0% found this document useful (0 votes)
953 views8 pages

Goremongers - Datacards

The document details various Goremonger operatives, including their attributes, weapons, and unique abilities. Each operative has specific actions and rules that enhance their combat effectiveness, such as increasing their GORE TANK or performing additional actions after defeating enemies. The operatives include roles like Blood Herald, Aspirant, Bloodtaker, Impaler, Inciter, Skullclaimer, and Stalker, each with distinct characteristics and tactical advantages in battle.

Uploaded by

aiakos81
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
953 views8 pages

Goremongers - Datacards

The document details various Goremonger operatives, including their attributes, weapons, and unique abilities. Each operative has specific actions and rules that enhance their combat effectiveness, such as increasing their GORE TANK or performing additional actions after defeating enemies. The operatives include roles like Blood Herald, Aspirant, Bloodtaker, Impaler, Inciter, Skullclaimer, and Stalker, each with distinct characteristics and tactical advantages in battle.

Uploaded by

aiakos81
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

APL MOVE SAVE WOUNDS

GOREMONGER BLOOD HERALD


2 7" 5 + 11
NAME A HIT D WR
Icon of Khorne 4 2+ 4/4 Range 8", Saturate
Chainblade 4 3+ 4/5 Rending

Khorne’s Favour: Once during each of this operative’s Impending Apotheosis: Once per battle, when an attack
activations, if its GORE TANK is empty, you can increase its dice inflicts damage on this operative, you can ignore that
GORE TANK. inflicted damage.

GOREMONGER , CHAOS, LEADER, BLOOD HERALD 32


APL MOVE SAVE WOUNDS
GOREMONGER ASPIRANT
2 7" 5 + 10
NAME A HIT D WR
Autopistol 4 4+ 2/3 Range 8"
Chainglaive 4 3+ 4/5 Rending

Obsessive Bloodlust: Whenever this operative ends the Fight


action, if it’s no longer within control range of enemy operatives,
it can immediately perform a free Charge action (even if it’s
already performed the Charge action during that activation),
but it cannot move more than 2" during that action. Doing so
doesn’t prevent it from performing the Charge, Dash or
Reposition action afterwards during that activation.

GOREMONGER , CHAOS, ASPIRANT 32


APL MOVE SAVE WOUNDS
GOREMONGER BLOODTAKER
2 7" 5 + 10
NAME A HIT D WR
Autopistol 4 4+ 2/3 Range 8"
Ritual blade 4 3+ 3/5 Ritual*

*Ritual: Whenever this operative is using this weapon, the TRANSFUSION RITUAL 1AP
first time you inflict damage on an operative within its control
 ecrease this operative’s GORE TANK. Instead of using a
D
range during that sequence, you can increase this operative’s
SANGUAVITAE rule, you can increase the GORE TANK
GORE TANK. Note this is cumulative with the normal rules for
of one other friendly GOREMONGER operative within 8"
increasing its GORE TANK (i.e. if it incapacitates an operative
of this operative.
within its control range).
T his operative cannot perform this action while within control
range of an enemy operative, or if its GORE TANK is empty.

GOREMONGER , CHAOS, BLOODTAKER 32


APL MOVE SAVE WOUNDS
GOREMONGER IMPALER
2 7" 5 + 10
NAME A HIT D WR
Autopistol 4 4+ 2/3 Range 8"
Fleshskewer (ranged) 4 3+ 4/5 Range 8", Stun, Drag*, Prey*
Fleshskewer (stab) 4 3+ 3/4 -

*Drag: Whenever this operative is shooting with this weapon, at the start of the Resolve *Prey: Whenever this operative is
Attack Dice step (before inflicting damage), you can move the target up to x". X is your shooting with this weapon, in the Resolve
total number of successful unblocked attack dice, multiplied by 2. The target must be Attack Dice step, after resolving the Drag
moved to a location it can be placed as close as possible to this operative, determined weapon rule (if you choose to), you can
by the x" you choose to use. The move must be done in one or more straight-line discard any of your successful unblocked
increments, and increments are always rounded up to the nearest inch. Whenever the attack dice. In other words, you can
target is dropping during that move, ignore the vertical distance. choose not to inflict damage with any
number of them.

GOREMONGER , CHAOS, IMPALER 32


APL MOVE SAVE WOUNDS
GOREMONGER INCITER
2 7" 5 + 10
NAME A HIT D WR
Dual autopistols (focused) 4 3+ 2/2 Range 8", Ceaseless, Devastating 1, Rending
Dual autopistols (point-blank) 4 3+ 3/4 Ceaseless, Rending

DASH AND SPRAY 1AP


P erform a free Dash action and a free Shoot action
with this operative in any order. You can only select dual
autopistols (focused) for that Shoot action.

T his operative cannot perform this action while it has


a Conceal order, or while within control range of an
enemy operative.

RULES CONTINUE ON OTHER SIDE


GOREMONGER , CHAOS, INCITER 32
APL MOVE SAVE WOUNDS
GOREMONGER INCITER
2 7" 5 + 10
Incite the Hunt: Whenever this operative incapacitates an enemy
operative from more than 2" away, before that enemy operative
is removed from the killzone, you can increase the GORE TANK
of one friendly GOREMONGER operative within 8" of that
enemy operative.

Whenever this operative inflicts damage on an enemy operative


but doesn’t incapacitate it, that enemy operative gains one
of your Bleeding tokens (if it doesn’t already have one).
During a friendly GOREMONGER operative’s activation or
counteraction, before or after it performs an action, if it’s within
8" of an enemy operative that has one of your Bleeding tokens,
you can remove that token and increase that friendly operative’s
GORE TANK.
APL MOVE SAVE WOUNDS
GOREMONGER SKULLCLAIMER
2 7" 5 + 10
NAME A HIT D WR
Autopistol 4 4+ 2/3 Range 8"
Great chainaxe 4 3+ 5/6 Brutal

Brutish: Whenever an attack dice would inflict Critical Dmg Claim Skull: Once per turning point, if this operative
on this operative, you can choose for that attack dice to inflict incapacitates an enemy operative with its great chainaxe, you
Normal Dmg instead. gain 1CP.

GOREMONGER , CHAOS, SKULLCLAIMER 32


APL MOVE SAVE WOUNDS
GOREMONGER STALKER
2 7" 5 + 10
NAME A HIT D WR
Autopistol 4 4+ 2/3 Range 8"
Pickrippers 4 3+ 4/5 Rending

Climbing Picks: Whenever this operative is climbing up, you Rooftop Stalker: Whenever this operative is fighting during an
can treat the vertical distance as 2" (regardless of how far the activation in which it dropped from Vantage terrain, or whenever
operative actually moves vertically). this operative is fighting against an enemy operative that’s
on Vantage terrain, this operative’s melee weapons have the
Relentless weapon rule.

GOREMONGER , CHAOS, STALKER 32

You might also like