Goremongers are a melee-focused faction fueled by bloodshed, using their Gore Tanks to power Sanguavitae abilities that enhance combat prowess, healing, and mobility while becoming more resilient as they spill enemy blood.
Core Abilities
Faction Rules
- RUNES OF KHORNE: Cannot lose more than 8 wounds per Shoot action.
- GORE TANKS: Gore tank levels change on kills or sanguavitae use.
- SANGUAVITAE: Use sanguavitae rules by decreasing gore tank level.
- SANGUAVITAE Rejuvenate: Regain D3+1 lost wounds.
- SANGUAVITAE Mania: Add 1 to APL stat until next activation.
- SANGUAVITAE Fury: Perform two Fight actions, second one free.
- SANGUAVITAE Rake: Inflict D3 damage after Charge action movement.
- SANGUAVITAE Surge: Add 1" to Move stat during Charge or Reposition.
- SANGUAVITAE Rage: Add 1 to melee weapon Atk stat during Fight.
Strategic Ploys
- ENHANCED VIOLENCE: Melee weapons gain Balanced or Relentless based on Gore Tank.
- AUGMENTED ENDURANCE: Reroll defence dice based on Gore Tank when shot.
- GORY TENACITY: Halve first strike damage in fight or retaliate sequence.
- HUNT FOR BLOOD: Change order to Engage and perform limited free Charge.
Firefight Ploys
- UNBRIDLED AGGRESSION: Melee weapons gain Severe after Charge
- GORETHIRST: Concealed operative counters with Engage order
- DESTRUCTIVE DEMISE: Incapacitated operative damages nearby enemy
- LACERATE FLESH: Empty Gore Tank increases then decreases
Equipment
- Gory Totem: Enemies within 3" cannot reroll attack dice.
- Bloody Cadaver: Increases GORE TANK for controlling operative.
- Chaos Sigil: Worsens enemy Piercing by 1 once per turning point.
- Wrist Chains: Treats melee weapons as ranged once per turning point.