Fellgor Ravagers

ReconSeek & Destroy
KILL GRADE [10]
12345
246810

What to Know

Meet the Fellgor Ravagers! A 10-strong Chaos beastmen kill team that refuses to die. Their Frenzy rule keeps them fighting when they'd normally fall, turning them into injured berserkers that must be finished off. They're a fast, melee-focused horde with 6" Move, using ploys like Ambush for surprise charges and Pelting Firepower to boost shooting when ganging up. Operatives like Gorehorn (dual Fight actions) and Mangler (clawed hunter) excel in close combat, while the Shaman provides psychic support. They're tough to put down but weak on objectives once frenzied. Unleash their animalistic fury!

Core Abilities

Unusual Shooting
Shaman: Tech-curse [Seek Light]Gnarlscar: Uncompromising Attack: shoot into combat while within enemy control range
Unusual Melee
Mangler: Tactual Hunter: immediate second strike after critical success
Super Conceal
Out of Order Movement
Firefight Ploy: Bloodsense: activate operative before opponent after killOperative: Call The Attack: grants free Dash to nearby operatives
Activation Manipulation
Firefight Ploy: Bloodsense: activate another operative after kill, before opponent activates.
APL Modifiers
Herd-Goad: Crackthorn whip (ranged) [Stun]Herd-Goad: Incite Fury: +1 APL to friendly operativeDeathknell: Icon Bearer: +1 APL for marker controlFrenzy: APL treated as 1 for control with Frenzy token
Bitter Demise
Frenzy: Prevents incapacitation, grants Frenzy token with delayed incapacitation conditions.
Block Rerolls
Damage Reduction
Faction Rule: Frenzy: ignore incapacitating damage, gain Frenzy token.Operative: Deathknell: War Gong: downgrade critical hits to normal for nearby.Operative: Toxhorn: Toxic Blessings: reduce damage by 1 on 5+ roll for high damage.

Faction Rules

  • Frenzy: Operative avoids incapacitation once, gains Frenzy token, and becomes injured with restrictions until specific conditions incapacitate it.

Strategic Ploys

  • Violent Temperament: Reroll all attack dice when fighting or retaliating
  • Pelting Firepower: Gain Ceaseless or Relentless when enemy shot by allies
  • Ambush: Retain normal success as critical when changing to Engage
  • Reckless Determination: Retain one defence dice as success when no cover

Firefight Ploys

  • Ruthless Rampage: free charge after fight, limited move
  • Animalistic Fury: critical hit deals +1 damage
  • Wild Rage: +1" move during activation
  • Bloodsense: chain activate after incapacitating enemy

Equipment

  • Brass Adornments: Once per battle, use ANIMALISTIC FURY and WILD RAGE ploys for 0CP each.
  • Chaos Sigil: Once per turning point, worsen enemy PIERCING by 1 when shooting a friendly operative.
  • Gore Marks: Once per turning point, re-roll one attack dice in combat, risking 1-2 damage to self.
  • War Paint: Ignore MOVE stat penalties from injury for friendly operatives.

Rules Commentary

Q:
If one of my dice is re-rolled or replaced by an opponent's rule (e.g. **HAND OF THE ARCHON** Omen, **WARPCOVEN** Fate Itself Is My Weapon), can I still use the Violent Temperament strategy ploy to re-roll my attack dice?
A:
Yes, but only the dice that were not re-rolled or replaced.

Operative Selection

↘ 1 FELLGOR RAVAGER IRONHORN operative with one of the following options:

  • Corrupted pistol; corrupted chainsword
  • Plasma pistol; bludgeon

↘ 9 FELLGOR RAVAGER operatives selected from the following list:

  • DEATHKNELL
  • FLUXBRAY
  • GNARLSCAR
  • GOREHORN
  • HERD-GOAD
  • MANGLER
  • SHAMAN
  • TOXHORN
  • VANDAL
  • WARRIOR with one of the following options:
    • ○ Autopistol; bludgeon
    • ○ Autopistol; cleaver

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment