Beasts of Chaos – Razorgors
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Wild swine warped to monstrous size, Razorgors follow the stampedes of the beastherds into battle, where they gouge and gore their way through the enemy lines, slowing only to gobble up the mangled remains of their victims.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Large Tusks and Hooves
Large Tusks and Hooves1"44+3+-11

Unit Size: 1      Points: 55
Battlefield Role: None
Base size: 75 x 42mm


A unit of Razorgors has any number of models, each armed with Large Tusks and Hooves.


Uncontrollable Stampede: Barrelling forwards in a reeking mass of swollen muscle and jutting spines, Razorgors smash their prey asunder with the impact of their charge.
You can re-roll charge rolls for this unit. In addition, if this unit made a charge move in the same turn, an unmodified hit roll of 6 for an attack made by this unit inflicts 1 mortal wound on the target in addition to any normal damage.

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.
14.5 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.
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 MONSTERS OF CHAOS keyword is used in the following Beasts of Chaos warscrolls:

• Chimera
© Vyacheslav Maltsev 2013-2022