Beasts of ChaosTuskgor Chariots
10"
6
4+
6
WARSCROLL

Tuskgor Chariots

Crafted from scrounged lumber and twisted iron, Tuskgor Chariots race across the battlefield to outflank the foe or crash into their forward ranks. These ramshackle vehicles are driven by reckless beastmen who are eager to be first into the fray.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Despoiler Axe
Despoiler Axe1"24+3+-11
Gnarled Spear
Gnarled Spear2"14+4+-1
Tusks and Hooves
Tusks and Hooves1"44+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1 - 4      Points: 60/200
Battlefield Role: None

DESCRIPTION

A unit of Tuskgor Chariots has any number of models. Each Tuskgor Chariot has a crew of 1 Bestigor and 1 Gor. The Bestigor is armed with a Despoiler Axe, and the Gor is armed with a Gnarled Spear.

MOUNT: This unit’s Tuskgors attack with their Tusks and Hooves.

ABILITIES

Tuskgor Charge: Spurred on by merciless whipping, Tuskgor Chariots barrel into their foes with devastating force.
You can re-roll charge rolls for this unit. In addition, add 1 to the Attacks characteristic of this unit’s melee weapons in a turn in which it made a charge move.

Despoilers: For all their contempt for order and civilisation, Bestigors reserve the greatest part of their hatred for those who champion and defend such values.
Add 1 to hit rolls for attacks made with a Despoiler Axe that target enemy units with 10 or more models. In addition, you can re-roll hit rolls of 1 for attacks made with a Despoiler Axe that target ORDER units.

KEYWORDS
CHAOS, GOR, BEASTS OF CHAOS, BRAYHERD, TUSKGOR CHARIOTS
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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 CHAOS keyword is used in following Beasts of Chaos warscrolls:

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