Beasts of Chaos – Ungor Raiders
6"
1
6+
4
WARSCROLL

Ungor Raiders

What Ungor Raiders lack in strength they make up for in cruel cunning. They are the most man-like of all Beasts of Chaos, and with rudimentary bows they rain deadly hails of arrows down upon their enemies.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Raider Bow
Raider Bow18"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Jagged Shank
Jagged Shank1"15+5+-1
PITCHED BATTLE PROFILE

Unit Size: 10 - 40      Points: 80
Battlefield Role: None

DESCRIPTION

A unit of Ungors has any number of models, each armed with a Raider Bow and Jagged Shank.

HALFHORN: The leader of this unit is a Halfhorn. Add 1 to hit rolls for attacks made with a Halfhorn’s Raider Bow.

BRAYHORN: 1 in every 10 models in this unit can have a Brayhorn. A unit that includes any Brayhorns can run and still shoot later in the same turn.

BANNER BEARER: 1 in every 10 models in this unit can be a Banner Bearer. A unit that includes any Banner Bearers can move an extra 1" when it runs or piles in.

ABILITIES

Vile Invaders: Ungor Raiders tend to range ahead of the beastherd, killing the enemy’s sentries and positioning themselves for sudden ambushes.
After armies are set up, but before the first battle round begins, this unit can move up to 6".

Baying Anger: When assembled in larger herds, Ungor Raiders are capable of unleashing devastating volleys of arrows from their shortbows.
You can re-roll hit rolls of 1 for attacks made by this unit with missile weapons while it has 20 or more models, or re-roll hit rolls of 1 and 2 for attacks made by this unit with missile weapons while it has 30 or more models.

KEYWORDS
CHAOS, UNGOR, BEASTS OF CHAOS, BRAYHERD, UNGOR RAIDERS
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.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.

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

None
Battleline
• Ungors

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