Fellgor Beastmen

70pts
UnitMTSVWLDOC
Fellgor Beastmen6"45+17+1

Ranged Weapons

WeaponRangeABSSAPD
Bolt pistol
Pistol
12"14+401
➤ Plasma pistol - standard
Pistol
12"14+7-21
➤ Plasma pistol- supercharge
HazardousPistol
12"14+8-32
Autopistol
Pistol
12"14+301

Melee Weapons

WeaponRangeAWSSAPD
Chainsword
-
Melee34+401
Close combat weapon
-
Melee24+401
Great weapon
-
Melee25+8-12
Corrupted stave
Devastating WoundsPsychic
Melee24+4-1D3

Abilities

Dark Pacts

If your Army Faction is ^^**Heretic Astartes**^^, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of the Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: ■ [LETHAL HITS] ■ [SUSTAINED HITS 1]

Bestial Raiders

If this unit begins the game in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. If this unit is in Strategic Reserves, for the purposes of setting it up on the battlefield, treat the current battle round number as being one higher than it actually is.

Unit Composition

  • 1 Fellgor Champion
  • 1 Beastman w/ great weapon
  • 1 Beastman w/ corrupted stave
  • 1-9 Beastman
  • Fellgor Champion is equipped with: chainsword, bolt pistol.
  • Beastman w/ great weapon is equipped with: great weapon, autopistol.
  • Beastman w/ corrupted stave is equipped with: corrupted stave, autopistol.
  • Beastman is equipped with: autopistol, close combat weapon.

Wargear Options

  • The Fellgor Champion's bolt pistol can be replaced with one of the following: 1 plasma pistol.
Faction Keywords
Heretic Astartes
Keywords
InfantryGrenadesChaosFellgor BeastmenDamned