In the wildest corners of every realm, the Beasts of Chaos gather for war. They are anarchy given form, monstrous amalgams of animal and man intent on tearing down the wonders of civilisation and reducing the Mortal Realms to ruin. Birthed from the warping taint of Chaos and imbued with bestial fury, they stampede towards their foes in vast herds, leaving only horror and devastation in their wake.

This page contains all of the rules you need to field your Beasts of Chaos miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionVersionLast update
  Beasts of Chaos
  Beasts of ChaosBattletome21.3August 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Broken Realms: Kragnos
  Broken Realms: KragnosExpansion21.0August 2021
  Warhammer Legends: Grand Alliance Chaos
  Warhammer Legends: Grand Alliance ChaosIndex31.0August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021
  Warhammer Underworlds: Beastgrave
  Warhammer Underworlds: BeastgraveWarscroll2September 2019

Designers’ Commentary

Battletome: Beasts of Chaos

Q:Does the Herdstone Shard affect the Ghorgon’s Ravenous Bloodgreed ability?
A:
No.
Q:With the Great Bray-Shaman’s Devolve spell, does the opponent have to move all of the models in the unit?
A:
Yes. Note that the models are moved one at a time.

Allies

FACTIONALLIES
Beasts of ChaosSlaves to Darkness

Battle Traits

Brayherd Ambush

The Brayherds use savage cunning to encircle their prey before launching an attack.

Instead of setting up a BRAYHERD unit on the battlefield, you can place it to one side and say that it is set up in ambush as a reserve unit. You can set up one reserve unit in ambush for each BEASTS OF CHAOS unit you have set up on the battlefield. At the end of your first movement phase, you must set up all friendly reserve units that are in ambush on the battlefield, wholly within 6" of the edge of the battlefield and more than 9" from any enemy units. Any reserve units that cannot be set up are slain.

Creatures of the Storm

As the skies twist and darken, the Thunderscorn sweep across the battlefield with primal force.

At the start of your hero phase, roll a dice. Each friendly THUNDERSCORN unit more than 3" from any enemy units can move a distance in inches equal to the roll, but cannot move within 3" of any enemy units.

Bloodgorge

The creatures of the Warherds guzzle down the blood of their enemies and feast on their flesh.

At the end of the combat phase, if any attacks made by a WARHERD unit in that combat phase destroyed any enemy units, heal D3 wounds allocated to that WARHERD unit.

Greatfrays

Each of the Greatfrays wages war in its own uniquely savage way.

If your army is a Beasts of Chaos army, you can give it a Greatfray keyword. All BEASTS OF CHAOS units in your army gain that keyword. You can either choose one of the Greatfrays listed below, or choose another Greatfray you have read about or created yourself. If you choose one from the list below, all units with that keyword benefit from the extra abilities listed for that Greatfray on the page indicated. If you choose a different Greatfray, simply pick the Greatfray that most closely matches the nature of your own.

ALLHERD
DARKWALKERS
GAVESPAWN

If a unit already has a GREATFRAY keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its Greatfray.

Primordial Call

The din of battle and scent of gore call to all Beasts of Chaos, beckoning them to join the hunt.

You can summon units of BEASTS OF CHAOS to the battlefield if you collect enough Primordial Call points. At the start of your hero phase, you receive 1 Primordial Call point. In addition, in your hero phase you can choose one friendly BEASTS OF CHAOS HERO within 3" of the Herdstone you set up at the start of the battle and say that they will enact a savage blood ritual.

If you do so, pick a friendly BEASTS OF CHAOS unit within 3" of the Herdstone. That unit suffers D3 mortal wounds. For each mortal wound inflicted on that unit, you receive 1 Primordial Call point.

If you have 3 or more Primordial Call points at the end of your movement phase, you can summon one or more units from the following list onto the battlefield, and add them to your army. Each unit you summon costs a number of Primordial Call points, as shown on the list, and you can only summon a unit if you have enough Primordial Call points remaining to pay its cost. Summoned units must be set up wholly within 6" of the edge of the battlefield and more than 9" from any enemy units. Subtract the cost of the summoned unit from the number of Primordial Call points you have available immediately after it has been set up.


Primal Instincts Battle Traits

If your army is a Beasts of Chaos army, you can use the new Primal Instincts battle traits below in addition to any other Primal Instincts battle traits you can use.

Gor Battle Fury

Gors are always eager for battle – never more so than when they ambush an unwary foe.

You can re-roll charge rolls for friendly Gors units if they were reserve units in ambush and have been set up on the battlefield in the same turn.

Designer’s Note: This ability only applies to units that have the Gors warscroll. It does not apply to other units that have the GOR keyword.

Warherd Charge

When a Warherd charges into the foe, the enemy are sent flying through the air by the force of the impact.

After a friendly WARHERD unit makes a charge move, pick 1 enemy unit within 1" of that unit and roll a dice. Add 2 to the roll if that WARHERD unit is a HERO or has more than 3 models. On a 4+, that enemy unit suffers D3 mortal wounds at the end of the charge phase.

Raging Storm

As lightning arcs down to the battlefield, the Thunderscorn are imbued with renewed vigour while their enemies are riven by lethal crackling energy.

At the end of the combat phase, you can roll a dice for each friendly THUNDERSCORN unit that is on the battlefield. Add 2 to the roll if the THUNDERSCORN unit is a HERO or has more than 3 models. On a 4+, you can heal 1 wound allocated to that unit.

Then, roll a dice for each enemy unit within 1" of any friendly THUNDERSCORN units. Add 2 to the roll if any of those THUNDERSCORN units are HEROES or if there are more than 3 THUNDERSCORN models within 1" of that unit. On a 4+, that enemy unit suffers 1 mortal wound.

Designer’s Note: If you take a Thunderscorn Stormherd warscroll battalion in your army, do not use the Raging Storm ability on its warscroll. Instead, when using the Raging Storm ability above, you can re-roll the dice roll when determining if any wounds allocated to units from that battalion are healed, then you can re-roll the dice roll when determining if any enemy units within 1" of any units from that battalion suffer 1 mortal wound.


Command Traits

Brayherd Alphabeast Traits

BRAYHERD HERO only.

D6COMMAND TRAIT
1

Bestial Cunning

Guided by predatory instincts, this general moves its herds to surround and outflank the enemy army.

Up to half (rounding down) of the friendly reserve units set up in ambush (see Brayherd Ambush) can arrive in your second movement phase instead of your first.

2

Indomitable Beast

This beastman towers above others of its kin.

Add 1 to this general’s Wounds characteristic.

3

Apex Predator

This creature is a master of the swift kill, sensing the prey’s weakness with ease.

Re-roll wound rolls of 1 for attacks made by this general.

4

Malevolent Despoiler

To this spiteful creature, civilisation exists only to be torn down.

Enemy units cannot receive the benefit of cover while they are within 12" of this general.

5

Oracle of the Dark Tongue

Dark omens are spat from the maw of this alphabeast.

Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of this general.

6

Shadowpelt

This beast’s onyx-black hide devours light, blinding those that attack him.

Subtract 1 from hit rolls for attacks that target this general made by models more than 3" away from the general.


Warherd Alphabeast Traits

WARHERD HERO only.

D6COMMAND TRAIT
1

Eater of Heroes

This beast has developed a taste for the most powerful of foes.

You can re-roll failed hit rolls for attacks made by this general that target an enemy HERO.

2

Rampant Juggernaut

This ferocious alphabeast is all but unstoppable on the charge.

You can re-roll charge rolls made for friendly WARHERD units wholly within 12" of this general.

3

Gorger

This gluttonous beast and his bullgor kin delight in feasting upon the flesh of the slain.

Do not roll a D3 to determine the number of wounds healed by the Bloodgorge battle trait for friendly WARHERD units that are wholly within 12" of this general. Instead, the battle trait heals 3 wounds allocated to that unit.

4

Gouge-tusks

Caked in layers of gore, this beast’s tusks have slain many great warriors.

At the end of the combat phase, pick an enemy unit within 3" of this general and roll a dice. On a 1, nothing happens. On a 2-5, that unit suffers 1 mortal wound. On a 6 that unit suffers D3 mortal wounds.

5

Roaring Brute

The deep bellows loosed by this monster evoke a primal terror in its prey.

Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of this general.

6

Rugged Hide

The thick, leathery skin of this beast can withstand substantial damage.

Worsen the Rend characteristic of attacks that target this general by 1 (to a minimum of ‘-’).


Thunderscorn Alphabeast Traits

THUNDERSCORN HERO only.

D6COMMAND TRAIT
1

Tempestuous Tyrant

This alphabeast has slain many a behemoth that has strayed into his domain.

You can re-roll failed wound rolls for attacks made by this general that target a MONSTER.

2

Magnetic Monstrosity

Writhing rivulets of lightning bind this beast’s enemies to him.

Enemy units cannot retreat while they are within 3" of this general.

3

Father of the Storm

This beast can imbue those around him with the power of tempests.

When you use the Creatures of the Storm battle trait, you can re-roll the dice that determines how far units can move if this general is on the battlefield.

4

Lightning-fast Monstrosity

Despite his great size, this alphabeast is capable of devastatingly fast attacks.

This general fights at the start of the combat phase if it made a charge move in the same turn, before the players start picking any other units to fight in that combat phase.

5

Adamantine Scales

The scales that cover this beast’s body are thicker than plate armour.

Add 1 to the Save characteristic of this general.

6

Ancient Beyond Knowing

This alphabeast has waged war across the Mortal Realms since aeons long past.

At the start of the first battle round, you receive D3 additional command points.



Artefacts of Power

Spoils of the Brayherds

BRAYHERD HERO only.

D6ARTEFACT OF POWER
1

Ramhorn Helm

The curving horns of this headdress spiral around the wearer’s own, allowing them to savagely gore the target of their charge.

After the bearer completes a charge move, pick an enemy unit within 1" of them. That unit suffers D3 mortal wounds.

2

Brayblast Trumpet

Carved from the bone of a Shaggoth, this horn sends thunderous blasts across the Mortal Realms, drawing towards it the most savage of the true children of Chaos.

Add 1 to hit rolls for attacks made by friendly BRAYHERD units while they are wholly within 18" of the bearer if those units used the Brayherd Ambush battle trait to set up on the battlefield in that turn.

3

The Knowing Eye

This misshapen lump of flesh has an all-seeing eye at its centre that forever gazes in the direction of its quarry. The bearer knows not where the eye guides them, but soon learns to trust its divinations.

At the start of your hero phase, roll a dice if the bearer is on the battlefield. On a 4+ you receive 1 additional command point.

4

Volcanic Axe

This axe, originally belonging to the Scorchpelt Greatfray, was bathed in Aqshian lava during the Time of Tribulations. Its blade burns the flesh of all it touches and, when it strikes true, can release a pyroclastic shock wave that turns enemies to cinders.

Pick one of the bearer’s melee weapons. Add 1 to that weapon’s Damage characteristic. In addition, each time you make an unmodified hit roll of 6 for an attack made with that weapon, the target suffers 1 mortal wound after all of the bearer’s attacks have been resolved.

5

Bleating Gnarlstaff

Infused with the warping taint of Chaos, the bestial sounds emitted by this twisted branch cause stones and plants to awaken with animal fury.

If the bearer is within 1" of a terrain feature at the end of your movement phase, roll a dice. On a 3+ each enemy unit within 1" of that terrain feature suffers 1 mortal wound.

6

Troggoth-hide Cloak

This cloak of tanned hide retains the regenerative properties of the creature it once covered.

At the start of your hero phase, you can heal 1 wound that has been allocated to the bearer.


Spoils of the Warherds

WARHERD HERO only.

D6ARTEFACT OF POWER
1

Cleaver of the Brass Bull

This giant blade is splattered in the blood of slain foes.

Pick one of the bearer’s melee weapons. Improve that weapon’s Rend characteristic by 1. In addition, if the unmodified hit roll for an attack made with that weapon is 6, add 1 to the Damage characteristic of that weapon for that attack.

2

Gilded Horns

Fitted brass banding makes a charge from these horns all the more deadly.

After the bearer has made a charge move, pick an enemy unit within 1" of the bearer and roll a number of dice equal to the charge roll for that charge move. For each roll of 5+, that enemy unit suffers 1 mortal wound.

3

Glyph-etched Talisman

This crudely carved talisman holds chaotic magic within.

The bearer can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD.

4

Blackened Armour of Chaos

Forged in balefire, this armour carries a dark blessing.

Roll a dice each time you allocate a mortal wound to the bearer. On a 4+ that mortal wound is negated.

5

Champion’s Doomcloak

Shorn from rival Doombulls, the severed horns adorning this cloak stoke the wearer’s bloodlust.

Add 2 to charge rolls made for the bearer.

6

Herdstone Shard

The very sight of this jagged shard amplifies the bloodgreed of the Warherd.

When BULLGOR units wholly within 6" of the bearer use their Bloodgreed ability, it activates on an unmodified roll of 5 or 6.


Spoils of the Thunderscorn

THUNDERSCORN HERO only.

D6ARTEFACT OF POWER
1

Ancestral Azyrite Blade

This blade has not dulled since its forging in the Age of Myth.

Pick one of the bearer’s melee weapons. Improve that weapon’s Rend characteristic by 2.

2

Lightning-chained Bracers

Crackling with energy, these bracers fill their wearer with speed.

You can re-roll failed hit rolls for attacks made by the bearer.

3

Thunderstrike Lodestone

This primordial stone can be used to call down lightning.

Once per battle, if the bearer is on the battlefield, they can call down a bolt of lightning. If they do so, you can heal D3 wounds allocated to the bearer. In addition, roll a dice for each enemy unit within 1" of the bearer. On a 2+ that unit suffers 1 mortal wound.

4

Horn of the Tempest

A blast from this horn heralds the apocalyptic storm to come.

Friendly THUNDERSCORN units wholly within 18" of the bearer at the start of your charge phase can make a charge move in that phase even if they ran in the same turn.

5

Tanglehorn Familiars

Through these impish creatures, the Shaggoth channels his spite to sunder enemy magics.

Once per battle, at the start of the enemy hero phase, you can pick an enemy WIZARD within 12" of the bearer. That WIZARD cannot cast any spells that hero phase.

6

Ruinous Icon

This artefact is anathema to sorcery, warding the bearer from spells.

Each time the bearer is affected by a spell or endless spell, roll a dice. On a 4+ ignore the effects of that spell on the bearer.



Spell Lores

Lore of the Twisted Wilds

BRAYHERD WIZARD (including Unique units) only.

D6SPELL
1

Viletide

A seemingly ceaseless wave of bile, gore and writhing insects crashes into the enemy.

Viletide has a casting value of 6. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them. That unit suffers D3 mortal wounds. If the unit is within 6" of the caster, it suffers D6 mortal wounds instead.

2

Vicious Stranglethorns

Twisting, razor-sharp brackens and thorns erupt from the undergrowth to ensnare the foe.

Vicious Stranglethorns has a casting value of 7. If successfully cast, pick a terrain feature wholly within 24" of the caster that is visible to them. Each enemy unit within 3" of that terrain feature suffers D3 mortal wounds.

3

Savage Dominion

The shaman attempts to exert their will upon a creature so as to bring it under their control.

Savage Dominion is a spell that has a casting value of 5 and a range of 18". If successfully cast, pick 1 enemy MONSTER that is within range and visible to the caster, and roll 2D6. If the roll is equal to or greater than that MONSTER’s Bravery characteristic, pick 1 other enemy unit within 3" of that MONSTER and roll a number of dice equal to that MONSTER’s Wounds characteristic. For each 4+, that enemy unit suffers 1 mortal wound.

4

Tendrils of Atrophy

Deadly coils of untamed Chaos energy wrap around the caster’s enemies, rotting flesh and corroding armour.

Tendrils of Atrophy has a casting value of 6. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them. Until your next hero phase, subtract 1 from save rolls for attacks that target that unit.

5

Wild Rampage

The scent of violence and bloodshed spreads, sending warriors into a chaotic frenzy.

Wild Rampage has a casting value of 6. If successfully cast, pick a friendly unit within 12" of the caster that is visible to them. Until your next hero phase, you can re-roll failed wound rolls for attacks with melee weapons made by this unit. However, subtract 1 from save rolls for attacks that target this unit.

6

Titanic Fury

The shaman draws upon the chaotic nature of a nearby creature to imbue it with strength.

Titanic Fury has a casting value of 7. If successfully cast, pick a friendly BEASTS OF CHAOS MONSTER within 12" of the caster that is visible to them. Until your next hero phase, add 1 to the Attacks characteristic of that MONSTER’s melee weapons.


Lore of Dark Storms

THUNDERSCORN WIZARD only.

D3SPELL
1

Thunderwave

A blast of raw chaotic energy is released in all directions.

Thunderwave has a casting value of 7. If successfully cast, each unit within 3" of the caster suffers D3 mortal wounds. THUNDERSCORN units are not affected by this spell.

2

Hailstorm

The Shaggoth utters an ancient incantation, and the skies respond by unleashing a debilitating hailstorm.

Hailstorm has a casting value of 6. If successfully cast, pick an enemy unit within 21" of the caster that is visible to them. Until your next hero phase, halve the Move characteristic of, and run and charge rolls for, that unit.

3

Sundering Blades

Lightning crackles across the blades of those near to the caster.

Sundering Blades has a casting value of 7. If successfully cast, pick a friendly unit wholly within 18" of the caster that is visible to them. Until your next hero phase, improve the Rend characteristic of that unit’s melee weapons by 1.



Greatfrays

These rules can be used by units in a Beasts of Chaos army that have been given the appropriate keyword (see the Greatfrays Battle Trait).

Allherd

Ferocious and formidable, the Allherd are the most numerous of all the Greatfrays. Their teeming beastherds have spread throughout the Mortal Realms, and by enfolding the most wily and powerful Chaos creatures into their ranks, the Allherd ensures that its raging stampedes continue to grow.

ABILITIES
Bestial Might: The hordes of the Allherd thrive in the thick of battle, where they rampage through enemy lines uncowed and unstopped.
Subtract 1 from battleshock rolls made for ALLHERD units in the battleshock phase if they were picked to fight in the combat phase of the same turn.

COMMAND ABILITY
Booming Roar: A ferocious bellow resonates out into the wilderness, beckoning all to join the great Allherd in their slaughter.
You can use this command ability at the start of your hero phase if your general is on the battlefield. If you do so, you receive 1 Primordial Call point.

COMMAND TRAIT
An ALLHERD general must have this command trait instead of one listed in Command Traits section.

Dominator: This beast leads from the fore, hacking into the foe to spur on his savage warriors.
You can re-roll charge rolls made for friendly ALLHERD units wholly within 18" of this general if this general is within 3" of any enemy units.

ARTEFACT OF POWER
The first ALLHERD HERO to receive an artefact of power must be given the Blade of the Desecrator.

Blade of the Desecrator: Said to be Chaos incarnate, this weapon’s etched runes glow as it tears foes asunder.
Pick one of the bearer’s melee weapons. Improve the Rend characteristic of that weapon by 1 for attacks that target a unit of 10 or more models. Improve the Rend characteristic of that weapon by 2 instead for attacks that target a unit of 20 or more models. Attacks made by this weapon cannot have a Rend characteristic greater than -3.

Darkwalkers

The Darkwalkers are apex ambushers who rule over the most remote places in each realm. Spiteful and wily, they hunt by luring their prey deep into ancient forests and desolate wastelands, encircling enemy armies and cutting off routes of escape before pouncing from the shadows to butcher the terrified enemy.

ABILITIES
Shadowbeasts: The Darkwalkers are apex ambushers, luring their foes into the shadows before pouncing upon them.
WARHERD and THUNDERSCORN units in a DARKWALKERS army are considered to have the BRAYHERD keyword for the purposes of the Brayherd Ambush battle trait. In addition, up to half (rounding up) of the reserve units that are set up in ambush can arrive in your second movement phase instead of your first movement phase.

ARTEFACT OF POWER
The first DARKWALKERS HERO to receive an artefact of power must be given the Desolate Shard.

Desolate Shard: Roughly hewn and black as night, this stone shard exudes the corruption of the Chaos wilds.
Once per battle, at the start of your hero phase, the bearer can use the Desolate Shard if they are within 3" of a terrain feature. If they do so, roll a dice for each enemy unit within 1" of that terrain feature. On a 4+ that enemy unit suffers D3 mortal wounds.

COMMAND TRAIT
A DARKWALKERS general must have this command trait instead of one listed in Command Traits section.

Nomadic Leader: This swift and deadly alphabeast drives his bestial kin to spread terror far and wide.
Add 1 to run rolls for friendly DARKWALKERS units while they are wholly within 12" of this general.

COMMAND ABILITY
Savage Encirclement: Barking orders in an animal tongue, the Darkwalkers alphabeast orders their warriors back into the shadows, enabling them to prowl unseen while they outflank the enemy.
You can use this command ability at the end of your movement phase. If you do so, pick a friendly DARKWALKERS unit that is more than 9" from any enemy units and wholly within 18" of a friendly DARKWALKERS HERO. Remove that unit from the battlefield and place it to one side. At the end of your next movement phase, set that unit up again anywhere on the battlefield more than 9" from any enemy units.

Gavespawn

The Gavespawn are worshippers of the Chaos entity known as Morghur, and in his name they seek to reduce all of existence to a writhing whirl of pure anarchy. Grotesquely twisted, even by the standards of the Beasts of Chaos, the creatures of the Gavespawn launch stampedes to spread their devolvement throughout the civilised lands.

ABILITIES
Gift of Morghur: The Gavespawn see spawndom not as a curse, but as an ascension into devolution.
If a friendly GAVESPAWN HERO is slain, roll a dice before removing the model. On a 2+ one CHAOS SPAWN is added to your army. Set up the CHAOS SPAWN anywhere on the battlefield within 6" of the slain HERO. If the HERO had the KHORNE, NURGLE, SLAANESH or TZEENTCH keyword, the same keyword must be chosen for the CHAOS SPAWN. If they did not, you cannot use the Curse of the Dark Gods ability to choose a keyword for that CHAOS SPAWN.

COMMAND ABILITY
Propagator of Devolution: The Gavespawn view Chaos Spawn as holy creations of Morghur, and are driven to emulate their frenetic savagery.
You can use this command ability at the start of the combat phase. If you do so, pick a friendly GAVESPAWN unit wholly within 12" of a friendly GAVESPAWN CHAOS SPAWN. Add 1 to the Attacks characteristic of that unit’s melee weapons until the end of that phase.

COMMAND TRAIT
A GAVESPAWN general must have this command trait instead of one listed in Command Traits section.

Unravelling Aura: In the presence of this alphabeast, magic devolves into anarchic Chaos energy.
This general can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD. If this general is already a WIZARD, they can attempt to unbind 1 additional spell in the enemy hero phase.

ARTEFACT OF POWER
The first GAVESPAWN HERO to receive an artefact of power must be given the Mutating Gnarlblade.

Mutating Gnarlblade: This weapon writhes with coiled tentacles and fanged maws.
Pick one of the bearer’s melee weapons. Add 2 to the Damage characteristic of that weapon. However, each unmodified hit roll of 1 for attacks made with that weapon inflicts 1 mortal wound upon the bearer after all of the bearer’s attacks have been made.


Battleplans

Battleplan

Blood Swamp

When a beastherd encroaches on civilised lands and begins to carve a path of bloody slaughter, the inhabitants will often despatch a force into the wilds to locate and destroy the heart of their attackers’ malign power – the Herdstone. Harried on every flank and led astray at every twist and turn, the desperate warriors pay in blood for each step they make. When at last they come before the Herdstone, most of their number scattered and lost, the survivors are ensnared by the Beasts of Chaos on all sides.

This battleplan tells one such tale. Those invading the beastherd’s domain have ventured deep into the forsaken swamp that is the creatures’ stamping ground. Now is their last chance to destroy the Herdstone, else all is lost.

THE ARMIES
Each player picks an army as described in the core rules. One player is the Beasts of Chaos player and their opponent is the Invader player. The Beasts of Chaos player must use a Beasts of Chaos army.

Each army has a unique command ability, described below.

BEASTS OF CHAOS COMMAND ABILITY
Guard the Herdstone: The Herdstone is the symbol of your beastherd’s strength – rally around it, and show these invaders the folly of attempting to cast it down!
You can use this command ability once per battle at the start of your movement phase. If you do so, add 3" to the Move characteristic of friendly BEASTS OF CHAOS units until the end of that phase. In addition, friendly BEASTS OF CHAOS models must finish any move in this phase closer to the Herdstone than it was at the start of the move.

INVADER COMMAND ABILITY
The Final Charge: At last, your quarry stands before you. Although your army is downtrodden and weary, one final push can see this foul megalith toppled.
You can use this command ability once per battle, at the start of your charge phase. If you do so, pick a friendly HERO. You can re-roll charge rolls for friendly units that start the phase wholly within 12" of that HERO. In addition, all friendly units wholly within 12" of that HERO at the start of the following combat phase fight before any other units. Fight with all eligible units one after the other, and then resolve any fights with any other units.

THE BATTLEFIELD
The battlefield represents the malevolent swamp in which the Beasts of Chaos have erected their Herdstone. The Beasts of Chaos player sets up any terrain as they see fit. Place a Herdstone within the Beasts of Chaos territory, as shown on the map below.

SET-UP
The Invader sets up their army first. The Invader’s units must be set up wholly within their territory. Before each Invader unit is set up on the battlefield, the Invader rolls a dice. On a 1, 2 or 3 the unit is lost in the swamp, and is not placed on the battlefield. Instead, the unit is set up in reserve. If the Invader has any other abilities that allow models to be set up as reserve units, these abilities cannot be used.

The Beasts of Chaos player then sets up their army. They must set up as many units in ambush as possible (see Brayherd Ambush).

LOST IN THE SWAMP
The twisting paths through the swamp have led the invaders astray at every turn. Scattered and lost, they desperately need to rally together.
At the end the Invader’s movement phase, they can roll a dice for each of their reserve units. On a 4 or 5, the unit can be set up on the battlefield anywhere that is wholly within 6" of the Invader’s short table edge and more than 9" from any enemy units. On a 6, the unit can be set up on the battlefield anywhere that is wholly within 6" of the Invader’s long table edge and more than 9" from any enemy units. Any reserve units lost in the swamp that have not been set up on the battlefield before the start of the fourth battle round are slain.

BRAYHERD AMBUSH
The Beasts of Chaos player cannot set up any of their reserve units within 6" of either of the Invader’s table edges.

CLOYING MISTS
Tendrils of thick fog hang above the swamp’s waters, obscuring from sight everything further than a few paces away.
The range of missile weapons and spells is limited to 12". In addition, units can only attempt to make a charge move if they are within 12" of any enemy units. Starting from the second battle round, roll a dice at the start of each battle round. If the roll is less than the number of the current battle round (for example, a roll of 1 or 2 in the third battle round), the fog clears and this ability is no longer in effect.

SUNDERING THE HERDSTONE
The beastherd’s malign obelisk is saturated with chaotic power, but weapons can still be brought against it to smash it asunder.
The Beasts of Chaos player’s Herdstone is treated as an enemy unit by the Invader’s army. Resolve any attacks against it as normal. It does not have a Save characteristic and has a Wounds characteristic of 20. If the wounds allocated to that Herdstone equal 20, it is said to be sundered and the battle immediately ends.

GLORIOUS VICTORY
The Invader wins a major victory if the Herdstone is sundered. If all units in the Invader’s army are destroyed, the Beasts of Chaos player wins a major victory. If neither player has won by the end of the fifth battle round, the Beasts of Chaos player wins a minor victory.



Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign.

Beasts of Chaos Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
CHAMPION TABLE
ChampionFollowers
Tzaangor Shaman3 units
Dragon Ogor Shaggoth3 units
Doombull4 units
Great Bray-Shaman5 units
Beastlord5 units
HERO FOLLOWERS TABLE
D6Followers
1-3Beastlord
4-6Great Bray-Shaman
RETINUE FOLLOWERS TABLE
D6BrayherdsMonstrous Beastherds
120 UngorsRazorgor
25 Centigors10 Chaos Warhounds
310 Ungor Raiders10 Chaos Warhounds
410 Gors2 Chaos Spawn
510 GorsCockatrice
6Tuskgor ChariotJabberslythe
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6BrayherdsWarherdsMonstrous Beastherds
1-220 Gors3 Bullgors3 Dragon Ogors
310 Bestigors3 Bullgors3 Dragon Ogors
410 Bestigors3 Bullgors3 Dragon Ogors
53 Tzaangor EnlightenedCygorChaos Gargant
63 Tzaangor SkyfiresGhorgonChimera

Followers Rewards Table

D6REWARD
1

Favoured of the Dark Gods

These warriors have caught the interest of the Ruinous Powers.

Once per battle, in any phase, you can re-roll failed save rolls for attacks that target this unit until the end of that phase.

2

Hungry for Battle

These warriors thirst for slaughter.

Add 2 to this unit’s Move characteristic.

3

Renders of Flesh

These warriors have a dark reputation for butchery and violence.

Once per battle, in the combat phase, you can re-roll failed hit rolls for attacks made by this unit until the end of that phase.

4

Bestial Resilience

The endurance of these beasts is legendary.

Add 1 to save rolls for attacks that target this unit.

5

Enraged

These warriors rampage across the battlefield.

When you make a charge move with this unit, add 2 to the charge roll.

6

Rip, Gore, Tear

Feared by their foes, these warriors unleash savage fury upon the battlefield.

Once per battle, at the start of the combat phase, you can declare this unit will rip, gore and tear its foes apart. If you do so, until the end of the phase, each unmodified hit roll of 6 for attacks made by this unit inflicts 2 hits on that target instead of 1. Make a wound and save roll for each hit.


Champion Rewards Table

2D6REWARD
2

Shamed and Beaten

Your champion has been grievously wounded during a challenge to his position as alphabeast.

You lose 1 Glory Point. In addition, subtract 1 from your champion’s Wounds characteristic for the remainder of the campaign.

3

Ghastly Mutation

Your champion has been cursed with a transmutative flux. Though it sometimes results in debilitating spasms, its mutations make the warrior a formidable foe.

Roll a dice at the start of your hero phase. On a 1, your champion cannot move, attack, cast spells or use any abilities until your next hero phase. On a 4+ you can re-roll hit and wound rolls of 1 for attacks made by your champion until your next hero phase.

4

Battle Roar

The savage bellows issued from your champion dispel all fear from those beasts that follow him.

Add 2 to the Bravery characteristic of friendly units in the battleshock phase while they are wholly within 12" of your champion.

5

Frothing Hatred

Your champion bears scars from, and a grudge against, a particular enemy.

Note down the name of the warband you fought the last battle against. Add 1 to hit and wound rolls for attacks made by your champion that target units from that warband for the rest of the campaign.

6

Gorge on Flesh

The flesh of his enemies fills your champion with strength as he devours their warm carcasses.

At the end of the combat phase, if any attacks made by your champion that phase resulted in an enemy model being slain, you can heal 1 wound allocated to your champion.

7

Dark Despoiler

This champion seeks to prove themselves superior to the most renowned of enemy warriors.

You can re-roll failed hit rolls for attacks made by your champion that target an enemy HERO.

8

Goaded Fury

Your champion’s hatred for the enemy prevents them from giving any quarter.

Once per battle, at the end of the combat phase, you can pick your champion to pile in and attack with its melee weapons again.

9

Baneful Weapon

Pulsing with sickly green light, your champion’s blade has been afflicted with a strange, malevolent malady.

Pick one of your champion’s melee weapons and note it down on your warband roster as being diseased. Add 1 to that weapon’s Damage characteristic.

10

Rampager

The wild destruction wrought by your champion inspires fear in the enemy.

Add 1 to the Glory Points you earn when you win a battle.

11

Heedless of Injury

Attacks that would kill a lesser warrior are shrugged off by your champion.

Roll a dice each time you allocate a wound or mortal wound to your champion. On a 5+ the wound is negated.

12

Savage Blow

Your champion has become practised at waiting for the perfect moment to deliver a brutal killing strike.

Once per battle, at the start of the combat phase, you can say your champion is attempting a savage blow instead of attacking normally. If you do so, pick an enemy model within 1" of your champion and roll a dice. On a 4 or 5, the target model suffers D3 mortal wounds. On a 6, the target model is slain.


The BRAYHERD keyword is used in the following Beasts of Chaos warscrolls:

None
Battleline
• Gors
• Ungors
Leader
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.

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

The THUNDERSCORN keyword is used in the following Beasts of Chaos warscrolls:

None
Leader

The WARHERD keyword is used in the following Beasts of Chaos warscrolls:

None
Leader
Behemoth
• Cygor
• Ghorgon
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

The BEASTS OF CHAOS and HERO keywords are used in the following Beasts of Chaos warscrolls:

Leader
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

The GOR keyword is used in the following Beasts of Chaos warscrolls:

None
Battleline
• Gors
Leader

The BRAYHERD and HERO keywords are used in the following Beasts of Chaos warscrolls:

Leader
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

The WARHERD and HERO keywords are used in the following Beasts of Chaos warscrolls:

Leader

The THUNDERSCORN and HERO keywords are used in the following Beasts of Chaos warscrolls:

Leader
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

The BULLGORS keyword is used in the following Beasts of Chaos warscrolls:

None
Leader
Behemoth
• Cygor
• Ghorgon
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

The BRAYHERD and WIZARD keywords are used in the following Beasts of Chaos warscrolls:

Leader
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

The BEASTS OF CHAOS and MONSTER keywords are used in the following Beasts of Chaos warscrolls:

None
Leader
Behemoth
• Chimera
• Cygor
• Ghorgon

The THUNDERSCORN and WIZARD keywords are used in the following Beasts of Chaos warscrolls:

Leader
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

The ALLHERD and HERO keywords are used in the following Beasts of Chaos warscrolls:

Leader

The DARKWALKERS keyword is used in the following Beasts of Chaos warscrolls:

The DARKWALKERS and HERO keywords are used in the following Beasts of Chaos warscrolls:

Leader

The GAVESPAWN and HERO keywords are used in the following Beasts of Chaos warscrolls:

Leader

The GAVESPAWN keyword is used in the following Beasts of Chaos warscrolls:

The GAVESPAWN and CHAOS SPAWN keywords are used in the following Beasts of Chaos warscrolls:

None
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
© Vyacheslav Maltsev 2013-2021