Beasts of Chaos – Bestigors

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6"
2
4+
7
WARSCROLL

Bestigors

Bestigors are the strongest and fiercest of the gor kin. Clad in stolen armour and wielding two-handed axes, they charge into the thick of the fighting, ramming enemies to the ground with their horns before delivering a brutal killing blow.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Despoiler Axe
Despoiler Axe2"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 180
Battlefield Role: None
Base size: 32mm
Notes: Battleline if general is a Beastlord or Great Bray-Shaman

Each model in a Bestigors unit is armed with a Despoiler Axe.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Marauding Brayherd

CHAMPION: 1 model in this unit can be a Gouge-horn. Add 1 to the Attacks characteristic of that model’s melee weapons.

STANDARD BEARER: 1 in every 10 models in this unit can be a Banner Bearer. If this unit receives the Rally command while it includes any Banner Bearers, when you roll a dice for a slain model from this unit, you can return 1 slain model to this unit on a 5+ instead of only a 6.

MUSICIAN: 1 in every 10 models in this unit can be a Brayhorn Blower. Add 1 to run rolls and charge rolls for this unit if it includes any Brayhorn Blowers.

Despoilers: Bestigors reserve the greatest part of their hatred for those who rally under the banners of civilisation.
Add 1 to wound rolls for attacks made with melee weapons by this unit while it is within 3" of any enemy units that received the All-out Defence command in the same phase.

Bestial Charge: Always at the forefront of a herd, Bestigors launch themselves at their foes with unnerving speed, leaving little time for the enemy to react.
Subtract 1 from wound rolls for attacks that target this unit if the attack was made with a missile weapon by an enemy unit that received the Unleash Hell command in the same phase.

KEYWORDS
CHAOS, BEASTS OF CHAOS, BRAYHERD, BESTIGORS
Rally
At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.
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.
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.

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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).
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
© Vyacheslav Maltsev 2013-2024