Beasts of Chaos – Bullgors
This warscroll does not meet the selection criteria (see Settings tab).
7"
4
5+
6
WARSCROLL

Bullgors

Bullgors are hulking bestial warriors possessed of terrifying strength and unnatural resilience. They tower over other foot soldiers on the battlefield, and they cleave goresoaked swathes through the armies of their enemies.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bullgor Axe(s)
Bullgor Axe(s)1"34+3+-12
Bullgor Great Axe
Bullgor Great Axe1"24+3+-23
Bullgor Horns
Bullgor Horns1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 130
Battlefield Role: None
Base size: 50mm
Notes: Battleline if general is a Doombull

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Brass Despoilers
 • Depraved Drove
 • Desolating Beastherd
 • Hungering Warherd
 • Pestilent Throng
 • Phantasmagoria of Fate
 • The Butcher-herd

DESCRIPTION

A unit of Bullgors has any number of models. The unit is armed with Bullgor Horns and one of the following weapon options: pair of Bullgor Axes; Bullgor Axe and Bullshield; or Bullgor Great Axe.

BLOODKINE: The leader of this unit is a Bloodkine. Add 1 to the Attacks characteristic of a Bloodkine’s Bullgor Axe(s) or Bullgor Great Axe.

WARHERD DRUMMER: 1 in every 3 models in this unit can be a Warherd Drummer. Add 1 to charge rolls for a unit that includes any Warherd Drummers.

WARHERD BANNER BEARER: 1 in every 3 models in this unit can be a Warherd Banner Bearer. Add 1 to the Bravery characteristic of a unit that includes any Warherd Banner Bearers for each enemy unit within 12" of that unit.

ABILITIES

Bloodgreed: Ravenous for blood, bullgors descend upon their foes with unbridled ferocity.
Each unmodified wound roll of 6 for attacks made by this unit inflicts 1 mortal wound on the target in addition to any normal damage.

Dual Axes: Bullgors unleash a whirlwind of fury when armed with an axe in each hand.
You can re-roll hit rolls of 1 for attacks made with a pair of Bullgor Axes.

Bullshields: Towering wooden shields protect bullgors from attacks.
Add 1 to save rolls for attacks made with melee weapons that target a unit with Bullshields.

KEYWORDS
CHAOS, BEASTS OF CHAOS, WARHERD, BULLGORS
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.
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.
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).

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

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

Leader
None
Behemoth
• Cygor
• Ghorgon
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).

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

Leader
None
Behemoth
• Cygor
• Ghorgon
© Vyacheslav Maltsev 2013-2022