Fellgor Ravager

Of all the mutant Beastmen in thrall to the Dark Gods, Fellgor Ravagers believe themselves the greatest and most powerful. They stalk space hulks, underhives and warp-tainted ruins, using their keen senses to track unsuspecting prey through the darkness before striking and butchering their foes with savage glee.

Books

BookKindEditionVersionLast update
  Fellgor Ravager
  Fellgor RavagerFaction31.2April 2025

FAQ

Fellgor Ravager

Q:If one of my dice is re-rolled or replaced by an opponent’s rule (e.g. HAND OF THE ARCHON Omen, WARPCOVEN Fate Itself Is My Weapon), can I still use the Violent Temperament strategy ploy to re-roll my attack dice?
A:
Yes, but only the dice that were not re-rolled or replaced.
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 weapons specified for that operative.

Operatives


Other than WARRIOR operatives, your kill team can only include each operative on this list once.

Marker/Token Guide

Frenzy token

Chaos Sigil token

Pelting Firepower token

Gong Knell token

Brass Adornments token

Mantle of Darkness token

Gore Marks token

Faction Rules

Frenzy

Fellgor Ravagers channel their pain into an animalistic frenzy, dismissing wounds and bursting with aggression.

Whenever a friendly FELLGOR RAVAGER operative that doesn’t have one of your Frenzy tokens would be incapacitated during the battle, it’s not incapacitated and it gains one of your Frenzy tokens. All remaining attack dice are discarded (including yours if this operative is fighting or retaliating). If it has a Conceal order, change it to Engage.

Whenever a friendly FELLGOR RAVAGER operative has one of your Frenzy tokens:
  • It’s only incapacitated as detailed overleaf.
  • It cannot have a Conceal order.
  • It’s injured.
  • It cannot perform the Pick Up Marker or mission actions (excluding Operate Hatch).
  • For the purpose of determining control of markers, treat its APL stat as 1. This takes precedence over any stat changes.
A friendly FELLGOR RAVAGER operative that has one of your Frenzy tokens is incapacitated when one of the following is met:
  • Its activation or counteraction ends.
  • An enemy operative is fighting against or retaliating against it and your opponent strikes with a critical success.
  • An enemy operative is fighting against or retaliating against it and your opponent strikes it for a second time with a normal success. Note this can be strikes from two different Fight actions.
  • An enemy operative is shooting it and Critical Dmg is inflicted on it.
  • The battle ends (resolve this before any victory conditions that resolve at the end of the battle).
Your opponent treats a FELLGOR RAVAGER operative as being incapacitated (instead of when it would be incapacitated normally) when it gains one of your Frenzy tokens for the purposes of scoring VPs (e.g. kill op) and faction rules that require it to be incapacitated (e.g. HAND OF THE ARCHON Power From Pain, CHAOS CULT Mutation, etc.).

Strategy Ploys

VIOLENT TEMPERAMENT

Fellgor Beastmen are driven by primal savagery, striking at their foes with frenzied blow after frenzied blow.

Whenever a friendly FELLGOR RAVAGER operative is fighting or retaliating, after rolling your attack dice, you can use this rule. If you do, you must re-roll all of your attack dice (you cannot only re-roll some).
AMBUSH

Fellgor Ravagers utilise cover and darkness to strike from the shadows and butcher the enemy.

Whenever a friendly FELLGOR RAVAGER operative is activated, if its order is changed from Conceal to Engage, it’s ambushing for that activation. Whenever a friendly FELLGOR RAVAGER operative that’s ambushing is fighting, you can retain one of your normal successes as a critical success instead. Note that an operative that has one of your Frenzy tokens cannot ambush.
PELTING FIREPOWER

Though it may lack accuracy, the combined firepower of a group of Fellgor Ravagers is rendered lethal by its volume.

Whenever a friendly FELLGOR RAVAGER operative is shooting an enemy operative that’s been shot by another friendly FELLGOR RAVAGER operative during this turning point, that first friendly operative’s ranged weapons have the Ceaseless weapon rule; if the enemy operative has been shot by more than one other friendly FELLGOR RAVAGER operative during this turning point, that first friendly operative’s ranged weapons have the Relentless weapon rule instead.
RECKLESS DETERMINATION

Such is their determination to slaughter the enemy that the Fellgor Ravagers will shrug off volleys of incoming fire.

Whenever an enemy operative is shooting an expended friendly FELLGOR RAVAGER operative, if you cannot retain any cover saves, you can retain one of your defence dice as a normal success without rolling it.

Firefight Ploys

RUTHLESS RAMPAGE

With each kill they make, so are the Fellgor Ravagers driven to new heights of fury with which to chase down their foes.

Use this firefight ploy after a friendly FELLGOR RAVAGER operative performs the Fight action, if it’s no longer within control range of enemy operatives. That friendly operative can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but cannot move more than 3" during that action.
WILD RAGE

When Fellgor Ravagers find themselves overcome by bestial rage, they are able to move with terrif ying speed.

Use this firefight ploy when a friendly FELLGOR RAVAGER operative is activated. Until the end of that operative’s activation, add 1" to its Move stat.
ANIMALISTIC FURY

When whipped into a frenzy, Fellgor Ravagers strike with terrifying strength and brutality.

Use this firefight ploy when a friendly FELLGOR RAVAGER operative is fighting or retaliating and you strike with a critical success. Inflict 1 additional damage with that strike.
BLOODSENSE

As the blood flows, a contagious battle-frenzy overcomes the Fellgor Ravagers.

Use this firefight ploy during a friendly FELLGOR RAVAGER operative’s activation, when it incapacitates an enemy operative within its control range. Select one other ready friendly FELLGOR RAVAGER operative that’s visible to and within 3" of the incapacitated enemy operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal.

Faction Equipment

BRASS ADORNMENTS

Brass-plated hooves, horn caps or welded spikes incite within the Fellgor Ravagers an even greater lust for violence, and provide them with additional weapons with which to mete it out.

Once per battle, you can use the Animalistic Fury and Wild Rage firefight ploys for 0CP each.
GORE MARKS

Inflicted upon a Fellgor Ravager by their Shamans, these wounds continue to bleed as the battle unfolds, the stench of fresh blood empowering the Beastmen.

Once per turning point, when a friendly FELLGOR RAVAGER operative is fighting or retaliating, you can use this rule. If you do, inflict 1 damage on that friendly operative and re-roll one of your attack dice. If the result is a fail, inflict 1 additional damage on that friendly operative.
CHAOS SIGIL

Imbued with warp energies and blessed by a Shaman, this icon offers protection to a dedicated worshipper of the Dark Gods.

Once per turning point, when an operative is shooting a friendly FELLGOR RAVAGER operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.
WAR PAINT

Applied in ritual fashion prior to battle, war paint emboldens the Fellgor Ravagers to shrug off their wounds and hurl themselves into the fight.

You can ignore any changes to the Move stat of friendly FELLGOR RAVAGER operatives from being injured.

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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
11
 
NAME
ATK
HIT
DMG
WR
Corrupted pistol
Corrupted pistol
4
4+
3/5
Range 8", RendingRange 8", Rending
Plasma pistol (standard)
Plasma pistol (standard)
4
4+
3/5
Range 8", Piercing 1Range 8", Piercing 1
Plasma pistol (supercharge)
Plasma pistol (supercharge)
4
4+
4/5
Range 8", Hot, Lethal 5+, Piercing 1Range 8", Hot, Lethal 5+, Piercing 1
Bludgeon
Bludgeon
4
3+
4/4
BrutalBrutal
Corrupted chainsword
Corrupted chainsword
4
3+
4/5
RendingRending
Call the Attack: STRATEGIC GAMBIT. Select one friendly FELLGOR RAVAGER operative visible to and within 6" of this operative. That selected operative, and each other friendly FELLGOR RAVAGER operative visible to and within 2" of it, can immediately perform a free Dash action in an order of your choice.
FELLGOR RAVAGER, CHAOS, LEADER, IRONHORN
⌀32mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Bludgeon
Bludgeon
4
3+
4/4
BrutalBrutal
Icon Bearer: This operative isn’t affected by the marker control bullet point of the Frenzy faction rule. Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
War Gong: Whenever an attack dice would inflict Critical Dmg on a friendly FELLGOR RAVAGER operative within 3" of this operative, if this operative doesn’t have one of your Frenzy tokens, you can choose for that attack dice to inflict Normal Dmg instead.

GONG KNELL1AP

Until the start of this operative’s next activation or until this operative is incapacitated (whichever comes first), whenever an operative is shooting this operative, improve this operative’s Save stat by 1 and ignore the Piercing weapon rule.
FELLGOR RAVAGER, CHAOS, DEATHKNELL
⌀32mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Triple cleavers
Triple cleavers
4
3+
4/5
CeaselessCeaseless
Blade Whirl: Whenever this operative is fighting or retaliating, if it doesn’t have one of your Frenzy tokens, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

CLEAVER FLURRY2AP

Perform a free Reposition action with this operative. During that action, it can move an additional 2", and can move within control range of enemy operatives (it cannot begin or end the move there). Inflict D3+1 damage on each enemy operative it moved within control range of (roll separately for each after it’s moved, in the order it moved within control range of them).

This operative cannot perform this action while it has a Conceal order.
FELLGOR RAVAGER, CHAOS, FLUXBRAY
⌀32mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Bionic fist
Bionic fist
4
3+
4/5
BrutalBrutal
Sagacious: At the end of this operative’s activation, you can change its order.

UNCOMPROMISING ATTACK1AP

Perform a free Fight action with this operative, then perform a free Shoot action with this operative (or vice versa). This operative can perform that Shoot action while within control range of an enemy operative, but if it does, it can and must target an enemy operative within its control range (even if other friendly operatives are within that enemy operative’s control range). You can only select an autopistol for that Shoot action.
FELLGOR RAVAGER, CHAOS, GNARLSCAR
⌀32mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Skullcleaver
Skullcleaver
4
3+
4/5
Lethal 5+, Headtaker*Lethal 5+, Headtaker*
Champion: This operative can perform two Fight actions during its activation.
*Headtaker: Whenever this operative incapacitates an operative with this weapon, roll one D3:
  • This operative regains a number of lost wounds equal to the result (unless it has a Frenzy token).
  • Until the end of the battle, add the result to the Critical Dmg stat of this operative’s skullcleaver (to a maximum of 8).
FELLGOR RAVAGER, CHAOS, GOREHORN
⌀32mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Crackthorn whip (ranged)
Crackthorn whip (ranged)
4
2+
2/3
Range 3", Lethal 4+, StunRange 3", Lethal 4+, Stun
Crackthorn whip (melee)
Crackthorn whip (melee)
4
3+
2/3
Lethal 4+, ShockLethal 4+, Shock
Whip Control: Whenever an enemy operative is visible to and within 3" of this operative, if this operative isn’t within control range of any other enemy operatives:
  • Subtract 1 from the Atk stat of that enemy operative’s melee weapons (to a minimum of 1).
  • Your opponent must spend 1 additional AP for that enemy operative to perform the Fall Back action.

INCITE FURY1AP

SUPPORT. Select one other friendly FELLGOR RAVAGER operative (excluding SHAMAN or IRONHORN) visible to and within 3" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.
FELLGOR RAVAGER, CHAOS, HERD-GOAD
⌀32mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Vicious claws
Vicious claws
4
3+
4/6
Ceaseless, Tactual Hunter*Ceaseless, Tactual Hunter*
*Tactual Hunter: Whenever this operative is fighting with this weapon against an expended operative, the first time you strike with a critical success during that sequence, you can immediately resolve another of your successes as a strike (before your opponent).
Berserker: This operative cannot perform the Shoot action (other than Guard, but cannot then perform a free Shoot action during the interruption). You must spend 1 additional AP for this operative to perform the Pick Up Marker and mission actions (excluding Operate Hatch).
Savage: The first time this operative performs the Fight action during each of its activations, if it isn’t incapacitated, it can immediately perform a free Fight action afterwards (you don’t have to select the same enemy operative to fight against). This takes precedence over action restrictions, and you cannot use the Ruthless Rampage firefight ploy between those two Fight actions.
FELLGOR RAVAGER, CHAOS, MANGLER
⌀32mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Tech-curse
Tech-curse
4
3+
1/3
PSYCHIC, Rending, Saturate, Seek LightPSYCHIC, Rending, Saturate, Seek Light
Braystave
Braystave
4
3+
3/5
ShockShock

APOPLECTIC REJUVENATION1AP

Select one friendly FELLGOR RAVAGER operative that doesn’t have one of your Frenzy tokens and is visible to and within 6" of this operative. That friendly operative regains up to 2D3 lost wounds; if that operative has incapacitated an enemy operative while fighting or retaliating during the battle, it regains up to 6 lost wounds instead.

This operative cannot perform this action while within control range of an enemy operative.

MANTLE OF DARKNESS1AP

PSYCHIC. Until the start of this operative’s next activation or until it’s incapacitated (whichever comes first), whenever a friendly FELLGOR RAVAGER operative is visible to and within 3" of this operative, has a Conceal order and is in cover, that friendly operative cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

This operative cannot perform this action while within control range of an enemy operative.
FELLGOR RAVAGER, CHAOS, PSYKER, SHAMAN
⌀32mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Cleaver
Cleaver
4
3+
4/5
-
Toxic Blessings: You can ignore any changes to this operative’s APL stat and it’s not affected by enemy operatives’ Shock weapon rule. Whenever an attack dice inflicts Normal Dmg of 3 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
Pox Bomb: This operative can use stun grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select that grenade from equipment for other operatives). Whenever an enemy operative takes a stun test as a result of this operative performing the Stun Grenade action, if the result is a 3+, also inflict damage on that enemy operative equal to the dice result halved (rounding up).
FELLGOR RAVAGER, CHAOS, TOXHORN
⌀32mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Mancrusher
Mancrusher
4
4+
5/5
Brutal, Vicious Blows*Brutal, Vicious Blows*
*Vicious Blows: Whenever this operative is fighting, this weapon has the Ceaseless weapon rule.

SWEEPING BLOW1AP

Inflict D3+1 damage on each other operative visible to and within 2" of this operative.

This operative cannot perform this action while it has a Conceal order.
FELLGOR RAVAGER, CHAOS, VANDAL
⌀32mm


Fellgor Warrior

The backbone of Fellgor 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 Fellgor 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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Bludgeon
Bludgeon
4
3+
4/4
BrutalBrutal
Cleaver
Cleaver
4
3+
4/5
-
Warrior Frenzy: Whenever this operative has one of your Frenzy tokens, it cannot be injured. This takes precedence over the normal Frenzy rules.
FELLGOR RAVAGER, CHAOS, WARRIOR
⌀32mm
Omen
In the Select Operatives step, when you’re selecting equipment, you can select one enemy operative or one other friendly HAND OF THE ARCHON operative (reveal your selection when you reveal equipment). Whenever attack or defence dice are rolled for that operative:
  • If it’s an enemy operative, your opponent must re-roll their dice results of 6.
  • If it’s a friendly operative, you can re-roll any of your dice results of 1.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.

The WARPCOVEN and SORCERER keywords are used in the following Warpcoven datacards:

Balanced
You can re-roll one of your attack dice.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).

The TZAANGOR keyword is used in the following Warpcoven datacards:

Accurate x
You can retain up to x attack dice as normal successes without rolling them. If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules).
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 or parts of the active operative’s miniature 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 and parts 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.
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Strategy Ploys
AETHERIAL WARDING

The Sorcerers of the Thousand Sons ward their warriors with spells, shielding them with a barrier of empyric force.

Whenever an operative is shooting a friendly WARPCOVEN operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.
FATE ITSELF IS MY WEAPON

By manipulating the skeins of fate, a Sorcerer may stay the blade of a foe, or ensure their own warriors land a killing strike.

Roll two D6 and reserve them (put them to one side). In the following Firefight phase, whenever an operative is shooting, fighting or retaliating, after you or your opponent roll their attack dice, but before re-rolls, you can use one of your reserved dice to replace one of the D6 rolled for that sequence (yours or your opponent’s); that replacement dice cannot be re-rolled or retained as a success or critical success if it’s not, and is discarded at the end of that sequence. Then, if the combined result of both reserved dice was less than 9, discard the other dice. You cannot use more than one reserved dice per sequence. Discard any remaining reserved dice at the end of the turning point.
BROTHERHOOD OF SORCERERS

By forming covens bound by blood and magick, the Sorcerers of the Thousand Sons greatly increase the potency of their psychic powers.

Friendly WARPCOVEN SORCERER operatives’ PSYCHIC weapons have the Balanced weapon rule, or Ceaseless instead if another friendly WARPCOVEN SORCERER operative is within 9" of that operative.
SAVAGE HERD

Though bestial of form, the Tzaangor possess great cunning to match their savagery, particularly when fighting in the presence of a powerful Sorcerer.

Friendly WARPCOVEN TZAANGOR operatives’ melee weapons have the Accurate 1 weapon rule. Whenever a friendly WARPCOVEN TZAANGOR operative is assisted by a friendly WARPCOVEN operative, or is fighting while visible to and within 6" of a friendly WARPCOVEN SORCERER operative, that friendly WARPCOVEN TZAANGOR operative’s melee weapons also have the Severe weapon rule.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Engage: The operative can perform actions as normal and can counteract.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Operate Hatch1AP

Open or close a hatchway that’s access point is within the operative’s control range.

An operative can perform this action during a Dash or Reposition action, and any remaining move distance can be used after it does so.

An operative cannot perform this action while within control range of an enemy operative, or if that hatchway is open and its access point is within an enemy operative’s control range.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Power From Pain

The Drukhari feed on the souls of their slain and tortured victims, drawing sustenance from the terrible agonies they inflict.

After a friendly HAND OF THE ARCHON operative performs an action, it gains one of your Pain tokens if:
  • An enemy operative was injured during that action, but was not incapacitated.
  • An enemy operative was incapacitated during that action. If that enemy operative had a Wounds stat of 12 or more, that friendly operative gains two of your Pain tokens instead.
You can spend friendly operatives’ Pain tokens on invigorations when the ‘when’ condition is met. You cannot use more than one invigoration per activation or counteraction, except Stimulated Senses, which can be used in addition to other invigorations.

INVIGORATIONS
Dark Animus
When: During the operative’s activation, before or after it performs an action.
Effect: Until the start of the operative’s next activation, add 1 to its APL stat.

Accelerated Rejuvenation
When: During the operative’s activation or counteraction, before or after it performs an action.
Effect: The operative regains D3+1 lost wounds.

Vitalised Surge
When: After the operative incapacitates an enemy operative and that enemy operative is removed from the killzone.
Effect: The operative can immediately perform a free Dash action, even if it’s performed an action that prevents it from performing the Dash action.

Stimulated Senses
When: After rolling your attack or defence dice for the operative.
Effect: You can re-roll one of your dice.
Mutation

Through arcane ritual, the most devoted among a Chaos Cult have profane symbols carved into their flesh or tattooed onto their skin. Should the correct words of invocation be uttered, these icons appear to draw empyric power, mutating the form of the devotee. This doesn’t satisfy the dark cravings and power lust of some; depraved prayers are written upon flayed skin and nailed into tormented flesh, and daemons are summoned and bound into mortal bodies.

During the battle, friendly CHAOS CULT operatives can MUTATE as follows:
  • As a STRATEGIC GAMBIT, you can MUTATE a number of friendly CHAOS CULT operatives based on the turning point as follows: TP1 = 2, TP2 = 2, TP3 = 3, TP4+ = 4.
  • Whenever a friendly DEVOTEE operative incapacitates an enemy operative within its control range, it can MUTATE.
  • Each operative cannot MUTATE more than once per turning point.
Whenever a friendly operative MUTATES, select one of the following:
  • If it’s a DEVOTEE operative, turn it into a MUTANT operative.
  • If it’s a MUTANT operative, turn it into a TORMENT operative (max twice per turning point).
  • It can regain up to D3+1 lost wounds.
You cannot have more than five MUTANT operatives and three TORMENT operatives at once. Whenever a friendly operative turns into a new operative:
  • Swap the miniatures, ensuring the centre of the new miniature’s base is as close as possible to where the centre of the old miniature’s base was. This can put it within control range of enemy operatives, and if the old miniature was, the new miniature must be if possible.
  • The new operative type loses a number of wounds equal to the lost wounds of its preceding operative type.
  • It’s still the same operative for any rules it’s already been selected for. The operative is simply a new operative type and will use that new type’s miniature and datacard rules.
Relentless
You can re-roll any of your attack dice.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
ANIMALISTIC FURY

When whipped into a frenzy, Fellgor Ravagers strike with terrifying strength and brutality.

Use this firefight ploy when a friendly FELLGOR RAVAGER operative is fighting or retaliating and you strike with a critical success. Inflict 1 additional damage with that strike.
WILD RAGE

When Fellgor Ravagers find themselves overcome by bestial rage, they are able to move with terrif ying speed.

Use this firefight ploy when a friendly FELLGOR RAVAGER operative is activated. Until the end of that operative’s activation, add 1" to its Move stat.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Hot
After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Brutal
Your opponent can only block with critical successes.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

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

Frenzy

Fellgor Ravagers channel their pain into an animalistic frenzy, dismissing wounds and bursting with aggression.

Whenever a friendly FELLGOR RAVAGER operative that doesn’t have one of your Frenzy tokens would be incapacitated during the battle, it’s not incapacitated and it gains one of your Frenzy tokens. All remaining attack dice are discarded (including yours if this operative is fighting or retaliating). If it has a Conceal order, change it to Engage.

Whenever a friendly FELLGOR RAVAGER operative has one of your Frenzy tokens:
  • It’s only incapacitated as detailed overleaf.
  • It cannot have a Conceal order.
  • It’s injured.
  • It cannot perform the Pick Up Marker or mission actions (excluding Operate Hatch).
  • For the purpose of determining control of markers, treat its APL stat as 1. This takes precedence over any stat changes.
A friendly FELLGOR RAVAGER operative that has one of your Frenzy tokens is incapacitated when one of the following is met:
  • Its activation or counteraction ends.
  • An enemy operative is fighting against or retaliating against it and your opponent strikes with a critical success.
  • An enemy operative is fighting against or retaliating against it and your opponent strikes it for a second time with a normal success. Note this can be strikes from two different Fight actions.
  • An enemy operative is shooting it and Critical Dmg is inflicted on it.
  • The battle ends (resolve this before any victory conditions that resolve at the end of the battle).
Your opponent treats a FELLGOR RAVAGER operative as being incapacitated (instead of when it would be incapacitated normally) when it gains one of your Frenzy tokens for the purposes of scoring VPs (e.g. kill op) and faction rules that require it to be incapacitated (e.g. HAND OF THE ARCHON Power From Pain, CHAOS CULT Mutation, etc.).

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.

Guard1AP

The operative goes on guard until any of the following are true:
  • It performs any action, moves or is set up.
  • An enemy operative ends an action within its control range and you don’t interrupt that activation (see On Guard).
  • Its order is changed.
  • It’s the start of the next turning point.

This action is treated as a Shoot action. An operative cannot perform this action while it has a Conceal order, or while it’s within control range of an enemy operative.
RUTHLESS RAMPAGE

With each kill they make, so are the Fellgor Ravagers driven to new heights of fury with which to chase down their foes.

Use this firefight ploy after a friendly FELLGOR RAVAGER operative performs the Fight action, if it’s no longer within control range of enemy operatives. That friendly operative can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but cannot move more than 3" during that action.
Saturate
The defender cannot retain cover saves.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.

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