In the wildest corners of every realm, the Beasts of Chaos gather for war. They are anarchy given form, monstrous amalgams of animal and man intent on tearing down the wonders of civilisation and reducing the Mortal Realms to ruin. Birthed from the warping taint of Chaos and imbued with bestial fury, they stampede towards their foes in vast herds, leaving only horror and devastation in their wake.

This page contains all of the rules you need to field your Beasts of Chaos miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.

Books

BookKindEditionVersionLast update
  Beasts of Chaos
  Beasts of ChaosBattletome21.1December 2019
  Warhammer Underworlds: Beastgrave
  Warhammer Underworlds: BeastgraveWarscroll2September 2019
  General’s Handbook ’2020
  General’s Handbook ’2020Expansion21.0August 2020

Designers’ Commentary

Battletome: Beasts of Chaos

 Q: Does the Herdstone Shard affect the Ghorgon’s Ravenous Bloodgreed ability?
A:
No. It only affects the Bloodgreed ability.
 Q: Can Brass Despoilers, Phantasmagoria of Fate, Pestilent Throng and Depraved Drove be used as part of a Chaos army that owes allegiance to a Chaos God? For example, can I take a Brass Despoilers battalion as part of a Khorne army?
A:
Yes.
 Q: Can a HERO from a Beasts of Chaos warscroll battalion that is part of a Chaos army that owes its allegiance to a Chaos God be given any spells/artefacts/etc. from that army’s set of allegiance abilities?
A:
Yes, as long as no other restrictions apply
 Q: With the Great Bray-Shaman’s Devolve spell, does the opponent have to move all of the models in the unit?
A:
Yes. Note that each model is moved one at a time.
 Q: Does the Dragon Ogor Shaggoth’s Beneath the Tempest ability stack? For example, if you have three Shaggoths on the table and you tie for priority, can you make three 4+ rolls to heal D3 wounds for each Thunderscorn unit?
A:
No.
 Q: I would like some clarification on how the Jabberslythe’s Spurting Bile Blood ability is intended to work, specifically whether ‘overkill’ damage triggers dice rolls to test for mortal wounds. For example, if my Jabberslythe suffers 12 wounds from a single unit’s melee weapon(s), do I roll 12 dice to test for mortal wounds even though the Jabberslythe has a Wounds characteristic of 10?
A:
The Spurting Bile Blood ability triggers when a wound is allocated. As wounds are allocated one at a time until the model is slain, any ‘overkill’ will not cause the ability to be triggered. See Allocating Wounds in the core rules.
 Q: With the Ravening Direflock’s Black-souled Cowardice ability, what happens if it is impossible to place the models due to enemy models?
A:
The endless spell is dispelled. Note that you must set up the Ravening Direflock if it is possible to do so.
 Q: f a Wildfire Taurus’ Whirlwind of Destruction ability forces an Idoneth Deepkin unit to fight at the end of the next combat phase, but the High Tide battle trait is in effect, does the unit fight at the start or the end of the combat phase?
A:
If two abilities that apply to a unit are contradictory and cannot both be applied, the one that was applied second takes precedence. In this case, that means the Idoneth Deepkin unit would fight at the end of the combat phase. Note this only occurs when it impossible to use both abilities. For example, if one ability gave a unit a hit modifier of +1 and another ability gave the same unit a hit modifier of -1, both would be applied (and effectively cancel each other out).
 Q: Does the note in the Pitched Battle profile for Tzaangors in the Beasts of Chaos battletome mean that they can only ever be Battleline if they are included in a Beasts of Chaos army with a Tzaangor Shaman as their general?
A:
No. Tzaangors are only not Battleline units when they are taken as part of a Beasts of Chaos army that does not have a Tzaangor Shaman as its general.

Allies

FACTIONALLIES
Beasts of ChaosSlaves to Darkness

Battle Traits

The Herdstone

The foul megaliths erected by the Beasts of Chaos warp and corrupt the land around them.

After territories have been chosen but before players begin to set up their armies, you can set up one HERDSTONE wholly within your territory, more than 12" from enemy territory and more than 1" from any other terrain features. If both players can set up a terrain feature in this manner, each player rolls a dice, rolling again in the case of a tie, and whoever rolls higher can choose the order in which the terrain features are set up.

Brayherd Ambush

The Brayherds use savage cunning to encircle their prey before launching an attack.

Instead of setting up a BRAYHERD unit on the battlefield, you can place it to one side and say that it is set up in ambush as a reserve unit. You can set up one reserve unit in ambush for each BEASTS OF CHAOS unit you have set up on the battlefield. At the end of your first movement phase, you must set up all friendly reserve units that are in ambush on the battlefield, wholly within 6" of the edge of the battlefield and more than 9" from any enemy units. Any reserve units that cannot be set up are slain.

Creatures of the Storm

As the skies twist and darken, the Thunderscorn sweep across the battlefield with primal force.

At the start of your hero phase, roll a dice. Each friendly THUNDERSCORN unit more than 3" from any enemy units can move a distance in inches equal to the roll, but cannot move within 3" of any enemy units.

Bloodgorge

The creatures of the Warherds guzzle down the blood of their enemies and feast on their flesh.

At the end of the combat phase, if any attacks made by a WARHERD unit in that combat phase destroyed any enemy units, heal D3 wounds allocated to that WARHERD unit.

Greatfrays

Each of the Greatfrays wages war in its own uniquely savage way.

If your army is a Beasts of Chaos army, you can give it a Greatfray keyword. All BEASTS OF CHAOS units in your army gain that keyword. You can either choose one of the Greatfrays listed below, or choose another Greatfray you have read about or created yourself. If you choose one from the list below, all units with that keyword benefit from the extra abilities listed for that Greatfray on the page indicated. If you choose a different Greatfray, simply pick the Greatfray that most closely matches the nature of your own.

ALLHERD
DARKWALKERS
GAVESPAWN

If a unit already has a Greatfray keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its Greatfray.

Primordial Call

The din of battle and scent of gore call to all Beasts of Chaos, beckoning them to join the hunt.

You can summon units of BEASTS OF CHAOS to the battlefield if you collect enough Primordial Call points. At the start of your hero phase, you receive 1 Primordial Call point. In addition, in your hero phase you can choose one friendly BEASTS OF CHAOS HERO within 3" of the HERDSTONE you set up at the start of the battle and say that they will enact a savage blood ritual.

If you do so, pick a friendly BEASTS OF CHAOS unit within 3" of the HERDSTONE. That unit suffers D3 mortal wounds. For each mortal wound inflicted on that unit, you receive 1 Primordial Call point.

If you have 3 or more Primordial Call points at the end of your movement phase, you can summon one or more units from the following list onto the battlefield, and add them to your army. Each unit you summon costs a number of Primordial Call points, as shown on the list, and you can only summon a unit if you have enough Primordial Call points remaining to pay its cost. Summoned units must be set up wholly within 6" of the edge of the battlefield and more than 9" from any enemy units. Subtract the cost of the summoned unit from the number of Primordial Call points you have available immediately after it has been set up.


Command Traits

Brayherd Alphabeast Traits

BRAYHERD HERO only.

D6COMMAND TRAIT
1

Bestial Cunning

Guided by predatory instincts, this general moves its herds to surround and outflank the enemy army.

Up to half (rounding down) of the friendly reserve units set up in ambush (see Brayherd Ambush) can arrive in your second movement phase instead of your first.

2

Indomitable Beast

This beastman towers above others of its kin.

Add 1 to this general’s Wounds characteristic.

3

Apex Predator

This creature is a master of the swift kill, sensing the prey’s weakness with ease.

Re-roll wound rolls of 1 for attacks made by this general.

4

Malevolent Despoiler

To this spiteful creature, civilisation exists only to be torn down.

Enemy units cannot receive the benefit of cover while they are within 12" of this general.

5

Oracle of the Dark Tongue

Dark omens are spat from the maw of this alphabeast.

Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of this general.

6

Shadowpelt

This beast’s onyx-black hide devours light, blinding those that attack him.

Subtract 1 from hit rolls for attacks that target this general made by models more than 3" away from the general.


Warherd Alphabeast Traits

WARHERD HERO only.

D6COMMAND TRAIT
1

Eater of Heroes

This beast has developed a taste for the most powerful of foes.

You can re-roll failed hit rolls for attacks made by this general that target an enemy HERO.

2

Rampant Juggernaut

This ferocious alphabeast is all but unstoppable on the charge.

You can re-roll charge rolls made for friendly WARHERD units wholly within 12" of this general.

3

Gorger

This gluttonous beast and his bullgor kin delight in feasting upon the flesh of the slain.

Do not roll a D3 to determine the number of wounds healed by the Bloodgorge battle trait for friendly WARHERD units that are wholly within 12" of this general. Instead, the battle trait heals 3 wounds allocated to that unit.

4

Gouge-tusks

Caked in layers of gore, this beast’s tusks have slain many great warriors.

At the end of the combat phase, pick an enemy unit within 3" of this general and roll a dice. On a 1, nothing happens. On a 2-5, that unit suffers 1 mortal wound. On a 6 that unit suffers D3 mortal wounds.

5

Roaring Brute

The deep bellows loosed by this monster evoke a primal terror in its prey.

Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of this general.

6

Rugged Hide

The thick, leathery skin of this beast can withstand substantial damage.

Worsen the Rend characteristic of attacks that target this general by 1 (to a minimum of ‘-’).


Thunderscorn Alphabeast Traits

THUNDERSCORN HERO only.

D6COMMAND TRAIT
1

Tempestuous Tyrant

This alphabeast has slain many a behemoth that has strayed into his domain.

You can re-roll failed wound rolls for attacks made by this general that target a MONSTER.

2

Magnetic Monstrosity

Writhing rivulets of lightning bind this beast’s enemies to him.

Enemy units cannot retreat while they are within 3" of this general.

3

Father of the Storm

This beast can imbue those around him with the power of tempests.

When you use the Creatures of the Storm battle trait, you can re-roll the dice that determines how far units can move if this general is on the battlefield.

4

Lightning-fast Monstrosity

Despite his great size, this alphabeast is capable of devastatingly fast attacks.

This general fights at the start of the combat phase if it made a charge move in the same turn, before the players start picking any other units to fight in that combat phase.

5

Adamantine Scales

The scales that cover this beast’s body are thicker than plate armour.

Add 1 to the Save characteristic of this general.

6

Ancient Beyond Knowing

This alphabeast has waged war across the Mortal Realms since aeons long past.

At the start of the first battle round, you receive D3 additional command points.


Artefacts of Power

Spoils of the Brayherds

BRAYHERD HERO only.

D6ARTEFACT OF POWER
1

Ramhorn Helm

The curving horns of this headdress spiral around the wearer’s own, allowing them to savagely gore the target of their charge.

After the bearer completes a charge move, pick an enemy unit within 1" of them. That unit suffers D3 mortal wounds.

2

Brayblast Trumpet

Carved from the bone of a Shaggoth, this horn sends thunderous blasts across the Mortal Realms, drawing towards it the most savage of the true children of Chaos.

Add 1 to hit rolls for attacks made by friendly BRAYHERD units while they are wholly within 18" of the bearer if those units used the Brayherd Ambush battle trait to set up on the battlefield in that turn.

3

The Knowing Eye

This misshapen lump of flesh has an all-seeing eye at its centre that forever gazes in the direction of its quarry. The bearer knows not where the eye guides them, but soon learns to trust its divinations.

At the start of your hero phase, roll a dice if the bearer is on the battlefield. On a 4+ you receive 1 additional command point.

4

Volcanic Axe

This axe, originally belonging to the Scorchpelt Greatfray, was bathed in Aqshian lava during the Time of Tribulations. Its blade burns the flesh of all it touches and, when it strikes true, can release a pyroclastic shock wave that turns enemies to cinders.

Pick one of the bearer’s melee weapons. Add 1 to that weapon’s Damage characteristic. In addition, each time you make an unmodified hit roll of 6 for an attack made with that weapon, the target suffers 1 mortal wound after all of the bearer’s attacks have been resolved.

5

Bleating Gnarlstaff

Infused with the warping taint of Chaos, the bestial sounds emitted by this twisted branch cause stones and plants to awaken with animal fury.

If the bearer is within 1" of a terrain feature at the end of your movement phase, roll a dice. On a 3+ each enemy unit within 1" of that terrain feature suffers 1 mortal wound.

6

Troggoth-hide Cloak

This cloak of tanned hide retains the regenerative properties of the creature it once covered.

At the start of your hero phase, you can heal 1 wound that has been allocated to the bearer.


Spoils of the Warherds

WARHERD HERO only.

D6ARTEFACT OF POWER
1

Cleaver of the Brass Bull

This giant blade is splattered in the blood of slain foes.

Pick one of the bearer’s melee weapons. Improve that weapon’s Rend characteristic by 1. In addition, if the unmodified hit roll for an attack made with that weapon is 6, add 1 to the Damage characteristic of that weapon for that attack.

2

Gilded Horns

Fitted brass banding makes a charge from these horns all the more deadly.

After the bearer has made a charge move, pick an enemy unit within 1" of the bearer and roll a number of dice equal to the charge roll for that charge move. For each roll of 5+, that enemy unit suffers 1 mortal wound.

3

Glyph-etched Talisman

This crudely carved talisman holds chaotic magic within.

The bearer can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD.

4

Blackened Armour of Chaos

Forged in balefire, this armour carries a dark blessing.

Roll a dice each time you allocate a mortal wound to the bearer. On a 4+ that mortal wound is negated.

5

Champion’s Doomcloak

Shorn from rival Doombulls, the severed horns adorning this cloak stoke the wearer’s bloodlust.

Add 2 to charge rolls made for the bearer.

6

Herdstone Shard

The very sight of this jagged shard amplifies the bloodgreed of the Warherd.

When BULLGOR units wholly within 6" of the bearer use their Bloodgreed ability, it activates on an unmodified roll of 5 or 6.


Spoils of the Thunderscorn

THUNDERSCORN HERO only.

D6ARTEFACT OF POWER
1

Ancestral Azyrite Blade

This blade has not dulled since its forging in the Age of Myth.

Pick one of the bearer’s melee weapons. Improve that weapon’s Rend characteristic by 2.

2

Lightning-chained Bracers

Crackling with energy, these bracers fill their wearer with speed.

You can re-roll failed hit rolls for attacks made by the bearer.

3

Thunderstrike Lodestone

This primordial stone can be used to call down lightning.

Once per battle, if the bearer is on the battlefield, they can call down a bolt of lightning. If they do so, you can heal D3 wounds allocated to the bearer. In addition, roll a dice for each enemy unit within 1" of the bearer. On a 2+ that unit suffers 1 mortal wound.

4

Horn of the Tempest

A blast from this horn heralds the apocalyptic storm to come.

Friendly THUNDERSCORN units wholly within 18" of the bearer at the start of your charge phase can make a charge move in that phase even if they ran in the same turn.

5

Tanglehorn Familiars

Through these impish creatures, the Shaggoth channels his spite to sunder enemy magics.

Once per battle, at the start of the enemy hero phase, you can pick an enemy WIZARD within 12" of the bearer. That WIZARD cannot cast any spells that hero phase.

6

Ruinous Icon

This artefact is anathema to sorcery, warding the bearer from spells.

Each time the bearer is affected by a spell or endless spell, roll a dice. On a 4+ ignore the effects of that spell on the bearer.


Spell Lores

You can choose or roll for one spell from one of the following tables for each WIZARD in a Beasts of Chaos army.

Lore of the Twisted Wilds

BRAYHERD WIZARD only.

D6SPELL
1

Viletide

A seemingly ceaseless wave of bile, gore and writhing insects crashes into the enemy.

Viletide has a casting value of 6. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them. That unit suffers D3 mortal wounds. If the unit is within 6" of the caster, it suffers D6 mortal wounds instead.

2

Vicious Stranglethorns

Twisting, razor-sharp brackens and thorns erupt from the undergrowth to ensnare the foe.

Vicious Stranglethorns has a casting value of 7. If successfully cast, pick a terrain feature wholly within 24" of the caster that is visible to them. Each enemy unit within 3" of that terrain feature suffers D3 mortal wounds.

3

Savage Dominion

The shaman attempts to exert their will upon a creature so as to bring it under their control.

Savage Dominion has a casting value of 5. If successfully cast, pick an enemy MONSTER unit that is a single model within 18" of the caster and visible to them, and roll 2D6. If the roll is equal to or greater than that model’s Bravery characteristic, you can move it 3" towards the closest other model. You can then pick 1 other unit within 1" of that MONSTER and roll a number of dice equal to the MONSTER’s Wounds characteristic. For each 4+, that unit suffers 1 mortal wound.

4

Tendrils of Atrophy

Deadly coils of untamed Chaos energy wrap around the caster’s enemies, rotting flesh and corroding armour.

Tendrils of Atrophy has a casting value of 6. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them. Until your next hero phase, subtract 1 from save rolls for attacks that target that unit.

5

Wild Rampage

The scent of violence and bloodshed spreads, sending warriors into a chaotic frenzy.

Wild Rampage has a casting value of 6. If successfully cast, pick a friendly unit within 12" of the caster that is visible to them. Until your next hero phase, you can re-roll failed wound rolls for attacks with melee weapons made by this unit. However, subtract 1 from save rolls for attacks that target this unit.

6

Titanic Fury

The shaman draws upon the chaotic nature of a nearby creature to imbue it with strength.

Titanic Fury has a casting value of 7. If successfully cast, pick a friendly BEASTS OF CHAOS MONSTER within 12" of the caster that is visible to them. Until your next hero phase, add 1 to the Attacks characteristic of that MONSTER’s melee weapons.


Lore of Dark Storms

THUNDERSCORN WIZARD only.

D3SPELL
1

Thunderwave

A blast of raw chaotic energy is released in all directions.

Thunderwave has a casting value of 7. If successfully cast, each unit within 3" of the caster suffers D3 mortal wounds. THUNDERSCORN units are not affected by this spell.

2

Hailstorm

The Shaggoth utters an ancient incantation, and the skies respond by unleashing a debilitating hailstorm.

Hailstorm has a casting value of 6. If successfully cast, pick an enemy unit within 21" of the caster that is visible to them. Until your next hero phase, halve the Move characteristic of, and run and charge rolls for, that unit.

3

Sundering Blades

Lightning crackles across the blades of those near to the caster.

Sundering Blades has a casting value of 7. If successfully cast, pick a friendly unit wholly within 18" of the caster that is visible to them. Until your next hero phase, improve the Rend characteristic of that unit’s melee weapons by 1.


Greatfrays

These rules can be used by units in a Beasts of Chaos army that have been given the appropriate keyword (see the Greatfrays Battle Trait).

Allherd

Ferocious and formidable, the Allherd are the most numerous of all the Greatfrays. Their teeming beastherds have spread throughout the Mortal Realms, and by enfolding the most wily and powerful Chaos creatures into their ranks, the Allherd ensures that its raging stampedes continue to grow.

ABILITIES
Bestial Might: The hordes of the Allherd thrive in the thick of battle, where they rampage through enemy lines uncowed and unstopped.
Subtract 1 from battleshock rolls made for ALLHERD units in the battleshock phase if they were picked to fight in the combat phase of the same turn.

COMMAND ABILITY
Booming Roar: A ferocious bellow resonates out into the wilderness, beckoning all to join the great Allherd in their slaughter.
You can use this command ability at the start of your hero phase if your general is on the battlefield. If you do so, you receive 1 Primordial Call point.

COMMAND TRAIT
An ALLHERD general must have this command trait instead of one listed in Command Traits section.

Dominator: This beast leads from the fore, hacking into the foe to spur on his savage warriors.
You can re-roll charge rolls made for friendly ALLHERD units wholly within 18" of this general if this general is within 3" of any enemy units.

ARTEFACT OF POWER
The first ALLHERD HERO to receive an artefact of power must be given the Blade of the Desecrator.

Blade of the Desecrator: Said to be Chaos incarnate, this weapon’s etched runes glow as it tears foes asunder.
Pick one of the bearer’s melee weapons. Improve the Rend characteristic of that weapon by 1 for attacks that target a unit of 10 or more models. Improve the Rend characteristic of that weapon by 2 instead for attacks that target a unit of 20 or more models. Attacks made by this weapon cannot have a Rend characteristic greater than -3.

Darkwalkers

The Darkwalkers are apex ambushers who rule over the most remote places in each realm. Spiteful and wily, they hunt by luring their prey deep into ancient forests and desolate wastelands, encircling enemy armies and cutting off routes of escape before pouncing from the shadows to butcher the terrified enemy.

ABILITIES
Shadowbeasts: The Darkwalkers are apex ambushers, luring their foes into the shadows before pouncing upon them.
WARHERD and THUNDERSCORN units in a DARKWALKERS army are considered to have the BRAYHERD keyword for the purposes of the Brayherd Ambush battle trait. In addition, up to half (rounding up) of the reserve units that are set up in ambush can arrive in your second movement phase instead of your first movement phase.

ARTEFACT OF POWER
The first DARKWALKERS HERO to receive an artefact of power must be given the Desolate Shard.

Desolate Shard: Roughly hewn and black as night, this stone shard exudes the corruption of the Chaos wilds.
Once per battle, at the start of your hero phase, the bearer can use the Desolate Shard if they are within 3" of a terrain feature. If they do so, roll a dice for each enemy unit within 1" of that terrain feature. On a 4+ that enemy unit suffers D3 mortal wounds.

COMMAND TRAIT
A DARKWALKERS general must have this command trait instead of one listed in Command Traits section.

Nomadic Leader: This swift and deadly alphabeast drives his bestial kin to spread terror far and wide.
Add 1 to run rolls for friendly DARKWALKERS units while they are wholly within 12" of this general.

COMMAND ABILITY
Savage Encirclement: Barking orders in an animal tongue, the Darkwalkers alphabeast orders their warriors back into the shadows, enabling them to prowl unseen while they outflank the enemy.
You can use this command ability at the end of your movement phase. If you do so, pick a friendly DARKWALKERS unit that is more than 9" from any enemy units and wholly within 18" of a friendly DARKWALKERS HERO. Remove that unit from the battlefield and place it to one side. At the end of your next movement phase, set that unit up again anywhere on the battlefield more than 9" from any enemy units.

Gavespawn

The Gavespawn are worshippers of the Chaos entity known as Morghur, and in his name they seek to reduce all of existence to a writhing whirl of pure anarchy. Grotesquely twisted, even by the standards of the Beasts of Chaos, the creatures of the Gavespawn launch stampedes to spread their devolvement throughout the civilised lands.

ABILITIES
Gift of Morghur: The Gavespawn see spawndom not as a curse, but as an ascension into devolution.
If a friendly GAVESPAWN HERO is slain, roll a dice before removing the model. On a 2+ one CHAOS SPAWN is added to your army. Set up the CHAOS SPAWN anywhere on the battlefield within 6" of the slain HERO. If the HERO had the KHORNE, NURGLE, SLAANESH or TZEENTCH keyword, the same keyword must be chosen for the CHAOS SPAWN. If they did not, you cannot use the Curse of the Dark Gods ability to choose a keyword for that CHAOS SPAWN.

COMMAND ABILITY
Propagator of Devolution: The Gavespawn view Chaos Spawn as holy creations of Morghur, and are driven to emulate their frenetic savagery.
You can use this command ability at the start of the combat phase. If you do so, pick a friendly GAVESPAWN unit wholly within 12" of a friendly GAVESPAWN CHAOS SPAWN. Add 1 to the Attacks characteristic of that unit’s melee weapons until the end of that phase.

COMMAND TRAIT
A GAVESPAWN general must have this command trait instead of one listed in Command Traits section.

Unravelling Aura: In the presence of this alphabeast, magic devolves into anarchic Chaos energy.
This general can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD. If this general is already a WIZARD, they can attempt to unbind 1 additional spell in the enemy hero phase.

ARTEFACT OF POWER
The first GAVESPAWN HERO to receive an artefact of power must be given the Mutating Gnarlblade.

Mutating Gnarlblade: This weapon writhes with coiled tentacles and fanged maws.
Pick one of the bearer’s melee weapons. Add 2 to the Damage characteristic of that weapon. However, each unmodified hit roll of 1 for attacks made with that weapon inflicts 1 mortal wound upon the bearer after all of the bearer’s attacks have been made.

Battleplans

Battleplan

Blood Swamp

When a beastherd encroaches on civilised lands and begins to carve a path of bloody slaughter, the inhabitants will often despatch a force into the wilds to locate and destroy the heart of their attackers’ malign power – the Herdstone. Harried on every flank and led astray at every twist and turn, the desperate warriors pay in blood for each step they make. When at last they come before the Herdstone, most of their number scattered and lost, the survivors are ensnared by the Beasts of Chaos on all sides.

This battleplan tells one such tale. Those invading the beastherd’s domain have ventured deep into the forsaken swamp that is the creatures’ stamping ground. Now is their last chance to destroy the Herdstone, else all is lost.

THE ARMIES
Each player picks an army as described in the core rules. One player is the Beasts of Chaos player and their opponent is the Invader player. The Beasts of Chaos player must use a Beasts of Chaos army.

Each army has a unique command ability, described below.

BEASTS OF CHAOS COMMAND ABILITY
Guard the Herdstone: The Herdstone is the symbol of your beastherd’s strength – rally around it, and show these invaders the folly of attempting to cast it down!
You can use this command ability once per battle at the start of your movement phase. If you do so, add 3" to the Move characteristic of friendly BEASTS OF CHAOS units until the end of that phase. In addition, friendly BEASTS OF CHAOS models must finish any move in this phase closer to the HERDSTONE than it was at the start of the move.

INVADER COMMAND ABILITY
The Final Charge: At last, your quarry stands before you. Although your army is downtrodden and weary, one final push can see this foul megalith toppled.
You can use this command ability once per battle, at the start of your charge phase. If you do so, pick a friendly HERO. You can re-roll charge rolls for friendly units that start the phase wholly within 12" of that HERO. In addition, all friendly units wholly within 12" of that HERO at the start of the following combat phase fight before any other units. Fight with all eligible units one after the other, and then resolve any fights with any other units.

THE BATTLEFIELD
The battlefield represents the malevolent swamp in which the Beasts of Chaos have erected their Herdstone. The Beasts of Chaos player sets up any terrain as they see fit. Place a HERDSTONE within the Beasts of Chaos territory, as shown on the map below.

SET-UP
The Invader sets up their army first. The Invader’s units must be set up wholly within their territory. Before each Invader unit is set up on the battlefield, the Invader rolls a dice. On a 1, 2 or 3 the unit is lost in the swamp, and is not placed on the battlefield. Instead, the unit is set up in reserve. If the Invader has any other abilities that allow models to be set up as reserve units, these abilities cannot be used.

The Beasts of Chaos player then sets up their army. They must set up as many units in ambush as possible (see Brayherd Ambush).

LOST IN THE SWAMP
The twisting paths through the swamp have led the invaders astray at every turn. Scattered and lost, they desperately need to rally together.
At the end the Invader’s movement phase, they can roll a dice for each of their reserve units. On a 4 or 5, the unit can be set up on the battlefield anywhere that is wholly within 6" of the Invader’s short table edge and more than 9" from any enemy units. On a 6, the unit can be set up on the battlefield anywhere that is wholly within 6" of the Invader’s long table edge and more than 9" from any enemy units. Any reserve units lost in the swamp that have not been set up on the battlefield before the start of the fourth battle round are slain.

BRAYHERD AMBUSH
The Beasts of Chaos player cannot set up any of their reserve units within 6" of either of the Invader’s table edges.

CLOYING MISTS
Tendrils of thick fog hang above the swamp’s waters, obscuring from sight everything further than a few paces away.
The range of missile weapons and spells is limited to 12". In addition, units can only attempt to make a charge move if they are within 12" of any enemy units. Starting from the second battle round, roll a dice at the start of each battle round. If the roll is less than the number of the current battle round (for example, a roll of 1 or 2 in the third battle round), the fog clears and this ability is no longer in effect.

SUNDERING THE HERDSTONE
The beastherd’s malign obelisk is saturated with chaotic power, but weapons can still be brought against it to smash it asunder.
The Beasts of Chaos player’s HERDSTONE is treated as an enemy unit by the Invader’s army. Resolve any attacks against it as normal. It does not have a Save characteristic and has a Wounds characteristic of 20. If the wounds allocated to that HERDSTONE equal 20, it is said to be sundered and the battle immediately ends.

GLORIOUS VICTORY
The Invader wins a major victory if the HERDSTONE is sundered. If all units in the Invader’s army are destroyed, the Beasts of Chaos player wins a major victory. If neither player has won by the end of the fifth battle round, the Beasts of Chaos player wins a minor victory.


Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

Beasts of Chaos Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
CHAMPION TABLE
ChampionFollowers
Tzaangor Shaman3 units
Dragon Ogor Shaggoth3 units
Doombull4 units
Great Bray-Shaman5 units
Beastlord5 units
HERO FOLLOWERS TABLE
D6Followers
1-3Beastlord
4-6Great Bray-Shaman
RETINUE FOLLOWERS TABLE
D6BrayherdsMonstrous Beastherds
120 UngorsRazorgor
25 Centigors10 Chaos Warhounds
310 Ungor Raiders10 Chaos Warhounds
410 Gors2 Chaos Spawn
510 GorsCockatrice
6Tuskgor ChariotJabberslythe
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6BrayherdsWarherdsMonstrous Beastherds
1-220 Gors3 Bullgors3 Dragon Ogors
310 Bestigors3 Bullgors3 Dragon Ogors
410 Bestigors3 Bullgors3 Dragon Ogors
53 Tzaangor EnlightenedCygorChaos Gargant
63 Tzaangor SkyfiresGhorgonChimera

Followers Rewards Table

D6REWARD
1

Favoured of the Dark Gods

These warriors have caught the interest of the Ruinous Powers.

Once per battle, in any phase, you can re-roll failed save rolls for attacks that target this unit until the end of that phase.

2

Hungry for Battle

These warriors thirst for slaughter.

Add 2 to this unit’s Move characteristic.

3

Renders of Flesh

These warriors have a dark reputation for butchery and violence.

Once per battle, in the combat phase, you can re-roll failed hit rolls for attacks made by this unit until the end of that phase.

4

Bestial Resilience

The endurance of these beasts is legendary.

Add 1 to save rolls for attacks that target this unit.

5

Enraged

These warriors rampage across the battlefield.

When you make a charge move with this unit, add 2 to the charge roll.

6

Rip, Gore, Tear

Feared by their foes, these warriors unleash savage fury upon the battlefield.

Once per battle, at the start of the combat phase, you can declare this unit will rip, gore and tear its foes apart. If you do so, until the end of the phase, each unmodified hit roll of 6 for attacks made by this unit inflicts 2 hits on that target instead of 1. Make a wound and save roll for each hit.


Champion Rewards Table

2D6REWARD
2

Shamed and Beaten

Your champion has been grievously wounded during a challenge to his position as alphabeast.

You lose 1 Glory Point. In addition, subtract 1 from your champion’s Wounds characteristic for the remainder of the campaign.

3

Ghastly Mutation

Your champion has been cursed with a transmutative flux. Though it sometimes results in debilitating spasms, its mutations make the warrior a formidable foe.

Roll a dice at the start of your hero phase. On a 1, your champion cannot move, attack, cast spells or use any abilities until your next hero phase. On a 4+ you can re-roll hit and wound rolls of 1 for attacks made by your champion until your next hero phase.

4

Battle Roar

The savage bellows issued from your champion dispel all fear from those beasts that follow him.

Add 2 to the Bravery characteristic of friendly units in the battleshock phase while they are wholly within 12" of your champion.

5

Frothing Hatred

Your champion bears scars from, and a grudge against, a particular enemy.

Note down the name of the warband you fought the last battle against. Add 1 to hit and wound rolls for attacks made by your champion that target units from that warband for the rest of the campaign.

6

Gorge on Flesh

The flesh of his enemies fills your champion with strength as he devours their warm carcasses.

At the end of the combat phase, if any attacks made by your champion that phase resulted in an enemy model being slain, you can heal 1 wound allocated to your champion.

7

Dark Despoiler

This champion seeks to prove themselves superior to the most renowned of enemy warriors.

You can re-roll failed hit rolls for attacks made by your champion that target an enemy HERO.

8

Goaded Fury

Your champion’s hatred for the enemy prevents them from giving any quarter.

Once per battle, at the end of the combat phase, you can pick your champion to pile in and attack with its melee weapons again.

9

Baneful Weapon

Pulsing with sickly green light, your champion’s blade has been afflicted with a strange, malevolent malady.

Pick one of your champion’s melee weapons and note it down on your warband roster as being diseased. Add 1 to that weapon’s Damage characteristic.

10

Rampager

The wild destruction wrought by your champion inspires fear in the enemy.

Add 1 to the Glory Points you earn when you win a battle.

11

Heedless of Injury

Attacks that would kill a lesser warrior are shrugged off by your champion.

Roll a dice each time you allocate a wound or mortal wound to your champion. On a 5+ the wound is negated.

12

Savage Blow

Your champion has become practised at waiting for the perfect moment to deliver a brutal killing strike.

Once per battle, at the start of the combat phase, you can say your champion is attempting a savage blow instead of attacking normally. If you do so, pick an enemy model within 1" of your champion and roll a dice. On a 4 or 5, the target model suffers D3 mortal wounds. On a 6, the target model is slain.

Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.

The HERDSTONE keyword is used in following Beasts of Chaos warscrolls:

Scenery

The BRAYHERD keyword is used in following Beasts of Chaos warscrolls:

None
Battleline
• Gors
• Ungors
Leader
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.

The BEASTS OF CHAOS keyword is used in following Beasts of Chaos warscrolls:

The THUNDERSCORN keyword is used in following Beasts of Chaos warscrolls:

None
Leader

The WARHERD keyword is used in following Beasts of Chaos warscrolls:

None
Leader
Behemoth
• Cygor
• Ghorgon

The BEASTS OF CHAOS and HERO keywords are used in following Beasts of Chaos warscrolls:

Leader

The BRAYHERD and HERO keywords are used in following Beasts of Chaos warscrolls:

Leader
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Cover
Add 1 to save rolls for a unit if all of its models are wholly on or within a terrain feature when the rolls are made. This modifier does not apply in the combat phase if the unit you are making save rolls for made a charge move in the same turn, and never applies to units containing models with the MONSTER or WAR MACHINE keyword that have a Wounds characteristic of 8 or more.

The WARHERD and HERO keywords are used in following Beasts of Chaos warscrolls:

Leader
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.

The THUNDERSCORN and HERO keywords are used in following Beasts of Chaos warscrolls:

Leader
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.

The BULLGORS keyword is used in following Beasts of Chaos warscrolls:

None
Leader
Behemoth
• Cygor
• Ghorgon
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.

The WIZARD keyword is used in following Beasts of Chaos warscrolls:

Leader

The BRAYHERD and WIZARD keywords are used in following Beasts of Chaos warscrolls:

Leader

The BEASTS OF CHAOS and MONSTER keywords are used in following Beasts of Chaos warscrolls:

None
Leader
Behemoth
• Chimera
• Cygor
• Ghorgon

The THUNDERSCORN and WIZARD keywords are used in following Beasts of Chaos warscrolls:

Leader
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The ALLHERD and HERO keywords are used in following Beasts of Chaos warscrolls:

Leader

The DARKWALKERS keyword is used in following Beasts of Chaos warscrolls:

The DARKWALKERS and HERO keywords are used in following Beasts of Chaos warscrolls:

Leader

The GAVESPAWN and HERO keywords are used in following Beasts of Chaos warscrolls:

Leader

The GAVESPAWN keyword is used in following Beasts of Chaos warscrolls:

The GAVESPAWN and CHAOS SPAWN keywords are used in following Beasts of Chaos warscrolls:

None
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
© Vyacheslav Maltsev 2013-2020