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==Detachments== ===Berzerker Warband=== ====Special Rules==== *'''Relentless Rage:''' +1 to Strength and Attacks for all melee weapons when charging. Were you expecting anything more? ====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Apoplectic Frenzy (1 CP):''' One unit advances a flat 6" rather than rolling. *'''For the Blood God! (1 CP):''' When one unit wipes an enemy in melee, they can immediately make a blessings roll and add one benefit on top of the ones the rest of the army already enjoys. *'''For the Skull Throne! (1 CP):''' One unit gets +1 to hit any {{W40kKeyword|Character}}, {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} in melee. </tab> <tab name="Epic Deed"> *'''Blood Offering (1 CP):''' If the enemy destroys one of your units while they're next to an objective, their sacrifice can make the objective count as still being capped until someone threatens them. </tab> <tab name="Strategic Ploy"> *'''Gory Massacre (1 CP):''' When a unit wipes an enemy on a turn where they charged, every enemy within 6" must test for battle-shock with any below half-strength taking -1 to their tests. *'''Khorne Cares Not... (2 CP):''' Any attacks one unit takes reduce their incoming damage by 1. Barring any errata, this makes that squad practically immune to bolters and chainswords. </tab> </tabs> ====Enhancements==== *'''Battle-Lust:''' The bearer's unit can always use Heroic Intervention for free. *'''Berserker Glaive:''' The bearer's melee weapons gain +1 to Strength and Attacks. However, charging lets you add d3 Strength and Attacks - a 2/3 chance of actually getting better than the standard detachment buff. *'''Favoured of Khorne:''' Lets you re-roll the entire Blessings pool in case you're really fishing for a certain buff like resurrecting Angron. *'''Helm of Brazen Fire:''' Any attacks against the bearer have their damage halved. Very necessary for daemon princes since they can't hide behind anything. ===Karagar's Ravagers (Combat Patrol)=== <div class="toccolours mw-collapsible mw-collapsed> A welcome to the roid-raging world of Khorne. <div class="mw-collapsible-content"> '''Composition:''' 1 Karagar the Blooded, 20 Khorne Berzerkers, 10 Jakhals *'''Karagar the Blooded:''' Your basic JuggerLord. While they have their big attacks, they can't support anyone, which is odd since the big game lets JuggerLords join Berzerkers. *'''Khorne Berzerkers:''' Two identical units of 10, each with a plasma pistol, an eviscerator, and an icon on the second plasma - not like the icon does shit. While they remain the murder machines, they lose the ability to cap objectives to re-roll blessings. *'''Jakhals:''' Comes with a Dishonoured bearing a Skullsmasher, a Mauler and a pointless Icon. They can't keep objectives so all you can do with them is be the screen for your Berzerkers. <u>'''Enhancements'''</u> *'''Skulls for Khorne:''' Whenever Karagar the Blooded kills an enemy unit in melee, you gain 1 CP on a 2+. *'''Arch-Slaughterer:''' Karagar the Blooded gains ''[Precision]'' in melee. <u>'''Secondary Objectives'''</u> *'''Ravage and Ransack:''' 4 VP for each turn where you cap the objective closest to the enemy's table edge. *'''Blood Offering:''' 2 VP for each enemy unit you kill near an objective. <u>'''Stratagems'''</u> *'''Overwhelming Onslaught (1 CP):''' When you charge an enemy, the enemy they charged takes a battle-shock test at a -1 penalty. *'''Rage Unchecked (1 CP):''' When one pack of berzerkers below half-strength shoots or fights, they get ''[Sustained Hits 1]'' so that they can possibly make up for the missing bodies. *'''Unstoppable Fury (1 CP):''' One unit gets a 6" consolidate range instead of the default 3" so long as they're moving towards an enemy. </div> </div>
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