Beasts of Chaos – Ungors

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7"
1
5+
5
WARSCROLL

Ungors

The most man-like of the gor-kin, Ungors are tormented and despised by their stronger cousins. They take out their bitterness on their enemies, spitefully thrusting their short spears into throats and bellies and darting away before the foe can retaliate.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gnarled Shortspear
Gnarled Shortspear8"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pitted Blade
Pitted Blade1"24+4+-1
Gnarled Shortspear
Gnarled Shortspear2"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 80
Battlefield Role: Battleline
Base size: 25mm

Each model in an Ungors unit is armed with 1 of the following weapon options: Gnarled Shortspear; or Pitted Blade. All models in the unit must he armed with the same weapon option.

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

CHAMPION: 1 model in this unit can be a Halthorn. 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.

Fleet of Hoof: The wiry agility of the Ungors allows them to move with great speed while evading enemy attacks, making them difficult to pin down.
In the combat phase, when you pick this unit to fight, you can say that it will evade the enemy. If you do so, this unit retreats instead of fighting.

KEYWORDS
CHAOS, BEASTS OF CHAOS, BRAYHERD, UNGORS
Rally
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.

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8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024