Beasts of Chaos – Tuskgor Chariots

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10"
7
4+
7
WARSCROLL

Tuskgor Chariots

Tuskgor Chariots are crude but fearsomely powerful war machines. Though they appear ramshackle in construction, the snorting, porcine brutes that haul them into battle are capable of wreaking terrible damage as they smash into the foe.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gnarled Spear
Gnarled Spear8"13+3+-2
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Despoiler Axe
Despoiler Axe2"23+3+-11
Gnarled Spear
Gnarled Spear2"13+3+-2
Iron-hard Tusks and Hooves
Iron-hard Tusks and Hooves1"44+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: None
Base size: 105 x 70mm

Each model in a Tuskgor Chariots unit is armed with a Gnarled Spear and Despoiler Axe.

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

MOUNT: This unit’s Tuskgors are armed with Iron-hard Tusks and Hooves.

CHAMPION: If this unit has 2 or more models, 1 model in this unit can be a Charioteer Alpha. Add 1 to the Attacks characteristic of that model’s melee weapons.

Tuskgor Charge: Spurred on by merciless whipping, Tuskgor Chariots barrel headlong into their foes.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a number of dice equal to the unmodified charge roll for that charge move. Add 1 to each roll if that enemy unit has a Wounds characteristic of 1 or 2. For each 5+, that unit suffers 1 mortal wound.

KEYWORDS
CHAOS, BEASTS OF CHAOS, BRAYHERD, TUSKGOR CHARIOTS
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.
© Vyacheslav Maltsev 2013-2024