Goremongers

ReconSeek & Destroy
KILL GRADE [8]
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What to Know

Meet the GOREMONGERS: 8 Khorne-worshipping melee monsters with a unique GORE TANK mechanic. Start at half tank, gain power by killing, and spend it on SANGUAVITAE abilities like double FIGHT actions, healing, or extra APL. They're fast (7" MOVE) but average toughness (5+ save, 10-11 wounds). Use ploys to boost melee lethality, survive shooting, and charge from concealment. A high-risk, high-reward faction that snowballs as they spill blood!

Core Abilities

Unusual Shooting
Unusual Melee
Super Conceal
Out of Order Movement
Strategic Ploy: Hunt for Blood: free Charge action when playedFirefight Ploy: Gorethirst: counteraction with Charge in opponent's activation
Activation Manipulation
APL Modifiers
Impaler: Fleshskewer (ranged) [Stun]Sanguavitae - Mania: +1 APL to friendly operative
Bitter Demise
Destructive Demise: Firefight ploy inflicts D3 to D3+2 damage on enemy within control range when incapacitated.
Block Rerolls
Faction Equipment: Gory Totem: opponent cannot reroll attack dice near marker.
Damage Reduction
Faction Rule: Runes of Khorne: max 8 damage per shoot actionOperative: Blood Herald: Impending Apotheosis: ignore normal damage once per battleOperative: Skullclaimer: Brutish: critical damage becomes normalStrategic Ploy: Gory Tenacity: halve first damage in fight/retaliate

Faction Rules

  • Gore Tanks: GOREMONGER operatives have three-level resource tracking system
  • Runes of Khorne: Limit damage taken, increase Gore Tank on kills, decrease on Sanguavitae use
  • Sanguavitae: Spend Gore Tank levels to activate special abilities with usage limits
  • Mania: Increase APL by 1 until next activation
  • Rejuvenate: Regain D3+1 lost wounds
  • Fury: Perform two FIGHT actions, second one free
  • Rake: Inflict D3 damage after CHARGE action
  • Rage: Add 1 to melee weapon ATK during FIGHT action
  • Surge: Add 1" to MOVE during CHARGE or REPOSITION

Strategic Ploys

  • Enhanced Violence: Melee weapons gain Balanced or Relentless based on Gore Tank
  • Gory Tenacity: Halve first strike damage in fight or retaliate sequence
  • Augmented Endurance: Reroll defence dice based on Gore Tank when shot
  • Hunt for Blood: Change order to Engage and perform limited free Charge

Firefight Ploys

  • Unbridled Aggression: melee weapons gain Severe after Charge
  • Destructive Demise: inflict damage based on GORE TANK when incapacitated
  • Gorethirst: counteract with Conceal operative, must change to Engage
  • Lacerate Flesh: increase then decrease GORE TANK, risk damage if cannot

Equipment

  • Gory Totem: Enemies within 3" cannot reroll attack dice.
  • Chaos Sigil: Once per turning point, worsen enemy Piercing by 1.
  • Bloody Cadaver: Increases GORE TANK for controlling GOREMONGER operatives.
  • Wrist Chains: Once per turning point, treat melee weapons as ranged.

Rules Commentary

Q:
If a melee weapon has the Balanced or Relentless weapon rule as a result of the Enhanced Violence strategy ploy, and is then used as a ranged weapon as a result of the Wrist Chains faction equipment, does the new ranged weapon still have the Balanced or Relentless weapon rule?
A:
No.
Q:
When determining whether a friendly operative's GORE TANK is full for the purposes of the Enhanced Violence strategy ploy, do I check before or after decreasing its Gore Tank for any Sanguavitae (e.g. Rage) for that action?
A:
After.

Operative Selection

  • 1 GOREMONGER BLOOD HERALD operative
  • 7 GOREMONGER operatives selected from the following list:
    • ASPIRANT
    • BLOODTAKER
    • IMPALER
    • INCITER
    • SKULLCLAIMER
    • STALKER
  • Other than ASPIRANT 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