Fellgor Ravager

Books

BookKindEditionVersionLast update
  Kill Team: Gallowfall (Fellgor Ravager)
  Kill Team: Gallowfall (Fellgor Ravager)Expansion21.2March 2024
  The Balance Dataslate
  The Balance DataslateRulebook2Q1 2024March 2024

FAQ

Expansion: Kill Team: Gallowfall (Fellgor Ravager)

Q:Can the FLUXBRAY operative perform the Cleaver Flurry action while within Engagement Range of an enemy operative?
A:
No. Whilst it can move within Engagement Range during the action, it cannot start the action there, as per the requirements of a Normal Move action.
Q:If my opponent is using the Implant Tac Op, do strikes that implant a FELLGOR RAVAGER operative with a Frenzy token count towards the strikes needed to incapacitate it?
A:
No.
Q:When the VANDAL performs its Sweeping Blow action, do you roll D3+1 once for all operatives, or roll separately for each?
A:
Roll separately.
Q:If a FELLGOR RAVAGER operative gains a Frenzy token as a result of a BLADES OF KHAINE operative’s Mandiblasters, does the Fight action end?
A:
Yes.
Q:If mortal wounds are inflicted on a FELLGOR RAVAGER operative with a Frenzy token in a shooting attack, does that qualify as inflicting Critical Damage to incapacitate it (as per the Balance Dataslate)?
A:
No.
Archetype: Seek & Destroy / Recon

Fellgor Ravager Kill Team

Below you will find a list of the operatives that make up a FELLGOR RAVAGER kill team, including, where relevant, any wargear those operatives must be equipped with.

Operatives


Other than WARRIOR operatives, your kill team can only include each operative above once.

Ability

Below, you will find a common ability of the FELLGOR RAVAGER kill team.

Frenzy

To wound a Beastman is only to drive its anger. The Fellgor Ravagers channel their pain into an animalistic frenzy, shrugging off the enemy’s firepower and lashing out at them in violent bursts of primal aggression.

Each time a friendly FELLGOR RAVAGER operative without a Frenzy token would be incapacitated, it gains a Frenzy token instead. If it was fighting in combat, all remaining attack dice (including your opponent’s) are discarded. If it has a Conceal order, change it to Engage.

While a friendly FELLGOR RAVAGER operative has a Frenzy token:
  • It’s only incapacitated as specified below.
  • It cannot have a Conceal order.
  • It’s injured.
  • It cannot perform mission actions or the Pick Up action.
  • Treat its APL characteristic as 1 (after all modifiers) for the purposes of determining control (e.g. objective markers).

A friendly FELLGOR RAVAGER operative with a Frenzy token is incapacitated when one of the following conditions is met:
  • Its activation ends.
  • An enemy operative strikes it with a critical hit in combat.
  • An enemy operative strikes it a second time with a normal hit in combat. Note that this can be strikes from two different combats.
  • The battle ends.
  • Critical damage is inflicted on it in a subsequent shooting attack (i.e. not the same shooting attack in which it gained a Frenzy token).

Your opponent treats a FELLGOR RAVAGER operative as being incapacitated (instead of when it would be incapacitated normally) when it gains a Frenzy token for the following purposes:
  • Scoring VPs from Tac Ops that require enemy operatives to be incapacitated.
  • Gaining Pain tokens (HAND OF THE ARCHON) and Blooded tokens (BLOODED).
  • Completing performances of Allegories (VOID-DANCER TROUPE).

Strategic Ploys

If your faction is FELLGOR RAVAGER, you can use the following Strategic Ploys during a game.

VIOLENT TEMPERAMENT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly FELLGOR RAVAGER operative fights in combat, in the Roll Attack Dice step of that combat, you can use its violent temperament. If you do so, you must re-roll all of your attack dice (note that you cannot only re-roll some).
AMBUSH1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly FELLGOR RAVAGER operative is activated, if its order is changed from Conceal to Engage, it’s ambushing for that activation. Each time a friendly FELLGOR RAVAGER operative that’s ambushing fights in combat, in the Roll Attack Dice step of that combat, you can retain one of your successful normal hits as a critical hit instead. Note that an operative that has a Frenzy token cannot ambush.
PELTING FIREPOWER1CP
Strategic Ploy
Until the end of the Turning Point:
  • Each time after a friendly FELLGOR RAVAGER operative makes a shooting attack against an enemy operative, that enemy operative gains one of your Pelted tokens.
  • Each time a friendly FELLGOR RAVAGER operative makes a shooting attack against an enemy operative, for each Pelted token that enemy operative has, add 1 to both Damage characteristics of that friendly operative’s weapon for that shooting attack (to a maximum of 5/6).
At the end of the Turning Point, remove your Pelted tokens.
RECKLESS DETERMINATION1CP
Strategic Ploy
Until the end of the Turning Point, each time a shooting attack is made against a friendly FELLGOR RAVAGER operative that is not ready, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, you can retain one as a successful normal save without rolling it.

Tactical Ploys

If your faction is FELLGOR RAVAGER, you can use the following Tactical Ploys during a game.

RUTHLESS RAMPAGE1CP
Tactical Ploy
Use this Tactical Ploy after a friendly FELLGOR RAVAGER operative performs a Fight action. It can immediately perform a free Charge action (even if it has already performed a Charge action during this activation), but can only move up to . Note that it cannot perform this free Charge action if it’s already within Engagement Range of an enemy operative.
WILD RAGE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly FELLGOR RAVAGER operative is activated. Until the end of the activation, add to its Movement characteristic.
ANIMALISTIC FURY1CP
Tactical Ploy
Use this Tactical Ploy in the Resolve Successful Hits step of a combat, when a friendly FELLGOR RAVAGER operative strikes with a critical hit. Inflict 1 additional damage with that strike.
BLOODSENSE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly FELLGOR RAVAGER operative incapacitates an enemy operative within its Engagement Range. Select one other ready friendly FELLGOR RAVAGER operative that is eligible to be activated and is Visible to and within of the incapacitated enemy operative. After that first friendly operative has finished its activation, you can immediately activate that other friendly operative.

Tac Ops

If your faction is FELLGOR RAVAGER, you can use the Fellgor Ravager Tac Ops listed below, as specified in the mission sequence.

FELLGOR CHAMPION
Fellgor Ravager – Faction Tac Op 1
You can reveal this Tac Op when a friendly FELLGOR RAVAGER operative incapacitates an enemy operative in combat:
  • If that friendly operative incapacitates another enemy operative in combat, you score 1VP.
  • If you achieve the first condition again, you score 1VP.
SCORN THEIR WAYS
Fellgor Ravager – Faction Tac Op 2
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Select one enemy operative equipped with a ranged weapon that has a Normal Damage potential of 17 or more; this is its Normal Damage characteristic multiplied by its Attacks characteristic (if the weapon has more than one profile, only one of them needs to fulfil this).
  • If that enemy operative is incapacitated by a friendly FELLGOR RAVAGER operative within of it, you score 1VP.
  • If that enemy operative is incapacitated by a friendly FELLGOR RAVAGER operative within its Engagement Range, you score 1VP (note that this would be cumulative with the above).
RELENTLESS AGGRESSION
Fellgor Ravager – Faction Tac Op 3
You can reveal this Tac Op at the end of any Turning Point.
  • At the end of any Turning Point, if five or more friendly FELLGOR RAVAGER operatives are within of enemy operatives and/or your opponent’s drop zone, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.

Spec Ops Rules

Below you will find a selection of rules for Spec Ops campaigns in which you have selected FELLGOR RAVAGER as your Faction keyword.

Battle Honours

Each time a FELLGOR RAVAGER operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the Fellgor Ravager Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

FELLGOR RAVAGER SPECIALIST
D6Battle Honour
1Wild: While this operative has fewer than its starting number of wounds remaining, its melee weapons gain the Ceaseless special rule.
2Savage Fortitude: In the Update Dataslates step, if this operative incapacitated one or more enemy operatives during the battle and was incapacitated itself, you can re-roll its Casualty test.
3Fervent: Before the battle, when selecting equipment, you can equip this operative with war paint for 0EP and it doesn’t have to be in your stash.
4Primal Mark: Each time an enemy operative fights in combat with or makes a shooting attack against this operative, in the Roll Attack Dice step of that combat or shooting attack, keep track of each successful normal hit with a result that equals the selected weapon’s Weapon Skill/Ballistic Skill characteristic (e.g. a result of ‘3’ for a BS of 3+). Such attack dice inflict half damage on this operative (rounding up).
5Ruthless: Each time this operative fights in combat, in the Roll Attack Dice step of that combat, for each attack dice result of 1 that your opponent discards, the enemy operative in that combat suffers 1 mortal wound.
6Sustained By Conflict: Each time a shooting attack is made against this operative, if it’s Visible to and within of an enemy operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is FELLGOR RAVAGER, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. CROWN OF HORNS [2EP]

The operative gains the following ability for the battle:

Crown of Homs: You can use the Animalistic Fury Tactical Ploy for 0CR if this operative is the friendly FELLGOR RAVAGER operative.

2. BRASS HOOVES [2EP]

The operative gains the following ability for the battle:

Brass Hooves: You can use the Wild Rage Tactical Ploy for 0CP if this operative is the friendly FELLGOR RAVAGER operative.

3. MIGHTY TROPHY [4EP]

The operative gains the following ability for the battle:

Mighty Trophy: Once per battle, when this operative is activated, you can use this ability. If you do so, add 1 to this operative’s APL.

4. DARK TALISMAN [3EP]

SHAMAN operative only. The operative gains the following ability for the battle:

Dark Talisman: This operative can perform the Manifest Psychic Power action (see Fellgor Shaman datacard) twice during its activation. If it does so, you must select different psychic powers to be resolved.

5. GOREMARK [2EP]

The operative gains the following ability for the battle:

Goremark: This operative cannot be injured and you can ignore any or all modifiers to its characteristics. If it’s incapacitated, it automatically passes its Casualty test after the battle.

6. INFERNAL VAMBRACES [3EP]

The operative gains the following ability for the battle:

Infernal Vambraces: Improve the Weapon Skill characteristic of the operative’s melee weapons by 1 (to a maximum of 2+).


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is FELLGOR RAVAGER, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

CORRUPTED HOLLOW

Surrounded by discarded animal bones, shattered blades and smoking offerings, the Shaman uses this space to channel malefic powers into his pack’s weapons.

In the Select Equipment step of the mission sequence, you can equip one friendly FELLGOR RAVAGER operative with one item of melee weapons rare equipment from the Kill Team Core Book that isn’t in your stash.

FELLGOR HERDSTONE

The kill team has fashioned its own herdstone, whether from the collected skulls of slain foes, lumps of warp-energised rock or an almighty pile of scrap metal. Here the FelIgor Ravagers enact profane, bloody rituals before battle and pray to the gods for their blessings.

In the Strategy phase of the first Turning Point, add one additional Command point to your pool.

FIGHTING PIT

Fellgor Ravagers are highly aggressive and competitive, always seeking out weaknesses in their fellows to rise up the pack’s pecking order. Fighting pits formalise, creating a place where the strongest prove themselves. The pack grows more powerful, and violent entertainment is provided for the restless Beastmen.

Before a game, you can select two friendly FELLGOR RAVAGER operatives from your dataslate to fight in the pit. Select one of them to be the champion and the other to be the challenger, then roll one D6:

D6Effect
1Neither of them can be selected for deployment in the next game and both must immediately take a Casualty test.
2The challenger gains D3 experience points. The champion can’t be selected for deployment in the next game and must immediately take a Casualty test.
3The challenger gains 1XP.
4The champion gains 1XP.
5The champion gains D3 experience points. The challenger can’t be selected for deployment in the next game and must immediately take a Casualty test.
6Both of them gain 1XP.


Requisitions

In a Spec Ops campaign, if your faction is FELLGOR RAVAGER, you can use the following Requisitions in addition to those presented in other sources.

RUINOUS GIFT1RP

Beastmen are known by some as the children of Chaos. Those who perform deeds or make offerings worthy of the Dark Gods’ attention may be rewarded with a gift, though as time passes this may be better seen as a curse...

Purchase this Requisition before or after a game. Remove one FELLGOR RAVAGER operative from your dataslate that doesn’t have any of the following keywords: FLUXBRAY, GOREHORN, HERD-GOAD, SHAMAN, TOXHORN. Add one FELLGOR RAVAGER operative to your dataslate that does have any of the above keywords. That new operative has a number of experience points equal to the lowest experience points of the removed operative’s rank (select its Battle Honours accordingly). For example, if you removed an operative that had 20XP, the new operative would have 16XP. It also has the same Battle Scars (if any) of the removed operative.
THE STRONG PROSPER1RP

Chaos Beastmen believe in strength, and the meanest and toughest’s right to rule.

Purchase this Requisition after a game in which a friendly FELLGOR RAVAGER operative incapacitated an enemy operative. Remove one Battle Scar from that friendly operative (even if it is one gained from the same game).
PLUNDER1RP

After hunting their foes to the ground and wiping them out, the Fellgor Ravagers strip the killzone clean of weapons, wargear and armour. Some items they use for themselves, the rest they desecrate and offer to the Chaos Gods.

Purchase this Requisition after winning a battle. You can immediately use the Equipment Drop Requisition twice without spending any additional Requisition points. You can only use this Requisition once after each battle.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is FELLGOR RAVAGER, you can select one from those found below instead of selecting one from another source.

A Champion Rises

Fellgor Ravagers fight for the Chaos Gods. They hope the Dark Powers will witness them hunt down and butcher their foes, and be grateful for the offerings and sacrifices they make after every battle. Relentless fighting will see the strongest Beastman rise to prominence — a creature deserving of the blessings of the gods.

OPERATION 1: VIOLENCE UNENDING

The Fellgor Ravagers’ constant war making and infighting eliminates the weak and brings forth the strong.

Complete five games in which you scored victory points from the ‘Relentless Aggression’, ‘Rout’ and/or ‘Execution’ Tac Op.

OPERATION 2: A CHAMPION HAS RISEN

One Fellgor has defeated all before them. With their bestial kin and the Dark Gods watching, they ore undoubtedly a great champion of Chaos.

Complete a game in which you scored victory points from the ‘Fellgor Champion’ Tac Op.

COMMENDATION
  • The friendly operative that scored you victory points from the ‘Fellgor Champion’ Tac Op earns 6XP and does not need to take a Casualty test after the battle.
  • You can distribute up to 5XP across the other operatives on your dataslate.
  • You can add one item of rare equipment to your stash.

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered an ‘Honour-bound’ Spec Op.

Survival of the Strongest

Beastmen’s lives are a battle for survival, where only the strongest, meanest and fittest live for long. They believe that what they have the strength to take belongs to them, and use their loot to continue their brutal ways.

OPERATION 1: PLUNDER AND PILLAGE

Fellgor Ravagers are not merely hunters and killers; they steal wargear, defile corpses and hideaways and destroy technology.

Complete four games in which you scored victory points from the ‘Scorn Their Ways’, ‘Rob and Ransack’ and/or ‘Retrieval’ Tac Op, and scored at least 1VP from each of them across those four games.

OPERATION 2: SECURE THE SPOILS

The kill team has stockpiled a vast amount of loot, much of which is intended as tribute to the Dark Gods. Such a repository is a tempting target for ambitious enemies, and the Fellgor Ravagers must fight to secure their hoard.

Complete a game in which you scored victory points from the ‘Seize Ground’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Recover Archeotech’ Spec Op.

Equipment

FELLGOR RAVAGER operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Each operative can be equipped with no more than one of each item.

FRAG GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Frag grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, Limited
-

KRAK GRENADE [3EP]

The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action:
 
Name
A
BS/WS
D
Krak grenade
4
3+
4/5
Special Rules
!
Rng , AP1, Indirect, Limited
-

CORRUPTED ROUNDS [1EP]

Select one autopistol the operative is equipped with. That weapon gains the Rending critical hit rule for the battle.

CORRUPTED WEAPON [2EP]

Select one bludgeon or cleaver the operative is equipped with (note that you cannot select skullcleaver or triple cleavers). That weapon gains the Rending critical hit rule for the battle.

UNHOLY TALISMAN [2EP]

The operative gains the following ability for the battle:

Unholy Talisman: This operative gains a 5+ invulnerable save for the battle.

WAR PAINT [2EP]

The operative gains the following ability for the battle:

War Paint: You can ignore any or all modifiers to this operative’s Movement and APL characteristics.


Datacards


Fellgor Ironhorn

The leaders of the Fellgor Ravagers are warriors who have fought their way to the top of their pack. They are uniformly vicious killers, possessed of an inhuman cunning that they use to merciless effect.

Fellgor Ironhorn

The leaders of the Fellgor Ravagers are warriors who have fought their way to the top of their pack. They are uniformly vicious killers, possessed of an inhuman cunning that they use to merciless effect.

M APL GA DF SV W Base
3 2 1 3 5+ 11 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Corrupted pistol
Corrupted pistol
4
4+
3/5
Rng , Balanced. !RendingRng , BalancedRending
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
4+
5/6
Rng , AP1Rng , AP1-
 - Supercharge
 - Supercharge
4
4+
5/6
Rng , AP2, HotRng , AP2, Hot-
Bludgeon
Bludgeon
4
2+
4/4
BrutalBrutal-
Corrupted chainsword
Corrupted chainsword
4
2+
4/5
!Rending-Rending
ABILITIES UNIQUE ACTIONS
Call The Attack: Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can use this ability instead. If you do so, select one friendly FELLGOR RAVAGER operative Visible and within to this operative. That selected operative, and all friendly FELLGOR RAVAGER operatives Visible to and within of it, can immediately perform a free Dash action.
-
ABILITIES
Call The Attack: Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can use this ability instead. If you do so, select one friendly FELLGOR RAVAGER operative Visible and within to this operative. That selected operative, and all friendly FELLGOR RAVAGER operatives Visible to and within of it, can immediately perform a free Dash action.
UNIQUE ACTIONS
-
DATACARD-RELATED
Corrupted Weapon
FELLGOR RAVAGER, CHAOS, LEADER, IRONHORN
FELLGOR RAVAGER, CHAOS, LEADER, IRONHORN


Fellgor Deathknell

Beastmen are hunters, and the Fellgor Ravagers are skilled above the rest of their kind. Deathknells carry into battle great war gongs which they use to beat the hunt, signal their packmates and herald the doom of the enemy.

Fellgor Deathknell

Beastmen are hunters, and the Fellgor Ravagers are skilled above the rest of their kind. Deathknells carry into battle great war gongs which they use to beat the hunt, signal their packmates and herald the doom of the enemy.

M APL GA DF SV W Base
3 2 1 3 4+ 10 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Bludgeon
Bludgeon
4
3+
4/4
BrutalBrutal-
ABILITIES UNIQUE ACTIONS
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour (see the Kill Team Core Book).
War Gong: Each time an attack dice would inflict Critical Damage on a friendly FELLGOR RAVAGER operative within of this operative, you can choose for that attack dice to inflict Normal Damage instead. This ability has no effect when the DEATHKNELL operative has a Frenzy token.
Gong Knell (1AP): Until the end of the Turning Point, this operative gains a 3+ invulnerable save.
ABILITIES
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour (see the Kill Team Core Book).
War Gong: Each time an attack dice would inflict Critical Damage on a friendly FELLGOR RAVAGER operative within of this operative, you can choose for that attack dice to inflict Normal Damage instead. This ability has no effect when the DEATHKNELL operative has a Frenzy token.
UNIQUE ACTIONS
Gong Knell (1AP): Until the end of the Turning Point, this operative gains a 3+ invulnerable save.
DATACARD-RELATED
Corrupted Rounds , Corrupted Weapon
FELLGOR RAVAGER, CHAOS, DEATHKNELL
FELLGOR RAVAGER, CHAOS, DEATHKNELL


Fellgor Fluxbray

Many a Fellgor Ravager desires the blessings of the gods. Fluxbrays have been gifted with an extra limb, all the better for carrying additional weapons into battle. When they reach the fray, they launch a multitude of blows that are all but impossible to evade for long.

Fellgor Fluxbray

Many a Fellgor Ravager desires the blessings of the gods. Fluxbrays have been gifted with an extra limb, all the better for carrying additional weapons into battle. When they reach the fray, they launch a multitude of blows that are all but impossible to evade for long.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Triple cleavers
Each time this weapon is selected to fight in combat with, select one of the profiles below to use:
Triple cleavers
Each time this weapon is selected to fight in combat with, select one of the profiles below to use:
 - Offensive
 - Offensive
4
3+
4/5
RelentlessRelentless-
 - Defensive
 - Defensive
4
3+
4/5
Deflect*Deflect*-
ABILITIES UNIQUE ACTIONS
*Deflect: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, you can resolve one successful hit before the Attacker. If you do so, that successful hit must be used to parry.
Cleaver Flurry (2AP): Perform a free Normal Move action with this operative. For that action, it can move an additional , and can move within Engagement Range of enemy operatives (but cannot finish that move there). Each enemy operative that it moves within Engagement Range of suffers D3+1 mortal wounds (roll separately for each). This operative cannot perform this action if it has a Conceal order.
ABILITIES
*Deflect: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, you can resolve one successful hit before the Attacker. If you do so, that successful hit must be used to parry.
UNIQUE ACTIONS
Cleaver Flurry (2AP): Perform a free Normal Move action with this operative. For that action, it can move an additional , and can move within Engagement Range of enemy operatives (but cannot finish that move there). Each enemy operative that it moves within Engagement Range of suffers D3+1 mortal wounds (roll separately for each). This operative cannot perform this action if it has a Conceal order.
DATACARD-RELATED
RUINOUS GIFT
FELLGOR RAVAGER, CHAOS, FLUXBRAY
FELLGOR RAVAGER, CHAOS, FLUXBRAY


Fellgor Gnarlscar

Fellgor Ravagers never stop fighting, whether for prey or their place in the pecking order. Few last long, but those that do are heavily scarred, having sustained many injuries. Some are given crude bionics after suffering loss of limb or eye, rendering their appearance all the more fearsome.

Fellgor Gnarlscar

Fellgor Ravagers never stop fighting, whether for prey or their place in the pecking order. Few last long, but those that do are heavily scarred, having sustained many injuries. Some are given crude bionics after suffering loss of limb or eye, rendering their appearance all the more fearsome.

M APL GA DF SV W Base
3 2 1 3 5+ 11 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Bionic fist
Bionic fist
4
3+
4/5
BrutalBrutal-
ABILITIES UNIQUE ACTIONS
Cunning: At the end of this operative’s activation, you can change its order.
Uncompromising Attack (1AP): Perform a free Fight action with this operative, then a free Shoot action with this operative (or vice versa). It can perform that Shoot action while within Engagement Range of enemy operatives, but if it does so, it can and must target an enemy operative within its Engagement Range (even if other friendly operatives are within that enemy operative’s Engagement Range). You can only select an autopistol for this action’s shooting attack.
ABILITIES
Cunning: At the end of this operative’s activation, you can change its order.
UNIQUE ACTIONS
Uncompromising Attack (1AP): Perform a free Fight action with this operative, then a free Shoot action with this operative (or vice versa). It can perform that Shoot action while within Engagement Range of enemy operatives, but if it does so, it can and must target an enemy operative within its Engagement Range (even if other friendly operatives are within that enemy operative’s Engagement Range). You can only select an autopistol for this action’s shooting attack.
DATACARD-RELATED
Corrupted Rounds
FELLGOR RAVAGER, CHAOS, GNARLSCAR
FELLGOR RAVAGER, CHAOS, GNARLSCAR


Fellgor Gorehorn

Some Fellgor Ravagers harbour a thirst for blood greater than that of their fellows, throwing themselves into battle with wild abandon. Carnage swiftly follows as they hack off the arms and heads of their foes in violent sprays of viscera.

Fellgor Gorehorn

Some Fellgor Ravagers harbour a thirst for blood greater than that of their fellows, throwing themselves into battle with wild abandon. Carnage swiftly follows as they hack off the arms and heads of their foes in violent sprays of viscera.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Skullcleaver
Skullcleaver
4
3+
4/5
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Champion: This operative can perform two Fight actions during its activation.
Headtaker: While this operative doesn’t have a Frenzy token, each time it incapacitates an enemy operative in combat, roll one D3.
  • This operative regains a number of wounds equal to the result.
  • Until the end of the battle, add the result to the Critical Damage characteristic of this operative’s skullcleaver (to a maximum of 8).
-
ABILITIES
Champion: This operative can perform two Fight actions during its activation.
Headtaker: While this operative doesn’t have a Frenzy token, each time it incapacitates an enemy operative in combat, roll one D3.
  • This operative regains a number of wounds equal to the result.
  • Until the end of the battle, add the result to the Critical Damage characteristic of this operative’s skullcleaver (to a maximum of 8).
UNIQUE ACTIONS
-
DATACARD-RELATED
RUINOUS GIFT , Corrupted Rounds
FELLGOR RAVAGER, CHAOS, GOREHORN
FELLGOR RAVAGER, CHAOS, GOREHORN


Fellgor Herd-goad

Fellgor Ravagers have powerful senses as befits such capable hunters. Some relish the feeling of pain and inflicting torturous sensations on others. These Herd-goads are blessed by the gods with whips infused with empyric power, which the Beastmen use to drive their fellows to fury as well as harm the enemy.

Fellgor Herd-goad

Fellgor Ravagers have powerful senses as befits such capable hunters. Some relish the feeling of pain and inflicting torturous sensations on others. These Herd-goads are blessed by the gods with whips infused with empyric power, which the Beastmen use to drive their fellows to fury as well as harm the enemy.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Crackthorn whip
Crackthorn whip
4
2+
2/3
Rng , Lethal 4+. !StunRng , Lethal 4+Stun
Crackthorn whip
Crackthorn whip
4
3+
2/3
Lethal 4+. !StunLethal 4+Stun
ABILITIES UNIQUE ACTIONS
Whip Control: While an enemy operative is Visible to and within of this operative, and this operative is not within Engagement Range of any other enemy operatives:
  • Subtract 1 from the Attacks characteristic of that enemy operative’s melee weapons (to a minimum of 1).
  • 1 additional action point must be subtracted for that enemy operative to perform the Fall Back action.
Incite Fury (1AP): Select one friendly FELLGOR RAVAGER operative (excluding a SHAMAN or IRONHORN operative) Visible to and within of this operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Whip Control: While an enemy operative is Visible to and within of this operative, and this operative is not within Engagement Range of any other enemy operatives:
  • Subtract 1 from the Attacks characteristic of that enemy operative’s melee weapons (to a minimum of 1).
  • 1 additional action point must be subtracted for that enemy operative to perform the Fall Back action.
UNIQUE ACTIONS
Incite Fury (1AP): Select one friendly FELLGOR RAVAGER operative (excluding a SHAMAN or IRONHORN operative) Visible to and within of this operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
RUINOUS GIFT , Corrupted Rounds
FELLGOR RAVAGER, CHAOS, HERD-GOAD
FELLGOR RAVAGER, CHAOS, HERD-GOAD


Fellgor Mangler

Manglers have warp-given rage and power, enabling them to smash through bulkheads and deliver skull-crushing headbutts. Though they wear masks, they possess enhanced senses - some Beastmen claim Manglers can see the very souls of their victims as they rip them apart.

Fellgor Mangler

Manglers have warp-given rage and power, enabling them to smash through bulkheads and deliver skull-crushing headbutts. Though they wear masks, they possess enhanced senses - some Beastmen claim Manglers can see the very souls of their victims as they rip them apart.

M APL GA DF SV W Base
3 2 1 3 5+ 11 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Vicious claws
Vicious claws
4
4+
4/6
Relentless. !Tactual Hunter*RelentlessTactual Hunter*
ABILITIES UNIQUE ACTIONS
*Tactual Hunter: Each time this operative fights in combat with this weapon against an operative that is not ready, if you are the attacker, the first time this operative strikes with a critical hit, it can immediately strike with another successful hit.
Berserker: This operative cannot make shooting attacks. Each time this operative would perform a mission action (excluding the Operate Hatch action) or the Pick Up action, you must subtract one additional action point to do so.
Savage Assault (1AP): Perform a free Fight action with this operative. After completing that action’s fight sequence, if this operative is still within Engagement Range of an enemy operative, you can immediately fight in combat with this operative again (you do not have to select the same target). You cannot use the Ruthless Rampage Tactical Ploy between those two combats.
ABILITIES
*Tactual Hunter: Each time this operative fights in combat with this weapon against an operative that is not ready, if you are the attacker, the first time this operative strikes with a critical hit, it can immediately strike with another successful hit.
Berserker: This operative cannot make shooting attacks. Each time this operative would perform a mission action (excluding the Operate Hatch action) or the Pick Up action, you must subtract one additional action point to do so.
UNIQUE ACTIONS
Savage Assault (1AP): Perform a free Fight action with this operative. After completing that action’s fight sequence, if this operative is still within Engagement Range of an enemy operative, you can immediately fight in combat with this operative again (you do not have to select the same target). You cannot use the Ruthless Rampage Tactical Ploy between those two combats.
FELLGOR RAVAGER, CHAOS, MANGLER
FELLGOR RAVAGER, CHAOS, MANGLER


Fellgor Shaman

Serving as obscene preachers to their kin as well as malevolent advisors to Ironhorns, Shamans are capable of wielding the raw power of Chaos. It is also Shamans who take the lead in the Fellgor Ravagers’ bloody ritual sacrifices before the pack’s herdstone.

Fellgor Shaman

Serving as obscene preachers to their kin as well as malevolent advisors to Ironhorns, Shamans are capable of wielding the raw power of Chaos. It is also Shamans who take the lead in the Fellgor Ravagers’ bloody ritual sacrifices before the pack’s herdstone.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Braystave
Braystave
4
3+
3/5
!Stun-Stun
ABILITIES UNIQUE ACTIONS
-
Manifest Psychic Power (1AP): Psychic action. Resolve a FELLGOR RAVAGER psychic power from below. This operative cannot perform this action while within Engagement Range of an enemy operative.

PSYCHIC POWERS
Each time this operative performs the Manifest Psychic Power action, select one psychic power from below to be resolved.

Mantle of Darkness: Until the end of the Turning Point, while a friendly FELLGOR RAVAGER operative is within of this operative, enemy operatives more than from that friendly operative always treat it as having a Conceal order, regardless of any other rules (e.g. Vantage Point).

Apoplectic Rejuvenation: Select one friendly FELLGOR RAVAGER operative that doesn’t have a Frenzy token and is Visible to and within of this operative; that operative regains 2D3 lost wounds. If that operative has incapacitated any enemy operatives while fighting in combat during the battle, it regains 6 lost wounds instead.

Curse Weapon: Select one enemy operative in this operative’s Line of Sight, then select one ranged weapon they are equipped with. Until the end of the battle, that enemy operative’s selected ranged weapon gains the Hot special rule (if the ranged weapon has more than one profile, all profiles gain the Hot special rule). If that enemy operative’s selected ranged weapon (or its profile) already has the Hot special rule, until the end of the battle, they suffer 1 additional mortal wound for each discarded attack dice result of 1.
ABILITIES
-
UNIQUE ACTIONS
Manifest Psychic Power (1AP): Psychic action. Resolve a FELLGOR RAVAGER psychic power from below. This operative cannot perform this action while within Engagement Range of an enemy operative.

PSYCHIC POWERS
Each time this operative performs the Manifest Psychic Power action, select one psychic power from below to be resolved.

Mantle of Darkness: Until the end of the Turning Point, while a friendly FELLGOR RAVAGER operative is within of this operative, enemy operatives more than from that friendly operative always treat it as having a Conceal order, regardless of any other rules (e.g. Vantage Point).

Apoplectic Rejuvenation: Select one friendly FELLGOR RAVAGER operative that doesn’t have a Frenzy token and is Visible to and within of this operative; that operative regains 2D3 lost wounds. If that operative has incapacitated any enemy operatives while fighting in combat during the battle, it regains 6 lost wounds instead.

Curse Weapon: Select one enemy operative in this operative’s Line of Sight, then select one ranged weapon they are equipped with. Until the end of the battle, that enemy operative’s selected ranged weapon gains the Hot special rule (if the ranged weapon has more than one profile, all profiles gain the Hot special rule). If that enemy operative’s selected ranged weapon (or its profile) already has the Hot special rule, until the end of the battle, they suffer 1 additional mortal wound for each discarded attack dice result of 1.
DATACARD-RELATED
DARK TALISMAN , RUINOUS GIFT , Corrupted Rounds
FELLGOR RAVAGER, CHAOS, PSYKER, SHAMAN
FELLGOR RAVAGER, CHAOS, PSYKER, SHAMAN


Fellgor Toxhorn

Even more than the rest of their kind, Toxhorns take particular joy in destroying the technology of their foes. They revel in decay and unleashing the chemicals and toxins that accelerate it, whether against machine or living being.

Fellgor Toxhorn

Even more than the rest of their kind, Toxhorns take particular joy in destroying the technology of their foes. They revel in decay and unleashing the chemicals and toxins that accelerate it, whether against machine or living being.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Cleaver
Cleaver
4
3+
4/5
--
ABILITIES UNIQUE ACTIONS
Toxic Blessings:
  • You can ignore any or all modifiers to this operative’s APL and it’s not affected by the Stun critical hit rule.
  • Each time this operative would lose a wound, roll one D6: on a 6, that wound is not lost.
Pox Bomb (1AP): Select one point in the killzone within of this operative. Roll one D6 for each other operative within of that point:
  • On a 3+, subtract 1 from that operative’s APL.
  • On a 5+, that operative also suffers 3 mortal wounds.
This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Toxic Blessings:
  • You can ignore any or all modifiers to this operative’s APL and it’s not affected by the Stun critical hit rule.
  • Each time this operative would lose a wound, roll one D6: on a 6, that wound is not lost.
UNIQUE ACTIONS
Pox Bomb (1AP): Select one point in the killzone within of this operative. Roll one D6 for each other operative within of that point:
  • On a 3+, subtract 1 from that operative’s APL.
  • On a 5+, that operative also suffers 3 mortal wounds.
This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
RUINOUS GIFT , Corrupted Rounds , Corrupted Weapon
FELLGOR RAVAGER, CHAOS, TOXHORN
FELLGOR RAVAGER, CHAOS, TOXHORN


Fellgor Vandal

Wielders of immense, two-handed mancrushers, Vandals have a simple task among the Fellgor Ravagers - smash apart anything and anyone they or their Ironhorn wish. With every hammering strike they pulverise armour, bone and flesh.

Fellgor Vandal

Wielders of immense, two-handed mancrushers, Vandals have a simple task among the Fellgor Ravagers - smash apart anything and anyone they or their Ironhorn wish. With every hammering strike they pulverise armour, bone and flesh.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Mancrusher
Mancrusher
4
4+
5/5
Brutal, Vicious Blows*. !Reap 2Brutal, Vicious Blows*Reap 2
ABILITIES UNIQUE ACTIONS
*Vicious Blows: Each time this operative fights in combat:
  • If you are the attacker, this weapon gains the Ceaseless special rule for that combat.
  • If this operative performed a Charge action during this activation, this weapon gains the Relentless special rule for that combat.
Sweeping Blow (1AP): Each other operative Visible to and within of this operative suffers D3+1 mortal wounds. This operative cannot perform this action if it has a Conceal order.
ABILITIES
*Vicious Blows: Each time this operative fights in combat:
  • If you are the attacker, this weapon gains the Ceaseless special rule for that combat.
  • If this operative performed a Charge action during this activation, this weapon gains the Relentless special rule for that combat.
UNIQUE ACTIONS
Sweeping Blow (1AP): Each other operative Visible to and within of this operative suffers D3+1 mortal wounds. This operative cannot perform this action if it has a Conceal order.
FELLGOR RAVAGER, CHAOS, VANDAL
FELLGOR RAVAGER, CHAOS, VANDAL


Fellgor Warrior

The backbone of FelIgor Ravager packs, Warriors have a single duty - kill the enemy. This they do gladly knowing that the more devastation they cause the more favour they will gain with the rest of their herd, as well as with the gods themselves.

Fellgor Warrior

The backbone of FelIgor Ravager packs, Warriors have a single duty - kill the enemy. This they do gladly knowing that the more devastation they cause the more favour they will gain with the rest of their herd, as well as with the gods themselves.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Bludgeon
Bludgeon
4
3+
4/4
BrutalBrutal-
Cleaver
Cleaver
4
3+
4/5
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
Corrupted Rounds , Corrupted Weapon
FELLGOR RAVAGER, CHAOS, WARRIOR
FELLGOR RAVAGER, CHAOS, WARRIOR
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
IMPLANT
Infiltration – Tac Op
You can reveal this Tac Op when you would strike an enemy operative in a combat.
  • Instead of inflicting damage on an enemy operative from that strike, you can implant that operative instead. That operative does not lose any wounds from that strike and you score 1VP.
  • If two other enemy operatives are implanted, you score 1VP.
Power from Pain

Inflicting physical pain, sowing misery and witnessing the terror in their victims’ eyes first hand invigorates the withered soul of a Drukhari. Thus renewed, they are made potent and vital, already hungering for more and filled with a dark energy.

Each time a friendly HAND OF THE ARCHON operative incapacitates an enemy operative with a Wounds characteristic of 5 or more, it gains a Pain token. If that enemy operative had a Wounds characteristic of 11 or more, it gains two pain tokens instead.

You can spend friendly operatives’ Pain tokens on the Invigorations below when the ‘When’ condition is met. For each Pain token you spend, remove it from the operative. With the exception of Stimulated Senses, each Invigoration can only be used once per activation.

InvigorationWhenEffect
Dark AnimusWhen the operative is activated.Add 1 to the operative’s APL.
Vitalised SurgeAfter incapacitating an enemy operative with the operative.Perform a free Dash action, even if it has performed a Charge action during the activation.
Stimulated SensesAfter rolling one of your attack or defence dice for a combat or shooting attack with the operative.Re-roll that dice.
Blooded

Having cast aside their oaths of loyalty to the Golden Throne, these Traitor Guardsmen now seek to catch the eye of a Dark God. To this end, they make the battlefield into their sacrificial altar, risking acts of insane bravado to spill enemy blood, and perhaps earn fleeting rewards of unholy power.

Keep a pool of Blooded tokens. Add a Blooded token to your pool as follows:
  • At the start of each Initiative phase.
  • The first time an enemy operative is incapacitated in each Turning Point.
  • The first time a friendly operative is incapacitated within of an enemy operative in each Turning Point.
Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can assign any or all of your Blooded tokens from your pool to friendly BLOODED operatives in the killzone. Each operative can have no more than one Blooded token.

In each Strategy phase, after assigning your Blooded tokens (if any), if four or more friendly operatives in the killzone have Blooded tokens, you can select one of them to be under the gaze of the gods until the end of the Turning Point.

Each time a friendly BLOODED operative that has a Blooded token fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it. If that friendly BLOODED operative is under the gaze of the gods, you can retain one as a successful critical hit instead.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
Saedath

The saedath are the Harlequins’ battle plans. Each is an elaborate scheme designed around, and named for, stories from the Aeldari’s expansive mythology. Battle itself then becomes a performance of a symbolic and spiritually significant tale in which every Harlequin involved plays a specific and pivotal role.

When selecting your kill team for the battle, select an Allegory to be active for it during the battle (reveal it to your opponent when you reveal your kill team). Then, at the start of the first Strategy phase, select one friendly VOID-DANCER TROUPE operative to have the pivotal role for the battle. While a friendly operative has the pivotal role, it has the Accolade ability of the active Allegory.

Keep a Performance tally for your kill team for the battle. Add 1 to the tally as follows:
  • The first time each friendly VOID-DANCER TROUPE operative completes the Performance of an active Allegory during the battle.
  • The first time a friendly pivotal role operative completes the Performance of an active Allegory during the battle (this is cumulative with the above).

Note that this means, for the purposes of your kill team’s Performance tally during the battle, each friendly operative can only complete one Performance, and only one pivotal role can complete a Performance (even if you change the active Allegory or pivotal role during the battle. For example, as a result of the LEAD PLAYER operative’s Performance Lead ability).

When you add the fourth mark to your Performance tally:
  • All friendly VOID-DANCER TROUPE operatives have the Accolade ability of the active Allegory until the end of the battle.
  • You gain 1 Command Point.

You cannot add marks to your Performance tally as a result of GELLERPOX INFECTED MUTOID VERMIN operatives. For example, performing a Fall Back action whilst within Engagement Range of only MUTOID VERMIN operatives does not complete a Comedy performance.

AllegoryPerformanceAccolade
ComedyThe operative performs a Fall Back action.This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
EpicThe operative incapacitates an enemy operative in combat by inflicting damage with two or less attack dice in the Resolve Successful Hits step.Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike or parry with one normal hit as if it were a critical hit.
MelodramaThe operative incapacitates an enemy operative in a shooting attack by inflicting damage with two or more attack dice in the Resolve Successful Hits step.Each time this operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.
OdysseyThe operative performs a Charge action and ends the move within of your opponent’s drop zone.This operative can move up to a distance equal to its Movement characteristic plus for Charge actions, instead of plus .
TragedyThe operative loses wounds from a shooting attack made by an enemy operative.Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is not in Cover, you can retain one as a successful normal save without rolling it.
Frenzy

To wound a Beastman is only to drive its anger. The Fellgor Ravagers channel their pain into an animalistic frenzy, shrugging off the enemy’s firepower and lashing out at them in violent bursts of primal aggression.

Each time a friendly FELLGOR RAVAGER operative without a Frenzy token would be incapacitated, it gains a Frenzy token instead. If it was fighting in combat, all remaining attack dice (including your opponent’s) are discarded. If it has a Conceal order, change it to Engage.

While a friendly FELLGOR RAVAGER operative has a Frenzy token:
  • It’s only incapacitated as specified below.
  • It cannot have a Conceal order.
  • It’s injured.
  • It cannot perform mission actions or the Pick Up action.
  • Treat its APL characteristic as 1 (after all modifiers) for the purposes of determining control (e.g. objective markers).

A friendly FELLGOR RAVAGER operative with a Frenzy token is incapacitated when one of the following conditions is met:
  • Its activation ends.
  • An enemy operative strikes it with a critical hit in combat.
  • An enemy operative strikes it a second time with a normal hit in combat. Note that this can be strikes from two different combats.
  • The battle ends.
  • Critical damage is inflicted on it in a subsequent shooting attack (i.e. not the same shooting attack in which it gained a Frenzy token).

Your opponent treats a FELLGOR RAVAGER operative as being incapacitated (instead of when it would be incapacitated normally) when it gains a Frenzy token for the following purposes:
  • Scoring VPs from Tac Ops that require enemy operatives to be incapacitated.
  • Gaining Pain tokens (HAND OF THE ARCHON) and Blooded tokens (BLOODED).
  • Completing performances of Allegories (VOID-DANCER TROUPE).
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Ceaseless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.

WAR PAINT [2EP]

The operative gains the following ability for the battle:

War Paint: You can ignore any or all modifiers to this operative’s Movement and APL characteristics.
ANIMALISTIC FURY1CP
Tactical Ploy
Use this Tactical Ploy in the Resolve Successful Hits step of a combat, when a friendly FELLGOR RAVAGER operative strikes with a critical hit. Inflict 1 additional damage with that strike.
WILD RAGE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly FELLGOR RAVAGER operative is activated. Until the end of the activation, add to its Movement characteristic.
EQUIPMENT DROP1RP

For some kill teams, acquiring new equipment might involve being sent wargear by their commanders. For others it might mean stealing said weapons before the rival can collect it. On occasion a kill team might be issued with trial weapons - depraved creations from sadistic minds, highly advanced technologies developed by brilliant scientists or anything in between.

Purchase this Requisition before or after a game. Select up to 5 points worth of your faction’s equipment and add it to your stash.
RELENTLESS AGGRESSION
Fellgor Ravager – Faction Tac Op 3
You can reveal this Tac Op at the end of any Turning Point.
  • At the end of any Turning Point, if five or more friendly FELLGOR RAVAGER operatives are within of enemy operatives and/or your opponent’s drop zone, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
ROUT
Seek & Destroy – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If an enemy operative is incapacitated by a friendly operative that is within of your opponent’s drop zone, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
EXECUTION
Seek & Destroy – Tac Op
Reveal this Tac Op at the end of any Turning Point in which more enemy operatives than friendly operatives were incapacitated during that Turning Point.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during two or more Turning Points, you score 1VP.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during three or more Turning Points, you score 1VP.
FELLGOR CHAMPION
Fellgor Ravager – Faction Tac Op 1
You can reveal this Tac Op when a friendly FELLGOR RAVAGER operative incapacitates an enemy operative in combat:
  • If that friendly operative incapacitates another enemy operative in combat, you score 1VP.
  • If you achieve the first condition again, you score 1VP.
SCORN THEIR WAYS
Fellgor Ravager – Faction Tac Op 2
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Select one enemy operative equipped with a ranged weapon that has a Normal Damage potential of 17 or more; this is its Normal Damage characteristic multiplied by its Attacks characteristic (if the weapon has more than one profile, only one of them needs to fulfil this).
  • If that enemy operative is incapacitated by a friendly FELLGOR RAVAGER operative within of it, you score 1VP.
  • If that enemy operative is incapacitated by a friendly FELLGOR RAVAGER operative within its Engagement Range, you score 1VP (note that this would be cumulative with the above).
ROB AND RANSACK
Seek & Destroy – Tac Op
You can reveal this Tac Op when an enemy operative is incapacitated by a friendly operative within of it, and that friendly operative is more than from other enemy operatives.
  • You score 1VP.
  • At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1VP.
RETRIEVAL
Recon – Tac Op
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent places your Retrieval token anywhere in the killzone that is not on a Vantage Point and not wholly within or within of their drop zone. The Pick Up action can be performed by friendly operatives upon your Retrieval token.
  • At the end of the battle, if a friendly operative controls your Retrieval token, you score 1VP.
  • At the end of the battle, if your Retrieval token is being carried by a friendly operative, you score 1VP.
SEIZE GROUND
Security – Tac Op
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Select one terrain feature that is more than from your drop zone and includes any parts with the Heavy trait.
  • At the end of the battle, if the total APL of friendly operatives within of that terrain feature is greater than that of enemy operatives, you score 1VP.
  • If you achieve the first condition, there are no enemy operatives on or within of that terrain feature, and the total APL of friendly operatives within of that terrain feature is 4 or more, you score 1VP.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.

AUTOPISTOL

 
Name
A
BS/WS
D
Autopistol
4
4+
2/3
Special Rules
!
Rng
-
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
Brutal
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.

BLUDGEON

 
Name
A
BS/WS
D
Bludgeon
4
3+
4/4
Special Rules
!
Brutal
-

CLEAVER

 
Name
A
BS/WS
D
Cleaver
4
3+
4/5
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
Hot
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.

CORRUPTED WEAPON [2EP]

Select one bludgeon or cleaver the operative is equipped with (note that you cannot select skullcleaver or triple cleavers). That weapon gains the Rending critical hit rule for the battle.

The CHAOS keyword is used in the following Fellgor Ravager datacards:

CORRUPTED ROUNDS [1EP]

Select one autopistol the operative is equipped with. That weapon gains the Rending critical hit rule for the battle.
Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
RUINOUS GIFT1RP

Beastmen are known by some as the children of Chaos. Those who perform deeds or make offerings worthy of the Dark Gods’ attention may be rewarded with a gift, though as time passes this may be better seen as a curse...

Purchase this Requisition before or after a game. Remove one FELLGOR RAVAGER operative from your dataslate that doesn’t have any of the following keywords: FLUXBRAY, GOREHORN, HERD-GOAD, SHAMAN, TOXHORN. Add one FELLGOR RAVAGER operative to your dataslate that does have any of the above keywords. That new operative has a number of experience points equal to the lowest experience points of the removed operative’s rank (select its Battle Honours accordingly). For example, if you removed an operative that had 20XP, the new operative would have 16XP. It also has the same Battle Scars (if any) of the removed operative.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Fly
Each time an operative makes any kind of move, if it has the FLY keyword, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).

OPERATE HATCH1AP

An operative can perform this action while within of a Hatchway’s access point. Open or close that Hatchway. An operative cannot perform this action while within Engagement Range of an enemy operative, or if that Hatchway is open and an enemy operative is within of its access point.

An operative can perform this action during a Dash or Normal Move action, and any remaining increments of movement can be used after it does so. Note, however, that opening a Hatchway can cause the operative to be within Engagement Range of an enemy operative, in which case that Dash or Normal Move action would immediately end (unless the operative has any rules that allow it to move within Engagement Range of an enemy operative, e.g. FLY).

Designer’s Note: If a Hatchway’s status is changed and operative placement would prevent the hatch from fully opening or closing, temporarily remove the necessary operatives from the killzone, fully open or close the hatch as appropriate, then return the operatives to the killzone as close as possible to their original location. If an operative is within an enemy operative’s Engagement Range before a hatch is opened, it must be returned within Engagement Range of that enemy operative after the hatch is opened.
RUTHLESS RAMPAGE1CP
Tactical Ploy
Use this Tactical Ploy after a friendly FELLGOR RAVAGER operative performs a Fight action. It can immediately perform a free Charge action (even if it has already performed a Charge action during this activation), but can only move up to . Note that it cannot perform this free Charge action if it’s already within Engagement Range of an enemy operative.
Psychic Action
This is a term for a certain kind of action. This term provides no additional rules on its own, but other rules may interact with actions that have this term.

4. DARK TALISMAN [3EP]

SHAMAN operative only. The operative gains the following ability for the battle:

Dark Talisman: This operative can perform the Manifest Psychic Power action (see Fellgor Shaman datacard) twice during its activation. If it does so, you must select different psychic powers to be resolved.
Reap x
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if you strike with a critical hit, inflict x mortal wounds on each other enemy operative Visible to the friendly operative and within of it or the target operative, x is the number after the weapon’s Reap (e.g. Reap 1).

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