Beasts of ChaosBeastlord
6"
5
4+
7
WARSCROLL

Beastlord

Savage commanders and ferocious warriors, Beastlords are the alphabeasts of the Brayherds. They exert dominance over their snarling kin through acts of grisly violence, and lead ruinous stampedes into the civilised lands.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Paired Man-ripper Axes
Paired Man-ripper Axes1"63+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader

DESCRIPTION

A Beastlord is a single model armed with Paired Man-ripper Axes.

ABILITIES

Dual Axes: Armed with two man-ripper axes, the Beastlord rains down blows upon the foe, hacking them apart with animalistic fury.
You can re-roll hit rolls of 1 for attacks made with Paired Man-ripper Axes.

Hatred of Heroes: Leaving weaker foes to his followers, a Beastlord reserves his prodigious strength and fury for the greatest of the enemy’s champions.
You can re-roll failed wound rolls for attacks made by this model that target a HERO.

COMMAND ABILITIES

Grisly Trophy: With a roar of triumph, the Beastlord raises a severed head into the air.
You can use this command ability in the combat phase if any attacks made by a friendly BEASTLORD with this command ability resulted in an enemy model being slain that phase. If you do so, until the end of that phase, you can re-roll wound rolls for attacks made by friendly BRAYHERD units wholly within 18" of that BEASTLORD. If any attacks made by that BEASTLORD resulted in an enemy HERO or MONSTER being slain that phase, you can re-roll both hit rolls and wound rolls for attacks made by friendly BRAYHERD units wholly within 18" of that BEASTLORD instead.

KEYWORDS
CHAOS, GOR, BEASTS OF CHAOS, BRAYHERD, HERO, BEASTLORD
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.
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.

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

Leader

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

None
Battleline
• Gors
• Ungors
Leader

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

None
Battleline
• Gors
Leader

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

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

None
Battleline
• Gors
• Ungors
Leader

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

Leader
© Vyacheslav Maltsev 2013-2020