Fellgor Beastmen

Models
M
T
SV
W
LD
OC
Fellgor Champion
6"
4
5+
1
7+
1
Beastman
6"
4
5+
1
7+
1
Beastman w/ great weapon
6"
4
5+
1
7+
1
Beastman w/ corrupted stave
6"
4
5+
1
7+
1
Fellgor Beastmen
6"
4
5+
1
7+
1
Ranged Weapons
RNG
A
BS
S
AP
D
Autopistol
Pistol
12"
1
4+
3
0
1
Bolt pistol
Pistol
12"
1
4+
4
0
1
Corrupted stave
Devastating Wounds
Psychic
18"
D3
4+
5
-1
1
➤ Plasma pistol - standard
Pistol
12"
1
4+
7
-2
1
➤ Plasma pistol- supercharge
Hazardous
Pistol
12"
1
4+
8
-3
2
Melee Weapons
RNG
A
BS
S
AP
D
Chainsword
Melee
3
4+
4
0
1
Close combat weapon
Melee
2
4+
4
0
1
Corrupted stave
Devastating Wounds
Psychic
Melee
2
4+
4
-1
D3
Great weapon
Melee
2
5+
8
-1
2
Costs
10 models
85 pts
Faction
Dark Pacts
Keywords
Faction: Heretic Astartes
Infantry
Grenades
Chaos
Fellgor Beastmen
Damned
Abilities
Bestial Raiders

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.

Game Version10 models
PointsChange
Version 1.13
85 pts
Version 1.12
85 pts
Version 1.11
85 pts
Version 1.10
85 pts
-10 pts
Version 1.9
95 pts
Version 1.8
95 pts
Version 1.7
95 pts
Version 1.6
95 pts
Version 1.5
95 pts
Version 1.4
95 pts
Version 1.3
95 pts
Version 1.2
95 pts
Version 1.1
95 pts
Version 1.0
95 pts