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
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.