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
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.