Rak'Gol v10.0
Rak'Gol v10.0
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.
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
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.
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 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
•
Stabilizing Beams: This model does not suffer the penalty to its Hit rolls for
•
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
•
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.
•
Rak’Gol Blades
•
Furious Charge : Add 1 to this model’s Strength and Attacks characteristics in the
•
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.
•
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
•
Wild Fury (aura): re-roll failed hit rolls of 1 in the Fight phase for friendly
•
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.
•
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.
•
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
•
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.
•
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
•
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
Rak’Gol Blades
•
Stabilizing Beams : This model does not suffer the penalty to its Hit rolls for
•
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.
•
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.
•
“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
Render
TECHNO-SHAMAN 50
Yu’Vath Crystalblades
•
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.
•
TECHNOBOMINATION 40
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.
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
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
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.
The following base sizes are recommended for use with this opus:
20 Team Leaders
• Marauder Clutchmaster: 40mm round base
Core
• Marauder: 40mm round base
Special
• Murderer: 40mm 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