The Forgotten Herd of the Wastes
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.).
Operatives
1. Malfur “The Unbroken”
A 2
M 6"
S 5+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Corrupted Pistol (Rng 8", Rnd) | 4 | 4+ | 3/5 |
| Corrupted Chainsword (Rnd) | 4 | 3+ | 4/5 |
Abilities
Call The AttackFrenzyNotes
Malfur, the Ironhorn, is the unyielding leader of the Forgotten Herd. His battered Corrupt Pistol crackles with unstable energy, and his Chainsword carves through foes with savage efficiency. His imposing horns, sharpened to deadly points, are a symbol of his leadership. Malfur holds the shattered remains of his warband together, driven by hatred for a galaxy that has abandoned them.
2. Gorrak “The Doomcaller”
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Bludgeon (Brutal) | 4 | 3+ | 4/4 |
Abilities
FrenzyIcon BearerWar Gong1AP: Gong KnellNotes
Gorrak carries the Fell Bell, a warped artifact that emits a haunting toll, unnerving enemies and rallying his kin. His Brutal Talons make him a deadly threat in close quarters. Once the morale booster of the warherd, he now rings his bell as a lament for his lost kin and a harbinger of doom for his enemies.
3. Skryth “The Twisted”
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Triple Cleavers (Ceaseless) | 4 | 3+ | 4/5 |
Abilities
Blade WhirlFrenzy2AP: Cleaver FlurryNotes
Skryth is a walking embodiment of Chaos’s mutating power. His Flux Axe crackles with unstable energy, and his Warped Shield deflects attacks with unnatural resilience. His body constantly shifts and mutates, granting him unnatural strength at the cost of constant pain.
4. Thraxx “The Relentless”
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Bionic Fist (Brutal) | 4 | 3+ | 4/5 |
Abilities
FrenzySagacious1AP: Uncompromising AttackNotes
Thraxx is covered in grotesque scars from centuries of battle. His Spiked Flail swings in deadly arcs, and his Chaos-Touched Claws can rend through flesh and armor alike. His resilience is legendary, and his unrelenting assault makes him a terror in melee.
5. Kragg “The Savage”
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Skullcleaver (Lethal 5+, *Headtaker) | 4 | 3+ | 4/5 |
Abilities
ChampionFrenzy*HeadtakerNotes
Kragg is the epitome of feral fury, wielding dual Gore Blades with relentless aggression. He charges headlong into battle, trusting his rage and durability to overwhelm foes. His mind is almost entirely consumed by his bloodlust, leaving him a wild and unpredictable force.
6. Vaul “The Keeper”
A 2
M 6"
S 5+
W 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 FuryNotes
Vaul’s role is to keep the scattered remnants of the herd in line. His Chaos Whip crackles with energy, driving his kin forward, while his Serrated Spear pierces through enemy ranks. Vaul ensures discipline through pain and fear, a necessary role for their survival.
7. Drogg “The Ripper”
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Vicious Claws (Ceaseless, *Tactual Hunter) | 4 | 3+ | 4/6 |
Abilities
BerserkerFrenzySavage*Tactual HunterNotes
Drogg is a hulking brute with a penchant for destruction. His Massive Cleaver is large enough to split an Astartes in two, and his sheer physical power allows him to barrel through enemy lines with terrifying speed. He is the embodiment of raw strength.
8. Zarvok “The Stormseer”
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Braystave (Shock) | 4 | 3+ | 3/5 |
| Tech-Curse (Psychic, Rnd, Sat, Seek Light) | 4 | 3+ | 1/3 |
Abilities
Frenzy1AP: Apoplectic Rejuvenation1AP: Mantle Of DarknessNotes
Zarvok is the spiritual heart of the Forgotten Herd, wielding dark psychic powers to destroy and manipulate. His Bone Staff amplifies his abilities, while his Chaos Orb can unleash devastating blasts. His connection to the Warp is tenuous and dangerous, often risking his own life for the herd.
9. Rhaak “The Blighted”
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Cleaver | 4 | 3+ | 4/5 |
Abilities
FrenzyPox BombToxic BlessingsNotes
Rhaak’s body oozes toxic sludge, and his Venomous Spear drips with a potent poison that corrodes armor and flesh alike. His Corrupt Pistol fires darts laced with venom, ensuring his enemies die in agony. His presence is as much a weapon as his arms, as his very touch spreads blight.
10. Vandal – Krax “The Desecrator”
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mancrusher (Brutal, *Vicious Blows) | 4 | 4+ | 5/5 |
Abilities
Frenzy*Vicious Blows1AP: Sweeping BlowNotes
Krax is a master of sabotage, using his Explosive Charges to destroy enemy fortifications and sow chaos. His Twin Chaos Daggers are brutally effective in close combat, and his penchant for defacing and desecrating enemy symbols fuels his zeal for destruction.
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 PloyWhenever 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 PloyWhenever 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 PloyWhenever 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 PloyWhenever 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 PloyUse 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 PloyUse 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 PloyUse 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 PloyUse 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 DestroyReveal: 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 DestroyReveal: 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 DestroyReveal: 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
ReconReveal: 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
ReconReveal: 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
ReconReveal: 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.