Mangler

(Unit)
Type: model
Category: Operative
Categories: Fellgor Ravagers, Chaos, Operative, Fluxbray
EntryId: 4ac6-5137-a4d4-2cd4
Hidden: false
Options (1)
Rules (1)
Frenzy
Whenever a friendly FELLGOR RAVAGER operative that doesn’t have one of your Frenzy tokens would be incapacitated during the battle, it’s not incapacitated and it gains one of your Frenzy tokens. All remaining attack dice are discarded (including yours if this operative is fighting or retaliating). If it has a Conceal order, change it to Engage.


Whenever a friendly FELLGOR RAVAGER operative has one of your Frenzy tokens: 
- It’s only incapacitated as detailed below.
- It cannot have a Conceal order.
- It’s injured.
- It cannot perform the **Pick Up Marker** or mission actions (excluding **Operate Hatch**).
- For the purpose of determining control of markers, treat its APL stat as 1. This takes precedence over any stat changes.


A friendly FELLGOR RAVAGER operative that has one of your Frenzy tokens is incapacitated when one of the following is met: 
- Its activation ends.
- An enemy operative is fighting against or retaliating against it and your opponent strikes with a critical success.
- An enemy operative is fighting against or retaliating against it and your opponent strikes it for a second time with a normal success. Note this can be strikes from two different **Fight** actions.
- An enemy operative is shooting it and Critical Dmg is inflicted on it.
- The battle ends (resolve this before any victory conditions that resolve at the end of the battle). 


Your opponent treats a FELLGOR RAVAGER operative as being incapacitated (instead of when it would be incapacitated normally) when it gains one of your Frenzy tokens for the purposes of scoring VPs (e.g. kill op) and faction rules that require it to be incapacitated (e.g. HAND OF THE ARCHON Power From Pain, CHAOS CULT Mutation, etc.).

Profiles:

Operative APLMoveSaveWounds
Mangler

2

6"

5+

11

Abilities
*Tactual Hunter:

Whenever this operative is fighting with this weapon against an expended operative, the first time you strike with a critical success during that sequence, you can immediately resolve another of your successes as a strike (before your opponent).

Berserker:

This operative cannot perform the Shoot action (other than Guard, but cannot then perform a free Shoot action during the interruption). You must spend 1 additional AP for this operative to perform the Pick Up Marker and mission actions (excluding Operate Hatch).

Savage:

The first time this operative performs the Fight action during each of its activations, if it isn’t incapacitated, it can immediately perform a free Fight action afterwards (you don’t have to select the same enemy operative to fight against). This takes precedence over action restrictions, and you cannot use the Ruthless Rampage firefight ploy between those two Fight actions.

Modifiers:

set max(force) 1
force is Kill Team