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Chaos

Goremongers

Recon/Seek And Destroy

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..

Faction Rules

Gore Tank

Each friendly GOREMONGER operative has a GORE TANK that has three levels: full, half and empty.

They start the battle at half. Whenever a GORE TANK increases, it goes up one level; whenever it decreases, it goes down one level.

A GORE TANK cannot increase when it’s already full, or decrease when it’s already empty.

Whenever a friendly GOREMONGER operative incapacitates an operative within its control range, or visible to and within 2" of it, you can increase its GORE TANK.

Whenever a friendly GOREMONGER operative uses a SANGUAVITAE rule, you must decrease its GORE TANK.

Runes Of Khorne

Each friendly GOREMONGER operative cannot lose more than 8 wounds per Shoot action.

Sanguavitae

Each SANGUAVITAE rule specifies when it can be used, and you must decrease the operative’s GORE TANK to do so.

You cannot use the same SANGUAVITAE rule more than once per activation or counteraction, and you cannot use more than two SANGUAVITAE rules per activation or counteraction.

You cannot use Mania and Fury during the same activation.

Rejuvenate:

WHEN: During a friendly GOREMONGER operative’s activation or counteraction, before or after it performs an action.

EFFECT: That operative regains D3+1 lost wounds.

Mania:

WHEN: During a friendly GOREMONGER operative’s activation, before or after it performs an action.

EFFECT: Until the start of that operative’s next activation, add 1 to its APL stat.

Fury:

WHEN: During a friendly GOREMONGER operative’s activation, before or after it performs an action.

EFFECT: That operative can perform two Fight actions during that activation, and the second one is free.

Rake:

WHEN: When a friendly GOREMONGER operative performs the Charge action during its activation.

EFFECT: When that operative finishes moving during that action, you can inflict D3 damage on one enemy operative within its control range.

Surge:

WHEN: When a friendly GOREMONGER operative performs the Charge or Reposition action.

EFFECT: Until the end of that action, add 1" to that operative’s Move stat.

Rage:

WHEN: When a friendly GOREMONGER operative performs the Fight action.

EFFECT: Until the end of that action, add 1 to the Atk stat of that operative’s melee weapons.

Operatives

Strategic Ploys

Augmented Endurance

Whenever an operative is shooting a friendly GOREMONGER operative, if that friendly operative’s GORE TANK is:

Half, you can re-roll one of your defence dice.

Full, you can re-roll any of your defence dice.

Enhanced Violence

Whenever a friendly GOREMONGER operative’s GORE TANK is:

Half, its melee weapons have the Balanced weapon rule.

Full, its melee weapons have the Relentless weapon rule.

Gory Tenacity

Whenever a friendly GOREMONGER operative is fighting or retaliating, the first time your opponent strikes it during that sequence, halve the damage inflicted (rounding up and to a minimum of 2).

Hunt For Blood

Select one friendly GOREMONGER operative. If it has a Conceal order, change it to Engage. Then it can immediately perform a free Charge action, but cannot move more than 3" during that action.

Firefight Ploys

Destructive Demise

Use this firefight ploy when a friendly GOREMONGER operative is incapacitated, before it’s removed from the killzone. Inflict damage determined by that friendly operative’s GORE TANK on one enemy operative within that friendly operative’s control range.

Inflict:

D3 if empty.

D3+1 if half.

D3+2 if full.

Gorethirst

Use this firefight ploy when you would counteract. You can do so with one friendly GOREMONGER operative that has a Conceal order, but you must change its order to Engage and it cannot perform any actions other than Charge, Shoot or Fight during that counteraction.

Lacerate Flesh

Use this firefight ploy when a friendly GOREMONGER operative with an empty GORE TANK is activated or counteracts. Increase that operative’s GORE TANK.

At the end of that activation/counteraction, decrease its GORE TANK (you cannot use this decrease to use a SANGUAVITAE rule); if you cannot decrease its GORE TANK, inflict D3 damage on it.

Unbridled Aggression

Use this firefight ploy when a friendly GOREMONGER operative is fighting during an activation in which it performed the Charge action, at the end of the Roll Attack Dice step.

Until the end of that sequence, that operative’s melee weapons have the Severe weapon rule.

Equipment

Gory Totem

Before the battle, you can set up one of your Gory Totem markers wholly within your territory and more than 2" from other markers (excluding your Bloody Cadaver marker).

Whenever an enemy operative within 3" of your Gory Totem marker is shooting, fighting or retaliating, your opponent cannot re-roll their attack dice.

Bloody Cadaver

Before the battle, you can set up one of your Bloody Cadaver markers wholly within your territory and more than 2" from other markers (excluding your Gory Totem marker).

Friendly GOREMONGER operatives can perform the Pick Up Marker action on that marker. In the Ready step of each Strategy phase, you can increase the GORE TANK of one friendly GOREMONGER operative that controls that marker, unless that friendly operative is within control range of an enemy operative.

Chaos Sigil

Once per turning point, when an operative is shooting a friendly GOREMONGER operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.

Wrist Chains

Once per turning point, when a friendly GOREMONGER operative performs the Shoot action and you’re selecting a ranged weapon, you can use this rule.

If you do, until the end of that action, the following melee weapons are treated as ranged weapons with the Range 2" weapon rule: chainblade, chainglaive, great chainaxe (ignore its Brutal weapon rule), pickrippers.

Ammo Cache (x1)

Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:

AMMO RESUPPLY0AP

One of your Ammo Cache markers the active operative controls is used during this turning point.

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 (x1)

Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".

Comms Device (x1)

Before the battle, you can set up one of your Comms Device markers wholly within your territory.

While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives

(e.g. ‘select one friendly operative within 6"’ would be 9" instead).

Note that you cannot benefit from your opponent's Comms Device markers.

Mines (x1)

Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.

The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.

Light Barricades (x2)

Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Heavy Barricade (x1)

A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Ladders (x2)

Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:

  • Wholly within your territory.
  • Upright against terrain that’s at least 2" tall.
  • More than 2" from other equipment terrain features.
  • More than 1" from doors and access points.

Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.

Portable Barricade (x1)

A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.

Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

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 Barricade1AP

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 (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

SMOKE GRENADE1AP

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, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re 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 (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

STUN GRENADE1AP

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 (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Frag Grenade44+2/4Rng 6", Blast 2", Saturate

Explosive Grenade - Krak (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Krak Grenade44+4/5Rng 6", Piercing 1, Saturate

Breaching Charge

Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.

Building Your Roster

A GOREMONGER kill team is composed of:

- 1 GOREMONGER BLOOD HERALD
- 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.