Leader
In the merciless society of the Beasts of Chaos, only the mightiest rise to power. These are the Beastlords, hulking killers who command through intimidation and brutality and delight in sinking their man-ripper axes into the skulls of their foes.
Paired Man-ripper Axes |
| Paired Man-ripper Axes | 1" | 5 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 140
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Beastlord is armed with Paired Man-ripper Axes.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Marauding Brayherd
Dual Axes: Armed with two man-ripper axes, the Beastlord rains down blows upon the foe, hacking them apart with animalistic fury.
If the unmodified
hit roll for an attack made with a melee weapon by this unit is 6, that attack causes a number of
mortal wounds to the target equal to the weapon’s Damage characteristic and the
attack sequence ends (do not make a
wound roll or
save roll).
Hatred of Heroes: A Beastlord reserves their prodigious strength and fury for the greatest of the enemy’s champions, calling upon their followers to witness and join the butchery.
If this unit is within 3" of any enemy
HEROES, add 1 to
hit rolls and
wound rolls for attacks made with melee weapons by friendly
BEASTS OF CHAOS units while they are wholly within 12" of this unit.
Call of Battle: Beastlords swiftly lead their underlings towards the foe, desperate to get to grips with the enemy so that the bloodletting can begin.
In the
combat phase, when you pick this unit to fight for the first time in that phase, you can pick 1 other friendly
BRAYHERD unit that is not a
HERO, that is wholly within 12" of this unit and that has not yet fought in that phase. This unit and that other
BRAYHERD unit can fight one after the other in the order of your choice.
CHAOS, BEASTS OF CHAOS, GOR, BRAYHERD, HERO, BEASTLORD |
Mounted atop a Disc of Tzeentch, a Tzaangor Shaman is a potent agent of change. With dark magics, the Shaman will grant a boon of mutation to their foes, transforming them as they writhe and scream into a more pleasing form - that of a Tzaangor.
Staff of Change |
| Staff of Change | 2" | 1 | 4+ | 3+ | -1 | D3 |
Ritual Dagger |
| Ritual Dagger | 1" | 2 | 4+ | 4+ | - | 1 |
Teeth and Horns |
| Teeth and Horns | 1" | D3 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Beasts of Chaos Tzaangor Shaman is armed with a Staff of Change and Ritual Dagger.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
MOUNT: This unit’s Disc of Tzeentch is armed with Teeth and Horns.
Sorcerous Elixir: Tzaangor Shamans drink strange concoctions in battle to augment their sorcerous might.
Once per battle, in your
hero phase, this unit can attempt to
cast 1 extra spell. If it does so, you can add 3 to the
casting roll for that spell.
Boon of Mutation: The Shaman curses its foes with the dubious gift of Tzeentch’s mutagenic power, transforming its victims into a form more pleasing to the Changer of the Ways.
Boon of Mutation is a spell that has a
casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3
mortal wounds. For each model that is slain by a mortal wound caused by this spell, you can add 1 Tzaangor model that is not a Champion or Tzaangor Mutant to a friendly
TZAANGOR HOST within 12" of the caster. Set up models that are added to a unit one at a time within 1" of the unit they are being added to. Models that are added to a unit can only be set up within 3" of an enemy unit if a model from their unit is already within 3" of that enemy unit. The models added to a unit can take it above its maximum size.
CHAOS, BEASTS OF CHAOS, TZAANGOR, TZEENTCH, BRAYHERD, HERO, WIZARD, TZAANGOR SHAMAN |
Doombulls are the strongest and most ferocious of their kind, swollen with muscle and as broad as they are tall. They feast upon only the worthiest foes, sating their bloodgreed with the gore of champions and heroes.
Alphabeast Horns |
| Alphabeast Horns | 1" | 2 | 4+ | 4+ | - | 2 |
Slaughterer’s Axe |
| Slaughterer’s Axe | 2" | 3 | 3+ | 3+ | -1 | 3 |
Unit Size: 1 Points: 180
Battlefield Role: Leader
Base size: 50mm
Notes: Single
A Doombull is armed with Alphabeast Horns and a Slaughterer's Axe.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Hungering Warherd
Alpha Charge: A Doombull is a living, snorting siege engine, and their headlong charge can shatter entire enemy formations.
After this unit makes a
charge move, you can pick 1 enemy unit within 1 of this unit and roll a dice. On a 2+, that unit suffers D3
mortal wounds at the end of that phase.
Bloodgreed: Ravenous for blood, the Doombull descends upon their foes with unbridled ferocity.
If the unmodified
hit roll for an attack made with a melee weapon by this unit is 6, that attack causes a number of
mortal wounds to the target equal to the weapon’s Damage characteristic and the
attack sequence ends (do not make a
wound roll or
save roll).
Slaughterer’s Call: A feral roar by the Doombull alerts the warherd to the scent of flesh on the wind, sending them into an attacking frenzy.
You can use this
command ability at the start of the
combat phase. This unit must
issue the command and the unit that receives the command must be a friendly
WARHERD unit within 12" of an enemy unit and more than 3" from all enemy units. If you do so, you must
attempt a charge with that unit.
CHAOS, BEASTS OF CHAOS, BULLGOR, WARHERD, HERO, DOOMBULL |
Dragon Ogor Shaggoths are ancient and powerful beings imbued with the coruscating power of the storm. When they go to war, the mountains themselves tremble and foes are hewn apart by the score.
Crackling Bolts |
| Crackling Bolts | 12" | 2D6 | 3+ | 3+ | -1 | 1 |
Storm-forged Axe |
| Storm-forged Axe | 2" | 5 | 3+ | 3+ | -1 | 2 |
Draconic Tail |
| Draconic Tail | 3" | D6 | 3+ | 3+ | - | 2 |
Taloned Forelimbs |
| Taloned Forelimbs | 1" | 4 | 3+ | 3+ | - | 1 |
Unit Size: 1 Points: 270
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single
A Dragon Ogor Shaggoth is armed with Crackling Bolts, a Storm-forged Axe, Draconic Tail and Taloned Forelimbs.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Scion of the Primordial Storm: The untrammelled fury of the primordial storm flows through this creature, a fulminating power so intense that it can render malevolent sorceries harmless.
Each time this unit is affected by a
spell or the abilities of an
endless spell, you can roll a dice. On a 4+, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.
Beneath the Tempest: Dark clouds gather above the battlefield, threatening to unleash the fury of the tempest.
At the end of the
combat phase, roll a dice for this unit. On a 2+, you can
heal up to D3 wounds allocated to this unit. In addition, at the end of the combat phase, roll a dice for each enemy unit within 3" of any friendly units with this ability. On a 2+, that unit suffers D3
mortal wounds.
Summon Lightning: The Shaggoth calls down a fork of eldritch lightning to empower its allies.
Summon Lightning is a spell that has a
casting value of 7 and a range of 24". If successfully cast, pick up to D3 friendly
THUNDERSCORN units within range and visible to the caster. You can
heal up to D3 wounds allocated to those units (roll separately for each unit).
CHAOS, BEASTS OF CHAOS, THUNDERSCORN, HERO, MONSTER, WIZARD, DRAGON OGOR SHAGGOTH |
A prophet of ruin and the leader of the Despoilers, an infamous pack of cruel-hearted raiders, the Great Bray-Shaman known as Grashrak Fellhoof wields the savage power of Chaos to lay waste to his enemies.
Obsidian Blade |
| Obsidian Blade | 1" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 1
Points: 180
Battlefield Role: Leader
Base size: 32mmNotes: Single, Unique. Grashrak Fellhoof and
Grashrak’s Despoilers must be taken as a set. Although taken as a set, each is a separate unit.
Grashrak Fellhoof is armed with an Obsidian Blade.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Infused with Bestial Vigour: Raw Chaos energy emanates from the Bray-Shaman, amplifying the power of their rituals.
Add 6 to the range of
heroic actions from the
Rituals of Ruin battle trait that you carry out with this unit. This ability can be used while this unit is
set up in ambush as a reserve unit.
Savage Bolt: Seething energy crashes into the enemy, tearing at their flesh and driving them from their feet.
Savage Bolt is a spell that has a
casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3
mortal wounds. In addition, add 1 to
hit rolls for attacks made with melee weapons that target that unit until your next
hero phase.
CHAOS, BEASTS OF CHAOS, GOR, BRAYHERD, ALLHERD, HERO, WIZARD, GREAT BRAY-SHAMAN, GRASHRAK FELLHOOF |
The Great Bray-Shamans are the soothsayers and mystics of the beastherds. What they lack in raw strength, they make up for with a mastery of Chaos magic that can reduce a foe to a writhing mass of corrupted flesh.
Fetish Staff |
| Fetish Staff | 2" | 3 | 3+ | 3+ | - | 2 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Great Bray-Shaman is armed with a Fetish Staff.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Infused with Bestial Vigour: Raw Chaos energy emanates from the Bray-Shaman, amplifying the power of their rituals.
Add 6" to the range of
heroic actions from the
Rituals of Ruin battle trait that you carry out with this unit. This ability can be used while this unit is set up in ambush as a
reserve unit.
Devolve: Delving into the minds of their enemies, the Bray-Shaman magnifies the savage and animalistic parts of their foes’ psyches until they are little more than growling beasts.
Devolve is a spell that has a
casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster Until your next
hero phase, roll 3D6 before that unit makes a
normal move,
runs,
retreats or makes a
charge move. If the roll is greater than that unit’s Bravery characteristic, the maximum distance of that move is halved.
CHAOS, BEASTS OF CHAOS, GOR, BRAYHERD, HERO, WIZARD, GREAT BRAY-SHAMAN |
Battleline
Gors form the greater mass of a beastherd’s lighting force. Taller and more robust than humans, these vicious warriors wield axes and pitted swords. They rely upon superior numbers and the element of surprise to overcome their foes, crushing their will to fight with sudden, devastating stampedes.
Hacking Blade |
| Hacking Blade | 2" | 2 | 4+ | 3+ | - | 1 |
Paired Hacking Blades |
| Paired Hacking Blades | 2" | 3 | 4+ | 3+ | - | 1 |
Unit Size: 10 Points: 110
Battlefield Role: Battleline
Base size: 32mm
This unit is referred to as a Gor Herd. Each model in a Gor Herd is armed with 1 of the following weapon options: Hacking Blade and Beastshield; or Paired Hacking Blades. All models in the unit must be armed with the same weapon option.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Marauding Brayherd
SHIELD: If this unit is armed with Hacking Blades and Beastshields, it has a Save characteristic of 4+ instead of 5+.
CHAMPION: 1 model in this unit can be a Foe-render. 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.
Gor Stampede: Gors gather in massive droves before charging their enemies, seeking to overwhelm them with superior numbers and brutish aggression.
At the end of your
charge phase, if this unit made a
charge move in the same turn, you can pick 1 enemy unit within 1" of this unit that has fewer models than this unit and roll a dice. On a 3+, the
strike-last effect applies to that enemy unit in the following combat phase.
CHAOS, BEASTS OF CHAOS, GOR, BRAYHERD, GOR HERD |
The mutated aberrations sent forth as shock troops by the Gavespawn are vile even by the standards of their kind. They are capable of spewing streams of flesh-melting corruption and inspiring a crippling madness in those who look upon them.
Spews of Corruption |
| Spews of Corruption | 8" | D6 | 3+ | 3+ | -1 | 2 |
Bizarre Mutations |
| Bizarre Mutations | 1" | 8 | 3+ | 3+ | - | 1 |
Unit Size: 3 units of 1
Points: 230
Battlefield Role: Battleline
Base size: 50mmNotes: Single. Can only be included in a
Gavespawn army. These units must be taken as a set referred to as a Gibbering Congregation. Although taken as a set, each is a separate unit.
A Morghurite Chaos Spawn is armed with Spews of Corruption and Bizarre Mutations.
Aura of Insanity: Those who stand in the presence of a Morghurite Chaos Spawn find themselves raking at their flesh as their body and mind slowly unravel.
Subtract 1 from the Attacks characteristic of weapons used by enemy units while they are within 1" of this unit (to a minimum of 1).
Propagator of Devolution: Chaos Spawn will mindlessly follow their beastherd into battle, striking in fits of rage, anguish and seething hatred.
This unit can
run and still
charge later in the turn.
CHAOS, BEASTS OF CHAOS, MORGHURITE CHAOS SPAWN |
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.
Gnarled Shortspear |
| Gnarled Shortspear | 8" | 1 | 4+ | 4+ | - | 1 |
Pitted Blade |
| Pitted Blade | 1" | 2 | 4+ | 4+ | - | 1 |
Gnarled Shortspear |
| Gnarled Shortspear | 2" | 1 | 4+ | 4+ | - | 1 |
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.
CHAOS, BEASTS OF CHAOS, BRAYHERD, UNGORS |
None
Utterly devolved in both body and mind by the corrupting power of pure anarchy, the hideous creatures known as Chaos Spawn lurch into battle, lashing out with whip like tendrils and scything talons in a maddened frenzy.
Freakish Mutations |
| Freakish Mutations | 1" | 2D6 | 4+ | 4+ | - | 1 |
Unit Size: 1
Points: 80
Battlefield Role: None
Base size: 50mmNotes: Single. Battleline in a
Gavespawn armу
A Beasts of Chaos Chaos Spawn is armed with Freakish Mutations.
Writhing Tentacles: The bodies of these creatures are ever in flux, making them wildly unpredictable.
If you roll a double when determining the number of attacks made by Freakish Mutations, add 1 to
hit rolls and
wound rolls for attacks made by this unit until the end of that phase.
Propagator of Devolution: Chaos Spawn will mindlessly follow their beastherd into battle, striking in fits of rage, anguish and seething hatred.
This unit can
run and still
charge later in the turn.
CHAOS, BEASTS OF CHAOS, CHAOS SPAWN |
Decadent beastmen who have devoted themselves to the pursuit of excess in all its forms, Slaangor Fiendbloods delight in slaughter and mayhem. They peel open their prey’s flesh with chitinous claws, exulting in the pained cries of the dying.
Razor-sharp Claws |
| Razor-sharp Claws | 2" | 4 | 4+ | 3+ | -1 | 2 |
Razor-sharp Claw and Gilded Weapon |
| Razor-sharp Claw and Gilded Weapon | 2" | 5 | 4+ | 3+ | -1 | 2 |
Unit Size: 3 Points: 130
Battlefield Role: None
Base size: 40mm
Each model in a Beasts of Chaos Slaangor Fiendbloods unit is armed with Razor-sharp Claws.
CHAMPION: 1 model in this unit can be a Slake-horn That model is armed with a Razor-sharp Claw and Gilded Weapon instead of Razor-sharp Claws.
Slaughter at Any Cost: When stirred by the excesses of battle, Fiendbloods waste no time in hunting down their victims.
At the end of any phase, if any wounds or
mortal wounds were allocated to this unit in that phase, and this unit is more than 9" from all enemy units, this unit can move up to D6".
Obsessive Violence: The brutal and unrelenting attacks of these beasts can overwhelm even the staunchest defence.
Once per battle, in the
combat phase, after this unit has fought for the first time in that phase, you can say that it will continue its obsessive onslaught. If you do so, this unit can fight for a second time in that phase. The
strike-last effect applies to this unit when it fights for that second time.
CHAOS, BEASTS OF CHAOS, SLAANESH, BRAYHERD, SLAANGOR FIENDBLOODS |
Tzaangor Enlightened are arrogant creatures, for they can see the lessons of the past as easily as mortals see daylight. They gleefully caw out the past mistakes of their enemies, unnerving them before moving in to capitalise with each blow.
Tzeentchian Spear |
| Tzeentchian Spear | 2" | 3 | 4+ | 3+ | -1 | 2 |
Vicious Beak |
| Vicious Beak | 1" | 2 | 4+ | 3+ | - | 1 |
Unit Size: 3 Points: 90
Battlefield Role: None
Base size: 40mm
Each model in a Beasts of Chaos Tzaangor Enlightened unit is armed with a Tzeentchian Spear and Vicious Beak.
CHAMPION: 1 model in this unit can be an Aviarch. Add 1 to the Attacks characteristic of that model’s Tzeentchian Spear.
Babbling Stream of Secrets: The dark truths revealed by the Tzaangor Enlightened utterly unnerve the foe.
In the
combat phase, enemy units within 3" of any friendly units with this ability cannot
receive commands.
Guided by the Past: These warriors see at once every moment that led to the present and use this knowledge to deadly effect.
You can add 1 to
wound rolls for attacks made with melee weapons by friendly units with this ability if you are taking the second turn in the current battle round. This ability does not affect attacks made by a
mount.
CHAOS, BEASTS OF CHAOS, TZAANGOR, TZEENTCH, BRAYHERD, TZAANGOR ENLIGHTENED |
Some Tzaangor Enlightened soar into battle atop the bladed, daemonic mounts known as Discs of Tzeentch, recounting their foes’ most terrible failures and sins as they strike out with gilded spears.
Tzeentchian Spear |
| Tzeentchian Spear | 2" | 3 | 4+ | 3+ | -1 | 2 |
Vicious Beak |
| Vicious Beak | 1" | 2 | 4+ | 3+ | - | 1 |
Teeth and Horns |
| Teeth and Horns | 1" | D3 | 4+ | 3+ | -1 | D3 |
Unit Size: 3 Points: 210
Battlefield Role: None
Base size: 40mm
Each model in a Beasts of Chaos Tzaangor Enlightened on Discs of Tzeentch unit is armed with a Tzeentchian Spear and Vicious Beak.
MOUNT: This unit’s Discs of Tzeentch are each armed with Teeth and Horns.
CHAMPION: 1 model in this unit can be an Aviarch. Add 1 to the Attacks characteristic of that model’s Tzeentchian Spear.
Babbling Stream of Secrets: The dark truths revealed by the Tzaangor Enlightened utterly unnerve the foe.
In the
combat phase, enemy units within 3" of any friendly units with this ability cannot receive commands.
Guided by the Past: These warriors see at once every moment that led to the present and use this knowledge to deadly effect.
You can add 1 to
wound rolls for attacks made with melee weapons by friendly units with this ability if you are taking the second turn in the current battle round. This ability does not affect attacks made by a
mount.
CHAOS, BEASTS OF CHAOS, TZAANGOR, TZEENTCH, BRAYHERD, TZAANGOR ENLIGHTENED, TZAANGOR ENLIGHTENED ON DISCS OF TZEENTCH |
Tzaangor Skyfires soar across the battlefield, raining death upon the foe. Able to catch glimpses of the future, the Skyfires send their Arrows of Fate on baffling trajectories, striking their target’s most vulnerable weak spots with confounding accuracy.
Arrow of Fate |
| Arrow of Fate | 24" | 1 | 4+ | 3+ | -1 | D3 |
Bow Stave |
| Bow Stave | 1" | 2 | 5+ | 5+ | - | 1 |
Vicious Beak |
| Vicious Beak | 1" | 1 | 4+ | 3+ | - | 1 |
Teeth and Horns |
| Teeth and Horns | 1" | D3 | 4+ | 3+ | -1 | D3 |
Unit Size: 3 Points: 210
Battlefield Role: None
Base size: 40mm
Each model in a Beasts of Chaos Tzaangor Skyfires unit is armed with an Arrow of Fate, Bow Stave and Vicious Beak.
MOUNT: This unit’s Discs of Tzeentch are each armed with Teeth and Horns.
CHAMPION: 1 model in this unit can be an Aviarch. Add 1 to the Attacks characteristic of that model’s Arrow of Fate.
Guided by the Future: The attacks of these warriors are directed by glimpses of the future.
Ignore negative
modifiers to
hit rolls or
wound rolls for attacks made with missile weapons by this unit, and ignore positive modifiers to
save rolls for attacks made with missile weapons by this unit.
Judgement from Afar: To be struck by an Arrow of Fate is to be judged by destiny itself.
If the unmodified
hit roll for an attack made with an Arrow of Fate is 6, the target suffers D3
mortal wounds and the
attack sequence ends (do not make a
wound roll or
save roll).
CHAOS, BEASTS OF CHAOS, TZAANGOR, TZEENTCH, BRAYHERD, TZAANGOR SKYFIRES |
Tzaangors are savage, avian beastmen dedicated to Tzeentch and gifted with his dark blessings. Eager to impress their duplicitous god, the Tzaangors fight with lunatic energies, hoping to earn further gifts of change.
Savage Greatblade |
| Savage Greatblade | 2" | 1 | 4+ | 3+ | -1 | 2 |
Savage Blade |
| Savage Blade | 2" | 2 | 4+ | 3+ | - | 1 |
Pair of Savage Blades |
| Pair of Savage Blades | 2" | 3 | 3+ | 3+ | - | 1 |
Vicious Beak |
| Vicious Beak | 1" | 1 | 4+ | 3+ | - | 1 |
Unit Size: 10 Points: 170
Battlefield Role: None
Base size: 32mm
This unit is referred to as a Beasts of Chaos Tzaangor Host. Each model in a Beasts of Chaos Tzaangor Host is armed with a Vicious Beak and 1 of the following weapon options: Savage Blade and Arcanite Shield; or Pair of Savage Blades. All models in the unit must be armed with the same weapon option. 2 in every 5 models can replace their weapon option with a Savage Greatblade.
CHAMPION: 1 model in this unit can be a Twistbray. Add 1 to the Attacks characteristic of that model’s melee weapons.
STANDARD BEARER: 1 in every 10 models in this unit can be an Icon Bearer. While this unit includes any Icon Bearers, it can use the
Ornate Totems ability.
MUSICIAN: 1 in every 10 models in this unit can be a Brayhorn Blower. This unit can
run and still
charge later in the turn if it includes any Brayhorn Blowers.
TZAANGOR MUTANT: 1 in every 5 models in this unit can be a Tzaangor Mutant armed with a Vicious Beak and Pair of Savage Blades. Add 1 to the Attacks characteristic of that model’s Pair of Savage Blades.
Arcanite Shields: These ornate shields are imbued with potent wards.
A model that has an Arcanite Shield has a
ward of 6+.
Savagery Unleashed: Favoured by their god, these warriors unleash a flurry of attacks upon their foes.
Add 1 to the Attacks characteristic of this unit’s Vicious Beaks if it made a
charge move in the same turn.
Ornate Totems: The icons carried by the Tzaangors can steal magical power from wizards and use it to blast the enemy.
If this unit includes any Icon Bearers, at the start of your
hero phase, you can pick 1 enemy unit within 18" of this unit that is visible to it and roll 1 dice for each
WIZARD within 9 of this unit. For each 4+, the unit you picked suffers 1
mortal wound.
CHAOS, BEASTS OF CHAOS, TZAANGOR, TZEENTCH, BRAYHERD, TZAANGOR HOST |
Bestigors are the strongest and fiercest of the gor kin. Clad in stolen armour and wielding two-handed axes, they charge into the thick of the fighting, ramming enemies to the ground with their horns before delivering a brutal killing blow.
Despoiler Axe |
| Despoiler Axe | 2" | 2 | 3+ | 3+ | -1 | 1 |
Each model in a Bestigors unit is armed with a Despoiler Axe.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Marauding Brayherd
CHAMPION: 1 model in this unit can be a Gouge-horn. 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.
Despoilers: Bestigors reserve the greatest part of their hatred for those who rally under the banners of civilisation.
Add 1 to
wound rolls for attacks made with melee weapons by this unit while it is within 3" of any enemy units that received the
All-out Defence command in the same phase.
Bestial Charge: Always at the forefront of a herd, Bestigors launch themselves at their foes with unnerving speed, leaving little time for the enemy to react.
Subtract 1 from
wound rolls for attacks that target this unit if the attack was made with a missile weapon by an enemy unit that received the
Unleash Hell command in the same phase.
CHAOS, BEASTS OF CHAOS, BRAYHERD, BESTIGORS |
Bullgors are hulking, taurine monstrosities consumed by the need to stuff their mouths with raw flesh and blood. They are the shock troops of the great frays, capable of smashing their way through almost any shieldwall or line of pikes.
Cleaving Axe |
| Cleaving Axe | 2" | 3 | 4+ | 3+ | -1 | 2 |
Paired Cleaving Axes |
| Paired Cleaving Axes | 2" | 4 | 4+ | 3+ | -1 | 2 |
Man-splitter Great Axe |
| Man-splitter Great Axe | 2" | 2 | 3+ | 3+ | -1 | 3 |
Iron-capped Horns |
| Iron-capped Horns | 1" | 2 | 4+ | 4+ | - | 2 |
Unit Size: 3
Points: 210
Battlefield Role: None
Base size: 50mmNotes: Battleline if general is a
Doombull
This unit is referred to as a Bullgor Herd. Each model in a Bullgor Herd is armed with Iron-capped Horns and 1 of the following weapon options: Paired Cleaving Axes; Cleaving Axe and Bullshield; or Man-splitter Great Axe. All models in the unit must be armed with the same weapon option.
SHIELD: If this unit is armed with Cleaving Axes and Bullshields, it has a Save characteristic of 4+ instead of 5+.
CHAMPION: 1 model in this unit can be a Bloodkine. Add 1 to the Attacks characteristic of that model’s melee weapons.
STANDARD BEARER: 1 in every 3 models in this unit can be a Warherd Banner Bearer. When this unit uses its
Warherd Charge ability, if it includes any Warherd Banner Bearers, you can re-roll the dice that determines whether an enemy unit suffers 1
mortal wound.
MUSICIAN: 1 in every 3 models in this unit can be a Warherd Drummer. Add 1 to
charge rolls for this unit if it includes any Warherd Drummers.
Warherd Charge: When a warherd charges, the enemy is sent flying through the air hy the force of the impact.
After this unit makes a
charge move, you can pick 1 enemy unit within 1" of this unit and roll a dice for each model in this unit. On a 2+, that unit suffers 1
mortal wound at the end of that phase.
Bloodgreed: Ravenous for blood, Bullgors descend upon their foes with unbridled ferocity.
If the unmodified
hit roll for an attack made with a melee weapon by this unit is 6, that attack causes a number of
mortal wounds to the target equal to the weapon’s Damage characteristic and the
attack sequence ends (do not make a
wound roll or
save roll).
CHAOS, BEASTS OF CHAOS, BULLGOR, WARHERD, BULLGOR HERD |
Drunken barbarians who love nothing more than a bloody brawl, the half-equine warriors known as Centigors charge across the battlefield in search of enemies to stomp, smash and brutalise.
Gutpiercer Spear |
| Gutpiercer Spear | 8" | 1 | 3+ | 3+ | -1 | 1 |
Gutpiercer Spear |
| Gutpiercer Spear | 2" | 2 | 3+ | 3+ | -1 | 1 |
Clawed Forelimbs |
| Clawed Forelimbs | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 5
Points: 170
Battlefield Role: None
Base size: 60 x 35mmNotes: Battleline if general is a
Great Bray-Shaman
Each model in a Centigors unit is armed with a Gutpiercer Spear and Clawed Forelimbs.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Marauding Brayherd
CHAMPION: 1 model in this unit can be a Gorehoof. Add 1 to the Attacks characteristic of that model’s melee weapons.
STANDARD BEARER: 1 in every 5 models in this unit can be a Banner Bearer. This unit can
retreat and still
charge later in the turn if it includes any Banner Bearers.
MUSICIAN: 1 in every 5 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.
Drunken Revelry: Centigors glut themselves on potent brews made of fermented blood and Chaos-infused oozes that they bring from their territories, sending them into a state of drunken bravado in which they are blind to fear and pain.
The first 2 wounds or
mortal wounds caused to this unit in the
combat phase are negated. In addition, if a model in this unit would flee as a result of a failed
battleshock test, you can roll a dice. On a 2+, that model does not flee.
Unruly Hooligans: Centigors careen across the battlefield, seeking out the best opportunities to indulge their love of brawling, looting and all other forms of anarchic violence.
Add 1 to the Attacks characteristic of this unit’s melee weapons while it is wholly within 9" of any
objectives that you do not control.
CHAOS, BEASTS OF CHAOS, BRAYHERD, CENTIGORS |
Lean, vicious and hideously mutated, Chaos Warhounds are products of the hellish environments in which they dwell. They are tireless pursuers that will chase their prey for hours before ripping them to bloody shreds.
Slavering Jaws |
| Slavering Jaws | 1" | 2 | 4+ | 3+ | - | 1 |
Unit Size: 10 Points: 110
Battlefield Role: None
Base size: 60 x 35mm
Each model in a Chaos Warhounds unit is armed with Slavering laws.
Outrunners of Chaos: Packs of Chaos Warhounds close upon their prey with unnatural quickness.
When you make a
charge roll for this unit, you can change 1 of the dice in that roll to a 4.
CHAOS, BEASTS OF CHAOS, CHAOS WARHOUNDS |
A Cockatrice is a fell creature that dwells in the harshest wastelands of the Mortal Realms. Its cursed gaze can transform a foe into a screaming statue, while its raking talons and cruel beak shred flesh and muscle effortlessly.
Stabbing Beak |
| Stabbing Beak | 2" | 2 | 3+ | 3+ | - | 2 |
Sword-like Talons |
| Sword-like Talons | 1" | 3 | 3+ | 3+ | - | 2 |
Unit Size: 1 Points: 120
Battlefield Role: None
Base size: 60mm
Notes: Single
A Cockatrice is armed with a Stabbing Beak and Sword-like Talons.
Petrifying Gaze: As a Cockatrice surges forwards, its eyes begin to glow with warping energy, transfixing foes where they stand.
At the start of the
combat phase, you can pick 1 enemy unit within 6" of this unit and roll a dice. On a 4+, that unit suffers D3
mortal wounds.
In addition, if any mortal wounds caused by this ability are allocated to a unit, until the end of that phase, only unmodified
hit rolls of 6 for attacks made with melee weapons by that unit score a hit. The same unit cannot be affected by this ability more than once per phase.
Maddened Ferocity: A Cockatrice prefers to kill swiftly and messily. When it picks its moment to strike, it falls upon its prey in a berserk frenzy.
Double the Attacks characteristic of this unit’s melee weapons if it made a
charge move in the same turn.
CHAOS, BEASTS OF CHAOS, COCKATRICE |
Imposing creatures with muscular, humanoid torsos and the lower bodies of draconids. Dragon Ogors are formidable warriors. They overrun their foes with a headlong charge, lashing out with crackling storm weapons and obliterating their enemies in a tempestuous rage.
Storm-forged Weapons |
| Storm-forged Weapons | 2" | 5 | 3+ | 3+ | -1 | 2 |
Raking Foreclaws |
| Raking Foreclaws | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 3
Points: 210
Battlefield Role: None
Base size: 90 x 52mmNotes: Battleline if general is a
Dragon Ogor Shaggoth
Each model in a Dragon Ogors unit is armed with Storm-forged Weapons and Raking Foreclaws.
ELITE: Models in this unit can
issue commands to their own unit.
Beneath the Tempest: Dark clouds gather above the battlefield, threatening to unleash the fury of the tempest.
At the end of the
combat phase, roll a dice for this unit. On a 2+, you can
heal up to D3 wounds allocated to this unit. In addition, at the end of the combat phase, roll a dice for each enemy unit within 3" of any friendly units with this ability. On a 2+, that unit suffers D3
mortal wounds.
Storm Rage: Akin to a storm front. Dragon Ogors display unmatched ferocity on the charge.
If this unit made a
charge move in the same turn, if the unmodified
hit roll for an attack made by this unit is 6, that attack wounds the target automatically (do not make a
wound roll).
CHAOS, BEASTS OF CHAOS, THUNDERSCORN, DRAGON OGORS |
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.
Shortbow |
| Shortbow | 12" | 2 | 4+ | 4+ | - | 1 |
Shortspear |
| Shortspear | 8" | 1 | 5+ | 4+ | - | 1 |
Ripper Axe |
| Ripper Axe | 1" | 3 | 3+ | 3+ | -1 | 2 |
Shortspear |
| Shortspear | 2" | 2 | 5+ | 4+ | - | 1 |
Flint Weapon |
| Flint Weapon | 1" | 2 | 5+ | 5+ | - | 1 |
Unit Size: 5
Points: 180
Battlefield Role: None
|
Draknar | 32mm |
Murghoth Half-Horn, Khorsh ‘the Sneak’, Ushkor, Gnarl | 25mm |
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.
CHAOS, BEASTS OF CHAOS, GOR, BRAYHERD, ALLHERD, GRASHRAK’S DESPOILERS |
Razorgors are mountains of twisted flesh and wiry hair possessed of a vicious fury and a bottomless appetite. They gobble their prey down in a few gulping bites, consuming flesh, metal, wood and stone alike.
Large Tusks and Hooves |
| Large Tusks and Hooves | 1" | 4 | 4+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 70
Battlefield Role: None
Base size: 75 x 42mm
Each model in a Razorgors unit is armed with Large Tusks and Hooves.
Feed on Mangled Remains: Such is the appetite and metabolism of a Razorgor that it can consume a slain warrior, armour and all, in a matter of seconds and still remain unsatisfied.
At the end of each phase, you can
heal 1 wound allocated to this unit if it is within 6" of any enemy units that have had any models slain in that phase.
Baited Charge: Alphabeasts that wish to direct the savagery of the Razorgor against an enemy force must coax the insatiable creatures to the battleground by using weaker gor-kin as bait.
If this unit is within 3" of any friendly
UNGORS units at the end of your
charge phase, and this unit made a
charge move in the same turn, double the Attacks characteristic of this unit’s melee weapons until the end of that turn.
CHAOS, BEASTS OF CHAOS, RAZORGORS |
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.
Gnarled Spear |
| Gnarled Spear | 8" | 1 | 3+ | 3+ | - | 2 |
Despoiler Axe |
| Despoiler Axe | 2" | 2 | 3+ | 3+ | -1 | 1 |
Gnarled Spear |
| Gnarled Spear | 2" | 1 | 3+ | 3+ | - | 2 |
Iron-hard Tusks and Hooves |
| Iron-hard Tusks and Hooves | 1" | 4 | 4+ | 3+ | - | 1 |
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.
CHAOS, BEASTS OF CHAOS, BRAYHERD, TUSKGOR CHARIOTS |
Many Ungors prefer to fight with shortbows, for this allows them to keep their foes at a safe distance. Skulking about on the edges of the battlefield, they riddle their quarry with hails of arrows before fading away into the wilds in search of new victims.
Raider Bow |
| Raider Bow | 12" | 2 | 4+ | 4+ | - | 1 |
Jagged Shank |
| Jagged Shank | 1" | 1 | 5+ | 5+ | - | 1 |
Unit Size: 10
Points: 130
Battlefield Role: None
Base size: 25mmNotes: For each
Ungors unit included in your army, you can take 1 Ungor Raiders unit as a Battleline unit.
Each model in an Ungor Raiders unit is armed with a Raider Bow and Jagged Shank.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Marauding Brayherd
CHAMPION: 1 model in this unit can be a Halfhorn. Add 1 to the Attacks characteristic of that model’s missile 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. This unit can
run and still
shoot later in the turn if it includes any Brayhorn Blowers.
Hidden Volley: Ungor Raiders are capable of unleashing devastating volleys of arrows from the safety of canopies and vantage points. By the time the foe knows where the attacks are comingfrom, the Raiders have already moved on.
Once per battle, at the start of your
movement phase, if this unit is in
reserve, you can pick a point on the battlefield edge and say that this unit will unleash a hidden volley. If you do so, this unit can
shoot in that phase, but it must target the closest eligible enemy unit to that point. The range and visibility to and from models in this unit are determined using the point you picked instead of the models themselves. If more than 1 enemy unit is tied to be the closest eligible enemy unit, you can pick which unit is the target.
CHAOS, BEASTS OF CHAOS, BRAYHERD, UNGOR RAIDERS |
Claws and Fangs |
| Claws and Fangs | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 5 Points: 70
Battlefield Role: None
Each model in a unit of Harpies is armed with Claws and Fangs.
Prey Upon the Weak: Roll a dice each time an enemy model
flees within 16" of any friendly
HARPIES units. On a 6, after all models have fled from that unit, 1 model from that unit is slain.
CHAOS, BEASTS OF CHAOS, HARPIES |
Creatures of pure nightmare, Skin Wolves are draped in the tattered remains of their human flesh. Their malice and fury are incomparable, and with long-clawed fingers they shred their victims to ribbons and feast upon the remains.
Teeth and Claws |
| Teeth and Claws | 1" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 3 Points: 170
Battlefield Role: None
Each model in a skin Wolves unit is armed with Teeth and Claws.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
CHAOS keyword.
Bounding Predators: These deadly creatures can move at frightening speed.
This unit can
run and still
charge later in the turn.
Terrifying Bloodlust: Skin Wolves have a natural predatory instinct to hunt. With the taint of Chaos running through their veins, this bloodlust is amplified beyond imagining.
If the unmodified
hit roll for an attack made by this unit is 6, that attack scores 2 hits on the target instead of 1. Make a
wound and
save roll for each hit.
Behemoth
Lumbering, living totems of corruption, Chaos Gargants combine the formidable strength of their kind with all manner of gruesome mutations. Swinging crude weapons and hollering at the top of their lungs, they throw themselves into the thick of battle, stomping and crushing their foes beneath their cloven hooves.
Massive Club |
| Massive Club | 2" | | 3+ | 3+ | - | 2 |
’Eadbutt |
| ’Eadbutt | 2" | 1 | 4+ | 3+ | -2 | |
Mighty Kick |
| Mighty Kick | 2" | 1 | 3+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 150
Battlefield Role: Behemoth
Base size: 90 x 52mm
Notes: Single
A Chaos Gargant is armed with a Massive Club, ’Eadbutt and Mighty Kick.
Timber!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where - and on whom - their body will fall.
If this model is slain, before removing the model from the battlefield, the players must
roll off. The winner picks a point on the battlefield 3" from the slain model. Each unit within 2" of that point that is not a
GARGANT or
MEGA-GARGANT suffers D3
mortal wounds. The slain model is then removed from the battlefield.
Stuff’Em In Me Bag: Gargants are known to grab hapless warriors and stuff them screaming into their bags ‘for later’.
After this unit makes a
pile-in move, pick 1 enemy model within 3" of it and roll a dice. If the roll is at least double that model’s Wounds characteristic, it is slain.
Whipped into a Frenzy: The leaders of a beastherd often goad gargants so as to send them into a berserk rage.
At the start of the
combat phase, if this unit is within 6" of any friendly
BEASTS OF CHAOS HEROES, add 1 to the Attacks characteristic of this unit’s melee weapons until the end of that phase.
Aura of Foulness: Chaos Gargants project an aura of chaotic energy that appears to seep from their skin, tainting any who approach with ruinous corruption.
Subtract 1 from
save rolls for enemy units within 3" of any friendly units with this ability.
CHAOS, BEASTS OF CHAOS, GARGANT, MONSTER, CHAOS GARGANT |
Warped and ravenous alpha predators of the Chaos wilds, Chimeras are tri-headed abominations that descend from the skies to overwhelm their prey. Three monstrous heads rip, tear and spit streams of fire even as the beast’s vicious claws maul and mutilate.
Fiery Breath |
| Fiery Breath | 12" | 1 | |
Avian Head |
| Avian Head | 1" | 3 | 4+ | 3+ | -1 | 3 |
Draconic Head |
| Draconic Head | 1" | 3 | 4+ | 3+ | -1 | 1 |
Leonine Head |
| Leonine Head | 1" | 3 | 4+ | 3+ | - | D6 |
Mauling Claws |
| Mauling Claws | 2" | 6 | 4+ | 3+ | - | 1 |
Unit Size: 1 Points: 180
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Chimera is armed with Fiery Breath, an Avian Head, a Draconic Head, a Leonine Head and Mauling Claws.
Fiery Breath: Whipping its draconic head back to inhale deeply, the Chimera unleashes a gout of flame at its foes.
Do not use the
attack sequence for an attack made with Fiery Breath. Instead, the target suffers D3
mortal wounds.
Thricefold Savagery: Each head of a Chimera operates independently of the others, and though they are prone to violent disagreement as to which prey they should hunt, they are capable of working in terrifying concert.
You can carry out the Thricefold Savagery
monstrous rampage below with this unit instead of any other monstrous rampage you can carry out with this unit.
MONSTROUS RAMPAGE | Thricefold Savagery: Until the end of the following combat phase, add 1 to the Attacks characteristic of this unit’s melee weapons, but all of the attacks made with this unit’s melee weapons must target the same enemy unit. |
|
CHAOS, BEASTS OF CHAOS, MONSTER, CHIMERA |
Cygors are blind to the physical world but can sense and follow the trails of magic that permeate reality. They seek out sorcerers, wizards and other beings rich in eldritch power, cramming these spellcasters into their slavering maws and feasting upon the raw magic that spills from their broken bodies.
Desecrated Boulder |
| Desecrated Boulder | 12" | 1 | 3+ | 2+ | -2 | |
Massive Horns |
| Massive Horns | 2" | | 3+ | 2+ | -1 | 2 |
0-6 | 8" | 5 | 7 |
7-9 | 6" | 4 | 6 |
10-12 | 5" | 3 | 5 |
13+ | 4" | 2 | 4 |
Unit Size: 1
Points: 210
Battlefield Role: Behemoth
Base size: 120 x 92mmNotes: Single. Battleline in a
Quakefray army
A Cygor is armed with a Desecrated Boulder and Massive Horns.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Hungering Warherd
Consume Endless Spell: A Cygor perceives mystic evocations as they are being formed, swallowing manifested spells as easily as the wizards that summoned them.
You can carry out the Consume Endless Spell
monstrous rampage below with this unit instead of any other monstrous rampage you can carry out with this unit.
MONSTROUS RAMPAGE | Consume Endless Spell: Pick 1 endless spell within 6" of this unit and roll 2D6. If the roll is greater than the casting value of the spell used to summon that endless spell, that endless spell is dispelled and you can heal a number of wounds allocated to this unit equal to the 2D6 roll. |
|
Soul-eater: Feeding off the swirling winds of magic, Cygors pose an incredible threat to spellcasters.
This unit can attempt to
unbind 2 spells in the enemy
hero phase in the same manner as a
WIZARD.
In addition, each time an enemy
WIZARD within 30" of any friendly units with this ability successfully
casts a spell and that spell is not
unbound, the caster suffers 1
mortal wound after the effect of that spell has been resolved.
CHAOS, BEASTS OF CHAOS, BULLGOR, WARHERD, MONSTER, CYGOR |
The terrifying, four armed colossi known as Ghorgons are cursed with an unquenchable desire for raw meat. Even as they hack and kill with bladed forelimbs, a second pair of arms stuffs ruptured corpses and strips of flesh into the Ghorgon’s drooling maw.
Butchering Blades |
| Butchering Blades | 2" | | 4+ | 2+ | -1 | 3 |
Huge Slavering Maw |
| Huge Slavering Maw | 1" | 2 | 4+ | 2+ | -1 | D6 |
0-6 | 8" | 7 | 3 |
7-9 | 6" | 6 | 2 |
10-12 | 5" | 5 | 2 |
13+ | 4" | 4 | 1 |
Unit Size: 1
Points: 240
Battlefield Role: Behemoth
Base size: 120 x 92mmNotes: Single. Battleline in a
Quakefray army
A Ghorgon is armed with Butchering Blades and a Huge Slavering Maw.
Swallow Whole: The huge, cavernous maw of a Ghorgon can swallow a man whole - a grisly fate for any warrior.
After this unit makes a
pile-in move, you can pick a number of enemy models within 3" of this unit equal to or less than the Swallow Whole value shown on this unit’s
damage table, and roll a dice for each. If the roll is greater than that model’s Wounds characteristic, it is slain. If an enemy model is slain by this ability, you can
heal a number of wounds allocated to this unit equal to the Wounds characteristic of that slain model.
Feast on Flesh: A wounded Ghorgon enters a ferocious, all-devouring rage, gaining strength and sustenance from the dismembered corpses they stuff into their gaping maw.
You can carry out the Feast on Flesh
monstrous rampage below with this unit instead of any other monstrous rampage you can carry out with this unit.
MONSTROUS RAMPAGE | Feast on Flesh: Improve the Rend characteristic of this unit’s melee weapons by 1 until the end of the following combat phase. In addition, until the end of the following combat phase, if any enemy models are slain by attacks made by this unit, you can heal up to 3 wounds allocated to this unit after all of its attacks have been resolved. |
|
CHAOS, BEASTS OF CHAOS, BULLGOR, WARHERD, MONSTER, GHORGON |
Jabberslythes are nightmarish fusions of reptile, amphibian and insect, with sharp claws and a spiked tail that can punch through solid steel, they are so unearthly in their hideousness that to merely look upon one is to risk insanity.
Slythey Tongue |
| Slythey Tongue | 10" | 3 | 3+ | 3+ | -1 | D3 |
Vorpal Claws |
| Vorpal Claws | 1" | 6 | 3+ | 3+ | - | 1 |
Spiked Tail |
| Spiked Tail | 3" | 1 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 160
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Jabberslythe is armed with a Slythey Tongue. Vorpal Claws and a Spiked Tail.
Spurting Bile Blood: Jabberslythes are filled with deadly acidic blood that can cause horrific burns to those who dare attack them.
Roll a dice each time a wound caused by an attack made with a melee weapon is allocated to this unit. On a 4+, the attacking unit suffers 1
mortal wound.
Aura of Madness: Those who gaze upon a Jabberslythe are soon overcome by a babbling madness, rendering them easy prey for the creature.
You can carry out the Aura of Madness
monstrous rampage below with this unit instead of any other monstrous rampage you can carry out with this unit.
MONSTROUS RAMPAGE | Aura of Madness: Pick 1 enemy HERO within 3" of this unit and roll a dice On a 1, nothing happens. On a 2-5, worsen the Save characteristic of that HERO by 1 (to a minimum of 6+) until the end of the following combat phase. On a 6, worsen the Save characteristic of that HERO by 2 (to a minimum of 6+) until the end of the following combat phase. |
|
CHAOS, BEASTS OF CHAOS, MONSTER, JABBERSLYTHE |
Chaos Siege Gargants are towering, iron-clad brutes. Equipped with immense hooked blades and massive weighted chains, these monstrosities can tear through fortifications and enemy armies with contemptuous ease.
Colossal Hook-blades |
| Colossal Hook-blades | 3" | | 4+ | 3+ | -1 | 2 |
Lashing Chains |
| Lashing Chains | 2" | D6 | 3+ | 5+ | - | 1 |
Unit Size: 1 Points: 215
Battlefield Role: Behemoth
Notes: Single
A Chaos Siege Gargant is armed with Colossal Hook-blades and Lashing Chains.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
CHAOS keyword.
Scaling Spikes and Chains: Resembling a living war machine, Siege Gargants are covered in various hooks, spikes and chains that make it easy for them to clamber over high walls and crush obstacles.
If you carry out a Smash To Rubble
monstrous rampage with this model, the
terrain feature is
demolished on a 2+ instead of a 3+.
Timber!: Should a gargant fall, it will likely crush anything in its path.
If this model is slain, before removing it from play, the players must
roll off. The winner must pick a point on the battlefield 4" from this model. Each unit within 3" of that point suffers D3
mortal wounds unless it is a
GARGANT. This model is then removed from play.
CHAOS, GARGANT, MONSTER, SIEGE GARGANT |
A Chaos War Mammoth is an immense beast capable of crushing scores of lesser creatures to bloody paste beneath its trampling feet, and of goring foes with its huge tusks, each of which carries the force of a battering ram.
Marauder Javelins and Axes |
| Marauder Javelins and Axes | 10" | 8 | 5+ | 5+ | - | 1 |
Goring Tusks |
| Goring Tusks | 3" | 1 | |
Trampling Feet |
| Trampling Feet | 1" | | 4+ | 3+ | -2 | D3 |
0-10 | 12" | 5 | 10 |
11-14 | 10" | 4 | 8 |
15-19 | 8" | 3 | 6 |
20+ | 6" | 2 | 4 |
Unit Size: 1 Points: 345
Battlefield Role: Behemoth
Base size: 280 x 210mm
Notes: Single
A Chaos War Mammoth is armed with Goring Tusks and Trampling Feet.
CREW: This model has a Marauder crew, who are armed with Marauder Javelins and Axes.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
CHAOS keyword.
MARK OF CHAOS: When you select this model to be part of your army, you must give it one of the following Mark of Chaos keywords:
KHORNE,
TZEENTCH,
NURGLE,
SLAANESH or
UNDIVIDED.
Crushing Fall: To be caught under the falling bulk of a dying War Mammoth is to meet a horrible death.
If this model is slain, before removing it from play, the players must
roll off. The winner must pick a point on the battlefield 4" from this model. Each unit within 4" of that point suffers D6
mortal wounds. This model is then removed from play.
Goring Tusks: The enormous tusks of the Chaos War Mammoth can impale the largest of monsters, leaving them with grievous wounds.
Do not use the
attack sequence for an attack made with Goring Tusks. Instead, roll a number of dice equal to the Goring Tusks value shown on the damage table above. Add 1 to the roll if the target unit is a
MONSTER. For each 3+, the target unit suffers D3
mortal wounds.
CHAOS, MORTAL, MONSTER, MARK OF CHAOS, CHAOS WAR MAMMOTH |
A Curs’d Ettin is a hideous monstrosity of fused kinsmen, two souls trapped within one malformed body. Lured to battle with promises of meat and death, the bickering siblings crush their foes with ponderous swings of their single, club-like arm.
Crushing Fist |
| Crushing Fist | 2" | 1 | | 3+ | -2 | D6 |
Stomp |
| Stomp | 1" | | 4+ | 3+ | -1 | 2 |
0-6 | 10" | 2+ | 5 |
7-8 | 8" | 3+ | 4 |
9-10 | 7" | 3+ | 3 |
11+ | 6" | 4+ | 2 |
Unit Size: 1 Points: 215
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
The Curs’d Ettin is armed with a Crushing Fist and Stomps.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
CHAOS keyword.
Cannibal Feast: Whatever the Curs’d Ettin crushes it feasts upon, its strange physiology enabling it to grow stronger with each kill.
At the end of the
combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can
heal up to D3 wounds allocated to this model.
Gibbering Curse: The incessant argumentative gibbering that comes from the Curs’d Ettin’s two heads carries the power of Chaos, driving those who hear it insane.
At the start of your
hero phase, roll 2D6 for each enemy unit within 3" of this model. If the roll is greater than that unit’s Bravery characteristic, that unit suffers D3
mortal wounds.
Two-headed Horror: The Curs’d Ettin’s two heads eternally bicker with each other, but there is one thing they always agree upon – the need for fresh meat!
At the start of the
combat phase, you can pick 1 enemy model that has a Wounds characteristic of 2 or less and that is within 3" of this model, and roll a dice. On a 6, that model is slain.
CHAOS, MORTAL, MONSTER, CURS’D ETTIN |
Some monstrous creatures of the Mortal Realms have been twisted beyond all recognition by the energies of Chaos, becoming hulking abominations that exist only to satiate their uncontrollable urge for carnage and slaughter.
Freakish Mutations |
| Freakish Mutations | 2" | 2D6 | 3+ | 3+ | - | 1 |
Slavering Maws |
| Slavering Maws | 1" | D6 | 4+ | 3+ | | D3 |
0-4 | 3D6" | -2 |
5-6 | 2D6" | -2 |
7-8 | 2D6" | -1 |
9+ | D6" | -1 |
Unit Size: 1 Points: 195
Battlefield Role: Behemoth
Notes: Single
A Gigantic Chaos Spawn is armed with Freakish Mutations and Slavering Maws.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
CHAOS keyword.
MARK OF CHAOS: When you select this model to be part of your army, you must give it one of the following Mark of Chaos keywords:
KHORNE,
TZEENTCH,
NURGLE,
SLAANESH or
UNDIVIDED.
Plaything of the Dark Gods: Gifts bestowed by the Dark Gods can bless the receiver with a bounty of strength and stamina – or they can be the complete opposite, causing excruciating pain and anguish.
At the start of your
hero phase, roll a dice. On a 1, this model suffers D3
mortal wounds. On a 2+, you can
heal up to D3 wounds allocated to this model. If you roll a 2+ and no wounds are allocated to this model, add D3 to its Wounds characteristic for the rest of the battle instead of healing D3 wounds.
CHAOS, MONSTER, MARK OF CHAOS, GIGANTIC CHAOS SPAWN |
Twisted and malignant, these dragons are ruinous creatures that spit gouts of mutating warpfire. Should one of these spite-filled beasts be slain, its body will erupt in a nova of anarchic energy, reducing its foes to mounds of malformed flesh.
Warpfire |
| Warpfire | 12" | 1 | |
Snapping Jaws |
| Snapping Jaws | 2" | D3 | 3+ | | -1 | D6 |
Twisted Claws |
| Twisted Claws | 1" | | 3+ | 3+ | -1 | 2 |
0-5 | 12" | 3+ | 5 |
6-7 | 10" | 3+ | 4 |
8-9 | 8" | 4+ | 3 |
10+ | 6" | 4+ | 2 |
Unit Size: 1 Points: 260
Battlefield Role: Behemoth
Notes: Single
A Warpfire Dragon is armed with Warpfire, Snapping Jaws and Twisted Claws.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
CHAOS keyword.
Deadly Demise: Even in their last moments, these creatures are deadly, and those arrogant enough to believe they have won victory are soon bloodily corrected.
If this model is slain, before it is removed from play, roll a dice for each unit within 3" of this model. On a 4+, that unit suffers D3
mortal wounds. This model is then removed from play.
Warpfire: These scintillating flames cause flesh and bone to undergo rapid and grotesque mutations, reshaping those touched into utterly grotesque configurations of their former selves.
Do not use the
attack sequence for an attack made with this model’s Warpfire. Instead roll a dice. On a 1, nothing happens. On a 2-5, the target unit suffers D3
mortal wounds. On a 6, the target unit suffers D6 mortal wounds.
CHAOS, DRAGON, MONSTER, WARPFIRE DRAGON |
Faction Terrain Feature
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| Herdstones are the sites at which the Beasts of Chaos carry out their savage rituals. Wrought from the Chaos-infused substance of the realms, from them spills the corruptive taint of the anarchic wilds to bleed freely into the land. Unit Size: - Points: 0 Battlefield Role: Faction Terrain Feature Base size: Use model
SET-UP: After territories are determined, you can set up this faction terrain feature wholly within your territory and more than 3" from all objectives and other terrain features. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain features first.
IMPASSABLE: You cannot move a model over this terrain feature unless it can fly, and you cannot move a model onto this terrain feature or set up a model on this terrain feature (even if it can fly).
Entropic Lodestone: As the corrupting influence of the herdstone spreads, buildings, armour and other trappings of civilisation and order begin to crumble to dust, allowing even the crude weapons of the Beasts of Chaos to cut through their defences with ease.
From the start of the second battle round, improve the Rend characteristic of melee weapons used by friendly BEASTS OF CHAOS units on the battlefield by 1. From the start of the fourth battle round, improve the Rend characteristic of melee weapons used by friendly BEASTS OF CHAOS units on the battlefield by 2 instead of 1. | |
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Endless Spell
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| Wrought from coalesced Chaos energies, the Doomblast Dirgehorn emits an unending dolorous blast that drowns out all thought. The howling cacophony strips the minds of those in earshot of their sanity, reducing skilled warriors to fumbling fools. Unit Size: - Points: 30 Battlefield Role: Endless Spell Base size: 40mm
SUMMONING: This endless spell is summoned with a spell that has a casting value of 6 and a range of 12". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only BEASTS OF CHAOS WIZARDS can attempt to summon this endless spell.
Booming Cacophony: In the terrible blasting of the Dirgehorn can be heard the bestial growls of a thousand beastherds, a discomposing sound that grows ever louder until it reverberates across the entire battlefield.
When this endless spell is set up, its range is 6". At the start of each subsequent battle round, its range is increased by 6". Subtract 1 from wound rolls for attacks made by units within range of any endless spells with this ability. This ability has no effect on BEASTS OF CHAOS units. Designer’s Note: If this endless spell is removed from play, the next time it is set up. its range resets to 6". | |
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| The spectral crows of a Ravening Direflock are harbingers of doom, filling the minds of those who hear their piercing caws with an inescapable sense of dread. They circle over the battlefield, harrying those who try to flee the carnage. Unit Size: - Points: 40 Battlefield Role: Endless Spell Base size: 40mm
SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 12". If successfully cast, set up the parts of the endless spell within 3" of each other, wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only BEASTS OF CHAOS WIZARDS can attempt to summon this endless spell.
PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 8" and can fly. The parts of this endless spell must remain within 3" of each other.
Harbingers of Dark Omens: Those who hear the cawing of these fell creatures experience terrifying visions of their own impending doom.
Models cannot issue the Rally or inspiring Presence commands while they are within 6" of this endless spell. This ability has no effect on BEASTS OF CHAOS units.
The Stalking Shadow: A Ravening Direflock casts a doom-filled shadow onto the battlefield below, stirring panic in those that find themselves beneath its encroaching torment.
Roll a dice each time an enemy model issues a command within 6" of this endless spell. On a 5+, that command is not received (the command ability still counts as having been used) and the command point that was spent to issue that command is lost. | |
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| Wildfire Tauruses are summoned from the fires of the largest herdstones. They take the shape of gargantuan flaming bulls, stampeding through massed ranks of armoured warriors, setting flesh ablaze and flattening those not consumed in the conflagration. Unit Size: - Points: 70 Battlefield Role: Endless Spell Base size: 105 x 70mm
SUMMONING: This endless spell is summoned with a spell that has a casting value of 7 and a range of 6". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only BEASTS OF CHAOS WIZARDS can attempt to summon this endless spell.
Whirlwind of Destruction: Warriors are sent sprawling, set aflame and trampled under hoof as the Wildfire Taurus charges headlong through their ranks.
After this endless spell has moved, roll a dice for each unit that has any models it passed across and each other unit that is within 1" of it at the end of its move. On a 2+, that unit suffers D3 mortal wounds. In addition, the strike-last effect applies to units that are within 3" of this endless spell. | |
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Warscroll Battalion
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| Ferocious Despoilers: The beastherds stampede from all directions to tear the enemy asunder. As blood begins to flow, they allow their bestial fury to build before unleashing it in a devastating burst of brutality.
Add 1 to hit rolls for attacks made with melee weapons by units in this battalion while they are within 6" of any other units in the same battalion. In addition, once per battle, in your hero phase, you can say that you will unleash this battalion’s bestial fury. If you do so, until your next hero phase, add 1 to the Attacks characteristic of melee weapons used by units in this battalion while they are within 6" of any other units in the same battalion. | |
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| Ferocious Despoilers: The beastherds stampede from all directions to tear the enemy asunder. As blood begins to flow, they allow their bestial fury to build before unleashing it in a devastating burst of brutality.
Add 1 to hit rolls for attacks made with melee weapons by units in this battalion while they are within 6" of any other units in the same battalion. In addition, once per battle, in your hero phase, you can say that you will unleash this battalion’s bestial fury. If you do so, until your next hero phase, add 1 to the Attacks characteristic of melee weapons used by units in this battalion while they are within 6" of any other units in the same battalion. | |
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| Ferocious Despoilers: The beastherds stampede from all directions to tear the enemy asunder. As blood begins to flow, they allow their bestial fury to build before unleashing it in a devastating burst of brutality.
Add 1 to hit rolls for attacks made with melee weapons by units in this battalion while they are within 6" of any other units in the same battalion. In addition, once per battle, in your hero phase, you can say that you will unleash this battalion’s bestial fury. If you do so, until your next hero phase, add 1 to the Attacks characteristic of melee weapons used by units in this battalion while they are within 6" of any other units in the same battalion. | |
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| Even other beastmen find Ghorraghan Khai unsettling. This scarred Bray-Shaman has travelled from Ghyran to the savage heartlands of Ghur in service of the mysterious Shadowgave. With him come the bloodthirsty tauroid warriors of his Butcher-herd - crazed Bullgors who obey Khai’s every grunted command, and are empowered by the ruinous magic locked into the shaman’s gnarled staff. Ghorraghan’s Skull-staff: Ghorraghan’s skull-festooned fetish staff can reduce a foe to dust.
Add 2 to the Attacks characteristic of Ghorraghan Khai’s Fetish Staff. In addition, if the unmodified hit roll for an attack made with Ghorraghan Khai’s Fetish Staff is 6, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).
Infuse with Chaos Energy: Long association with Ghorraghan means that the raw chaotic energy that emanates from the Bray-Shaman fills his personal retinue with strength.
Add 1 to hit rolls for attacks made by WARHERD units in this battalion that are wholly within 12" of Ghorraghan Khai.
If Ghorraghan Khai is your army’s general, he has the Indomitable Beast command trait. | |
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Regiment of Renown
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| Hargax once ruled the gladiatorial Pit of Shattered Spines with a fist of iron. Even when overthrown by a younger rival, the ogroid was not slain. Determined to reclaim his throne, Hargax – now older and wiser – seeks a means of evening the odds. He roams the lands searching for monsters to break into submission. |
• | 1 Gunnar Brand | • | 1 The Oathsworn Kin | • | 1 Singri Brand | The following warscrolls are part of the Slaves to Darkness faction: Gunnar Brand; The Oathsworn Kin; and Singri Brand. If your army has a CHAOS general but is not a Slaves to Darkness army, you can include these warscrolls in your army as a special type of ally called the Brand’s Oathbound regiment of renown. If you do so, no other allied units can be included in your army. You can include this Regiment of Renown in your army as an ally even if its points value exceeds the amount allowed for allied units. The units in the Brand’s Oathbound regiment of renown are considered to be belong to their own core battalion that has the Unified battalion ability (core rules, 26.2.1).
If the Brand’s Oathbound regiment of renown is included in your army, the following ability applies: |
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Favour of the Gods: Whether it pleases him or not, Gunnar Brand has attracted the notice of the Chaos Gods through his prowess in battle, and with each notable kill he claims, rewards are bestowed upon him and his tribe.
At the end of the combat phase, if any enemy HEROES were slain by an attack made by a friendly GUNNAR BRAND in that phase, he receives the favour of the gods. Each time he receives the favour of the gods, heal all wounds allocated to friendly BRAND’S OATHBOUND units wholly within 18" of him and add 1 to the Attacks characteristic of melee weapons used by friendly BRAND’S OATHBOUND units until the end of the battle. | |
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| Hargax once ruled the gladiatorial Pit of Shattered Spines with a fist of iron. Even when overthrown by a younger rival, the ogroid was not slain. Determined to reclaim his throne, Hargax – now older and wiser – seeks a means of evening the odds. He roams the lands searching for monsters to break into submission. Unit Size: - Points: 260 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Hargax’s Pit-beasts. Although taken as a set, each is a separate unit.
Bestial Domination: Their will crushed through brutal violence, Hargax’s pit-beasts obey his every bellowed demand.
Once per phase, the OGROID MYRMIDON in this regiment of renown can issue the All-out Attack or All-out Defence command to the FOMOROID CRUSHER or MINDSTEALER SPHIRANX in this regiment of renown without a command point being spent.
The Worthiest Stock: Only the most fearsome creatures are worthy of the gladiatorial menagerie Hargax seeks to corral, and so he constantly looks for opportunities to test them against rival beasts on the battlefield.
At the end of the charge phase, you can pick either the FOMOROID CRUSHER or the MINDSTEALER SPHIRANX in this regiment of renown and 1 enemy MONSTER within 3" of it. If you do so, roll a dice. On a 3+, the strike-last effect applies to both units you picked in the following combat phase. | |
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| None can say where Magister Thryx first learned to take the essence of destroyed daemons and use it to power living spells. He weaves an unpredictable path across the realms, forever seeking to elude Tzeentch’s gaze. He offers his expertise to any patron who will shelter him and facilitate his lunatic experiments. Unit Size: - Points: 320 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as The Coven of Thryx. Although taken as a set, each is a separate unit.
Skilled Summoner: Thryx is a master at manipulating arcane manifestations.
In the first battle round, after the players have received their starting command points but before the start of the first turn, the MAGISTER in this regiment of renown can automatically cast a spell they know that summons a Disciples of Tzeentch endless spell (do not make a casting roll). That spell cannot be unbound, and that endless spell cannot be dispelled in the first battle round. Set up the endless spell as described in its Summoning rules.
Sparks of Profane Potential: Thryx is adept at harnessing the mutagenic essence of slain daemons, using them to enhance his conjured sorcerous manifestations.
Once per turn, at the end of a phase in which a Horror model in this regiment of renown was slain while its unit was wholly within 12" of the MAGISTER in this regiment of renown, you can pick 1 endless spell on the battlefield that was summoned by that MAGISTER and remove that endless spell from play. If you do so, pick a different endless spell from the list below and set it up as described: - Burning Sigil of Tzeentch: Set up this endless spell wholly within 18" and visible to the MAGISTER in this regiment of renown, and more than 1" from all models, other endless spells and invocations. Then, roll a dice for each unit within 9" of this endless spell. On a 4+, that unit suffers D3 mortal wounds.
- Tome of Eyes: Set up this endless spell within 1" of and visible to the MAGISTER in this regiment of renown, and more than 1" from all other models, other endless spells and invocations. Then, you can attempt to cast The Parchment Curse with the MAGISTER in this regiment of renown as if it were your hero phase.
- Daemonic Simulacrum: Set up this endless spell wholly within 12" of, and visible to, the MAGISTER in this regiment of renown, and more than 1" from all models, other endless spells and invocations. Then, resolve the effect of the Snapping Jaws ability as if the endless spell had just moved.
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| Unit Size: - Points: 590 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Phulgoth’s Shudderhood. Although taken as a set, each is a separate unit.
Fog of Despair: The advance of Phulgoth’s entourage is shrouded by miasmas of concentrated misery.
Subtract 1 from hit rolls for attacks made with missile weapons that target a unit in this regiment of renown.
Disgustingly Resilient: Those favoured by Nurgle are inured to pain: their rotting bodies shrugging off all but the most traumatic damage.
Units in this regiment of renown have a ward of 5+. In addition, at the start of your hero phase, you can heal 1 wound allocated to each unit in this regiment of renown. | |
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