Fellgor Ravagers

Fellgor Ravagers

Common Abilities and Options

Frenzy:
Whenever a friendly FELLGOR RAVAGER operative that does not have one of your Frenzy tokens would be incapacitated during the battle, it is 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 is only incapacitated as detailed below.
  • It cannot have a Conceal order.
  • It is injured.
  • It cannot perform the Pick Up Marker,unique (excluding Sweeping Blow, see VANDAL), or mission actions (excluding Operate Hatch).
  • For the purpose of determining control of markers and areas of the killzone, 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.).

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

Operatives

1. Ironhorn
Ironhorn
A 2
M 6"
S 5+
W 11/11
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
4+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
4+
4/5
Bludgeon (Brutal)
4
3+
4/4
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Call The AttackFrenzy
Options
Eq: War Paint

Call The Attack: STRATEGIC GAMBIT if this operative does not have one of your Frenzy tokens. 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
2. Deathknell
Deathknell
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Bludgeon (Brutal)
4
3+
4/4
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
FrenzyIcon BearerWar Gong1AP: Gong Knell
Options
Eq: War Paint

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 Knell (1AP): 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
3. Fluxbray
Fluxbray
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Triple Cleavers (Ceaseless)
4
3+
4/5
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Blade WhirlFrenzy2AP: Cleaver Flurry
Options
Eq: War Paint

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 Flurry (2AP): 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
4. Gnarlscar
Gnarlscar
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Bionic Fist (Brutal)
4
3+
4/5
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
FrenzySagacious1AP: Uncompromising Attack
Options
Eq: War Paint

Sagacious: At the end of this operative’s activation, you can change its order.

Uncompromising Attack (1AP): Perform a free Fight action with this operative, then 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
5. Gorehorn
Gorehorn
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Skullcleaver (Lethal 5+, *Headtaker)
4
3+
4/5
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
ChampionFrenzy*Headtaker
Options
Eq: War Paint

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 one of your Frenzy tokens).
  • 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
6. Herd-Goad
Herd-Goad
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Crackthorn Whip (Rng 3", Lethal 4+, Stun)
4
2+
2/3
Crackthorn Whip (Lethal 4+, Shock)
4
3+
2/3
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
FrenzyWhip Control1AP: Incite Fury
Options
Eq: War Paint

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 Fury (1AP): SUPPORT Select one other friendly FELLGOR RAVAGER operative (excluding SHAMAN and 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
7. Mangler
Mangler
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Vicious Claws (Ceaseless, *Tactual Hunter)
4
3+
4/6
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
BerserkerFrenzySavage*Tactual Hunter
Options
Eq: War Paint

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.

*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).

FELLGOR RAVAGER, CHAOS, MANGLER
8. Shaman
Shaman
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Braystave (Shock)
4
3+
3/5
Tech-Curse (Psychic, Rnd, Sat, Seek Light)
4
3+
1/3
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Frenzy1AP: Apoplectic Rejuvenation1AP: Mantle Of Darkness
Options
Eq: War Paint

Apoplectic Rejuvenation (1AP): 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 2D3 lost wounds; if that operative has incapacitated an enemy operative while fighting or retaliating during the battle, it regains 6 lost wounds instead.

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

Mantle Of Darkness (1AP): 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 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, SHAMAN
9. Toxhorn
Toxhorn
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Cleaver
4
3+
4/5
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
FrenzyPox BombToxic Blessings
Options
Eq: War Paint

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 D6 result halved (rounding up).

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.

FELLGOR RAVAGER, CHAOS, TOXHORN
10. Vandal
Vandal
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Mancrusher (Brutal, *Vicious Blows)
4
4+
5/5
Eq: Frag Grenade (Rng 6", Blast 2", Sat)
4
4+
2/4
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Frenzy*Vicious Blows1AP: Sweeping Blow
Options
Eq: War Paint

*Vicious Blows: Whenever this operative is fighting, this weapon has the Ceaseless weapon rule.

Sweeping Blow (1AP): 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

Equipment

Brass Adornments

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

Gore Marks

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

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

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

Ploys

Ambush
Strategy Ploy

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
Strategy Ploy

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.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Relentless: Can re-roll any or all Attack dice.

Reckless Determination
Strategy Ploy

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.

Violent Temperament
Strategy Ploy

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).

Animalistic Fury
Firefight Ploy

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
Firefight Ploy

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.

Ruthless Rampage
Firefight Ploy

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
Firefight Ploy

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.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Flank
Recon

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.

Retrieval
Recon

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.
Scout Enemy Movement
Recon

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.