Bullgors are hulking, taurine monstrosities consumed by the need to stuff their mouths with raw flesh and blood. They are the shock troops of the great frays, capable of smashing their way through almost any shieldwall or line of pikes.
NoneBase size: 50mmNotes:
Battleline if general is a Doombull
This unit is referred to as a Bullgor Herd. Each model in a Bullgor Herd is armed with Iron-capped Horns and 1 of the following weapon options: Paired Cleaving Axes; Cleaving Axe and Bullshield; or Man-splitter Great Axe. All models in the unit must be armed with the same weapon option. SHIELD:
If this unit is armed with Cleaving Axes and Bullshields, it has a Save characteristic of 4+ instead of 5+.
1 model in this unit can be a Bloodkine. Add 1 to the Attacks characteristic of that model’s melee weapons.
1 in every 3 models in this unit can be a Warherd Banner Bearer. When this unit uses its Warherd Charge
ability, if it includes any Warherd Banner Bearers, you can re-roll the dice that determines whether an enemy unit suffers 1 mortal wound
1 in every 3 models in this unit can be a Warherd Drummer. Add 1 to charge rolls
for this unit if it includes any Warherd Drummers.
Warherd Charge: When a warherd charges, the enemy is sent flying through the air hy the force of the impact.
After this unit makes a charge move
, you can pick 1 enemy unit within 1" of this unit and roll a dice for each model in this unit. On a 2+, that unit suffers 1 mortal wound
at the end of that phase.
Bloodgreed: Ravenous for blood, Bullgors descend upon their foes with unbridled ferocity.
If the unmodified hit roll
for an attack made with a melee weapon by this unit is 6, that attack causes a number of mortal wounds
to the target equal to the weapon’s Damage characteristic and the attack sequence
ends (do not make a wound roll
or save roll