Beasts of Chaos – Centigors
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14"
2
5+
5
WARSCROLL

Centigors

With man-like torsos and the bounding lower bodies of four-legged beasts, Centigors charge towards their foes in a drunken rage, braying loudly as they plunge their spears into the trembling ranks before them.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Centigor Spear
Centigor Spear2"24+4+-1
Clawed Forelimbs
Clawed Forelimbs1"25+5+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 90
Battlefield Role: None
Base size: 60 x 35mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Brass Despoilers
 • Depraved Drove
 • Marauding Brayherd
 • Pestilent Throng
 • Phantasmagoria of Fate

DESCRIPTION

A unit of Centigors has any number of models, each armed with a Centigor Spear, Beastbuckler and Clawed Forelimbs.

GOREHOOF: The leader of this unit is a Gorehoof. Add 1 to the Attacks characteristic of a Gorehoof ’s Centigor Spear.

BRAYHORN: 1 in every 5 models in this unit can have a Brayhorn. A unit that includes any Brayhorns can run and still charge later in the same turn.

BANNER BEARER: 1 in every 5 models in this unit can be a Banner Bearer. A unit that includes any Banner Bearers can move an extra 1" when it runs or piles in.

ABILITIES

Beastbucklers: These crude shields are used to deflect the enemies’ blows in close quarters.
Add 1 to save rolls for attacks made with melee weapons that target a unit with Beastbucklers.

Charging Spear: Savage mockeries of conventional cavalry, Centigors are most deadly on the charge.
You can re-roll failed wound rolls for attacks made with this unit’s Centigor Spears if it made a charge move in the same turn.

Drunken Revelry: Centigors drink with reckless abandon, even in the heat of battle.
At the start of your hero phase, you can say that this unit is drinking wildly. If you do so, until your next hero phase, add 1 to hit rolls for attacks made by this unit and attacks that target this unit.

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.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
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).
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).
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.
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.

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

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

None
Battleline
• Gors
• Ungors
Leader
© Vyacheslav Maltsev 2013-2021