Beasts of Chaos – Bullgors

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7"
4
5+
6
WARSCROLL

Bullgors

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cleaving Axe
Cleaving Axe2"34+3+-12
Paired Cleaving Axes
Paired Cleaving Axes2"44+3+-12
Man-splitter Great Axe
Man-splitter Great Axe2"23+3+-13
Iron-capped Horns
Iron-capped Horns1"24+4+-2
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 210
Battlefield Role: None
Base size: 50mm
Notes: 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.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Hungering Warherd
 • The Butcher-herd

SHIELD: If this unit is armed with Cleaving Axes and Bullshields, it has a Save characteristic of 4+ instead of 5+.

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

STANDARD BEARER: 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.

MUSICIAN: 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).

KEYWORDS
CHAOS, BEASTS OF CHAOS, BULLGOR, WARHERD, BULLGOR HERD
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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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.
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 BULLGOR keyword is used in the following Beasts of Chaos warscrolls:

Leader
None
Behemoth
• Cygor
• Ghorgon

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

Leader
None
Behemoth
• Cygor
• Ghorgon
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).
© Vyacheslav Maltsev 2013-2024