXALTED EIGHTBOUND
A 3
M 6"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Twin Chainfists (Ceaseless, Brutal, Rending)
5
4+
5/6
Abilities
Blood OfferingRend and TearBrazen FuryAstartes

Rend and Tear: Enemy operatives within this operative’s control range must spend 1 additional AP to perform the Fall Back action.

Brazen Fury: Once during each turning point, after this operative loses any wounds as a result of an enemy operative’s Shoot action, if it isn’t incapacitated and isn’t within control range of an enemy operative, you can use this rule. If you do, this operative can immediately perform a free Dash action. If the active operative is visible to this operative and within 2" of it, this operative can perform a free Charge action instead (you can change its order to Engage to do so), but if it does, it must end that move within control range of the active operative if possible. This takes precedence over action restrictions.

FRENZIED REAVERS, CHAOS, KHORNE, HERETIC ASTARTES, EXALTED EIGHTBOUND

Equipment

Brass Collars

Once per turning point, when a friendly FRENZIED REAVERS operative would be affected by a PSYCHIC rule or an enemy rule that would subtract from its APL stat, you can use this rule. If you do, ignore that effect for that operative.

Gore-Anointed Runes

Once per turning point, whenever a friendly FRENZIED REAVERS operative ends an action, if it inflicted damage on an enemy operative during that action and wasn’t incapacitated, it regains 1 lost wound.

Tainted Rounds

Once per turning point, when a friendly FRENZIED REAVERS operative is performing the Shoot action and you select a bolt pistol, you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.

Trophies of the Eightfold Path

Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly FRENZIED REAVERS operative that has one of your Blood Offering tokens, if that enemy operative is within 2” of that friendly operative, your opponent cannot re-roll attack dice results of 1 during that sequence.

Ploys

Blood For The Blood God
Firefight Ploy

Use this firefight ploy when a friendly BERZERKER operative that has an Engage order and one of your Blood Offering tokens loses any wounds as a result of an enemy operative’s Shoot action.

 

After that Shoot action has been resolved, if that friendly operative is not incapacitated and is not within control range of enemy operatives, it can move up to 2” closer to the active operative. If the active operative is visible to it and within 2”, it can perform a free Charge action instead, but for that action it cannot move more than 2” and must end that move within control range of the active operative, if possible. This takes precedence over action restrictions.

 

You cannot use this ploy more than once per turning point.

Cult of Slaughter
Firefight Ploy

Use this firefight ploy when a friendly FRENZIED REAVERS operative is incapacitated while fighting or retaliating, if you have any unresolved successes. Before that operative is removed from the killzone, it can strike the enemy operative in that sequence with one of its unresolved successes.

Rage Beyond Reason
Firefight Ploy

Use this firefight ploy when a friendly FRENZIED REAVERS operative that has one of your Blood Offering tokens is fighting or retaliating, after rolling your attack dice. You can retain one of your fails as a normal success instead of discarding it.

Skulls For The Skull Throne
Firefight Ploy

Use this firefight ploy when an enemy operative is incapacitated during the Fight action by a friendly FRENZIED REAVERS operative that has one of your Blood Offering tokens. You gain one additional Blood Offering token. You cannot use this ploy more than once per turning point.

Blood-Maddened Resilience
Strategy Ploy

Whenever an operative is shooting a friendly FRENZIED REAVERS operative that has one of your Blood Offering tokens, you can re-roll one of your defence dice.

Glory Kill
Strategy Ploy

Select one enemy operative visible to a friendly FRENZIED REAVERS operative. Until the end of the turning point, whenever a friendly FRENZIED REAVERS operative is fighting against or retaliating against that enemy operative, that friendly operative’s melee weapons have the Ceaseless weapon rule.

Gorestorm Advance
Strategy Ploy

Select up to two friendly FRENZIED REAVERS operatives that are not within control range of enemy operatives. Each selected operative can immediately perform a free Dash action in an order of your choice.

 

If an EIGHTBOUND or EXALTED EIGHTBOUND operative is selected for this ploy, it must be the only operative selected.

Reckless Aspirants
Strategy Ploy

Whenever a friendly FRENZIED REAVERS operative that is wholly within your opponent’s territory and doesn’t have one of your Blood Offering tokens is fighting or retaliating, its melee weapons have the Balanced weapon rule.

 

Whenever a friendly FRENZIED REAVERS operative that has one of your Blood Offering tokens is wholly within your opponent’s territory is fighting or retaliating, its melee weapons have the Punishing weapon rule.

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.