Beasts of Chaos – Desolating Beastherd
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Warscroll Battalion

Desolating Beastherd

Since the Age of Myth, the Beasts of Chaos have rampaged across the Mortal Realms. They gather in teeming beastherds to lay waste to cities and fortresses and slaughter their inhabitants. They are the true children of Chaos, and do not bow before any of the Dark Gods.
ORGANISATION
A Desolating Beastherd consists of the following units:
 • 1 Beastlord or Doombull
 • 1-3 Great Bray-Shamans
 • 1-3 units of Bestigors or Bullgors in any combination
 • 1-3 units of Gors or Tuskgor Chariots in any combination
 • 2-6 units of Ungors or Ungor Raiders in any combination
 • 0-1 Ghorgon or Cygor
PITCHED BATTLE PROFILE

Unit Size: -      Points: 150
Battlefield Role: Warscroll Battalion

ABILITIES

Bringers of the Wild: The rampaging creatures of the beastherds are intent on despoiling the lands of their foes, and are never more ferocious than they are when surrounded by the detestable trappings of civilisation.
If the unmodified hit roll for an attack made by a unit from this battalion that is wholly within enemy territory is 6, that attack scores 2 hits on that target instead of 1. Make a wound and save roll for each hit.
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.

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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 2013-2023