Khorn Horns

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. Moonfist
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
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. Embereye
Deathknell
A 2
M 6"
S 4+
W 4/10
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
5+
2/3
Bludgeon (Brutal)
4
4+
4/4
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. Knicreg
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
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
4. Neler
Gorehorn
A 2
M 6"
S 5+
W 1/10
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
5+
2/3
Skullcleaver (Lethal 5+, *Headtaker)
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
5. Keenfang
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
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
6. Crunk
Nemesis - Medium
A 5
M 4"
S 4+
W 7/50
Weapons
ATK
HIT
DMG
Scything Talons (Ceaseless)
5
4+
4/6
Abilities
BulkyExtra DefenceNemesis - MediumTowering Size
Options
Behaviour: BrawlerAllegiance: ChaosTrait: BlitzTrait: Tenacious

Bulky: - This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Nemesis - Medium: ### Weapon and Option Selection

  • Select two weapons
  • Select one Faction Allegiance
  • Select one Nemesis Trait

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
53
63
74
84
95
105
116
126
137
147

Towering Size: - In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

Behaviour: Brawler: This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it's a NEMESIS NPO or will perform the Fight or Charge action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
  4. Dash towards the closest player operative, to cover if possible.

Allegiance: Chaos: Let The Galaxy Burn:

Whenever a Chaos NPO or friendly Chaos Nemesis operative is wholly within enemy territory, its weapons have the Balanced weapon rule.

Trait: Blitz: This warrior strikes the enemy like a thunderbolt, their fury-driven charge fuelling a flurry of savage blows against their enemy.

Whenever this operative performs the Charge action during its activation, its melee weapons have the Severe and Shock weapon rules until the end of that activation.

Trait: Tenacious: There are those creatures and mechanisms that simply will not stop. Some draw upon spiritual strength or wells of hatred, while others are driven by a fearsome will.

Ignore any changes to this operative's Move stat from being injured.

NEMESIS

Reserves

Nightpaw
Fluxbray
A 2
M 6"
S 5+
W 10/10
FELLGOR RAVAGER, CHAOS, FLUXBRAY
Starmanes
Mangler
A 2
M 6"
S 5+
W 10/10
FELLGOR RAVAGER, CHAOS, MANGLER
Turkig
Shaman
A 2
M 6"
S 5+
W 10/10
FELLGOR RAVAGER, CHAOS, SHAMAN
Stonemanes
Toxhorn
A 2
M 6"
S 5+
W 10/10
FELLGOR RAVAGER, CHAOS, TOXHORN
Rumblemouth
Vandal
A 2
M 6"
S 5+
W 10/10
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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.