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===Gorehorn=== [[File:Gorehorn.PNG|260px|right|thumb|The literal G.O.A.T.]] In a squad of close-combat monsters, the Gorehorn stands apart from their sheer martial expertise. Gorehorns are the enforcers and champions of Chaos worshiping Beastmen packs. They throw themselves into battle with wild abandon and use axes to cut off the heads of their foes, making them quite sought after by an Ironhorn or any traitor Guardsmen worth their salt. As aforementioned, Gorehorns have a dual role in combat assault ''and'' enforcing some weird sort of law in Chaos-controlled lands (Yeah...law in Chaos...). Their expertise in close-combat makes them not to be underestimated. Whilst it is true that the [[Basic Close Combat Weapons#Axe|Battleaxe]] is their primary weapon and symbol of office, Gorehorns are also known to take a [[Autopistol]] for ranged encounters, as well as carrying a belt of [[Grenades & Explosives#Frag Grenade|Frag]] and [[Grenades & Explosives#Krak Grenade|Krak Grenades.]] Like the rest of their cohorts, Gorehorns 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. Gorehorns are pretty formidable, so they are not to be fucked with. On the Kill Team tabletop, they are a big bruiser with a vicious axe with Lethal 5+. They can fight twice each turn (and you need to since that axe is wicked) and every time they kill an enemy outside of Frenzy, they can roll a d3 to recover that many wounds and deal that much on your next crit. As such, you'll be needing a some extra protection so your enemy won't consider sniping them out before they can make a kill. They are classified under Combat. {{Clear}}
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