Beasts of ChaosGrashrak’s Despoilers
6"
1
6+
6
WARSCROLL

Grashrak’s Despoilers

This band of cruel-hearted raiders and brutal killers eagerly follows the Bray-Shaman Grashrak Fellhoof into battle, for he always guides them to a fine feast of slaughter, plunder and despoilment.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Shortbow
Shortbow18"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ripper Axe
Ripper Axe1"24+3+-11
Shortspear
Shortspear2"15+4+-1
Flint Weapon
Flint Weapon1"15+5+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 140
Battlefield Role: Leader
Notes: Unique. Grashrak Fellhoof and Grashrak’s Despoilers must be taken as a set for a total of 140 points. Although taken as a set, each is a separate unit.

DESCRIPTION

Grashrak’s Despoilers is a unit that has 5 models. Draknar is armed with a Ripper Axe; Murghoth Half-horn and Korsh ‘the Sneak’ are each armed with a Shortspear; and Ushkor and Gnarl are each armed with a Shortbow and Flint Weapon.

ABILITIES

Grashrak’s Savage Herd: Grashrak Fellhoof commands this band of bestial creatures through fear and cruelty.
Roll a dice before you allocate a wound or mortal wound to a friendly GRASHRAK FELLHOOF while he is within 3" of this unit. On a 4+, that wound or mortal wound is allocated to this unit instead of GRASHRAK FELLHOOF.

Violent Despoilers: Grashrak’s gor-kin leave a trail of wanton destruction in their wake, for they hate the trappings of civilisation with a bestial vehemence.
Add 1 to hit rolls for attacks made by this unit while it is wholly within enemy territory.

KEYWORDS
CHAOS, GOR, BEASTS OF CHAOS, BRAYHERD, ALLHERD, GRASHRAK’S DESPOILERS
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.
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.

The GRASHRAK FELLHOOF keyword is 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.

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
© Vyacheslav Maltsev 2013-2020