Beasts of Chaos – Doombull

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7"
8
4+
7
WARSCROLL

Doombull

Doombulls are the strongest and most ferocious of their kind, swollen with muscle and as broad as they are tall. They feast upon only the worthiest foes, sating their bloodgreed with the gore of champions and heroes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Alphabeast Horns
Alphabeast Horns1"24+4+-2
Slaughterer’s Axe
Slaughterer’s Axe2"33+3+-13
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Leader
Base size: 50mm
Notes: Single

A Doombull is armed with Alphabeast Horns and a Slaughterer's Axe.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Hungering Warherd

Alpha Charge: A Doombull is a living, snorting siege engine, and their headlong charge can shatter entire enemy formations.
After this unit makes a charge move, you can pick 1 enemy unit within 1 of this unit and roll a dice. On a 2+, that unit suffers D3 mortal wounds at the end of that phase.

Bloodgreed: Ravenous for blood, the Doombull descends 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).

Slaughterer’s Call: A feral roar by the Doombull alerts the warherd to the scent of flesh on the wind, sending them into an attacking frenzy.
You can use this command ability at the start of the combat phase. This unit must issue the command and the unit that receives the command must be a friendly WARHERD unit within 12" of an enemy unit and more than 3" from all enemy units. If you do so, you must attempt a charge with that unit.

KEYWORDS
CHAOS, BEASTS OF CHAOS, BULLGOR, WARHERD, HERO, DOOMBULL
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).

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

Leader
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
© Vyacheslav Maltsev 2013-2024