Beasts of Chaos – Gors
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Gors form the greater mass of a beastherd’s lighting force. Taller and more robust than humans, these vicious warriors wield axes and pitted swords. They rely upon superior numbers and the element of surprise to overcome their foes, crushing their will to fight with sudden, devastating stampedes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hacking Blade
Hacking Blade1"24+3+-1
Paired Hacking Blades
Paired Hacking Blades1"34+3+-1

Unit Size: 10      Points: 110
Battlefield Role: Battleline
Base size: 32mm

This unit is referred to as a Gor Herd. Each model in a Gor Herd is armed with 1 of the following weapon options: Hacking Blade and Beastshield; or Paired Hacking Blades. All models in the unit must be armed with the same weapon option.

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

SHIELD: If this unit is armed with Hacking Blades and Beastshields, it has a Save characteristic of 4+ instead of 5+.

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

STANDARD BEARER: 1 in every 10 models in this unit can be a Banner Bearer. If this unit receives the Rally command while it includes any Banner Bearers, when you roll a dice for a slain model from this unit, you can return 1 slain model to this unit on a 5+ instead of only a 6.

MUSICIAN: 1 in every 10 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.

Gor Stampede: Gors gather in massive droves before charging their enemies, seeking to overwhelm them with superior numbers and brutish aggression.
At the end of your charge phase, if this unit made a charge move in the same turn, you can pick 1 enemy unit within 1" of this unit that has fewer models than this unit and roll a dice. On a 3+, the strike-last effect applies to that enemy unit in the following combat phase.

At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.
You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3" from all enemy units. Roll 1 dice for each slain model from that unit. For each 6, you can return 1 slain model to that unit.

You can only return models to that unit that have a combined Wounds characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.
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.

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

• Gors

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