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.
Unit Size: 3
Points: 210
Battlefield Role: None
Base 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+.
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).