Goremongers

ReconSeek & Destroy
KILL GRADE [8]
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What to Know

Meet the GOREMONGERS - 8 operatives of Khorne's fury! These melee-focused berserkers charge into combat with a unique GORE TANK mechanic that powers up as they spill blood. Start at half-tank, increase by killing enemies, then unleash powerful SANGUAVITAE abilities like Fury (fight twice!) or Rejuvenate (heal D3+1) by decreasing the tank. They're fast (7" move) but average toughness (5+ save, 10-11 wounds) - their strength lies in aggressive momentum. Strategy ploys like Enhanced Violence give Balanced/Relentless melee weapons based on tank level, while Augmented Endurance boosts defense. They're all about controlled aggression: build your tank, unleash devastating combos, and watch the enemy bleed!

Core Abilities

Unusual Shooting
Unusual Melee
Super Conceal
Out of Order Movement
Strategic Ploy: Hunt for Blood: free Charge action with 3" movement limitFirefight Ploy: Gorethirst: counteraction with Charge during opponent's activation
Activation Manipulation
APL Modifiers
Impaler: Fleshskewer (ranged) [Stun]Sanguavitae: Mania: +1 APL to friendly operative
Bitter Demise
Destructive Demise: Inflicts damage on enemy when GOREMONGER operative is incapacitated.
Block Rerolls
Faction Equipment: Gory Totem: opponent cannot re-roll attack dice within 3"
Damage Reduction
Operative: Impending Apotheosis: ignore Normal Damage once per battle on attack dice.Operative: Brutish: change Critical Dmg to Normal Dmg to reduce damage.Faction Rule: Runes of Khorne: max 8 wounds per Shoot action.Strategic Ploy: Gory Tenacity: halve first strike damage in fight or retaliate.

Faction Rules

  • Gore Tanks: GOREMONGER operatives have three-level tanks that start at half and change with conditions.
  • Runes of Khorne: Limit wound loss to 8 per Shoot action; increase tank on incapacitation, decrease on SANGUAVITAE use.
  • Sanguavitae: Use rules by decreasing Gore Tank; limited to two per activation, with specific restrictions.
  • Mania: Add 1 to APL until next activation when used during activation.
  • Rejuvenate: Regain D3+1 lost wounds when used during activation or counteraction.
  • Fury: Perform two Fight actions in one activation, with the second free.
  • Rake: Inflict D3 damage on an enemy within control range after a Charge action.
  • Rage: Add 1 to Atk stat of melee weapons during a Fight action.
  • Surge: Add 1" to Move stat during Charge or Reposition actions.

Strategic Ploys

  • Enhanced Violence: Melee weapons gain Balanced or Relentless based on GORE TANK level.
  • Gory Tenacity: Halve first strike's damage when fighting or retaliating.
  • Augmented Endurance: Reroll defence dice based on GORE TANK level when shot.
  • Hunt for Blood: Change CONCEAL 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.