Book | Kind | Edition | Version | Last update |
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![]() | Expansion | 2 | 1.1 | July 2023 |
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![]() | Rulebook | 2 | Q3 2023 | August 2023 |
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. |
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.
Below, you will find a common ability of the FELLGOR RAVAGER kill team.
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.If your faction is FELLGOR RAVAGER, you can use the Fellgor Ravager Tac Ops listed below, as specified in the mission sequence.
Below you will find a selection of rules for Spec Ops campaigns in which you have selected FELLGOR RAVAGER as your Faction keyword.
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1. CROWN OF HORNS [2EP] The operative gains the following ability for the battle: |
2. BRASS HOOVES [2EP] The operative gains the following ability for the battle: |
3. MIGHTY TROPHY [4EP] The operative gains the following ability for the battle: |
4. DARK TALISMAN [3EP] SHAMAN operative only. The operative gains the following ability for the battle: |
5. GOREMARK [2EP] The operative gains the following ability for the battle: |
6. INFERNAL VAMBRACES [3EP] The operative gains the following ability for the battle: |
CORRUPTED HOLLOWSurrounded 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 HERDSTONEThe 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 PITFellgor 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:
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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...
Chaos Beastmen believe in strength, and the meanest and toughest’s right to rule.
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.
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.
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.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.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.
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.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.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.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. !Rending | Rng , Balanced | Rending | |||
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 , AP1 | Rng , AP1 | - | |||
- Supercharge | |||||||||
- Supercharge | 4 | 4+ | 5/6 | Rng , AP2, Hot | Rng , AP2, Hot | - | |||
Bludgeon | |||||||||
Bludgeon | 4 | 2+ | 4/4 | Brutal | Brutal | - | |||
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 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.
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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 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.
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UNIQUE ACTIONS |
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FELLGOR RAVAGER, CHAOS, LEADER, IRONHORN
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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 | Brutal | Brutal | - |
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.
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Gong Knell (1AP): Until the end of the Turning Point, this operative gains a 3+ invulnerable save.
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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.
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UNIQUE ACTIONS |
Gong Knell (1AP): Until the end of the Turning Point, this operative gains a 3+ invulnerable save.
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FELLGOR RAVAGER, CHAOS, DEATHKNELL
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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 | Relentless | Relentless | - | ||
- 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.
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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.
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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.
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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.
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FELLGOR RAVAGER, CHAOS, FLUXBRAY
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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 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 | Brutal | Brutal | - |
ABILITIES | UNIQUE ACTIONS |
Cunning: At the end of this operative’s activation, you can change its order.
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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).
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ABILITIES |
Cunning: At the end of this operative’s activation, you can change its order.
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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).
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FELLGOR RAVAGER, CHAOS, GNARLSCAR
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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.
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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.
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UNIQUE ACTIONS |
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FELLGOR RAVAGER, CHAOS, GOREHORN
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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 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+. !Stun | Rng , Lethal 4+ | Stun | |||
Crackthorn whip | |||||||||
Crackthorn whip | 4 | 3+ | 2/3 | Lethal 4+. !Stun | Lethal 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:
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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:
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UNIQUE ACTIONS |
FELLGOR RAVAGER, CHAOS, HERD-GOAD
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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* | Relentless | Tactual 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.
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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.
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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.
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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.
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FELLGOR RAVAGER, CHAOS, MANGLER
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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 |
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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 |
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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. |
FELLGOR RAVAGER, CHAOS, PSYKER, SHAMAN
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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:
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Pox Bomb (1AP): Select one point in the killzone within of this operative. Roll one D6 for each other operative within of that point:
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ABILITIES |
Toxic Blessings:
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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:
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FELLGOR RAVAGER, CHAOS, TOXHORN
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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 2 | Brutal, Vicious Blows* | Reap 2 |
ABILITIES | UNIQUE ACTIONS |
*Vicious Blows: Each time this operative fights in combat:
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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.
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ABILITIES |
*Vicious Blows: Each time this operative fights in combat:
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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.
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FELLGOR RAVAGER, CHAOS, VANDAL
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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 | Brutal | Brutal | - | |||
Cleaver | |||||||||
Cleaver | 4 | 3+ | 4/5 | - | - |
ABILITIES | UNIQUE ACTIONS |
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ABILITIES |
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UNIQUE ACTIONS |
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FELLGOR RAVAGER, CHAOS, WARRIOR
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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.
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The BLOODED keyword is used in the following Blooded datacards:
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: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.
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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.WAR PAINT [1EP]
The operative gains the following ability for the battle: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.
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 FELLGOR RAVAGER keyword is used in the following Fellgor Ravager datacards:
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.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...
4. DARK TALISMAN [3EP]
SHAMAN operative only. The operative gains the following ability for the battle: