Bloodletters (Goremongers)
Composition
A GOREMONGER kill team is composed of:
1 GOREMONGER BLOOD HERALD 7 GOREMONGER operatives selected from the following list: - WARRIOR - BLOODTAKER - IMPALER - INCITER - SKULLCLAIMER - STALKER Other than ASPIRANT operatives, your kill team can only include each operative on this list once.
Common Abilities and Options
Gore Tank:
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.
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.
Runes Of Khorne:
Each friendly GOREMONGER operative cannot lose more than 8 wounds per Shoot action.
Sanguavitae:
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 D3+1 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 during its activation. 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.
Blood Herald
A 2
M 7"
S 5+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Icon Of Khorne (Rng 8", Sat) | 4 | 2+ | 4/4 |
| Hellblade (Rnd) | 4 | 3+ | 4/5 |
Abilities
Gore TankImpending ApotheosisKhorne's FavourRunes Of KhorneSanguavitaeBloodtaker
A 2
M 7"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Demonfire (Rng 8") | 4 | 4+ | 2/3 |
| Ritualistic Hellblade (*Ritual) | 4 | 3+ | 3/5 |
Abilities
*RitualGore TankRunes Of KhorneSanguavitae1AP: Transfusion RitualImpaler
A 2
M 7"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flesh Grapner (Rng 8", Stun, *Drag, *Prey) | 4 | 3+ | 4/5 |
| Demonfire (Rng 8") | 4 | 4+ | 2/3 |
| Chained Hellblade | 4 | 3+ | 3/4 |
Abilities
*Drag1AP: *PreyGore TankRunes Of KhorneSanguavitaeSkullclaimer
A 2
M 7"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Demonfire (Rng 8") | 4 | 4+ | 2/3 |
| Great Hellblade (Brutal) | 4 | 3+ | 5/6 |
Abilities
BrutishClaim SkullGore TankRunes Of KhorneSanguavitaeInciter
A 2
M 7"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Demonic Horn (Rng 8", Ceaseless, Dev 1, Rnd) | 4 | 3+ | 2/2 |
| Demonic Horn and Hellblade (Ceaseless, Rnd) | 4 | 3+ | 3/4 |
Abilities
1AP: Demonic March (1 AP)Gore TankIncite The HuntRunes Of KhorneSanguavitaeWarrior
A 2
M 7"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Demonfire (Rng 8") | 4 | 4+ | 2/3 |
| Hellblade (Rnd) | 4 | 3+ | 3/5 |
Abilities
Gore TankObsessive BloodlustRunes Of KhorneSanguavitaeGory Totem
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.
Wrist Chains
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: Hellblade, Chained Hellblade, Great Hellblade (ignore its Brutal weapon rule).
Chaos Sigil
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.
Bloody Cadaver
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.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Destructive Demise
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.
Firefight: Gorethirst
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.
Firefight: Lacerate Flesh
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.
Firefight: Unbridled Aggression
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.
Strategy Ploys
Strategy: Augmented Endurance
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.
Strategy: Enhanced Violence
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.
Strategy: Gory Tenacity
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 and to a minimum of 2).
Strategy: Hunt For Blood
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.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
Gory Totem:
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.
Wrist Chains:
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: Hellblade, Chained Hellblade, Great Hellblade (ignore its Brutal weapon rule).
Chaos Sigil:
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.
Bloody Cadaver:
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.
Ploys
Firefight - Destructive Demise:
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.
Firefight - Gorethirst:
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.
Firefight - Lacerate Flesh:
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.
Firefight - Unbridled Aggression:
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.
Strategic - Augmented Endurance:
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.
Strategic - Enhanced Violence:
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.
Strategic - Gory Tenacity:
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 and to a minimum of 2).
Strategic - Hunt For Blood:
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.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.