The Gorefangs
Common Abilities and Options
Blooded:
You gain one Blooded token:
- In the ready step of each strategy phase.
- The first time an enemy operative is incapacitated during each turning point.
- The first time a friendly operative is incapacitated within 6" of an enemy operative during each turning point.
As a strategic gambit, you can assign any of your unassigned blooded tokens to friendly blooded operatives. Each operative cannot have more than one of your blooded tokens.
Then, if four or more friendly operatives in the killzone have one of your Blooded tokens, you can select one of them to be under the GAZE OF THE GODS until the end of the turning point.
Whenever a friendly BLOODED operative has one of your Blooded tokens, its weapons have the accurate 1 weapon rule. If that friendly BLOODED operative is under the GAZE OF THE GODS, you can retain one of your normal successes as a result of the Accurate 1 weapon rule as a critical success instead.
Operatives
1. Chieftan Zatan
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Improvised Blade | 4 | 3+ | 2/3 |
Abilities
Blooded IconBloodedLead With StrengthNotes
Zatan earned the name Chieftan during the sack of Thrymm’s Bastion, where he waded through a flooding trench filled with blood—most of it not his own. An ex-Penal Legion sergeant turned renegade, Zatan commands with cold efficiency, never raising his voice. His followers fear him not because of rage, but because he never wastes a bullet or a breath. He believes the Gorefangs are not warriors, but culling beasts, meant to thin the unworthy from the galaxy.
2. Drask the Desecrator
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Diabolyk Bomb (Rng 6", Blast 2", Dev2, Lim1, Hvy(Repos), Prc1, Sat) | 4 | 3+ | 4/3 |
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
| Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 3+ | 2/4 |
| Krak Grenade (Rng 6", Piercing 1, Sat) | 4 | 3+ | 4/5 |
Abilities
BloodedExplosive DemiseGrenadierNotes
The shrine was burning behind him, stained glass melting into red and gold rivers. Drask stood over a shattered imperial statue, digging pieces of the aquila from the rubble.
He popped the fragments into his mouth and crunched them between steel teeth.
“Blessed be the broken,” he muttered, dust spilling from his lips.
He defiles every symbol he sees. Some say he does it out of hate. Others whisper he does it out of hunger.
3. Draug the Accuser
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Weapon and Cleaver (Ceaseless, Lethal 5+, *Blood Offering) | 4 | 3+ | 4/6 |
Abilities
Blooded*Blood OfferingUnholy SustenanceNotes
Draug doesn’t just kill—he performs it. He spins, slashes, and murmurs encouragement to the dying. Limbs are flung aside, trophies threaded into his armor, and screams treated as music. Quirk: Talks to his cleaver as if it is a living partner.
4. Thrav Two Tongues
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
Blooded1AP: Sacrilegeous Actuation1AP: SignalNotes
Thrav interprets the battlefield like a living map of sins. Through vox and static, he judges both allies and enemies. No whisper escapes his notice, no flaw goes unrecorded. He critiques the Gorefangs mid-combat, slicing morale with a single glance or carefully chosen word.
To look into his unblinking gaze is punishment. His presence alone silences hesitation. And yet, he is invaluable: every movement, every misstep is accounted for before it happens.
5. Stitch the Gift-giver
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Stimm Needle (Lethal 5+) | 3 | 5+ | 1/4 |
Abilities
BloodedRegular Dosage1AP: StimmsNotes
Stitch does not see corpses as dead. He sees them as tools, materials, and gifts. Limbs are harvested, organs salvaged, and armor stripped to patch Gorefangs mid-battle. He hums as he works, often singing nursery rhymes in contrast to the horrors around him.
He treats each body like a puzzle, sometimes whispering advice or encouragement. His “patients” survive… but never unchanged. The line between life and death blurs in his hands, and the Gorefangs are the better for it.
6. Zarvek the Judgemental
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Power Fist (Brutal) | 4 | 4+ | 5/7 |
Abilities
BloodedGrueling Disciplinarian1AP: EnforceNotes
Zarvek is discipline incarnate. He does not negotiate. He punishes. Hesitation, failure, or disobedience earns a beating that is as ritualistic as it is brutal. Walls, rubble, and doors become extensions of his weapon: he crushes everything in his path.
His laughter echoes long after the strike. Allies fear him almost as much as enemies, knowing that punishment is only ever delayed, never denied.
7. Jurn the Chained one
A 2
M 6"
S 5+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Maul and Mutant Claw (Rnd, Shock) | 4 | 3+ | 5/6 |
Abilities
Avalanche Of MuscleBloodedBruteChem EnhancedNotes
Jurn carries no shackles. No cuffs. No metal bindings rattling around his wrists.
But anyone who looks into his heavy, tired eyes understands why they call him the Chained One.
Jurn’s chains are inside him.
Once, he served under brutal commanders who treated him like a beast of burden — a tool to break walls and bodies. They trained obedience into his bones. They taught him fear with shock mauls and starvation. They made him strong, but never free.
8. Saskaru the Serpent
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Skinning Blades (Ceaseless, *Stalk) | 4 | 3+ | 3/4 |
Abilities
Blooded*StalkWretchedNotes
The enemy patrol didn’t hear him. They didn’t see him. They simply died, one by one, throats opened by a blade that flashed only once.
Saskaru dragged the bodies into the dark, leaving no trace but the faint hiss of his respirator.
Some say he was born mute. Others say he just prefers silence.
He never denies either.
9. Riven the True Mercy
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Long-Las | |||
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Dev1, Hvy(Dash), Silent) | 4 | 2+ | 3/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
A Name Whispered In BloodBloodedCamo CloakNotes
The wounded soldier crawled across the mud, begging for help. Riven knelt beside him, whispering:
“I bring mercy.”
A single shot. A clean death.
Riven walked away without a sound, white paint streaking the barrel of his rifle. Every weapon he uses receives the same mark, the same blessing.
10. Taren the Ram
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Club (Brutal) | 4 | 3+ | 4/4 |
Abilities
BloodedToughNotes
The door wasn’t locked. It didn’t matter—Taren charged anyway.
He hit it like a runaway freight train, splintering metal and bone as he crashed into the enemy behind it.
Laughing through the carnage, he rose with blood dripping from his horned helmet.
“Another one!” he shouted. “ FEAR ME!!!” And they should.
11. Mara Lead Eater
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shotgun (Rng 6") | 4 | 3+ | 3/3 |
| Bayonet and Shield (*Shield) | 3 | 3+ | 2/3 |
Abilities
Blooded*ShieldShieldingNotes
Mara once led a trench-line assault unit so poorly supplied that their only protection was a slab of dented metal scavenged from wrecked armour. They held it in front of them as they advanced, praying it would catch enough rounds for at least one of them to reach the enemy line.
Her squad joked they “ate the bullets” long before the guns ever touched the foe. The shield caught the first mouthful every time — and then they caught the rest. They died clutching that shield, one by one, until only Mara remained.
When her last soldier was executed for refusing yet another suicide rush, Mara rammed that same shield into her commander’s skull and beat him to death with it. For that, she was shackled, branded, and thrown into the penal masses.
The shield never left her side. She reforged it in the ashes of their escape — plated with trench scrap, studded with battlefield teeth, carved with the names of her fallen.
Now with the Gorefangs, Mara advances behind it like a walking bunker of spite. She smashes into enemy lines with the strength of someone who has buried too many friends and survived too many orders meant to erase her.
To her, the shield is not protection. It is a grave marker. It is a promise.
12. Nahash the Burner
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer (Rng 8", Sat, Tor 2") | 4 | 2+ | 3/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
BloodedNotes
He lit the promethium line with a devotional whisper.
“Burn for me.”
Flames rolled across the battlefield like a rising sun, and Nahash spread his arms as the fire washed over everything.
Half his body is melted scar tissue. He treats every flamer like a lover returned from war.
When he speaks to his flamer, he whispers sweet nothings. When he speaks to people, he barely remembers they’re alive.
13. Muzum the Glorious
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Meltagun (Rng 6", Dev4, Prc2) | 4 | 4+ | 6/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
BloodedNotes
Once a forced-labor worker on an orbital refinery, Muzum survived explosions, plasma leaks, and furnace breaches that vaporized entire crews around him. His overseers mocked him as “glorious” for living through disasters no one else did — a title that stuck even after he was condemned for trying to save workers during a reactor breach.
Now with the Gorefangs, Muzum carries a melta with the same grim calm he once used to tend plasma coils. Fire doesn’t frighten him; it’s the only thing in the galaxy that has ever felt familiar. He melts bunkers and armor at point-blank range without hesitation, stepping through smoke and heat like a man walking through memory.
14. Trooper
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
BloodedGroup ActivationNotes
Among the Gorefangs, a fighter without deeds is not granted a name. The newest recruits — fresh from the prisons, trenches, or chain-gangs — are simply called Troopers until they survive long enough, kill enough, or bleed enough to be worth remembering.
This one is the most recent addition to the warband. Condemned for a crime already forgotten by the Imperium, he arrived with nothing but a rifle and a death sentence. What he lacks in experience, he makes up for with a desperate will to live — and the Gorefangs value that more than skill.
He fights at the edge of every advance, learning the rhythm of violence from men far more scarred than him. If he survives long enough, he may one day earn a name carved into armor. If not, he will be just another body lost in the mud.
Equipment
Chaos Sigil
The Reward Earned firefight ploy costs you 0 CP.
Sinister Trophies
Whenever an enemy operative is shooting against, fighting against, or retaliating against a friendly BLOODED operative that has one of your Blooded tokens and is within 2" of it, your opponent cannot re-roll their attack dice results of 1.
Symbols of Bloody Worship
Whenever a friendly BLOODED operative ends an action, if it was not incapacitated but inflicted damage on any enemy operatives during that action, it regains 1 lost wound.
Wicked Blades
Add 1 to both Dmg stats of each friendly BLOODED operative's bayonet, bayonet and shield, and improvised blade for the battle.
Ploys
Bitter Demise
Strategy PloyWhenever a friendly BLOODED operative is incapacitated, before it is removed from the killzone, roll 1D3; on a 3 (or 2+ if that friendly operative has one of your Blooded tokens), inflict damage equal to the result on one enemy operative visible to and within 2" of that friendly operative.
Glory Kill
Strategy PloySelect one enemey operative visible to a friendly BLOODED operative. Until the end of the turning point, whenever a friendly BLOODED operative is shooting against, fighting against, or retaliating against that enemy operative, its weapons have the Ceaseless weapon rule, or Relentless if that shooting, fighting, or retaliating operative has one of your Blooded tokens.
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.
Malevolent Grit
Strategy PloyWhenever an operative is shooting a friendly BLOODED operative that has one of your Blooded tokens or is wholly within your opponent's territory, you can re-roll one of your defence dice.
Reckless Aspirant
Strategy PloyWhenever a friendly BLOODED operative that is wholly within your opponent's territory and does not have one of your Blooded tokens is shooting or fighting, its weapons have the Accurate 1 weapon rule.
Whenever a friendly BLOODED operative that has one of your blooded tokens is wholly within your opponent's territory, its weapons have the Punishing weapon rule.
Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
Callous Disregard
Firefight PloyUse this firefight ploy when a friendly BLOODED operative performs the Shoot action and you are selecting a valid target. Having other friendly BLOODED operatives within an enemy operative's control range does not prevent that enemy operative from being selected. Until the end of that action, whenever you discard an attack die as a fail, inflict damage equal to the die result on one friendly operative of your choice within control range of the target.
Dark Favour
Firefight PloyUse this firefight ploy when a friendly BLOODED operative that has one of your Blooded tokens is selected as the valid target of a shoot action or to fight against during the Fight action. Select one other friendly BLOODED operative visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead, even if it normally would not be valid for this. If it is the Fight action, treat that other operative as being within the fighting operative's control range for the duration of that action. If it is the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it is the shoot action and the ranged weapon has the Blast or Torrent special rule.
Moment Of Repute
Firefight PloyUse this firefight ploy during the activation fo a friendly BLOODED operative that is under the GAZE OF THE GODS before or after it performs an action.
Until the end of that operative's activation, add 1 to its APL stat.
Reward Earned
Firefight PloyUse this firefight ploy when an enemy operative is incapacitated by a friendly BLOODED operative within 2" of it that has one of your Blooded tokens.
You gain one Blooded token.
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.
Track Enemy
InfiltrationReveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Plant Devices
InfiltrationReveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Steal Intelligence
InfiltrationReveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.