Beasts of Chaos – Warscrolls


Leader


6"
6
4+
7
WARSCROLL

Beastlord

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Paired Man-ripper Axes
Paired Man-ripper Axes1"53+3+-12
PITCHED BATTLE PROFILE

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, GOR, BRAYHERD, HERO, BEASTLORD


16"
6
4+
6
WARSCROLL

Beasts of Chaos Tzaangor Shaman

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Change
Staff of Change2"14+3+-1D3
Ritual Dagger
Ritual Dagger1"24+4+-1
Teeth and Horns
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

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.

FLY: This unit can fly.

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, TZAANGOR, TZEENTCH, BRAYHERD, HERO, WIZARD, TZAANGOR SHAMAN


7"
8
4+
7
WARSCROLL

Doombull

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Alphabeast Horns
Alphabeast Horns1"24+4+-2
Slaughterer’s Axe
Slaughterer’s Axe2"33+3+-13
PITCHED BATTLE PROFILE

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, BULLGOR, WARHERD, HERO, DOOMBULL


8"
10
4+
7
WARSCROLL

Dragon Ogor Shaggoth

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crackling Bolts
Crackling Bolts12"2D63+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Storm-forged Axe
Storm-forged Axe2"53+3+-12
Draconic Tail
Draconic Tail3"D63+3+-2
Taloned Forelimbs
Taloned Forelimbs1"43+3+-1
PITCHED BATTLE PROFILE

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.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Thunderscorn Stormherd

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).

KEYWORDS
CHAOS, BEASTS OF CHAOS, THUNDERSCORN, HERO, MONSTER, WIZARD, DRAGON OGOR SHAGGOTH


6"
6
5+
7
WARSCROLL

Grashrak Fellhoof

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Obsidian Blade
Obsidian Blade1"33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Leader
Base size: 32mm
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.

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, GOR, BRAYHERD, ALLHERD, HERO, WIZARD, GREAT BRAY-SHAMAN, GRASHRAK FELLHOOF


6"
5
5+
7
WARSCROLL

Great Bray-Shaman

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fetish Staff
Fetish Staff2"33+3+-2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 100
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Great Bray-Shaman is armed with a Fetish Staff.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Marauding Brayherd
 • The Butcher-herd

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, GOR, BRAYHERD, HERO, WIZARD, GREAT BRAY-SHAMAN

Battleline


6"
1
5+
6
WARSCROLL

Gors

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hacking Blade
Hacking Blade2"24+3+-1
Paired Hacking Blades
Paired Hacking Blades2"34+3+-1
PITCHED BATTLE PROFILE

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, GOR, BRAYHERD, GOR HERD


10"
5
5+
10
WARSCROLL

Morghurite Chaos Spawn (Gibbering Congregation)

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spews of Corruption
Spews of Corruption8"D63+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bizarre Mutations
Bizarre Mutations1"83+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3 units of 1      Points: 230
Battlefield Role: Battleline
Base size: 50mm
Notes: 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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, MORGHURITE CHAOS SPAWN


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

None


3D6"
5
5+
10
WARSCROLL

Beasts of Chaos Chaos Spawn

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Freakish Mutations
Freakish Mutations1"2D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: None
Base size: 50mm
Notes: 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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, CHAOS SPAWN


8"
3
5+
6
WARSCROLL

Beasts of Chaos Slaangor Fiendbloods

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Razor-sharp Claws
Razor-sharp Claws2"44+3+-12
Razor-sharp Claw and Gilded Weapon
Razor-sharp Claw and Gilded Weapon2"54+3+-12
PITCHED BATTLE PROFILE

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, SLAANESH, BRAYHERD, SLAANGOR FIENDBLOODS


6"
3
4+
6
WARSCROLL

Beasts of Chaos Tzaangor Enlightened

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tzeentchian Spear
Tzeentchian Spear2"34+3+-12
Vicious Beak
Vicious Beak1"24+3+-1
PITCHED BATTLE PROFILE

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, TZAANGOR, TZEENTCH, BRAYHERD, TZAANGOR ENLIGHTENED


16"
4
4+
6
WARSCROLL

Beasts of Chaos Tzaangor Enlightened on Discs of Tzeentch

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tzeentchian Spear
Tzeentchian Spear2"34+3+-12
Vicious Beak
Vicious Beak1"24+3+-1
Teeth and Horns
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

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.

FLY: This unit can fly.

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, TZAANGOR, TZEENTCH, BRAYHERD, TZAANGOR ENLIGHTENED, TZAANGOR ENLIGHTENED ON DISCS OF TZEENTCH


16"
4
4+
6
WARSCROLL

Beasts of Chaos Tzaangor Skyfires

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arrow of Fate
Arrow of Fate24"14+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bow Stave
Bow Stave1"25+5+-1
Vicious Beak
Vicious Beak1"14+3+-1
Teeth and Horns
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

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.

FLY: This unit can fly.

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).

KEYWORDS
CHAOS, BEASTS OF CHAOS, TZAANGOR, TZEENTCH, BRAYHERD, TZAANGOR SKYFIRES


6"
2
5+
5
WARSCROLL

Beasts of Chaos Tzaangors

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Greatblade
Savage Greatblade2"14+3+-12
Savage Blade
Savage Blade2"24+3+-1
Pair of Savage Blades
Pair of Savage Blades2"33+3+-1
Vicious Beak
Vicious Beak1"14+3+-1
PITCHED BATTLE PROFILE

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, TZAANGOR, TZEENTCH, BRAYHERD, TZAANGOR HOST


6"
2
4+
7
WARSCROLL

Bestigors

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Despoiler Axe
Despoiler Axe2"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 180
Battlefield Role: None
Base size: 32mm
Notes: Battleline if general is a Beastlord or Great Bray-Shaman

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, BRAYHERD, BESTIGORS


7"
4
5+
6
WARSCROLL

Bullgors

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cleaving Axe
Cleaving Axe2"34+3+-12
Paired Cleaving Axes
Paired Cleaving Axes2"44+3+-12
Man-splitter Great Axe
Man-splitter Great Axe2"23+3+-13
Iron-capped Horns
Iron-capped Horns1"24+4+-2
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 210
Battlefield Role: None
Base size: 50mm
Notes: 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.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Hungering Warherd
 • The Butcher-herd

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).

KEYWORDS
CHAOS, BEASTS OF CHAOS, BULLGOR, WARHERD, BULLGOR HERD


14"
2
4+
6
WARSCROLL

Centigors

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gutpiercer Spear
Gutpiercer Spear8"13+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gutpiercer Spear
Gutpiercer Spear2"23+3+-11
Clawed Forelimbs
Clawed Forelimbs1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 170
Battlefield Role: None
Base size: 60 x 35mm
Notes: 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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, BRAYHERD, CENTIGORS


10"
2
6+
4
WARSCROLL

Chaos Warhounds

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slavering Jaws
Slavering Jaws1"24+3+-1
PITCHED BATTLE PROFILE

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, CHAOS WARHOUNDS


12"
8
6+
6
WARSCROLL

Cockatrice

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stabbing Beak
Stabbing Beak2"23+3+-2
Sword-like Talons
Sword-like Talons1"33+3+-2
PITCHED BATTLE PROFILE

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.

FLY: This unit can fly.

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, COCKATRICE


8"
5
4+
6
WARSCROLL

Dragon Ogors

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Storm-forged Weapons
Storm-forged Weapons2"53+3+-12
Raking Foreclaws
Raking Foreclaws1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 210
Battlefield Role: None
Base size: 90 x 52mm
Notes: Battleline if general is a Dragon Ogor Shaggoth

Each model in a Dragon Ogors unit is armed with Storm-forged Weapons and Raking Foreclaws.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Thunderscorn Stormherd

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).

KEYWORDS
CHAOS, BEASTS OF CHAOS, THUNDERSCORN, DRAGON OGORS


6"
2
6+
6
WARSCROLL

Grashrak’s Despoilers

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Shortbow
Shortbow12"24+4+-1
Shortspear
Shortspear8"15+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ripper Axe
Ripper Axe1"33+3+-12
Shortspear
Shortspear2"25+4+-1
Flint Weapon
Flint Weapon1"25+5+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 180
Battlefield Role: None
MODELBASE SIZE
Draknar32mm
Murghoth Half-Horn, Khorsh ‘the Sneak’, Ushkor, Gnarl25mm
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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, GOR, BRAYHERD, ALLHERD, GRASHRAK’S DESPOILERS


10"
4
5+
6
WARSCROLL

Razorgors

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Large Tusks and Hooves
Large Tusks and Hooves1"44+3+-11
PITCHED BATTLE PROFILE

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, RAZORGORS


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


7"
1
6+
5
WARSCROLL

Ungor Raiders

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Raider Bow
Raider Bow12"24+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Jagged Shank
Jagged Shank1"15+5+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 130
Battlefield Role: None
Base size: 25mm
Notes: 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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, BRAYHERD, UNGOR RAIDERS


16"
1
6+
3
WARSCROLL

Harpies*

MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Claws and Fangs
Claws and Fangs1"24+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 70
Battlefield Role: None

DESCRIPTION

Each model in a unit of Harpies is armed with Claws and Fangs.

FLY: This unit can fly.

ABILITIES

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, HARPIES


8"
4
5+
5
WARSCROLL

Skin Wolves*

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Teeth and Claws
Teeth and Claws1"43+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 170
Battlefield Role: None

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
CHAOS, SKIN WOLVES

Behemoth


8"
12
5+
6
WARSCROLL

Chaos Gargant

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Club
Massive Club2"3+3+-2
’Eadbutt
’Eadbutt2"14+3+-2
Mighty Kick
Mighty Kick2"13+3+-1D3
DAMAGE TABLE
Wounds SufferedMassive Club’Eadbutt
0-554
6-743
8-932
10+21
PITCHED BATTLE PROFILE

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, GARGANT, MONSTER, CHAOS GARGANT


10"
12
5+
6
WARSCROLL

Chimera

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Breath
Fiery Breath12"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Avian Head
Avian Head1"34+3+-13
Draconic Head
Draconic Head1"34+3+-11
Leonine Head
Leonine Head1"34+3+-D6
Mauling Claws
Mauling Claws2"64+3+-1
PITCHED BATTLE PROFILE

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.

FLY: This unit can fly.

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, MONSTER, CHIMERA


16
5+
7
WARSCROLL

Cygor

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Desecrated Boulder
Desecrated Boulder12"13+2+-2
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Horns
Massive Horns2"3+2+-12
DAMAGE TABLE
Wounds SufferedMoveDesecrated BoulderMassive Horns
0-68"57
7-96"46
10-125"35
13+4"24
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 210
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: 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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, BULLGOR, WARHERD, MONSTER, CYGOR


16
5+
7
WARSCROLL

Ghorgon

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Butchering Blades
Butchering Blades2"4+2+-13
Huge Slavering Maw
Huge Slavering Maw1"24+2+-1D6
DAMAGE TABLE
Wounds SufferedMoveButchering BladesSwallow Whole
0-68"73
7-96"62
10-125"52
13+4"41
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline in a Quakefray army

A Ghorgon is armed with Butchering Blades and a Huge Slavering Maw.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Hungering Warherd
 • The Butcher-herd

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, BULLGOR, WARHERD, MONSTER, GHORGON


12"
10
4+
6
WARSCROLL

Jabberslythe

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slythey Tongue
Slythey Tongue10"33+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Vorpal Claws
Vorpal Claws1"63+3+-1
Spiked Tail
Spiked Tail3"14+3+-1D3
PITCHED BATTLE PROFILE

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.

FLY: This unit can fly.

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.

KEYWORDS
CHAOS, BEASTS OF CHAOS, MONSTER, JABBERSLYTHE


12
3+
6
WARSCROLL

Chaos Siege Gargant*

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Colossal Hook-blades
Colossal Hook-blades3"4+3+-12
Lashing Chains
Lashing Chains2"D63+5+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveColossal Hook-blades
0-57"7
6-76"6
8-95"5
10+4"4
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 215
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
CHAOS, GARGANT, MONSTER, SIEGE GARGANT


22
4+
6
WARSCROLL

Chaos War Mammoth*

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Marauder Javelins and Axes
Marauder Javelins and Axes10"85+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Goring Tusks
Goring Tusks3"1
See below
Trampling Feet
Trampling Feet1"4+3+-2D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveGoring TusksTrampling Feet
0-1012"510
11-1410"48
15-198"36
20+6"24
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 345
Battlefield Role: Behemoth
Base size: 280 x 210mm
Notes: Single

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
CHAOS, MORTAL, MONSTER, MARK OF CHAOS, CHAOS WAR MAMMOTH


13
5+
7
WARSCROLL

Curs’d Ettin*

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crushing Fist
Crushing Fist2"13+-2D6
Stomp
Stomp1"4+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveCrushing FistStomp
0-610"2+5
7-88"3+4
9-107"3+3
11+6"4+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 215
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
CHAOS, MORTAL, MONSTER, CURS’D ETTIN


11
5+
10
WARSCROLL

Gigantic Chaos Spawn*

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Freakish Mutations
Freakish Mutations2"2D63+3+-1
Slavering Maws
Slavering Maws1"D64+3+D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSlavering Maws
0-43D6"-2
5-62D6"-2
7-82D6"-1
9+D6"-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 195
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
CHAOS, MONSTER, MARK OF CHAOS, GIGANTIC CHAOS SPAWN


12
4+
6
WARSCROLL

Warpfire Dragon*

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpfire
Warpfire12"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Snapping Jaws
Snapping Jaws2"D33+-1D6
Twisted Claws
Twisted Claws1"3+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSnapping JawsTwisted Claws
0-512"3+5
6-710"3+4
8-98"4+3
10+6"4+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

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.

FLY: This model can fly.

ABILITIES

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.

KEYWORDS
CHAOS, DRAGON, MONSTER, WARPFIRE DRAGON

Faction Terrain Feature


FACTION TERRAIN WARSCROLL

Herdstone

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 0
Battlefield Role: Faction Terrain Feature
Base size: Use model

FACTION TERRAIN: Only Beasts of Chaos armies can include this faction terrain feature.

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.

Endless Spell


Endless Spell WARSCROLL

Doomblast Dirgehorn

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.
PITCHED BATTLE PROFILE

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".


Endless Spell WARSCROLL

Ravening Direflock

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 40
Battlefield Role: Endless Spell
Base size: 40mm

PARTS: This endless spell has 3 parts.

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.


Endless Spell WARSCROLL

Wildfire Taurus

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.
PITCHED BATTLE PROFILE

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.

PREDATORY: This endless spell is a predatory endless spell. It can be moved up to 12" and can fly.

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.

Warscroll Battalion


Warscroll Battalion

Marauding Brayherd

ORGANISATION
 • 1 Beastlord
 • 1-3 Great Bray-Shamans
 • 2-6 Bestigors or Tuskgor Chariots units in any combination
 • 3-9 Gors units
 • 4-12 Ungors, Ungor Raiders or Centigors units in any combination
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.


Warscroll Battalion

Hungering Warherd

ORGANISATION
 • 1 Doombull
 • 3 Bullgors units
 • 1-3 Cygors or Ghorgons in any combination
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.


Warscroll Battalion

Thunderscorn Stormherd

ORGANISATION
 • 1-3 Dragon Ogor Shaggoths
 • 3-9 Dragon Ogors units
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.


Warscroll Battalion

The Butcher-herd

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.
ORGANISATION
 • 1 Great Bray-Shaman (Ghorraghan Khai)
 • 2 Bullgors units
 • 1 Ghorgon
The Great Bray-Shaman in this battalion is a Unique unit.
ABILITIES

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.

COMMAND TRAIT

If Ghorraghan Khai is your army’s general, he has the Indomitable Beast command trait.

Regiment of Renown


Regiment of Renown

Brand’s Oathbound

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.
ORGANISATION
 • 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:
ABILITIES

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.


Regiment of Renown

Hargax’s Pit-beasts

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.
ORGANISATION
 • 1 Ogroid Myrmidon (Leader)
 • 1 Fomoroid Crusher
 • 1 Mindstealer Sphiranx
If your army has a CHAOS general but is not a Slaves to Darkness army, you can include this 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 even though its number of units and points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

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.

ABILITIES

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.


Regiment of Renown

The Coven of Thryx

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.
ORGANISATION
 • 1 Magister (Leader)
 • 10 Pink Horrors of Tzeentch
 • - Burning Sigil of Tzeentch (Endless Spell)
 • - Tome of Eyes (Endless Spell)
 • - Daemonic Simulacrum (Endless Spell)
If your army has a CHAOS general but is not a Disciples of Tzeentch army, you can include this 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 even though its number of units and points value exceeds the amount allowed for allied units.

The HORRORS OF TZEENTCH unit in this regiment of renown cannot use its Split and Split Again ability.

Designer’s Note: The 3 endless spells in this regiment of renown count towards the total number of endless spells you can include in your army. However, you do not need to take additional WIZARDS in your army for them to be included.
PITCHED BATTLE PROFILE

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.

ABILITIES

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.


Regiment of Renown

Phulgoth’s Shudderhood

ORGANISATION
 • 1 Harbinger of Decay
 • 1 Putrid Blightkings unit with 5 models
 • 1 Pusgoyle Blightlords unit with 2 models
If your army has a CHAOS general but is not a Maggotkin of Nurgle army, you can include this 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 even if its points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

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.

ABILITIES

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.
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.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

The GOR keyword is used in the following Beasts of Chaos warscrolls:

Leader
Battleline
• Gors
None

The HERO keyword is used in the following Beasts of Chaos warscrolls:

Leader
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.

The WIZARD keyword is used in the following Beasts of Chaos warscrolls:

Leader
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.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

The WARHERD keyword is used in the following Beasts of Chaos warscrolls:

Leader
None
Behemoth
• Cygor
• Ghorgon

The BULLGOR keyword is used in the following Beasts of Chaos warscrolls:

Leader
None
Behemoth
• Cygor
• Ghorgon

The WARHERD keyword is used in the following Beasts of Chaos warscrolls:

Leader
None
Behemoth
• Cygor
• Ghorgon
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

The THUNDERSCORN keyword is used in the following Beasts of Chaos warscrolls:

Leader
None

The THUNDERSCORN keyword is used in the following Beasts of Chaos warscrolls:

Leader
None

The MONSTER keyword is used in the following Beasts of Chaos warscrolls:

Leader
Behemoth
• Chimera
• Cygor
• Ghorgon

The GREAT BRAY-SHAMAN keyword is used in the following Beasts of Chaos warscrolls:

Leader
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
8.1 Normal Move
When you pick a unit to make a normal move, 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. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy 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.
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.
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.

The SLAANESH keyword is used in the following Beasts of Chaos warscrolls:

None
Behemoth
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.

The TZAANGOR ENLIGHTENED keyword is used in the following Beasts of Chaos warscrolls:

None
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.

The BEASTS OF CHAOS and HERO keywords are used in the following Beasts of Chaos warscrolls:

Leader

The GARGANT keyword is used in the following Beasts of Chaos warscrolls:

Behemoth
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

The MORTAL keyword is used in the following Beasts of Chaos warscrolls:

Behemoth

The MARK OF CHAOS keyword is used in the following Beasts of Chaos warscrolls:

Behemoth

The BEASTS OF CHAOS and WIZARD keywords are used in the following Beasts of Chaos warscrolls:

Leader
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2024