Goremongers

75pts
UnitMTSVWLDOC
Goremongers9"46+17+1

Ranged Weapons

WeaponRangeABSSAPD
Autopistol
Pistol
12"14+301
Blood harpoon
AssaultSustained Hits D3
18"14+5-12

Melee Weapons

WeaponRangeAWSSAPD
Chainblade
Lance
Melee34+301
Close combat weapon
-
Melee24+301

Abilities

Infiltrators
Blessings of Khorne

If your Army Faction is ^^**World Eaters^^**, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne. Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. Example: **Ash makes their Blessings of Khorne roll and gets the following dice: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1, 2, 2, 2, 3, 4. They then use the two 2s to activate Wrathful Devotion (which requires any double), leaving the following dice: 1, 2, 3, 4. However, now that they have activated two Blessings of Khorne, they cannot activate any more and the remaining dice are discarded.**

Loping Speed

Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6".

Unit Composition

  • 1 Blood Herald
  • 1 Goremonger w/ blood harpoon
  • 1 Goremonger w/ 2 pistols
  • 7 Goremonger w/ chainblade
  • Blood Herald is equipped with: chainblade.
  • Goremonger w/ blood harpoon is equipped with: blood harpoon.
  • Goremonger w/ chainblade is equipped with: chainblade.
Faction Keywords
World Eaters
Keywords
InfantryGrenadesChaosKhorneGoremongers