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Rak'Gol v10.0

This document outlines rules for building and using a Rak'Gol warband in a tabletop wargame. It includes requirements for leader, core and special models. Common abilities like augmented and hunting frenzy are described. Rules are provided for deploying units using Rak'Gol ambush and various psychic powers in the Psychotech discipline. Wargear options and philosophies that provide unique benefits are also defined.

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joge jdki
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0% found this document useful (1 vote)
206 views22 pages

Rak'Gol v10.0

This document outlines rules for building and using a Rak'Gol warband in a tabletop wargame. It includes requirements for leader, core and special models. Common abilities like augmented and hunting frenzy are described. Rules are provided for deploying units using Rak'Gol ambush and various psychic powers in the Psychotech discipline. Wargear options and philosophies that provide unique benefits are also defined.

Uploaded by

joge jdki
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Codex : Incognitus Model Availability

This Opus does not follow an existing Codex. Therefore, all You must adhere to the following model requirements when
rules, including weapon profiles, are outlined in the Opus. building your Warband:
Point values given for models do not include weapons &
wargear; like with any Codex, refer to the armoury at the end • 1 Leader model O
of the book for the price of weapons and wargear. • 1-25 Core models 
• 0-5 Special models 
Faction Keywords
All models in this list have the Rak’Gol keyword and
<Brood> keyword. The <Brood> keyword functions in the
same way as all keywords that are highlighted in brackets.

Abilities
The following abilities are common to several Rak’Gol units :

Augmented
This model has a 6+ invulnerable save.

Hunting Frenzy
You can re-roll hit rolls of 1 in the Fight phase for models with this ability that charged in the same turn. If an ability or a weapon
already allows the model to re-roll hit rolls of 1, you can re-roll all failed hit rolls instead.

Rak’Gol Ambush
During deployment, you can deploy this unit in ambush instead of placing it on the battlefield. During the Reinforcement step of
any of your Movement phases, the model can arrive from ambush. If you do, roll on the following table and apply the result.

• 1: set up the unit anywhere on the battlefield that is wholly within 3” of a table edge and more than 9” from enemy mod-
els. The unit can then make a Normal Move, but cannot charge in the following Charge phase.

• 2-3: set up the unit anywhere on the battlefield that is wholly within 3” of a table edge and more than 9” from enemy
models. The unit can then make a Normal Move or Advance, but cannot charge in the following Charge phase.

• 4-5: set up the unit anywhere on the battlefield that is wholly within 3” of a table edge and more than 9” from enemy
models. The unit can then make a Normal Move, but cannot charge in the following Charge phase. Add 1 to hit rolls made for
the unit in the following Shooting phase.

• 6: set up the unit anywhere on the battlefield that is wholly within 3” of a table edge and more than 9” from enemy mod-
els. The unit can then make a Normal Move.

"You thought they couldn't exist. You thought that the stories your squadmates told
you were just meant to entertain you between engagements on long campaigns. You
were wrong. They're here now, and that means we are already dead. Dead!"
— Sgt. Voran, speaking to his squad moments before leaping out a void-lock unshielded

Rak’gol v. 10.0
WARGEAR LIST
Some of the Rak’Gol units you will find in this opus reference the following wargear lists. Where this is the
case, the unit can take any item from the lists below.

MELEE WEAPONS SPECIAL WEAPONS HEAVY WEAPONS


• Chainfist • Rad Flamer • Plutonic Detonator
• Power Axe • Rad-Canister Launcher • Howler Rifle
• Power Lance • Razor Gun • Rad-Beam Cannon
2
• Rad Axe • Stub-Gatler
• Rak’Gol Chainaxe
• Rak’Gol Chainglaive
• Uranic Claw

PSYCHOTECH DISCIPLINE
Before the battle, generate the Psychic Powers for Psyker models that can use powers from the
Psychotech Discipline using the table below. You can either roll a D6 to generate their powers randomly, or
you can select the Psychic Powers you wish the Psyker to have.
Note that these Psychic Powers are worded using the general rules for all Psychic Powers, and therefore
are further affected by the Heralds of Ruins rules regarding Psychic Powers.

PSYCHOTECH DISCIPLINE
D6 Psychic Power

Telekinetic Sledge has a Warp Charge value of 5. If manifested, the closest


enemy unit within 12” of the caster suffers a mortal wound. This power inflicts
1: Telekinetic Sledge
D3 mortal wounds instead if the target is within, or on top of, a piece of
terrain.
Blind Rage has a Warp Charge value of 7. If manifested, pick an enemy unit
within 18” of the Psyker and not within engagement range of any friendly
2: Blind Rage models. Your opponent must move that unit up to 2D6” so that each model in
the unit ends its move as close as possible to the closest friendly model (this
can bring enemy models within engagement range of friendly models).
Reweave has a Warp Charge value of 7. If manifested, pick a friendly <Brood>
unit within 18” of the Psyker. Until your next Psychic phase, roll a die each time
3: Reweave
a model in that unit suffers a wound or mortal wound. On a 5+, the wound is
not lost.
Flay Reality has a Warp Charge value of 6. If manifested, until your next Psychic
phase, each time your opponent makes a hit roll of a 1 for a unit within 3” of
4: Flay Reality
the Psyker, that unit suffers a mortal wound after it has finished making all of
its attacks in that phase.
Reap the Flesh has a Warp Charge value of 6. If manifested, roll a die for
5: Reap the Flesh each model within 6” of the Psyker. On a 6, that model’s unit suffers a mortal
wound.
Seize the Machine has a Warp Charge value of 6. If manifested, pick a single
friendly <Brood> model within 6” of the Psyker, then pick a weapon profile
6: Seize the Machine of an enemy model within 18” of the Psyker, except a Grenade weapon. The
friendly model gains a copy of that weapon until the end of the battle. Each
friendly model can be targeted with this power only once per battle.

Rak’gol v. 10.0
PHILOSOPHIES
Rak’Gol Warbands have access to exclusive Philosophies, as described below, in addition to the ones found
in the Heralds of Ruin rulebook. You can pick one of these philosophies for your Warband instead of the
ones presented in the main rules (remember that your Warband can only have one Philosophy).

PHILOSOPHIES
+3 CP. You cannot use any of the core stratagems presented in the Herald of
Terror Incognita
Ruin rulebook, and can only use Rak’Gol exclusive stratagems.

Roll a die each time a friendly model is removed as a casualty. Add 2 to the 3
The Blooding
result if it was a Youth model. On a 6+, gain 1 CP.
Before the beginning of the battle, declare a keyword other than a faction
Techno-Harvest keyword or the Infantry keyword. The first time this battle that a friendly
model destroys an enemy model with that keyword in the Fight phase, gain 3 CP.
Gain 1 CP the first three time this battle that a friendly model that started the
Bodies as Bait
battle outside of the battlefield destroys an enemy model with its attacks.

STRATAGEMS
Rak’Gol Warbands have access to exclusive Stratagems, as described below, in addition to the ones found
in the Herald of Ruin rulebook.

STRATAGEMS
Use this stratagem before making a charge move with a friendly Rak’Gol
Surging Assault 1 CP Infantry model. Roll three dice and discard the lowest result when rolling
to determine the charge distance.
Use this stratagem when a friendly Rak’Gol Infantry model is destroyed.
Do not remove that model from the battlefield immediately. After the
enemy model has finished making all its attacks, you can move the friendly
Death Frenzy 1 CP
model up to 3” in any direction. If this brings the model within engagement
range of an enemy model, it immediately fights as if it were the Fight phase.
Then remove that model from the battlefield.
Use this stratagem before a friendly Rak’Gol model attacks with a Stub
weapon in the Shooting phase. The model makes an additional D6 attacks
Slugstorm 1 CP
with that weapon. (Stub weapons are Stubbers, Large Stubbers, Stub-
Gatlers and Barbed Stubpistols).
Use this stratagem before rolling to see if models from your Warband flee
Ignore the Dead 1 CP the battlefield in the Morale phase. You can pick the result of 3 of the dice
instead of rolling them.
Use this stratagem at the beginning of the enemy Shooting phase. Pick an
Psychotraume enemy model within 18” of a friendly Rak’Gol Psyker model. Until the end
3 CP
Interference of that phase, unmodified hit rolls of 6 made for that model and all models
within 3” of it are treated as unmodified hit rolls of a 1 instead.
Use this stratagem before rolling on the Rak’Gol Ambush table. Pick the
Perfect Ambush 3 CP
result on the table instead of rolling a die.
INSPIRING PRESENCE
When you pick the effect of your Inspiring Presence aura, Rak’Gol leaders have access to the following
choice in addition to the ones presented in the Heralds of Ruin rulebook.

INSPIRING PRESENCE
Once per turn, after rolling the die to determine the Advance distance of an
Path of Invasion
inspired model, you can change the result of that die to 6.

4
SECONDARY MISSIONS
Rak’Gol Warbands have access to exclusive Secondary Missions, as described below, in addition to the
ones found in the Heralds of Ruin rulebook. You can pick these secondary missions for your Warband
instead of the ones presented in the main rules.

SECONDARY MISSIONS
At the end of the turn, score a number of VP equal to half of the first digit of the
A Bountiful points cost of the most expensive enemy model that was destroyed in the Fight
Harvest phase of that turn, rounded up. If the model cost 100 points or more, score 5 VP
instead.
Once per turn, when a friendly model completes a charge move within
engagement range of more than one enemy model, you can activate this
Hyperaggression
mission. If you do, score 1 VP, plus 1 additional VP for each of enemy model that
friendly model is within engagement range of beyond the first.
Score 2 VP each time a friendly non-beast, non swarm unit completes the
Tunnelling action: A unit can start this action when it arrives on the battlefield
Tunnelling
using the Rak’Gol Ambush ability. The action is completed at the end of your
next Command phase if the unit is within 6” of a battlefield edge.

Side-to-side size comparison of Rak’Gol voidships with


imperial vessels. Top to bottom: “Mangler”, “Mauler” and
“Butcher” class.

Rak’gol v. 10.0
THE KORONUS EXPANSE
The Koronus Expanse is the name given by the authorities of the Imperium of Man to
a dangerous unexplored region of the Halo Stars located beyond the Calixis Sector in the
Segmentum Obscurus. The Expanse is accessed through the Koronus Passage, a treacherous
but navigable route through the great Warp Storms that bar passage to the Halo Stars beyond 5
the way station of Port Wander on the edge of the Expanse. As is true of the Calixis Sector
itself, the Expanse was untouched by the God-Emperor’s Great Crusade many millennia ago
-- and so it is a realm of fearsome xenos, treasures beyond imagining, heathen worlds of
men, and the echoes of ancient doom.

RAK’GOL IN THE EXPANSE


Across the Expanse, there is one intelligent xenos race that is known to all, but seldom
spoken of -- the Rak’Gol. When their name is mentioned, the speaker may well make the
sign of the Aquila for protection -- for to speak the name of these vicious marauders is said
to invite them to attack. The Rak’Gol are one of the single most feared, reviled, barbaric, and
inhuman xenos species encountered in the Koronus Expanse to date. Their excesses are only
surpassed by their brutality. Though they can be found throughout the Koronus Expanse,
these near-primal, cannibalistic hunters are especially common near the ill-travelled Alenic
Depths, where their packs of voidships lurk and wait for prey.
FIRST CONTACT
In 710.M41, a vessel from the Disciples of Thule stumbled across the wreck of the
Imperial merchant brig Solace of Dawn, drifting without power near System Designate
368-2VR-3D. Only the ship’s salvation beacon still operated on its isolated power storage,
6 and the rest of the voidship was cold and dead. Inside, it was immediately apparent that the
Solace had been boarded and her crew slaughtered by something unknown. Vox fragments
and Auspex logs recovered from the remains of the bridge spoke of a new, unknown xenos
species, something perhaps from beyond the Alenic Depths.
Uncharacteristically for their closed order, the Disciples sent a message containing all
information gleaned from the wreck to Altar-Templum-Calixis-Ext-17. In turn, the Adeptus
Mechanicus gifted the information to an infrequent Imperial Navy patrol travelling through
the Maw. Word spread — a new threat had emerged in the Koronus Expanse. It would be
decades and countless atrocities before anyone knew more about this xenos race — the
burning of Monastery 20, thousands dead on Savolis, the Daughter of Regals. Eventually,
however, the xenos had a name, the Rak’Gol -- although their motives remained as secret
as when the Solace of Dawn was first discovered.

Cross-sectional analysis of a Mangler-Class voidship attributed to scribe Messiahcide of Obliquars.

Rak’gol v. 10.0
O MARAUDER CLUTCHMASTER 26
NAME M WS BS S T W A Ld Sv
Marauder C. 7” 3+ 4+ 4 4 4 3 8 4+
Equipment •
Stubber 7

Rak’Gol Blades
Abilities •
Rak’Gol Ambush, Hunting Frenzy, Augmented
Wargear Options •
May replace its Stubber with a Barbed Stubpistol or a Razor Pistol.

May replace its Rak’Gol Blades with an Intimidator.

May take items from the Rak’Gol Armoury.
Keywords Infantry, Marauders, Character

O MURDERER CLUTCHMASTER 28
NAME M WS BS S T W A Ld Sv
Murderer C. 5” 3+ 4+ 4 4 4 3 8 4+
Equipment Large Stubber

Rak’Gol Blades

Abilities Rak’Gol Ambush, Hunting Frenzy, Augmented


Stabilizing Beams: This model does not suffer the penalty to its Hit rolls for

moving and shooting with Heavy weapons.


Wargear Options May replace its Rak’Gol Blades with an Intimidator.

May take items from the Rak’Gol Armoury.


Keywords Infantry, Murderers, Character

O STALKER CLUTCHMASTER 30
NAME M WS BS S T W A Ld Sv
Stalker C. 5” 3+ 4+ 4 4 4 3 8 4+
Equipment Stubber

Rak’Gol Blades

Polonium Injector

Abilities Rak’Gol Ambush, Hunting Frenzy, Augmented


Stalking Predator: When rolling the D6 on the Rak’Gol Ambush table when

setting up this model, you can add 1 to or subtract 1 from that roll result.
Wargear Options May replace its Stubber with a Barbed Stubpistol or a Razor Pistol.

May replace its Rak’Gol Blades with an Intimidator or an item from the Melee

Weapons list.
May take items from the Rak’Gol Armoury.

Keywords Infantry, Stalkers, Character


O RENDER CLUTCHMASTER 34
NAME M WS BS S T W A Ld Sv
Render C. 7” 2+ 4+ 4 4 4 4 9 4+
8 Equipment Two Barbed Stubpistols

Rak’Gol Blades

Abilities Rak’Gol Ambush, Hunting Frenzy


Superaugmented: This model has a 5+ invulnerable save.


Furious Charge : Add 1 to this model’s Strength and Attacks characteristics in the

Fight phase if it made a succesful charge move in the same turn.


Wargear Options May replace any Barbed Stubpistol with a Razor Pistol.

May replace its Rak’Gol Blades with an Intimidator or an item from the Melee

Weapons list.
May take items from the Rak’Gol Armoury.

Keywords Infantry, Renders, Character

O BROODMASTER 45
NAME M WS BS S T W A Ld Sv
Broodmaster 7” 2+ 4+ 4 5 4 4 9 4+
Equipment Stubber

Barbed Stubpistol

Rak’Gol Blades

Abilities Rak’Gol Ambush, Hunting Frenzy


Superaugmented: This model has a 5+ invulnerable save.


Wild Fury (aura): re-roll failed hit rolls of 1 in the Fight phase for friendly

<Brood> models that are within 6” of this model.


Wargear Options May replace its Stubber with a Barbed Stubpistol, a Razor Pistol, or an item from

the Heavy Weapon list.


May replace its Barbed Stubpistol with a Razor Pistol or an item from the Special

Weapons list.
May replace its Rak’Gol Blades with an Intimidator or an item from the Melee

Weapons list.
May take items from the Rak’Gol Armoury.

Keywords Infantry, Broodmaster, Character

Rak’gol v. 10.0
9

Broodmaster
 MARAUDER 14
NAME M WS BS S T W A Ld Sv
Marauder 7” 3+ 4+ 4 4 2 2 7 4+
10 Equipment •
Stubber

Rak’Gol Blades
Abilities •
Rak’Gol Ambush, Hunting Frenzy, Augmented
Wargear Options May replace its Stubber with a Barbed Stubpistol or a Razor Pistol.

For every three models with the Marauders keyword in your Warband, one

Marauder may replace its Stubber with an item from the Special Weapons list.
For every five models with the Marauders keyword in your Warband, one

Marauder may replace its Stubber with an item from the Heavy Weapons list.
May take items from the Rak’Gol Armoury.

Keywords Infantry, Marauders

Marauder

 YOUTH 8
NAME M WS BS S T W A Ld Sv
Youth 8” 4+ 5+ 3 4 1 1 6 5+
Equipment Stubber

Rak’Gol Blades

Abilities Rak’Gol Ambush, Hunting Frenzy


Brought for the Blooding: Add 1 to hit rolls made for this unit while it is within

1” of your Leader.
Wargear Options May replace its Stubber with a Barbed Stubpistol or a Razor Pistol.

Keywords Infantry, Youth

Rak’gol v. 10.0
 CARVER 12
NAME M WS BS S T W A Ld Sv
Carver 8” 3+ 4+ 4 4 1 2 7 4+
Equipment Stubber

11
Rak’Gol Blades

Abilities Rak’Gol Ambush, Hunting Frenzy


Stalking Predator: When rolling the D6 on the Rak’Gol Ambush table when

setting up this model, you can add 1 to or subtract 1 from that roll result.
Wargear Options May replace its Stubber with a Barbed Stubpistol or a Razor Pistol.

For every three models with the Carvers keyword in your Warband, one Carver

may replace its Stubber with an item from the Melee Weapons list.
For every five models with the Carvers keyword in your Warband, one Carver

may replace its Stubber with an item from the Special Weapons list.
Keywords Infantry, Carvers

Survivors prepare to confront a Carver


inside of a boarded rogue trader vessel.
 MURDERER 16
NAME M WS BS S T W A Ld Sv
Murderer 5” 3+ 4+ 4 4 2 2 7 4+
12 Equipment Large Stubber

Rak’Gol Blades

Abilities Rak’Gol Ambush, Hunting Frenzy, Augmented


Stabilizing Beams : This model does not suffer the penalty to its Hit rolls for

moving and shooting Heavy weapons.


Wargear Options One Murderer in your Warband may replace its Large Stubber with an item from

the Heavy Weapons list. If your Warband contains at least four models with the
Murderers keyword, a second one may do so.
May take items from the Rak’Gol Armoury.

Keywords Infantry, Murderers

 STALKER 18
NAME M WS BS S T W A Ld Sv
Stalker 7” 3+ 4+ 4 4 2 2 7 4+
Equipment •
Stubber

Rak’Gol Blades

Polonium Injector
Abilities Rak’Gol Ambush, Hunting Frenzy, Augmented

Stalking Predator: When rolling the D6 on the Rak’Gol Ambush table when

setting up this model, you can add 1 to or subtract 1 from that roll result.
Wargear Options May replace its Stubber with a Barbed Stubpistol or a Razor Pistol.

May replace its Rak’Gol Blades with an item from the Melee Weapons list.

May take items from the Rak’Gol Armoury.


Keywords Infantry, Stalkers

“They come out from beyond the light of the Emperor, savages, who will skin you
while you watch! There is no escape, they’ll consume us all!”
— Hob Viech, survivor of a Rak’Gol attack

Rak’gol v. 10.0
 RENDER 22

Maximum of 3 of this unit in your Warband.


NAME M WS BS S T W A Ld Sv
13
Render 7” 2+ 4+ 4 4 2 3 8 4+
Equipment •
Two Barbed Stubpistols

Rak’Gol Blades
Abilities •
Rak’Gol Ambush, Hunting Frenzy

Superaugmented: This model has a 5+ invulnerable save.

Furious Charge : Add 1 to this model’s Strength and Attacks characteristics in the
Fight phase if it made a succesful charge move in the same turn.
Wargear Options •
May replace any Barbed Stubpistol with a Razor Pistol.

May replace its Rak’Gol Blades with an item from the Melee Weapons list.

One Render in your Warband may replace one Barbed Stubpistol with an item
from the Special Weapons list.

May take items from the Rak’Gol Armoury.
Keywords Infantry, Render

Render
 TECHNO-SHAMAN 50

Maximum of 1 of this unit in your Warband.


NAME M WS BS S T W A Ld Sv
14
Techno-Shaman 7” 3+ 4+ 4 4 3 2 8 4+
Equipment Barbed Stubpistol

Yu’Vath Crystalblades

Abilities Rak’Gol Ambush, Hunting Frenzy


Yu’Vath Amulets: This model has a 5+ invulnerable save.


Open the Mind’s Eye: Each time an enemy model attempts to deny a psychic

power that was manifested by a Techno-Shaman and fails, that model suffers 1
mortal wound. If at least one of the dice on that deny the witch roll showed a 1,
that model suffers D3 mortal wounds instead.
Roiling Fury: At the end of each Fight phase, roll a die for each enemy model

that was destroyed by the Techno-Shaman’s attacks in that phase. For each result
of a 4+, the closest enemy unit to the techno-shaman and within 18” of it suffers
a mortal wound.
Psyker A Techno-Shaman can attempt to manifest one psychic power in each friendly

Psychic phase, and attempt to deny one power in each enemy Psychic phase. It
knows the Smite power and one power from the Psychotech discipline.
Wargear Options May replace its Barbed Stubpistol with a Razor Pistol or an Integrator Spike.

May take items from the Rak’Gol Armoury.


Keywords Infantry, Character, Psyker, Techno-Shaman

 TECHNOBOMINATION 40

Maximum of 2 of this unit in your Warband.


NAME M WS BS S T W A Ld Sv
Technobomination 10” 4+ 5+ 4 5 4 3 5 4+
Equipment •
Stubber

Integrator Spike
Abilities •
Rak’Gol Ambush

Distort Function: At the end of any Fight phase in which this model has
destroyed enemy models with its attacks, you can pick a weapon profile of one of
the slain models, except Grenade weapons, and roll a die. On a 2+, that weapon
is absorbed into the Technobomination’s frame: it gains a copy of that weapon
profile until the end of the battle. This model can only absorb one weapon per
phase in this way.

Techno-Driven: Add 1 to the hit rolls made for this model while it is within 6” of
a friendly Techno-Shaman model.

Aberrant Monster-Machine: This model has a 5+ invulnerable save.
Wargear Options •
May replace its Stubber with a Large Stubber or an item from the Special
Weapons or Heavy Weapons list.
Keywords Infantry, Technobomnations

Rak’gol v. 10.0
RAK’GOL AND THE YU’VATH
One point of note about Rak’Gol technology is that a small but significant percentage
seems to incorporate technology that bears the hallmark crystalline and bone structure
associated with the Yu’vath. Rak’Gol have been encountered possessing Yu’vath symbols,
as well as symbols that learned scholars of the arcane and the forbidden claim are debased 15
and simplified symbols of the Ruinous Powers of the Warp. Clearly, the Rak’Gol have some
sort of ties to the Immaterium, possibly through their covetous desire of Yu’vath technology.
One of the most mysterious facets of Rak’Gol technology is their propensity to seek out and
capture lost relics of the Yu’vath. They will go to any length to possess Yu’vath implants and
constructs, going so far as to even decorate their bodies with the silvered traceries and
symbols used by that decimated race of Chaos-worshippers.

A Techno-Shaman exposes a guardsman’s mind to the warp.


ARMOURY
Item Cost Description
Superior Bionics 15 pts Leader only. The model’s Wounds characteristic is increased by 1.
16 Greater Salvaged Leader only. Pick one of the model’s weapon profiles. That weapon’s
15 pts
Weapon Damage is increased by 1.
Leader only. The model becomes a Psyker. It gains the Psyker
keyword and and can attempt to manifest one power per friendly
Resonator Implants 10 pts
Psychic phase and deny one power per enemy Psychic phase. It
knows the Smite psychic power.
Leader only. After an enemy model within 1” of the bearer has
Implements of finished making all of its attacks in the Fight phase, roll a die for each
5 pts
Insanity of its attacks that failed to hit the bearer. That model suffers a mortal
wound for each roll of a 6.
Broodmaster only. The range of the model’s Wild Fury ability is
Implanted Vox 5 pts
increased to 12”.
Techno-Shaman only. You can re-roll failed Psychic Tests made for
Yu’Vath Crown 10 pts the model. However, when re-rolling Psychic Tests using the Yu’Vath
Crown, the model suffers Perils of the Warp on any roll of a double.
Techno-Shaman only. At the beginning of each friendly Psychic phase,
pick a new power from the Psychotech Dicipline which replaces the
Jars of Psyker Brains 5 pts
Psychotech power that the model already knew. You cannot choose
the same power two turns in a row.
Models with the Murderers keyword only. Add 6” to the range of
Bionic Eyes 5 pts
the model’s ranged weapons.
Models with the Renders keyword only.. Add 1 to the Attacks
Mono-Blades 5 pts
characteristic of the model during a turn in which it charged.
One use only. Use the Rad Mine at the beginning of the Fight phase.
If you do, decrease the Toughness characteristic of one enemy model
Rad Mine 5 pts within 1” of the bearer by 1 until the end of the Fight phase. The
same model can only be affected by one Rad Mine in each Fight
phase.
Substract 1 from the Toughness characteristic of enemy models
Rad-Implants 10 pts within 1” of any friendly model with Rad-Implants. This is not
cumulative with the loss of Toughness caused by Rad Mines.
Each time you make a Wound roll of a 6 for one of the model’s Stub
weapons, add 1 to that weapon’s Damage characteristic for that
Slug Irradiator 5 pts
attack. (Stub weapons are Stubbers, Large Stubbers, Stub-Gatlers and
Barbed Stubpistols).
Pick one of the model’s ranged weapons. You can re-roll failed hit
Extra Barrels 5 pts
rolls for that weapon.

Rak’gol v. 10.0
MELEE WEAPONS RAK’GOL TECHNOLOGY
Weapon Cost The Rak’Gol appear to care little for their gear, as is readily
Chainfist 10 evidenced after every raid they conduct. They casually leave
weapons and armour behind, as well as their dead. In those
Integrator Spike 0 17
cases where a vessel at least put up an effective defence
Intimidator 0 against the Marauders, the ship’s ruins always contain samples
Polonium Injector 0 of Rak’Gol technology for those that salvage the remains.
Power Axe 5 Consequently, Inquisition and Adeptus Mechanicus agents
Power Lance 5 have successfully assembled far more information about
Rak’Gol technology than they have managed to glean of their
Rad Axe 15 history or culture.
Rak’Gol Blades 0
Rak’Gol Chainaxe 1
Rak’Gol Chainglaive 10
Uranic Claw 5
Yu’Vath Crystalblades 0

Rak’Gol ships in the expanse.

RANGED WEAPONS
Weapon Cost
Howler Rifle 10
Plutonic Detonator 25
Rad-Beam Cannon 15
Rad-Canister
5
Launcher
Rad Flamer 5
Large Stubber 0
Razor Gun 3
Razor Pistol 1
Stubber 0
Stub-Gatler 5
Barbed Stubpistol 0

“Effective, but poorly optimised. Ammunition is


expended too quickly for effective use in an extended
firefight. Unmodified humans are incapable of carrying
sufficient ammunition for maximal utility.”
— Magos Trosk, Weaponsmith of Leveen Rho
MELEE WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
Each time an attack is made with this
weapon, subtract 1 from that attack’s hit
18 Chainfist Melee Melee x2 -4 D3 roll, and if that attack is allocated to a
Vehicle model, that attack has a Damage
characteristic of 3.
Each time an attack is made with this
weapon against a Vehicle model, add 1
Integrator Spike Melee Melee +1 -2 D3
to the wound roll and that attack has a
Damage characteristic of 3.
This weapon wounds on a roll of a 3+,
Intimidator Melee Melee User 0 1 unless the target has the Vehicle or
Titanic keyword.
After the bearer has attacked with its
other weapons, it makes a single attack
using this weapon. Each time you make an
Polonium
Melee Melee 3 0 1 unmodified wound roll of 6 when attacking
Injector
with this weapon, the target suffers D3
mortal wounds in addition to any other
damage.
Power Axe Melee Melee +2 -2 1
Power Lance Melee Melee +3 -1 1
Each time an attack is made with this
weapon and the target does not have the
Vehicle keyword, add 1 to the wound roll.
Rad Axe Melee Melee +2 -2 D3 Each time you make an unmodified wound
roll of 6 when attacking with this weapon,
that attack has a Damage characteristic of
D6.
Re-roll failed wound rolls of 1 when
Rak’Gol Blades Melee Melee User 0 1
attacking with this weapon.
Rak’Gol Re-roll failed wound rolls of 1 when
Melee Melee +1 0 1
Chainaxe attacking with this weapon.
When attacking with this weapon,
substract 1 from the hit roll. Re-roll failed
Rak’ Gol Wound rolls of 1 when attacking with this
Melee Melee x2 -1 2
Chainglaive weapon. Each time you make a wound roll
of 6+ when attacking with this weapon,
that attack has an AP characteristic of -4.
Each time you make an unmodified wound
roll of 6 when attackin with this weapon, the
Uranic Claw Melee Melee User -1 1
target suffers a mortal wound in addition to
any other damage.
Yu’Vath
Melee Melee +1 -3 D3
Crystalblades

Rak’gol v. 10.0
RANGED WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
Howler Rifle When attacking with this weapon, choose one of the profiles below.
· Standard 36” Heavy 3 5 0 2
If any unmodified hit rolls of 1 are made
19
for attacks with this weapon profile, the
· Supercharge 36” Heavy 6 6 -2 2
bearer is destroyed after shooting with this
weapon.
Blast. This weapon can only be fired once
Plutonic per battle. Roll a die for each time you hit
18” Heavy D6 * * *
Detonator the target with this weapon. It suffers a
mortal wound for each roll of a 3+.
Add 2 to this weapon’s Damage
characteristic if the target is within half
Rad-Beam range. Each time you make a wound roll of
36” Heavy 1 7 -4 D6
Cannon 6+ when attacking with this weapon, add
D3 to its Damage characteristic for that
attack..
Blast. Each time you make an unmodified
Rad-Canister wound roll of 6 when attacking with
24” Assault D6 3 0 1
Launcher this weapon, that attack has a Damage
characteristic of D3 instead of 1.
Each time an attack is made with this
weapon, that attack automatically hits the
target. Each time you make an unmodified
Rad Flamer 12” Assault D6 4 0 1
wound roll of 6 when attacking with
this weapon, that attack has a Damage
characteristic of D3 instead of 1.
Large Stubber 24” Heavy 2 4 0 1
Each time an attack is made for this weapon
Razor Gun 24” Assault 4 3 0 1 against an Infantry model, re-roll failed
wound rolls.
Each time an attack is made for this weapon
Razor Pistol 12” Pistol 2 3 0 1 against an Infantry model, re-roll failed
wound rolls.
Stubber 18” Assault 2 3 0 1
Stub-Gatler 36” Rapid Fire D3 5 0 1
Each time the bearer fights, it can make
Barbed one additional attack at its own Strength
12” Pistol 1 3 0 1
Stubpistol value, AP0 and Damage 1 for each Barbed
Stubpistol it is equipped with.

“It is fortunate that the Rak’Gol remain isolated. They


are xenos who worship dark gods and slay servants of the
Imperium. Inquisitors might come to blows over who could
destroy them.”
— Inquisitor Marr
RECOMMENDED BASE SIZES

The following base sizes are recommended for use with this opus:

20 Team Leaders
• Marauder Clutchmaster: 40mm round base

• Murderer Clutchmaster: 40mm round base

• Stalker Clutchmaster: 40mm round base

• Render Clutchmaster: 40mm round base

• Broodmaster: 40mm round base

Core
• Marauder: 40mm round base

• Youth: 32mm round base

• Carver: 32mm round base

Special
• Murderer: 40mm round base

• Stalker: 40mm round base

• Render: 40mm round base

• Techno-Shaman: 40mm round bae

• Technobomination: 75x42mm oval base or 50mm round base

Rak’gol v. 10.0
FORCES OF THE RAK’GOL
Youth
From a young age, Rak’Gol broods are taught to work together, meshing their strengths with others’
weaknesses so the pack as a whole succeeds where the individual would not. Once a Rak’Gol has seen
combat, they are often “gifted” with bionics and cybernetics by their Clutchmaster in order to make them 21
more effective at death and slaughter. Eventually those who manage to live long enough will appear to be
more machine than living, a brutal and remorseless engine of death.

Carver
Carvers are a subset of Rak’Gol that spearhead their lightning assaults. These creatures are slightly smaller
than many of their compatriots, though they still tower over humans, built for speed in lieu of raw power
and armed with savage melee weapons.

Marauder
Marauders are the “foot troops” of the Rak’Gol. Most of them are modified with at least one type
of cybernetic implant, though it is far more common for them to have more. They are crazed and
bloodthirsty, revelling in the destruction they wrought. Though they are capable of some level of tactical
cunning, Marauders usually overwhelm their opponents with speed and raw ferocity.
Marauders are the Rak’Gol most comparable to foot troops, and by extension a Marauder Clutchmaster is
most comparable to a sergeant. Having attained this position via displays of untamed savagery, they lead
their brood in for the kill as key enemies are taken down by the brutal warriors under their command.

Murderer
Murderers are the closest thing to heavy weapons specialists that the Rak’Gol ever employ, although they
are rarely seen. It is believed that service amongst the Murderers is a punishment to the Rak’Gol, as they
are almost always modified with bionics that make them more apt at aiming with the oversized weaponry
they carry to battle, but prevent them from running to the kill with the rest of their kin.
As they rarely see direct combat, Murderers seldom become Clutchmasters. Those who do are terrifying
marksmen who lead teams of heavily-armed Rak’Gol to battle, and crew their space artillery onboard their
ramshackle war vessels.

Stalker
The Rak’Gol are capable of dramatic biological change in response to cultural pressures. Whether due to
an increase in social standing or overwhelming expectations, a Carver that is met with many successes
over a long period of time eventually undergoes a transformation to become a Stalker. Now almost as tall
as other Rak’Gol, they form their own broods of elite flankers.
In all reported sightings, Stalker Clutchmasters were said to lead small infiltration groups. They combine
Rak’Gol brutality with a mastery of ambush and sapper tactics rivaling that of much more technologically
advanced species.
Render
Renders are larger and even more violent than typical Rak’Gol. They are easily recognised, even in
isolation, as they are almost totally covered with protruding cybernetic modifications. Reports indicate
that these specimens are almost universally encountered at the forefront of Rak’Gol voidship attacks; in
most instances, fewer than ten Renders are present, yet they always come up first in the terror tales of
22 those who survived a Rak’Gol attack.
A Render that lives long enough to become a Clutchmaster has had most of their body replaced with
prosthetics and weapons, as well as a great number of (for the most part non-functional) bionic
implements. They lead at the forefront of Rak’Gol ground as well as voidship attacks, ignoring enemy fire
as they move in for a gory kill.

Broodmaster
Broodmasters rank directly below Abominations, the racial leaders of the Rak’Gol, within the chain of
command. While there is little to distinguish a Broodmaster from a Clutchmaster in melee combat save
for even more brutality, they are bestially cunning leaders, working the frenzied mobs of their kin into
wild fury as they go in for the kill. While some of the tactics employed by Broodmasters are very similar to
baser feral predators, there are some that are distinctly Rak’Gol in nature.

Techno-Shaman
Rak’Gol hunting parties, and by extension their ships’ complements, sometimes contain one or more
psykers, or Techno-Shamans. These creatures are terrifying destroyers that blur the line between mind and
machine, unleashing torrents of invisible annihilation from strange, crystalline implants that seem to have
grown into their bodies.

Technobomination
To encounter the Rak’Gol is to meet with nightmares brought to waking life. They harvest other races
for their technology and knowledge, and there is no worse exemple of this than the Technobominations.
These mechanical nightmares are dreadful reflection of the Techno-Shaman who brought them to life,
armed with the weapons of whatever it was created out of and with the machinery they consume to
maintain coherent form.

Rak’gol v. 10.0

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