Beasts of Chaos

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

BookKindEditionLast update
  Beasts of Chaos
  Beasts of ChaosBattletome3February 2024
  Abraxia Spear of the Everchosen
  Abraxia Spear of the EverchosenSupplement3May 2024
  Battlescroll: Impending Vermindoom
  Battlescroll: Impending VermindoomRulebook3April 2024
  Regiments of Renown
  Regiments of RenownWarscroll3February 2024
  Dawnbringers Book I: Harbingers
  Dawnbringers Book I: HarbingersExpansion3June 2023
  Season of War: Thondia
  Season of War: ThondiaExpansion3January 2023
  Warhammer Legends: Grand Alliance Chaos
  Warhammer Legends: Grand Alliance ChaosIndex3August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021

Designers’ Commentary

Battletome: Beasts of Chaos

Q:Does the Aura of Insanity ability stack? For example, if 3 MORGHURITE CHAOS SPAWN were within 1" of the same enemy unit, would 3 be subtracted from that enemy unit’s Attacks characteristic?
A:
Yes.
Q:Does the Beastherd Ambush ability give +1 to charge rolls if the unit is set up in the same turn with different abilities, e.g. with a Soulscream Bridge?
A:
Yes.
Q:If I fail the roll for the Cockatrice’s Petrifying Gaze ability, can I roll again for the same unit with a different Cockatrice?
A:
No.
Q:If I fail the roll for the Cockatrice’s Petrifying Gaze ability, is the enemy unit I picked still treated as ‘affected’ by the ability?
A:
Yes.
Q:If I use the Doombull’s Slaughterer’s Call ability on a unit that made a run move or retreated in the same turn, can that unit still charge?
A:
Yes.
Q:Can a Ghorgon pick the same enemy model with its Swallow Whole ability multiple times?
A:
Yes.
Q:When a Beastlord is picked to fight for the first time in a phase, if I use the Call of Battle ability, can I pick a friendly BRAYHERD unit that is more than 3" from all enemy units to pile in?
A:
No.
Q:What happens if my opponent can’t move a model that’s the target of Blood Taunt?
A:
The ability has no effect.
Q:Can models move out of coherency from the effect of Blood Taunt?
A:
No.
Q:Does the Tendrils of Atrophy spell increase the number of mortal wounds caused by the Bloodgreed ability?
A:
No.
Q:Can I use the Inspired triumph on a friendly UNGOR RAIDERS unit that shoots using the Hidden Volley ability?
A:
Yes.
Q:Do the Rituals of Ruin heroic actions have to be carried out at the start of your hero phase?
A:
Yes.

Allies

FACTIONALLIES
Beasts of ChaosSlaves to Darkness

Battle Traits

Greatfrays

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

You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All BEASTS OF CHAOS units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction 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 subfaction.

Beastherd Ambush

As the beasts close upon their foes, horn-blasts sound in every direction, signalling the launch of a deadly ambush.

During deployment, instead of setting up a BEASTS OF CHAOS unit on the battlefield, you can place it to one side and say that it is set up in ambush as a reserve unit. At the end of your first and second movement phases, you can set up any friendly reserve units that are in ambush on the battlefield, wholly within 9" of the battlefield edge and more than 9" from all enemy units. At the start of the third battle round, BEASTS OF CHAOS units that are still in reserve are destroyed. Add 1 to charge rolls for friendly BEASTS OF CHAOS units that are set up on the battlefield in the same turn.

Designer’s Note: This battle trait allows you to deploy all of the units in your army as reserve units, unless noted otherwise in the battleplan being used.

Masters of the Wilderness

The wild lands of the Mortal Realms are the territory of the Beasts of Chaos, and they have dwelt in these places for longer than can be remembered.

In your hero phase, if the model picked to be your general is in reserve at the start of that phase, you receive 1 command point.

Rituals of Ruin

The mightiest of the beastmen worship the power of primeval Chaos, slaughtering and devouring in order to be blessed with strength or to force their opponents into throes of primal savagery.

In your hero phase, you can carry out 1 of the heroic actions from the table below with each friendly BEASTS OF CHAOS HERO that is on the battlefield in addition to any other heroic actions you can carry out with those HEROES. If you do so, before resolving the effect of that heroic action, you must allocate D3 mortal wounds that cannot be negated to that HERO or to another friendly BEASTS OF CHAOS unit within 3" of that HERO. If those mortal wounds slay that HERO, the heroic action has no effect.

In addition, in your hero phase, you can carry out 1 of the heroic actions from the table below with 1 friendly BEASTS OF CHAOS HERO that is in reserve. If you do so, before resolving the effect of that heroic action, you must allocate D3 mortal wounds that cannot be negated to that HERO. If those mortal wounds slay that HERO, the heroic action has no effect. If the heroic action instructs you to pick an enemy unit, you must also pick 1 point on the battlefield edge. That point is considered to be the HERO carrying out that heroic action for the purposes of measuring range and visibility. If the heroic action instructs you to pick a friendly unit, you must pick the HERO carrying out that heroic action.

The same heroic action from the table below cannot be carried out more than once per phase.

HEROIC ACTIONS
Warping Curse: Pick 1 enemy unit within 12" of the BEASTS OF CHAOS HERO carrying out this heroic action and visible to them. That unit suffers D6 mortal wounds.
Blood Taunt: Pick 1 enemy unit within 12" of the BEASTS OF CHAOS HERO carrying out this heroic action that is more than 3" from all friendly units and is visible to that HERO. Your opponent must make a 2D6" move with that unit. All of the models in that unit must finish that move as close as possible to the BEASTS OF CHAOS HERO carrying out this heroic action and more than 3" from all other units in your army.
Brand of Wild Fury: Pick 1 friendly BEASTS OF CHAOS HERO wholly within 12" of the BEASTS OF CHAOS HERO carrying out this heroic action and visible to them. Until the end of this turn, friendly BEASTS OF CHAOS units have a ward of 6+ while they are wholly within 12" of the HERO you picked.
Alphabeast Instinct: Pick 1 friendly BEASTS OF CHAOS unit wholly within 12" of the BEASTS OF CHAOS HERO carrying out this heroic action and visible to them. Do not take battleshock tests for that unit this turn.


Command Traits

Alphabeast Instincts

BEASTS OF CHAOS HERO only.

Bestial Cunning

Guided by predatory instincts, this general orders the herd to lie in wait and prepare to ambush the enemy.

After deployment, you can pick 1 friendly BEASTS OF CHAOS reserve unit. When you set up that unit at the end of your movement phase, you can set it up anywhere on the battlefield more than 7" from all enemy units. This ability can be used while this unit is set up in ambush as a reserve unit.

Propagator of Ruin

This general seethes with anarchic power and with their every action seeks to promulgate the majesty of Chaos.

If this general is on the battlefield and you pick them to carry out a heroic action from the Rituals of Ruin battle trait, you can carry out a second different heroic action from the Rituals of Ruin battle trait with this general in that phase, and you do not have to allocate mortal wounds to this general before resolving the effect of that second heroic action.

Skullfray Gorehorn

This creature radiates the fury of the Great Brass Bull, and nearby gor-kin seek to emulate its murderous rampages.

While this general is within 3" of any enemy units, add 1 to the Attacks characteristic of melee weapons used by friendly BEASTS OF CHAOS BRAYHERD units wholly within 12" of this general.

Twistfray Cursebeast

Dark omens are spat from the maw of this alphabeast, who aspires to draw the gaze of the Beast with Many Forms.

Add the number of the current battle round to casting rolls for this general.

Rotfray Plaguepelt

This agent of entropy has developed a taste for bringing the enemy low through corruption and decay.

At the start of the combat phase, roll a dice for each enemy unit within 3" of this general. On a 2+, that unit suffers D3 mortal wounds.

Slakefray Reveller

This alphabeast drives their bestial kin relentlessly onwards, despoiling the lands in the name of the Decadent Fiend.

If this general is on the battlefield at the start of your movement phase, add 3" to the Move characteristic of friendly BEASTS OF CHAOS units that start a normal move within 6" of a terrain feature until the end of that phase.

Artefacts of Power

Anarchic Relics

BEASTS OF CHAOS HERO only.

Slitherwrack Helm

This war-helm was fashioned from the skull of an infamous toad dragon, its pure repulsiveness causes enemies to retch and reel, rendering them helpless in their disgust.

After the bearer makes a charge move, pick 1 enemy unit within 1" of them and roll a dice. On a 2+, the strike-last effect applies to that unit until the end of that turn.

Brayblast Trumpet

Carved from the bone of a Shaggoth, the thunderous blasts of this horn draw the true children of Chaos towards it.

Once per battle, at the end of your movement phase, you can say that the bearer will sound the brayblast trumpet. If you do so, roll a dice. On a 2+, you can summon 1 unit of 10 Gors, 1 unit of 10 Ungors or 1 unit of 10 Ungor Raiders to the battlefield and add it to your army. On a 1, you can still summon 1 of the units listed, but you must do so at the end of your next movement phase instead. Set up that unit wholly within 9" of the battlefield edge and more than 9" from all enemy units.

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.

If you take the first turn in the current battle round, after the players have received their starting command points, you receive 1 command point that can only be spent during that turn to allow the bearer to issue a command. If you take the second turn in the current battle round, after the players have received their starting command points, the bearer can make a normal move of up to 6".

Axe of Morghur

The edge of this pitted greataxe fizzes with the corruption of the Shadowgave and tears through steel, bone and arcane ward alike.

Pick 1 of the bearer’s melee weapons. Ward rolls cannot be made for wounds caused by attacks made with that weapon.

Bleating Gnarlstaff

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

At the end of your movement phase, you can pick 1 objective or terrain feature within 6" of the bearer and roll a dice. On a 2+, each unit within 6" of that objective or terrain feature suffers D3 mortal wounds. This ability has no effect on BEASTS OF CHAOS units.

Blackened Talisman of Chaos

Whenever magic is cast in the presence of this talisman, it pulses like a beating heart, greedily devouring the swirling eldritch energies.

Each time the bearer is affected by a spell or prayer or by the abilities of an endless spell or invocation, you can roll a dice. On a 4+, ignore the effect of that spell or prayer or the effects of the abilities of that endless spell or invocation on the bearer.

Spell Lores

Lore of the Twisted Wilds

BRAYHERD WIZARD (including Unique units) only.

Viletide

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

Viletide is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3 mortal wounds and cannot receive commands until the end of that turn.

Vicious Stranglethorns

Twisting, thorn-covered vines erupt from the undergrowth to ensnare the foe.

Vicious Stranglethorns is a spell that has a casting value of 5 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. That enemy unit cannot make pile-in moves until your next hero phase.

Primal Dominance

Locking eyes with a mighty beast, the shaman reaches deep into its animal psyche and imprints upon it a primal fear, causing the creature to hesitate for a crucial moment.

Primal Dominance is a spell that has a casting value of 5 and a range of 18". If successfully cast, pick 1 enemy MONSTER within range and visible to the caster. Until your next hero phase, that MONSTER counts as 1 model for the purposes of contesting objectives and cannot carry out monstrous rampages.

Tendrils of Atrophy

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

Tendrils of Atrophy is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. Add 1 to the damage inflicted by each successful attack made with a melee weapon that targets that unit until your next hero phase.

Wild Rampage

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

Wild Rampage is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 friendly BEASTS OF CHAOS unit wholly within range and visible to the caster. Until your next hero phase, if the unmodified hit roll for an attack made with a melee weapon by that unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.

Titanic Fury

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

Titanic Fury is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 friendly BEASTS OF CHAOS MONSTER wholly within range and visible to the caster. Until your next hero phase, add 1 to the Attacks characteristic of that MONSTER’s melee weapons.


Lore of the Dark Storms

THUNDERSCORN WIZARD only.

Hailstorm

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

Hailstorm is a spell that has a casting value of 6 and a range of 21". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until your next hero phase, halve the Move characteristic of that unit, and halve run rolls and charge rolls for that unit.

Fulgurous Blades

Lightning crackles across the blades of those near to the caster, shocking opponents who dare to cross swords with them.

Fulgurous Blades is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 friendly BEASTS OF CHAOS unit wholly within range and visible to the caster. Until your next hero phase, subtract 1 from wound rolls for attacks made with melee weapons that target that unit (to a minimum of 1).

Thunderwave

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

Thunderwave is a spell that has a casting value of 5 and a range of 3". If successfully cast, each unit within range of the caster suffers D3 mortal wounds. This spell has no effect on THUNDERSCORN units.

Furious Gale

The Shaggoth summons a sudden, roaring wind that sends incoming missiles spinning harmlessly away.

Furious Gale is a spell that has a casting value of 6 and a range of 18". Until your next hero phase, subtract 1 from the Attacks characteristic of missile weapons used by enemy units while they are within range of the caster (to a minimum of 1).

Raging Storm

The Shaggoth beckons arcs of lightning down to the battlefield, imbuing the Thunderscorn with renewed vigour and smiting their enemies with lethal crackling energy.

Raging Storm is a spell that has a casting value of 8. If successfully cast, you can heal 1 wound allocated to each friendly THUNDERSCORN unit on the battlefield. In addition, each enemy unit on the battlefield suffers 1 mortal wound.

Greatfrays

Allherd

The Allherd is the most widespread and belligerent of all greatfrays, its numbers greater than all of its rivals combined. There is no realm bar Azyr that has not suffered under the brutal onslaughts of its beastherds, who have transformed vast tracts of land into bloodstained hunting grounds where they raid and slaughter at will.

Bestial Might: Ferocious and formidable, the Allherd are the most numerous of all the greatfrays. Their teeming beastherds ensure that its raging stampedes continue to grow.
At the end of the battleshock phase, you can return D3+3 slain models to each friendly ALLHERD GOR HERD, ALLHERD UNGORS and ALLHERD UNGOR RAIDERS unit on the battlefield.

Darkwalkers

The mysterious Darkwalkers are apex ambushers, skulking along the hidden pathways that link the realms. Possessed of a cruel, predatory cunning, they prefer to surround their prey on all sides, cutting off any escape routes before pouncing from the shadows to butcher them wholesale.

Shadowbeasts: None know the pathways of the Mortal Realms like the Darkwalkers. Disappearing into the shadows, they prowl unseen to outflank the enemy.
At the end of your movement phase, you can pick 1 friendly DARKWALKERS GOR HERD, DARKWALKERS UNGORS or DARKWALKERS UNGOR RAIDERS unit that is wholly within 9" of the battlefield edge and say that it will slink into the shadows, if you do so, remove that unit from the battlefield and set it up again wholly within 9" of the battlefield edge and more than 9" from all enemy units.

Gavespawn

Truly the most depraved of the greatfrays, the Gavespawn worship Chaos in its purest form and seek to return the realms to a primordial state of anarchy. To these insane creatures, the mutated and misshapen Chaos Spawn is a thing of sacred wonder.

Gibbering Congregations: The Gavespawn assemble congregations of loathsome Morghurite Chaos Spawn that set upon the foe in a roiling tide of madness, tentacles and fanged maws.
You can include Gibbering Congregations in your army.

Quakefray

Ancient destroyers risen once more to lay waste to civilisation, the Quakefray are led into battle by Cygor prophets whose bodies thrum with chaotic power. They will not cease their rampages until every last city, fortress and monument in the realms has been ground to dust beneath their hooves.

Living Idols of Ruin: Quakefray Cygors act as inspiring icons to the lesser breeds of beastmen, and they can summon the power of Chaos to despoil the lands around them.
Friendly QUAKEFRAY CYGOR units gain the PRIEST keyword. In addition, friendly QUAKEFRAY CYGOR PRIESTS know the following prayer in addition to any others that they know:

Earthshatter: Channelling their pure, destructive fury, the Cygor causes the ground to tremble and split apart, opening great fissures that swallow their foes whole.
Earthshatter is a prayer that has an answer value of 3 and a range of 12". If answered, pick 1 objective within range of the chanter. Each unit within 6" of that objective suffers D3 mortal wounds, and, until your next hero phase, when determining the number of models in units that are contesting that objective, that number must be halved (rounding down). This prayer has no effect on BEASTS OF CHAOS units.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using a Beasts of Chaos army.

Offerings for the Herdstone

Living sacrifices are continually fed into the fires that burn at each herdstone’s base. Some of these profane monoliths have been fed so much flesh over their long existence that their rock has been replaced with throbbing muscle and blood-filled veins.

Each time an enemy unit is destroyed by an attack made with a melee weapon by a friendly BEASTS OF CHAOS unit, you can say that your beastherd will attempt to gather offerings from the defeated foe to sacrifice at your herdstone.

If you do so, roll a number of dice for that enemy unit as noted in the table below. Each of these rolls is called a gathering roll. For each 4+, an appropriate offering has been gathered from the destroyed unit and you receive 1 savagery point.

Destroyed Enemy UnitGathering Rolls
HERO or MONSTER2D6
Wounds characteristic of 3 or more, not a HERO or MONSTER6
Wounds characteristic of 2 or less3

Beacon of Ruin

As the fires of the herdstone blaze, abominations of all kinds emerge from the Chaos-twisted wilds, drawn by degenerate instinct to join the brutality.

During step 7 of the aftermath sequence, you can add new units to your order of battle using savagery points instead of glory points. Each unit you can add costs a number of savagery points as shown on the table below, and you can only add a unit if you have enough savagery points to pay its cost. Each time you spend a savagery point in this way, subtract 1 from your savagery points total.

At the end of the aftermath sequence, your remaining offerings are brutally devoured by your beastherd and your savagery points are reduced to 0.


Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

Baiting the Trap

Your Ungor scouts have discovered an enemy force that seeks to destroy your herdstone and cripple your beastherd’s power. Perhaps, with a few probing raids, these fools can be lured into a rash assault and then surrounded and massacred.
At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log for each terrain feature in enemy territory that you control.

Once you have gained 6 or more quest points, you can fight Path to Glory battles using the ‘Ruinous Ambush’ battleplan. If you win a major victory when using that battleplan, you complete this quest. The rewards of completing this quest are listed in the battleplan.

QUEST

Savage Boons

Only through relentless acts of slaughter and desecration can lesser gor-kin gain the blessings of Chaos and thereby earn a taste of true power.
At the end of a Path to Glory battle, you complete this quest if you won a major victory.

When you complete this quest, in the next Path to Glory battle you fight against an opponent who is using a Path to Glory army, before deployment, you can give each friendly UNGORS and UNGOR RAIDERS unit 1 veteran ability that can only be used in that battle.

QUEST

Bestial Supremacy

With every battle they fight, the Beasts of Chaos become stronger and more ferocious. When they prove their monstrous might in the eyes of Chaos, the rewards are great indeed.
At the end of a Path to Glory battle, you complete this quest if you won a major victory and there were at least 3 friendly BEASTS OF CHAOS units on the battlefield at the end of the battle.

When you complete this quest, increase your savagery points by 1 for each friendly BEASTS OF CHAOS unit on the battlefield at the end of the battle.

QUEST

Wholesale Slaughter

Nothing empowers a beastherd more than a terrible massacre, an orgy of slaughter so unrestrained that the herdstone’s firepit is choked with butchered corpses.
At the end of a Path to Glory battle, you complete this quest if you won a major victory and your savagery points total is 12 or more.

When you complete this quest, in the next Path to Glory battle you fight against an opponent who is using a Path to Glory army, at the end of your first movement phase, you can summon 1 unit from the Beacon of Ruin table and add it to your army. That unit must be set up wholly within 9" of the battlefield edge and more than 9" from all enemy units.

Veteran

Each time a BEASTS OF CHAOS unit on your Path to Glory roster gains a veteran ability, you can pick from the following veteran abilities in addition to those in the Core Book.

BEASTS OF CHAOS VETERAN ABILITIES
Sacrifice Seekers: These beasts have become proficient in seeking out the most worthy sacrifices and dragging them back to be butchered before the herdstone.
This unit can use this veteran ability once per battle at the start of the combat phase. Until the end of that phase, you receive 1 savagery point for each enemy model slain by an attack made by this unit in addition to any savagery points received for destroying that unit.
Toughened Hides: The leathery skin of these beastmen is unnaturally tough and can repel even the sharpest blades.
This unit can use this veteran ability once per battle at the start of the combat phase. The first 2 wounds or mortal wounds caused to this unit in that phase are negated.
Frenetic Stampede: Tireless and always eager for blood, this beastpack is renowned for the swiftness of their charge.
BRAYHERD only. This unit can use this veteran ability once per battle after you make a charge roll for this unit. You can re-roll the charge roll.
Wilderness Stalkers: These warriors fade into the shadows with unnatural speed, only to reappear at their opponent’s flank.
This unit can use this veteran ability once per battle at the end of your movement phase. Remove this unit from the battlefield and set it up again more than 9" from all enemy units.
Bestial Guile: These creatures skulk in ambush, creeping silently through the undergrowth to close in on the enemy and take them by complete surprise.
This unit can use this veteran ability once per battle before it is set up at the end of your movement phase using the Beastherd Ambush battle trait. You can set up this unit on the battlefield wholly within 9" of the battlefield edge and more than 3" from all enemy units instead of more than 9" from all enemy units.
Mutative Aura: These beastmen radiate an aura of raw Chaos energy, crippling their foes with the sheer malignancy of their presence.
This unit can use this veteran ability once per battle at the end of the combat phase if it is within 3" of any enemy units. Roll a dice. On a 4+, each enemy unit within 3" of this unit suffers D3 mortal wounds.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42.

BEASTS OF CHAOS FACTION TERRITORIES (D66)
61 FERTILE BLOODGROUND
Many forces seem intent upon claiming this stretch of resource rich land. This makes it a perfect territory for raiding and pillaging - one that will provide your herd with countless sacrifices.
You can never have more than 1 territory of this type. This territory has no effect until it is upgraded. [Upgrade 15GP] Reliable Source of Flesh: At the start of the aftermath sequence, you can increase your savagery points by 3.

62-63 NEXUS OF RUIN
This site is replete with dormant Chaos energy that is waiting to be unleashed. If enough blood is spilled here, your beastherd will be bolstered tenfold.
This territory cannot be upgraded. In step 1 of the aftermath sequence, if you won your last Path to Glory battle, you receive D3 additional glory points if you won a minor victory and D6 additional glory points if you won a major victory.

64-65 CORRUPTED REALMGATE
This malignant, swirling portal conceals secret pathways to the outer edges of the realm.
You can never have more than 1 territory of this type. Each time you upgrade a territory, reduce the cost in glory points by D3 (to a minimum of 0).
[Upgrade 15GP] Twisting Tunnels: In addition, you can make 2 exploration rolls in the aftermath sequence of each battle instead of 1.

66 TWISTING BEASTPATH
This concealed pathway within the warping wilds leads to unknown regions for you to conquer.
This territory cannot be controlled. You can pick a different territory from this table as the result of this exploration roll.

Battleplan

Ruinous Ambush

As a beast herd carves a swathe of bloody slaughter across the land, their enemies swiftly raise forces to oppose them. These armies are often tasked with locating and destroying the heart of the invaders’ malign power: their herdstone. The Beasts of Chaos are all too aware of this; indeed, they delight in luring such forces into deadly ambushes. Harried on every flank and led astray at every twist and turn, the desperate warriors pay in blood for each step they take into the beastmen’s territory. When at last they come before the herdstone, the survivors soon find themselves surrounded on all sides by braying Beasts of Chaos, eager for blood...

QUEST BATTLEPLAN
This battleplan is used with the Path to Glory battlepack in the Core Book. You can use this battleplan if one player is using a Beasts of Chaos army, has embarked on the ‘Baiting the Trap’ quest and has earned 6 or more quest points.

THE ARMIES
The player on the ‘Baiting the Trap’ quest is the Beasts of Chaos player and their opponent is the invader. The Beasts of Chaos player must use a Beasts of Chaos army.

THE BATTLEFIELD
This battle is fought in the tangled wilds at the heart of your beastherd’s domain, and appropriate terrain features should be used to represent this. The Beasts of Chaos player sets up the battlefield’s terrain features and must set up a Herdstone faction terrain feature in the centre of the battlefield.

FACTION TERRAIN
Only the Beasts of Chaos player sets up a faction terrain feature.

DEPLOYMENT
The invader sets up their army first, wholly within their territory. Before setting up each unit in their army, the invader must roil a dice. On a 1-3, the unit is lost in the wilds and is not set up on the battlefield. Instead, the unit is set up in reserve and will arrive as described later. If the invader has any other abilities that allow units to be set up in reserve, these abilities cannot be used.

Then, the Beasts of Chaos player sets up their army. All of their units must be set up in ambush as reserve units (see the Beastherd Ambush battle trait).

FIRST TURN
The invader takes the first turn in the first battle round.

CLOYING MISTS
In this battle, shooting attacks cannot be made unless the attacking model is within 9" of the target. In addition, subtract 2 from charge rolls for units that attempt a charge while they are more than 9" from all enemy units.

LOST IN THE WILDS
At the end of their movement phase, the invader can roll a dice for each of their reserve units. On a 3+, that unit can be set up on the battlefield wholly within the invader’s territory and more than 9" from all enemy units.

DESTROY THE HERDSTONE
Units in the invader’s army treat the herdstone as an enemy model and can attack it with melee weapons (it is not affected by spells or abilities except for those that affect terrain features). That Herdstone is considered to have a Wounds characteristic of 12 and a Save characteristic of 3+. The Herdstone is destroyed when 12 wounds have been allocated to it.

BATTLE LENGTH
The battle lasts for 5 battle rounds or until the Herdstone is destroyed.

GLORIOUS VICTORY
If the Herdstone is destroyed, the invader wins a major victory.

If the Herdstone has fewer than 6 wounds allocated to it at the end of the battle, the Beasts of Chaos player wins a major victory.

If neither player has won a major victory, the invader rolls a dice and adds the number of wounds allocated to the Herdstone to the roll:
  • If the total is greater than 12, the invader wins a minor victory.
  • If the total is less than 12, the Beasts of Chaos player wins a minor victory.
  • If the total is exactly 12, the battle is a draw.

PATH TO GLORY REWARDS
If the Beasts of Chaos player wins a major victory, they complete the ‘Baiting the Trap’ quest, gain 10 glory points and can make 2 exploration rolls in step 6 of the aftermath sequence of the battle instead of 1.


Battleplan

Death to Civilisation

Every beastman carries in their dark heart an ever-burning hatred for city-dwellers and their walled strongholds. There is no greater thrill for the Beasts of Chaos than to see such strongholds burn.

PATH TO GLORY BATTLEPLAN
This battleplan is used with the Path to Glory battlepack in the Core Book. You can use this battleplan if one player is using a Beasts of Chaos army.

THE ARMIES
One player is the Beasts of Chaos player and their opponent is the defender. The Beasts of Chaos player must use a Beasts of Chaos army.

After they have picked their army, the Beasts of Chaos player can pick 1 friendly WIZARD to know the Aura of the Anarchic Wilds spell (see later) in addition to the other spells they know.

THE BATTLEFIELD
This battle is fought in an enemy strongpoint, and appropriate terrain features should be used to represent this. The defender chooses which long edge of the battlefield is the northern edge and then sets up the battlefield’s terrain features. At least 8 terrain features must be set up: at least 4 wholly within the eastern half and at least 4 wholly within the western half.

The defender then chooses which half of the battlefield will be their territory. The terrain features in that half represent the locations that the defender is trying to protect from the beastherd.

FACTION TERRAIN
The defender can set up a faction terrain feature.

DEPLOYMENT
The Beasts of Chaos player sets up their army first. All of their units must be set up in ambush as reserve units (see the Beastherd Ambush battle trait).

Then, the defender sets up their army, wholly within their territory and more than 9" from enemy territory.

FIRST TURN
The Beasts of Chaos player takes the first turn in the first battle round.

DEFIANT DEFENDERS
At the start of their hero phase, the defender can pick up to 3 friendly units wholly within 18" of their general. Until their next hero phase, those units cannot run, retreat or attempt a charge, but the defender can add 1 to hit rolls for attacks made by those units and add 1 to save rolls for attacks that target those units.

DEATH TO CIVILISATION
At the start of their hero phase, the Beasts of Chaos player can pick 1 terrain feature wholly within the defender’s territory and within 3" of a friendly unit, and they can attempt to desecrate it. If they do so, each player rolls a dice and adds the number of friendly models they have within 3" of that terrain feature to the roll. If the Beasts of Chaos player has the higher total, that terrain feature is desecrated.

AURA OF THE ANARCHIC WILDS
A site defiled by the beastherd is imbued with profane power by the shaman, creating the foundations of a new herdstone.
Aura of the Anarchic Wilds is a spell that has a casting value of 6 and a range of 3". If successfully cast, pick 1 terrain feature within range and visible to the caster that has been desecrated. That terrain feature gains the Entropic Lodestone scenery rule (see Herdstone warscroll).

BATTLE LENGTH
The battle lasts for 5 battle rounds or until one player wins a major victory.

GLORIOUS VICTORY
The Beasts of Chaos player wins a major victory if all of the terrain features wholly within the defender’s territory have been desecrated.

The defender wins a major victory if every unit in the Beasts of Chaos player’s army has been destroyed.

If neither player has won a major victory by the end of the fifth battle round, the Beasts of Chaos player wins a minor victory if at least half of the terrain features wholly within the defender’s territory have been desecrated, and the defender wins a minor victory if fewer than half of the terrain features wholly within their territory have been desecrated.

PATH TO GLORY REWARDS
If the Beasts of Chaos player wins the battle, in step 7 of the aftermath sequence, they can add 1 additional new unit to their order of battle.

MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies from the list below and record it on your army roster.

THE WAY OF THE BEAST
Beasts of Chaos army only.

Protect the Herdstone: When the battle ends, you complete this grand strategy if there are no enemy units within 9" of your Herdstone and your Herdstone was not affected by a rule that said you could not use the scenery rules on its warscroll during the battle.
Desecrating Brayherd: When the battle ends, you complete this grand strategy if you control 2 or more objectives and those objectives are contested by any friendly BRAYHERD units.
Flanking Warherd: When the battle ends, you complete this grand strategy if there are 2 or more friendly WARHERD units on the battlefield wholly within 9" of the battlefield edge.
Age of the Beast: When the battle ends, you complete this grand strategy if 2 or more friendly CYGORS or GHORGONS are on the battlefield and none of those units have a number of wounds allocated to them that exceeds half of their Wounds characteristic.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

HUNTERS OF THE WARPING WILDS
Beasts of Chaos army only.

In the Shadow of the Herdstone: Pick 1 enemy unit within 12" of your Herdstone. You complete this tactic if that unit is destroyed during this turn.
Bestial Wrath: You can pick this battle tactic only in your first or second turn. You complete this tactic if your general and 2 or more other friendly BEASTS OF CHAOS units are within 3" of any enemy units at the end of this turn.
Rampaging Beastherd: Pick 1 objective controlled by your opponent. You complete this tactic if you control that objective at the end of this turn and that objective is contested by a friendly unit that has 10 or more models.
Reduced to Savagery: Pick 1 enemy unit on the battlefield. You complete this tactic if that unit is picked as the target of a heroic action from the Rituals of Ruin battle trait and is destroyed during this turn.
Trampled to Mulch: You complete this tactic if any enemy units are destroyed during this turn by mortal wounds allocated in your charge phase.
Aid of the Wilderness: You complete this tactic if there are 2 or more friendly BEASTS OF CHAOS units wholly on a terrain feature that is wholly outside of your territory at the end of this turn.
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.
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. Units cannot run if they are within 3" of an enemy unit.
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. Units cannot retreat if they are not within 3" of an enemy unit.
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.
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.
1.3.3 Unit Coherency
Units must be set up and finish every move as a single coherent group. A unit with 2 to 6 models is coherent if each model in the unit is within 1" horizontally and 6" vertically of at least 1 other model in the unit. A unit with more than 6 models is coherent if each model in the unit is within 1" horizontally and 6" vertically of at least 2 other models in the unit. If a friendly unit is not coherent at the end of a turn or after you set it up, you must remove models in the unit from play, one at a time, until it is coherent.

Units that are set up in a location other than on the battlefield, for example, reserve units (see 3.1), are always considered to be set up in a coherent group.
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.

Tendrils of Atrophy

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

Tendrils of Atrophy is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. Add 1 to the damage inflicted by each successful attack made with a melee weapon that targets that unit until your next hero phase.

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.
Inspired
The warriors of this army are filled with such conviction that they cut down their foes without pause or mercy.
Once per battle, after you pick a friendly unit to shoot or fight, you can say that it is inspired. If you do so, add 1 to wound rolls for attacks made by that unit until the end of that phase.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).

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

Leader
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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.
8.1 Normal Move
When you pick a unit to make a normal move, 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. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
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 BRAYHERD and WIZARD keywords are used in the following Beasts of Chaos warscrolls:

Leader
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.
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).
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:

Leader
Behemoth
• Chimera
• Cygor
• Ghorgon

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

Leader
None
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.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.

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

Leader

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

Leader
None
Behemoth
• Cygor
• Ghorgon

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