Beasts of Chaos – Cockatrice
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Cockatrices flap and slither towards the enemy in a flurry of motion. Their piercing glare turns victims to stone, while their savage talons shred flesh and their cruel beaks snap clean through armour and bone.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Petrifying Gaze
Petrifying Gaze10"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Vicious Beak
Vicious Beak2"24+3+-1D3
Sword-like Talons
Sword-like Talons1"44+4+-1

Unit Size: 1      Points: 90
Battlefield Role: None


A Cockatrice is a single model armed with a Petrifying Gaze, Vicious Beak and Sword-like Talons.

FLY: A Cockatrice can fly.


Petrifying Gaze: The gaze of a Cockatrice can transfix foes where they stand, turning them to stone.
Do not use the attack sequence for an attack made with a Cockatrice’s Petrifying Gaze. Instead, roll a dice. On a 4+ the target suffers D6 mortal wounds.

Maddened Ferocity: A Cockatrice is not a bold creature, but when it picks its moment to strike, it falls upon its prey in a berserk frenzy.
A Cockatrice has an Attacks characteristic of 8 instead of 4 with its Sword-like Talons if it made a charge move in the same turn.

If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
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.
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 BEASTS OF CHAOS keyword is used in following Beasts of Chaos warscrolls:

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

• Chimera

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

• Chimera
• Cygor
• Ghorgon
© Vyacheslav Maltsev 2013-2021