Beasts of ChaosDesolating Beastherd
Warscroll Battalion

Desolating Beastherd

Since the Age of Myth, the Beasts of Chaos have rampaged across the Mortal Realms. They gather in teeming beastherds to lay waste to cities and fortresses and slaughter their inhabitants. They are the true children of Chaos, and do not bow before any of the Dark Gods.
ORGANISATION
A Desolating Beastherd consists of the following units:
 • 1 Beastlord or Doombull
 • 1-3 Great Bray-Shamans
 • 1-3 units of Bestigors or Bullgors in any combination
 • 1-3 units of Gors or Tuskgor Chariots in any combination
 • 2-6 units of Ungors or Ungor Raiders in any combination
 • 0-1 Ghorgon or Cygor
PITCHED BATTLE PROFILE

Unit Size: -      Points: 150
Battlefield Role: Warscroll Battalion

ABILITIES

Bringers of the Wild: The rampaging creatures of the beastherds are intent on despoiling the lands of their foes, and are never more ferocious than they are when surrounded by the detestable trappings of civilisation.
If the unmodified hit roll for an attack made by a unit from this battalion that is wholly within enemy territory is 6, that attack scores 2 hits on that target instead of 1. Make a wound and save roll for each hit.
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.
© Vyacheslav Maltsev 2013-2020