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Fellgor Ravager
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===Fellgor Shaman=== [[File:Fellgor_Shaman.PNG|180px|right|thumb|This is why you should never feed your goat Warp Dust Henry.]] The spiritual leader of the herd. Just like their [[Warhammer Fantasy]] [[Bray-Shaman|counterparts]]. Fellgor Shamans guide the rest of the herd to the true path to [[Chaos]]. These kooks are drawn from Beastmen who have been blessed with [[Psyker|psychic powers]] and lead the sacrificial rites at their tribe's Herdstone. A Herdstone is essentially a holy menhir of scrap metal or carved rockcrete meant for your typical religious/cultish/oonga-boonga ceremonies. In combat, they invoke warp magic to support their allies and are armed with not only a standard [[Force_Weapons#Force Staff|Force Staff]], but [[Grenades & Explosives#Frag Grenade|Frag]] and [[Grenades & Explosives#Krak Grenade|Krak Grenades as well.]]. Like the rest of their cohorts, Shamans do not wear any bits of armour at all. Relying on a Beastmen's natural acumen for [[Rage|RAEG]] and toughness to shrug off blows that will cripple lesser men. Nonetheless, they are squishy wizards, so it is best that they ''don't'' kiss the barrel of a [[melta]]. On the Kill Team tabletop, they are your lone psyker of the lot. Fortunately, you get three different spells you can make use of. ''Mantle of Darkness'' lets friendly operatives within 3"/square count as always being Concealed to enemies beyond 6"/pentagon away, ''Apoplectic Rejuvenation'' heals 2d3 wounds (maxed out if they killed someone) to a friendly non-frenzied operative within 6", and ''Curse Weapon'' makes an enemy's gun take Hot for their activation, making each roll of 1 to hit deal an additional MW. They are classified under Staunch and Scout. {{Clear}}
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