Beasts of Chaos – Tuskgor Chariots
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Tuskgor Chariots

Crafted from scrounged lumber and twisted iron, Tuskgor Chariots race across the battlefield to outflank the foe or crash into their forward ranks. These ramshackle vehicles are driven by reckless beastmen who are eager to be first into the fray.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Despoiler Axe
Despoiler Axe1"24+3+-11
Gnarled Spear
Gnarled Spear2"14+4+-1
Tusks and Hooves
Tusks and Hooves1"44+3+-1

Unit Size: 1      Points: 65
Battlefield Role: None
Base size: 105 x 70mm


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


A unit of Tuskgor Chariots has any number of models. Each Tuskgor Chariot has a crew of 1 Bestigor and 1 Gor. The Bestigor is armed with a Despoiler Axe, and the Gor is armed with a Gnarled Spear.

MOUNT: This unit’s Tuskgors attack with their Tusks and Hooves.


Tuskgor Charge: Spurred on by merciless whipping, Tuskgor Chariots barrel into their foes with devastating force.
You can re-roll charge rolls for this unit. In addition, add 1 to the Attacks characteristic of this unit’s melee weapons in a turn in which it made a charge move.

Despoilers: For all their contempt for order and civilisation, Bestigors reserve the greatest part of their hatred for those who champion and defend such values.
Add 1 to hit rolls for attacks made with a Despoiler Axe that target enemy units with 10 or more models. In addition, you can re-roll hit rolls of 1 for attacks made with a Despoiler Axe that target ORDER units.

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.
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:

• Gors
• Ungors
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
© Vyacheslav Maltsev 2013-2022