Gorehorn

(Unit)
Type: model
Category: Operative
Categories: Fellgor Ravagers, Chaos, Operative, Gorehorn
EntryId: 4e20-4cc5-7050-c39f
Hidden: false
Options (2)
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
Gorehorn

2

6"

4+

10

Abilities
Champion:

This operative can perform two Fight actions during its activation.

*Headtaker:

Whenever this operative incapacitates an operative with this weapon, roll one D3: 

  • This operative regains a number of lost wounds equal to the result (unless it has one of your Frenzy tokens).
  • Until the end of the battle, add the result to the Critical Dmg stat of this operative’s skullcleaver (to a maximum of 8).

Modifiers:

set max(force) 1
force is Kill Team