VOXROSTER
CodexFactionsChaos Space MarinesFellgor Beastmen

Fellgor Beastmen

M6"
T4
SV5+
W1
LD7+
OC1

Composition & Wargear

Fellgor Champion
Equipped Chainsword
Choose one Pistol Bolt pistol / Plasma pistol (max 1)
Beastman
Equipped Autopistol
Each model one of: Close combat weapon / Great weapon (max 1) / Corrupted stave (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Bolt pistol 12"14+ 401
Plasma pistol - standard 12"14+ 7-21
Plasma pistol- supercharge 12"14+ 8-32
Autopistol 12"14+ 301
Corrupted stave 18"D34+ 5-11

Melee Weapons

WeaponRangeAWSSAPD
Chainsword Melee34+ 401
Close combat weapon Melee24+ 401
Great weapon Melee25+ 8-12
Corrupted stave Melee24+ 4-1D3
The Murder Blade Melee62+ 8-23

Abilities

Bestial Raiders Datasheet

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.

Dark Pacts Core

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]

Pistol Core

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. 

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06). When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:  - One or more of its [CLOSE-QUARTERS] weapons.  - One or more of its other ranged weapons.

Hazardous Core

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

Devastating Wounds Core

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.  Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.  Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.

Psychic Core

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).