Goremonger

Goremonger kill teams are territorial and aggressive, yet to view them as crazed butchers would be an oversimplification. They strive to emulate the bladework and military discipline of a Bloodletter pack, and are capable of identifying and destroying strategic assets in order to achieve victory in Khorne’s name.

Books

BookKindEditionVersionLast update
  Goremonger
  GoremongerFaction31.0April 2025
Archetype: Seek & Destroy / Recon

Goremonger Kill Team

Below you will find a list of the operatives that make up a GOREMONGER kill team, including, where relevant, any weapons specified for that operative.

Operatives

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

Marker/Token Guide

Gore Tank token (full)

Bleeding token

Gory Totem marker

Gore Tank token (half)

Claim Skull token

Chaos Sigil token

Impending Apotheosis token

Bloody Cadaver marker

Wrist Chains token

Faction Rules

Runes of Khorne

Khornate runes carved into the flesh of Goremongers give them an infernal resistance to ranged attacks.

Each friendly GOREMONGER operative cannot lose more than 8 wounds per Shoot action.

Gore Tanks

Goremongers’ tanks contain a concoction of stimms, recombinant proteins and alchemical fuel. This cocktail energises the carrier, but the tanks require a constant supply of blood and gore for the infernal alchemy to function at peak efficiency.

Each friendly GOREMONGER operative has a GORE TANK that has three levels: full, half and empty. They start the battle at half. Whenever a GORE TANK increases, it goes up one level; whenever it decreases, it goes down one level. A GORE TANK cannot increase when it’s already full, or decrease when it’s already empty (see diagram on other side).

Whenever a friendly GOREMONGER operative incapacitates an operative within its control range, or visible to and within 2" of it, you can increase its GORE TANK.

Whenever a friendly GOREMONGER operative uses a SANGUAVITAE rule, you must decrease its GORE TANK.


Sanguavitae

The blood-infused concoction within the Goremongers’ tanks is known as sanguavitae. Empowered by this fluid, they can undertake gore-drenched deeds far beyond the capabilities of most Humans. Through these acts they emulate Bloodletters and venerate Khorne.

Each SANGUAVITAE rule specifies when it can be used, and you must decrease the operative’s GORE TANK to do so. You cannot use the same SANGUAVITAE rule more than once per activation or counteraction, and you cannot use more than two SANGUAVITAE rules per activation or counteraction. You cannot use Mania and Fury during the same activation.

Rejuvenate

WHEN: During a friendly GOREMONGER operative’s activation or counteraction, before or after it performs an action.

EFFECT: That operative regains 2D3 lost wounds.

Mania

WHEN: During a friendly GOREMONGER operative’s activation, before or after it performs an action.

EFFECT: Until the start of that operative’s next activation, add 1 to its APL stat.

Fury

WHEN: During a friendly GOREMONGER operative’s activation, before or after it performs an action.

EFFECT: That operative can perform two Fight actions during that activation, and the second one is free.

Rake

WHEN: When a friendly GOREMONGER operative performs the Charge action.

EFFECT: When that operative finishes moving during that action, you can inflict D3 damage on one enemy operative within its control range.

Surge

WHEN: When a friendly GOREMONGER operative performs the Charge or Reposition action.

EFFECT: Until the end of that action, add 1" to that operative’s Move stat.

Rage

WHEN: When a friendly GOREMONGER operative performs the Fight action.

EFFECT: Until the end of that action, add 1 to the Atk stat of that operative’s melee weapons.

Strategy Ploys

ENHANCED VIOLENCE

When powered by sanguavitae, Goremongers fight with far greater ferocity and skill than any unaugmented Human.

Whenever a friendly GOREMONGER operative’s GORE TANK is:
  • Half, its melee weapons have the Balanced weapon rule.
  • Full, its melee weapons have the Relentless weapon rule.
AUGMENTED ENDURANCE

An infusion of sanguavitae serves to harden the subject’s mind, body and soul, rendering them supremely resilient.

Whenever an operative is shooting a friendly GOREMONGER operative, if that friendly operative’s GORE TANK is:
  • Half, you can re-roll one of your defence dice.
  • Full, you can re-roll any of your defence dice.
GORY TENACITY

The prospect of carnage drives Goremongers into a maniacal fury. Enraged thus, they are capable of shrugging off terrible wounds.

Whenever a friendly GOREMONGER operative is fighting or retaliating, the first time your opponent strikes it during that sequence, halve the damage inflicted (rounding up).
HUNT FOR BLOOD

As blood is spilled, its copper scent fills the air, driving the Goremongers into a thirsting frenzy.

Select one friendly GOREMONGER operative. If it has a Conceal order, change it to Engage. Then it can immediately perform a free Charge action, but cannot move more than 3" during that action.

Firefight Ploys

UNBRIDLED AGGRESSION

When they close with the enemy, Goremongers fight with all the savage fury and martial prowess of the Bloodletters they so idolise.

Use this firefight ploy when a friendly GOREMONGER operative is fighting during an activation in which it performed the Charge action, at the end of the Roll Attack Dice step. Until the end of that sequence, that operative’s melee weapons have the Severe weapon rule.
GORETHIRST

Goremongers are drawn to violence like insects to blazing lumen, unable to control their thirst to spill viscera.

Use this firefight ploy when you would counteract. You can do so with one friendly GOREMONGER operative that has a Conceal order, but you must change its order to Engage and it cannot perform any actions other than Charge, Shoot or Fight during that counteraction.
DESTRUCTIVE DEMISE

Empowered by the blood of their foes, mortally wounded Goremongers expend the last of their might in a vengeful frenzy.

Use this firefight ploy when a friendly
GOREMONGER
operative is incapacitated, before it’s removed from the killzone. Inflict damage determined by that friendly operative’s GORE TANK on one enemy operative within that friendly operative’s control range. Inflict:
  • D3 if empty.
  • D3+1 if half.
  • D3+2 if full.
LACERATE FLESH

Goremongers may resort to topping up their blood tanks with their own crimson fluid. Doing so is a last resort, undertaken only in a desperate frenzy.

Use this firefight ploy when a friendly GOREMONGER operative with an empty GORE TANK is activated or counteracts. Increase that operative’s GORE TANK. At the end of that activation/counteraction, decrease its GORE TANK (you cannot use this decrease to use a SANGUAVITAE rule); if you cannot decrease its GORE TANK, inflict D3 damage on it.

Faction Equipment

GORY TOTEM

Gore and peeled skulls mark the limits of the Goremongers’ territory.

Before the battle, you can set up one of your Gory Totem markers wholly within your territory and more than 2" from other markers (excluding your Bloody Cadaver marker). Whenever an enemy operative within 3" of your Gory Totem marker is shooting, fighting or retaliating, your opponent cannot re-roll their attack dice.
BLOODY CADAVER

Goremongers will often stash corpses for later consumption and refuelling.

Before the battle, you can set up one of your Bloody Cadaver markers wholly within your territory and more than 2" from other markers (excluding your Gory Totem marker). Friendly GOREMONGER operatives can perform the Pick Up Marker action on that marker. In the Ready step of each Strategy phase, you can increase the GORE TANK of one friendly GOREMONGER operative that controls that marker, unless that friendly operative is within control range of an enemy operative.
CHAOS SIGIL

The runes of the Ruinous Powers are carved into flesh and borne upon armour and clothing, providing their bearers with malefic might.

Once per turning point, when an operative is shooting a friendly GOREMONGER 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.
WRIST CHAINS

The Goremongers secure their weapons with lengths of chain, enabling them to be hurled towards an opponent.

Once per turning point, when a friendly GOREMONGER operative performs the Shoot action and you’re selecting a ranged weapon, you can use this rule. If you do, until the end of that action, the following melee weapons are treated as ranged weapons with the Range 2" weapon rule: chainblade, chainglaive, great chainaxe (ignore its Brutal weapon rule), pickrippers.

Datacards


Goremonger Blood Herald

Blood Heralds are the leaders of Goremonger packs. They believe themselves to be the highest in Khorne’s favour and the closest to apotheosis as a Bloodletter daemon. Donning horned helms and bearing icons of their deity, they demonstrate their devotion to the Blood God by cutting down their foes with merciless fury.

Goremonger Blood Herald

Blood Heralds are the leaders of Goremonger packs. They believe themselves to be the highest in Khorne’s favour and the closest to apotheosis as a Bloodletter daemon. Donning horned helms and bearing icons of their deity, they demonstrate their devotion to the Blood God by cutting down their foes with merciless fury.

APL
2
MOVE
7"
SAVE
5+
WOUNDS
11
 
NAME
ATK
HIT
DMG
WR
Icon of Khorne
Icon of Khorne
4
2+
4/4
Range 8", SaturateRange 8", Saturate
Chainblade
Chainblade
4
3+
4/5
RendingRending
Khorne’s Favour: Once during each of this operative’s activations, if its GORE TANK is empty, you can increase its GORE TANK.
Impending Apotheosis: Once per battle, when an attack dice inflicts damage on this operative, you can ignore that inflicted damage.
GOREMONGER, CHAOS, LEADER, BLOOD HERALD
⌀32mm


Goremonger Aspirant

Aspirants are the most numerous members of Goremonger packs. Armed with brutal chainglaives, they are swift, agile and aggressive, making use of their speed to outflank and ambush their enemies. The injector tanks mounted upon their backs pump a blood-infused cocktail of adrenalites and stimms into their systems, known as sanguavitae. This concoction speeds up their metabolisms, inures them to pain and renders them even more lethal.

Goremonger Aspirant

Aspirants are the most numerous members of Goremonger packs. Armed with brutal chainglaives, they are swift, agile and aggressive, making use of their speed to outflank and ambush their enemies. The injector tanks mounted upon their backs pump a blood-infused cocktail of adrenalites and stimms into their systems, known as sanguavitae. This concoction speeds up their metabolisms, inures them to pain and renders them even more lethal.

APL
2
MOVE
7"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Chainglaive
Chainglaive
4
3+
4/5
RendingRending
Obsessive Bloodlust: Whenever this operative ends the Fight action, if it’s no longer within control range of enemy operatives, it can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but it cannot move more than 2" during that action. Doing so doesn’t prevent it from performing the Charge, Dash or Reposition action afterwards during that activation.
GOREMONGER, CHAOS, ASPIRANT
⌀32mm


Goremonger Bloodtaker

The Bloodtaker is a connoisseur of sanguine fluid. They use their ritual blades to open the veins of the foe and gather the spilled vitae in their flasks. This purloined liquid they distribute into the stimm tanks of their allies, enhancing the effectiveness of the concoction within, and thereby increasing the savagery and physical prowess of their pack.

Goremonger Bloodtaker

The Bloodtaker is a connoisseur of sanguine fluid. They use their ritual blades to open the veins of the foe and gather the spilled vitae in their flasks. This purloined liquid they distribute into the stimm tanks of their allies, enhancing the effectiveness of the concoction within, and thereby increasing the savagery and physical prowess of their pack.

APL
2
MOVE
7"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Ritual blade
Ritual blade
4
3+
3/5
Ritual*Ritual*
*Ritual: Whenever this operative is using this weapon, the first time you inflict damage on an operative within its control range during that sequence, you can increase this operative’s GORE TANK. Note this is cumulative with the normal rules for increasing its GORE TANK (i.e. if it incapacitates an operative within its control range).

TRANSFUSION RITUAL1AP

Decrease this operative’s GORE TANK. Instead of using a SANGUAVITAE rule, you can increase the GORE TANK of one other friendly GOREMONGER operative within 8" of this operative.

This operative cannot perform this action while within control range of an enemy operative, or if its GORE TANK is empty.
GOREMONGER, CHAOS, BLOODTAKER
⌀32mm


Goremonger Impaler

Armed with weapons known as fleshskewers, Impalers target enemies attempting to flee the fight. They patrol the perimeter of the battlefield, using their harpoon-like weapons to target retreating foes, then drag them kicking and screaming to their doom.

Goremonger Impaler

Armed with weapons known as fleshskewers, Impalers target enemies attempting to flee the fight. They patrol the perimeter of the battlefield, using their harpoon-like weapons to target retreating foes, then drag them kicking and screaming to their doom.

APL
2
MOVE
7"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Fleshskewer (ranged)
Fleshskewer (ranged)
4
3+
4/5
Range 8", Stun, Drag*, Prey*Range 8", Stun, Drag*, Prey*
Fleshskewer (stab)
Fleshskewer (stab)
4
3+
3/4
-
*Drag: Whenever this operative is shooting with this weapon, at the start of the Resolve Attack Dice step (before inflicting damage), you can move the target up to x". X is your total number of successful unblocked attack dice, multiplied by 2. The target must be moved to a location it can be placed as close as possible to this operative, determined by the x" you choose to use. The move must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch. Whenever the target is dropping during that move, ignore the vertical distance.
*Prey: Whenever this operative is shooting with this weapon, in the Resolve Attack Dice step, after resolving the Drag weapon rule (if you choose to), you can discard any of your successful unblocked attack dice. In other words, you can choose not to inflict damage with any number of them.
GOREMONGER, CHAOS, IMPALER
⌀32mm


Goremonger Inciter

Inciters are unusual amongst the Goremongers, for they do not seek out the visceral thrill of melee combat. Instead, they make use of their quicksilver speed and reflexes to pepper enemies with autopistol fire, spilling blood that incites their allies to even more frenzied acts of butchery.

Goremonger Inciter

Inciters are unusual amongst the Goremongers, for they do not seek out the visceral thrill of melee combat. Instead, they make use of their quicksilver speed and reflexes to pepper enemies with autopistol fire, spilling blood that incites their allies to even more frenzied acts of butchery.

APL
2
MOVE
7"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Dual autopistols (focused)
Dual autopistols (focused)
4
3+
2/2
Range 8", Ceaseless, Devastating 1, RendingRange 8", Ceaseless, Devastating 1, Rending
Dual autopistols (point-blank)
Dual autopistols (point-blank)
4
3+
3/4
Ceaseless, RendingCeaseless, Rending

DASH AND SPRAY1AP

Perform a free Dash action and a free Shoot action with this operative in any order. You can only select dual autopistols (focused) for that Shoot action.

This operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Incite the Hunt: Whenever this operative incapacitates an enemy operative from more than 2" away, before that enemy operative is removed from the killzone, you can increase the GORE TANK of one friendly GOREMONGER operative within 8" of that enemy operative.

Whenever this operative inflicts damage on an enemy operative but doesn’t incapacitate it, that enemy operative gains one of your Bleeding tokens (if it doesn’t already have one). During a friendly GOREMONGER operative’s activation or counteraction, before or after it performs an action, if it’s within 8" of an enemy operative that has one of your Bleeding tokens, you can remove that token and increase that friendly operative’s GORE TANK.
GOREMONGER, CHAOS, INCITER
⌀32mm


Goremonger Skullclaimer

Generally the most capable close combat fighters of their pack, Skullclaimers do battle with oversized weapons that are often plucked from the grips of their deceased foes. Agile, strong and devoid of any thoughts of self-preservation, they are furious combatants that hurl themselves recklessly into the fight, proving their devotion to Khorne with each gory kill.

Goremonger Skullclaimer

Generally the most capable close combat fighters of their pack, Skullclaimers do battle with oversized weapons that are often plucked from the grips of their deceased foes. Agile, strong and devoid of any thoughts of self-preservation, they are furious combatants that hurl themselves recklessly into the fight, proving their devotion to Khorne with each gory kill.

APL
2
MOVE
7"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Great chainaxe
Great chainaxe
4
3+
5/6
BrutalBrutal
Brutish: Whenever an attack dice would inflict Critical Dmg on this operative, you can choose for that attack dice to inflict Normal Dmg instead.
Claim Skull: Once per turning point, if this operative incapacitates an enemy operative with its great chainaxe, you gain 1CP.
GOREMONGER, CHAOS, SKULLCLAIMER
⌀32mm


Goremonger Stalker

Stalkers are trackers supreme. When the blood of a foe is spilled and a Stalker catches its scent, this Goremonger is capable of following that wounded prey wherever it may choose to flee. They use their pickrippers as climbing aids to haul themselves up and across sheer surfaces, leaping down upon their target with weapons raised for the kill.

Goremonger Stalker

Stalkers are trackers supreme. When the blood of a foe is spilled and a Stalker catches its scent, this Goremonger is capable of following that wounded prey wherever it may choose to flee. They use their pickrippers as climbing aids to haul themselves up and across sheer surfaces, leaping down upon their target with weapons raised for the kill.

APL
2
MOVE
7"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Pickrippers
Pickrippers
4
3+
4/5
RendingRending
Climbing Picks: Whenever this operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).
Rooftop Stalker: Whenever this operative is fighting during an activation in which it dropped from Vantage terrain, or whenever this operative is fighting against an enemy operative that’s on Vantage terrain, this operative’s melee weapons have the Relentless weapon rule.
GOREMONGER, CHAOS, STALKER
⌀32mm

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.
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.

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.
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.
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.

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.

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.

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.
Balanced
You can re-roll one of your attack dice.
Relentless
You can re-roll any of your attack dice.
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.
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.
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.
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.

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.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Brutal
Your opponent can only block with critical successes.
Saturate
The defender cannot retain cover saves.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.

The CHAOS keyword is used in the following Goremonger datacards:

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.
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.
Dropping
Operatives drop down when they move off terrain or after they’ve jumped. Ignore 2" of vertical distance that they drop during each action. This means a vertical drop of 2" or less is ignored. If they drop multiple times during an action, only 2" total is ignored, not 2" from each drop.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Climbing
An operative must be within 1" horizontally and 3" vertically of terrain that’s visible to them to climb it. Each climb is treated as a minimum of 2" vertically (e.g. a 1" distance is treated as 2").

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