
Goremongers kt24
Goremongers are among the most lucid and reliable of Khorne’s troops, pumping a constant flow of combat stimms mixed with drops of their masters’ blood into their systems while still retaining a modicum of cunning and level-headedness. The first thing they do is to cut off their own legs and graft on a new mechanical pair that brings them closer to the ideal physical form, armed with blood letting chainweapons and ritual daggers..
Goremonger Blood Herald

APL
2
MOVE
7"
SAVE
5+
WOUND
11
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Icon Of Khorne (Rng 8", Sat) | 4 | 2+ | 4/4 |
Chainblade (Rending) | 4 | 3+ | 4/5 |
ABILITIES
Gore Tank
Impending Apotheosis
Khorne's Favour
Runes Of Khorne
Sanguavitae
GOREMONGER, CHAOS, LEADER, BLOOD HERALD
Goremonger Aspirant

APL
2
MOVE
7"
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Autopistol (Rng 8") | 4 | 4+ | 2/3 |
Chainglaive (Rending) | 4 | 3+ | 4/5 |
ABILITIES
Gore Tank
Obsessive Bloodlust
Runes Of Khorne
Sanguavitae
GOREMONGER, CHAOS, ASPIRANT
Goremonger Bloodtaker

APL
2
MOVE
7"
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Autopistol (Rng 8") | 4 | 4+ | 2/3 |
Ritual Blade (*Ritual) | 4 | 3+ | 3/5 |
ACTIONS
Transfusion Ritual (1 AP)
ABILITIES
Gore Tank
*Ritual
Runes Of Khorne
Sanguavitae
GOREMONGER, CHAOS, BLOODTAKER
Goremonger Impaler

APL
2
MOVE
7"
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Autopistol (Rng 8") | 4 | 4+ | 2/3 |
Fleshskewer (Rng 8", Stun, *Drag, *Prey) | 4 | 3+ | 4/5 |
Fleshskewer | 4 | 3+ | 3/4 |
ABILITIES
*Drag
Gore Tank
*Prey
Runes Of Khorne
Sanguavitae
GOREMONGER, CHAOS, IMPALER
Goremonger Inciter

APL
2
MOVE
7"
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Dual Autopistols (Rng 8", Ceaseless, Dev 1, Rending) | 4 | 3+ | 2/2 |
Dual Autopistols (Ceaseless, Rending) | 4 | 3+ | 3/4 |
ACTIONS
Dash And Spray (1 AP)
ABILITIES
Gore Tank
Incite The Hunt
Runes Of Khorne
Sanguavitae
GOREMONGER, CHAOS, INCITER
Goremonger Skullclaimer

APL
2
MOVE
7"
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Autopistol (Rng 8") | 4 | 4+ | 2/3 |
Great Chainaxe (Brutal) | 4 | 3+ | 5/6 |
ABILITIES
Brutish
Claim Skull
Gore Tank
Runes Of Khorne
Sanguavitae
GOREMONGER, CHAOS, SKULLCLAIMER
Goremonger Stalker

APL
2
MOVE
7"
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Autopistol (Rng 8") | 4 | 4+ | 2/3 |
Pickrippers (Rending) | 4 | 3+ | 4/5 |
ABILITIES
Climbing Picks
Gore Tank
Runes Of Khorne
Rooftop Stalker
Sanguavitae
GOREMONGER, CHAOS, STALKER
Strategic Ploys
Augmented Endurance
- Half, you can re-roll one of your defence dice.
- Full, you can re-roll any of your defence dice.
Enhanced Violence
- Half, its melee weapons have the Balanced weapon rule.
- Full, its melee weapons have the Relentless weapon rule.
Gory Tenacity
Hunt For Blood
Firefight Ploys
Destructive Demise
Inflict:
- D3 if empty.
- D3+1 if half.
- D3+2 if full.
Gorethirst
Lacerate Flesh
Unbridled Aggression
Equipment
Gory Totem
Bloody Cadaver
Chaos Sigil
Wrist Chains
Universal Equipment
Ammo Cache
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice. An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device
Mines
Light Barricades
Heavy Barricade
Ladders
- Wholly within your territory.
- Upright against terrain that is at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Portable Barricade
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, ignore the Piercing weapon rule unless they are within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag
Name | A | BS | D | |
---|---|---|---|---|
Frag Grenade | 4 | 4+ | 2/4 | |
Special Rules | ||||
Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak
Name | A | BS | D | |
---|---|---|---|---|
Krak Grenade | 4 | 4+ | 4/5 | |
Special Rules | ||||
Rng 6", Piercing 1, Saturate |
Recon
Confirm Kill
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it is removed from the killzone, place one of your Confirm Kill mission markers within its control range.
Victory Points:
At the end of each turning point after the first, if a friendly operative controls one of your Confirm Kill mission markers, that marker is not contested by enemy operatives and no enemy operatives are that are within that friendly operative's control range, you can remove that marker to score 1VP, or 2VP if it was placed for an enemy operative with a wounds stat of 12 or more.
You can score a maximum of 2 VP from this op per turning point.
Recover Items
Reveal: At the start of the Set Up operatives step, before equipment is set up.
Additional Rules:
When revealed, your opponent places one of your Item mission markers on the centreline and one within 2" of your territory. You then place one more than 6" from your territory. In all cases, your Item mission markers must be 2" from other markers (including other item mission markers). Your operatives can perform the Pick Up Marker action on your Item mission markers after the first turning point.
Victory Points:
At the end of the fourth turning point, for each of your Item mission markers that both the Pick Up Marker action has been performed upon and friendly operatives control, you score 2VP. Note that it is not a requirement to be carrying those markers, but each of them must have been carried by friendly operatives at some point during the battle.
Plant Beacon
Reveal: The first time a friendly operative performs the Plant Beacon action.
Mission Action: Plant Beacon (1 AP)
Place one of your Beacon mission markers:
- Within the active operative's control range
- More than 4" from your drop zone
- More than 6" from your other Beacon mission markers
- With no part of it underneath Vantage terrain.
Victory Points:
Once per turning point after the first, whenever one of your Beacon mission markers is placed wholly within your territory, you score 1VP.
Once per turning point after the first, whenever one of your Beacon mission markers is placed wholly within your opponent's territory, you score 1VP.
Seek And Destroy
Champion
Reveal: When you select your first Champion.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, you can select one friendly operative to be your champion for the turning point.
Victory Points:
In each turning point after the first, whenever your champion incapacitates an enemy operative you score 1VP, or 2VP if that enemy operative had a wound stat of 12 or more (in either case to a maximum of 2VP per turning point).
Overrun
Reveal: When you first score VP from this op.
Victory Points:
Once per turning point after the first, if an enemy operative is incapacitated by a friendly operative, and that friendly operative is wholly within your opponent's territory when it does so, you score 1VP.
At the end of each turning point after the first, if the total APL stat of friendly operatives that both fulfilled the above condition that turning point (regardless of you scoring the VP) and are still wholly within your opponent's territory is 3 or more, you score 1 VP.
Storm Objectives
Reveal: When you first score VP from this op.
Additional Rules:
At the end of each friendly operative's activation, if it controls an objective marker that enemy operatives controlled at the start of that activation or that is wholly within your opponent's territory, and that objective marker is not contested by enemy operatives, that objective marker is stormed by friendly operatives this turning point.
Victory Points:
Once per turning point after the first, if an objective marker is stormed by Friendly operatives this turning point, you score 1VP.
At the end of each turning point after the first, if friendly operatives control an objective marker that was stormed by friendly operatives this turning point, you score 1VP.