Beasts of Chaos – Grashrak’s Despoilers

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Grashrak’s Despoilers

Grashrak’s Despoilers are a motley collection of gor-kin, hand-picked by the Bray Shaman for their cruel cunning, they fear Fellhoof more than any foe and will sacrifice life and limb to protect their master.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ripper Axe
Ripper Axe1"33+3+-12
Flint Weapon
Flint Weapon1"25+5+-1

Unit Size: 5      Points: 180
Battlefield Role: None
Murghoth Half-Horn, Khorsh ‘the Sneak’, Ushkor, Gnarl25mm
Notes: Single, Unique. Grashrak Fellhoof and Grashrak’s Despoilers must be taken as a set. Although taken as a set, each is a separate unit.

The models in Grashrak’s Despoilers are Draknar, Murghoth Half-horn, Korsh ‘the Sneak’, Ushkor and Gnarl. Draknar is armed with a Ripper Axe. Murghoth Half-horn and Korsh ‘the Sneak’ are each armed with a Shortspear. Ushkor and Gnarl are each armed with a Shortbow and Flint Weapon.

Grashrak’s Savage Herd: Grashrak Fellhoof commands his band of gor-kin through fear and cruelty.
Before you allocate a wound or mortal wound to a friendly GRASHRAK FELLHOOF within 3" of this unit, or instead of making a ward roll for a wound or mortal wound that would be allocated to a friendly GRASHRAK FELLHOOF within 3" of this unit, roll a dice. On a 4+, that wound or mortal wound must be allocated to this unit instead of GRASHRAK FELLHOOF.

Violent Despoilers: Grashrak’s gor-kin leave a trail of wanton destruction in their wake, for they hate the trappings of civilisation with a bestial vehemence.
Add 1 to hit rolls for attacks made by this unit if it is wholly outside of your territory.


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

• Gors

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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.
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.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
© Vyacheslav Maltsev 2013-2024