Beasts of Chaos – Gors
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6"
1
5+
5
WARSCROLL

Gors

Born of Chaos mutation and filled with feral rage, Gors gather in massive herds and charge towards their enemies. They wield crude but brutal weapons with which they hack and rend the flesh of their foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gor Blade(s)
Gor Blade(s)1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 75
Battlefield Role: Battleline
Base size: 32mm

BATTALIONS

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

DESCRIPTION

A unit of Gors has any number of models. The unit is armed with one of the following weapon options: Gor Blade and Beastshield; or pair of Gor Blades.

FOE-RENDER: The leader of this unit is a Foerender. Add 1 to the Attacks characteristic of a Foe-render’s Gor Blade(s).

BRAYHORN: 1 in every 10 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 10 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

Rend and Tear: The frenzied strikes of those gors armed with dual weapons are all but impossible to defend against.
You can re-roll hit rolls of 1 for attacks made with a pair of Gor Blades.

Beastshields: The primitive beastshields carried by some gors allow their wielders to contemptuously bat aside the desperate blows of their enemies.
Add 1 to save rolls for attacks made with melee weapons that target a unit with Beastshields.

Anarchy and Mayhem: When assembled in large herds, gors feed off each other’s rage and strive to outdo their kin in the spilling of blood.
Add 1 to the Attacks characteristic of this unit’s melee weapons while it has 20 or more models.

KEYWORDS
CHAOS, BEASTS OF CHAOS, BRAYHERD, GORS
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.
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.
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.
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).
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).

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

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

None
Battleline
• Gors
Leader
© Vyacheslav Maltsev 2013-2021