Beasts of Chaos – Centigors

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14"
2
4+
6
WARSCROLL

Centigors

Drunken barbarians who love nothing more than a bloody brawl, the half-equine warriors known as Centigors charge across the battlefield in search of enemies to stomp, smash and brutalise.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gutpiercer Spear
Gutpiercer Spear8"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gutpiercer Spear
Gutpiercer Spear2"23+3+-11
Clawed Forelimbs
Clawed Forelimbs1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 170
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is a Great Bray-Shaman

Each model in a Centigors unit is armed with a Gutpiercer Spear and Clawed Forelimbs.

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

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

STANDARD BEARER: 1 in every 5 models in this unit can be a Banner Bearer. This unit can retreat and still charge later in the turn if it includes any Banner Bearers.

MUSICIAN: 1 in every 5 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.

Drunken Revelry: Centigors glut themselves on potent brews made of fermented blood and Chaos-infused oozes that they bring from their territories, sending them into a state of drunken bravado in which they are blind to fear and pain.
The first 2 wounds or mortal wounds caused to this unit in the combat phase are negated. In addition, if a model in this unit would flee as a result of a failed battleshock test, you can roll a dice. On a 2+, that model does not flee.

Unruly Hooligans: Centigors careen across the battlefield, seeking out the best opportunities to indulge their love of brawling, looting and all other forms of anarchic violence.
Add 1 to the Attacks characteristic of this unit’s melee weapons while it is wholly within 9" of any objectives that you do not control.

KEYWORDS
CHAOS, BEASTS OF CHAOS, BRAYHERD, CENTIGORS
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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8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
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.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
© Vyacheslav Maltsev 2013-2024