Contents Monster Hero Cavalry War Machine Faction Terrain Regiment of Renown | ||
6" 6 4+ 2 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 WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Paired Man-ripper Axes [Crit (2 Hits), Anti-HERO (+1 Rend)] | |||||||
Paired Man-ripper Axes Crit (2 Hits), Anti-HERO (+1 Rend) | 5 | 3+ | 3+ | 1 | 2 |
Passive |
Reaction: You declared a FIGHT ability for this unit |
KEYWORDS | HERO, INFANTRY |
CHAOS, BEASTS OF CHAOS, BRAYHERD |
6" 8 5+ 2 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 WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Slaughterer’s Axe | |||||||
Slaughterer’s Axe | 4 | 4+ | 2+ | 1 | 3 | ||
Alphabeast Horns [Charge (+1 Damage)] | |||||||
Alphabeast Horns Charge (+1 Damage) | 2 | 4+ | 2+ | - | 2 |
Any Charge Phase |
Once Per Turn (Army), Any Charge Phase |
KEYWORDS | HERO, INFANTRY |
CHAOS, BEASTS OF CHAOS, WARHERD |
6" 5 5+ 2 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 WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Fetish Staff | |||||||
Fetish Staff | 3 | 4+ | 3+ | - | D3 |
Once Per Turn (Army), Your Movement Phase |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
CHAOS, BEASTS OF CHAOS, BRAYHERD |
8" 10 4+ 2 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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Crackling Bolts [Crit (2 Hits), Shoot in Combat] | ||||||||
Crackling Bolts Crit (2 Hits), Shoot in Combat | 12" | 2D6 | 4+ | 3+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Storm-forged Axe [Crit (Mortal)] | ||||||||
Storm-forged Axe Crit (Mortal) | 6 | 3+ | 2+ | 1 | 3 |
Reaction: Opponent declared a SPELL ability |
Once Per Turn (Army), End of Any Turn |
KEYWORDS | RAMPAGE |
KEYWORDS | HERO, MONSTER, WIZARD (1) |
CHAOS, BEASTS OF CHAOS, THUNDERSCORN |
2D6" 5 5+ 1 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 WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Freakish Mutations [Crit (2 Hits), Companion] | |||||||
Freakish Mutations Crit (2 Hits), Companion | 2D6 | 5+ | 4+ | - | 1 |
KEYWORDS | BEAST |
CHAOS, BEASTS OF CHAOS |
10" 2 6+ 1 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 WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Canine Jaws [Companion] | |||||||
Canine Jaws Companion | 2 | 4+ | 3+ | - | 1 |
Passive |
Reaction: You declared a CHARGE ability for this unit |
KEYWORDS | BEAST |
CHAOS, BEASTS OF CHAOS |
12" 8 5+ 1 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 WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Stabbing Beak and Talons [Companion] | |||||||
Stabbing Beak and Talons Companion | 5 | 4+ | 2+ | 1 | 2 |
Passive |
Once Per Turn (Army,) Your Shooting Phase |
KEYWORDS | BEAST, FLY |
CHAOS, BEASTS OF CHAOS |
10" 4 5+ 1 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 WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Large Tusks and Hooves [Charge (+1 Damage)] | |||||||
Large Tusks and Hooves Charge (+1 Damage) | 5 | 4+ | 2+ | - | 2 |
Passive |
Passive |
KEYWORDS | BEAST |
CHAOS, BEASTS OF CHAOS |
10" 2 5+ 1 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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Gutpiercer Spear | ||||||||
Gutpiercer Spear | 8" | 1 | 4+ | 3+ | 1 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Gutpiercer Spear [Anti-CAVALRY (+1 Rend), Charge (+1 Damage)] | ||||||||
Gutpiercer Spear Anti-CAVALRY (+1 Rend), Charge (+1 Damage) | 3 | 4+ | 3+ | 1 | 1 | |||
Clawed Forelimbs | ||||||||
Clawed Forelimbs | 2 | 5+ | 3+ | - | 1 |
Once Per Turn (Army), Your Movement Phase |
KEYWORDS | CAVALRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5) |
CHAOS, BEASTS OF CHAOS, BRAYHERD |
8" 5 4+ 2 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 WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Storm-forged Weapons [Crit (Mortal)] | |||||||
Storm-forged Weapons Crit (Mortal) | 4 | 4+ | 2+ | 1 | 2 | ||
Raking Foreclaws | |||||||
Raking Foreclaws | 2 | 5+ | 3+ | - | 1 |
Any Combat Phase |
KEYWORDS | CAVALRY |
CHAOS, BEASTS OF CHAOS, THUNDERSCORN |
6" 2 4+ 1 Bestigors are the strongest and fiercest of the gorkin. 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 WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Despoiler Axe [Crit (2 Hits)] | |||||||
Despoiler Axe Crit (2 Hits) | 3 | 4+ | 3+ | 1 | 1 |
Passive |
Reaction: Opponent declared the ‘All-out Defence’ command for a unit within 6" of this unit |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
CHAOS, BEASTS OF CHAOS, BRAYHERD |
6" 4 5+ 1 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 greatfrays, capable of smashing their way through almost any shieldwall or line of pikes. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Man-splitter Axes | |||||||
Man-splitter Axes | 4 | 4+ | 2+ | 1 | 2 | ||
Iron-capped Horns [Charge (+1 Damage)] | |||||||
Iron-capped Horns Charge (+1 Damage) | 2 | 5+ | 3+ | - | 2 |
Any Charge Phase |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3) |
CHAOS, BEASTS OF CHAOS, WARHERD |
6" 1 5+ 1 Gors form the greater mass of a beastherd’s fighting 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 WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Hacking Blades [Crit (2 Hits)] | |||||||
Hacking Blades Crit (2 Hits) | 2 | 4+ | 3+ | - | 1 |
Your Charge Phase |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
CHAOS, BEASTS OF CHAOS, BRAYHERD |
6" 1 6+ 1 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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Raider Bow | ||||||||
Raider Bow | 18" | 2 | 4+ | 5+ | - | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Jagged Shank [Crit (2 Hits)] | ||||||||
Jagged Shank Crit (2 Hits) | 1 | 4+ | 5+ | - | 1 |
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
CHAOS, BEASTS OF CHAOS, BRAYHERD |
6" 1 5+ 1 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 shortspears into throats and bellies and darting away before the foe can retaliate. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Gnarled Weapon [Crit (2 Hits)] | |||||||
Gnarled Weapon Crit (2 Hits) | 2 | 4+ | 5+ | - | 1 |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10) |
CHAOS, BEASTS OF CHAOS, BRAYHERD |
8" 2 6+ 1 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. 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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Despoiler Shortbow | ||||||||
Despoiler Shortbow | 15" | 2 | 4+ | 4+ | - | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Despoiler Weapons | ||||||||
Despoiler Weapons | 2 | 4+ | 4+ | - | 1 |
MODEL | BASE SIZE |
Draknar | 32mm |
Murghoth Half-Horn, Khorsh ‘the Sneak’, Ushkor, Gnarl | 25mm |
Passive |
Passive |
KEYWORDS | UNIQUE, INFANTRY, CHAMPION |
CHAOS, BEASTS OF CHAOS, BRAYHERD |
8" 12 5+ 5 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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Throwin’ Rocks | ||||||||
Throwin’ Rocks | 12" | 1 | 5+ | 2+ | 2 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Massive Club | ||||||||
Massive Club | 4 | 4+ | 2+ | 1 | 2 | |||
’Eadbutt | ||||||||
’Eadbutt | 1 | 4+ | 2+ | 2 | 4 | |||
Mighty Kick | ||||||||
Mighty Kick | 1 | 4+ | 2+ | 2 | D3 |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Passive |
KEYWORDS | MONSTER |
CHAOS, BEASTS OF CHAOS |
10" 12 5+ 5 Warped and ravenous alphapredators 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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Brimstone Breath [Shoot in Combat, Companion] | ||||||||
Brimstone Breath Shoot in Combat, Companion | 12" | 6 | 2+ | 4+ | - | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Chimeric Heads [Companion] | ||||||||
Chimeric Heads Companion | 6 | 4+ | 2+ | 1 | D3 | |||
Mauling Claws [Crit (2 Hits), Companion] | ||||||||
Mauling Claws Crit (2 Hits), Companion | 6 | 4+ | 2+ | - | 2 |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
KEYWORDS | MONSTER, FLY |
CHAOS, BEASTS OF CHAOS |
8" 15 5+ 5 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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Desecrated Boulder [Shoot in Combat] | ||||||||
Desecrated Boulder Shoot in Combat | 15" | 1 | 4+ | 2+ | 2 | D3+3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Massive Horns [Anti-MANIFESTATION (+1 Rend)] | ||||||||
Massive Horns Anti-MANIFESTATION (+1 Rend) | 6 | 4+ | 2+ | 1 | 2 |
Passive |
Passive |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
KEYWORDS | MONSTER |
CHAOS, BEASTS OF CHAOS, WARHERD |
8" 15 5+ 5 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 WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Butchering Blades [Anti-INFANTRY (+1 Rend)] | |||||||
Butchering Blades Anti-INFANTRY (+1 Rend) | 7 | 4+ | 2+ | 1 | 3 | ||
Huge Slavering Maw | |||||||
Huge Slavering Maw | 2 | 4+ | 2+ | 1 | D6 |
Passive |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
KEYWORDS | MONSTER |
CHAOS, BEASTS OF CHAOS, WARHERD |
10" 12 4+ 5 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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Slythey Tongue [Shoot in Combat, Companion] | ||||||||
Slythey Tongue Shoot in Combat, Companion | 8" | 3 | 4+ | 2+ | 1 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Vorpal Claws and Tail [Companion] | ||||||||
Vorpal Claws and Tail Companion | 6 | 4+ | 2+ | 1 | 2 |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
KEYWORDS | MONSTER, FLY |
CHAOS, BEASTS OF CHAOS |
10" 7 4+ 2 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Despoiler Weapons [Crit (2 Hits)] | |||||||
Despoiler Weapons Crit (2 Hits) | 4 | 4+ | 3+ | 1 | 1 | ||
Tuskgors’ Iron-hard Tusks [Companion] | |||||||
Tuskgors’ Iron-hard Tusks Companion | 4 | 5+ | 3+ | 1 | 1 |
Any Charge Phase |
KEYWORDS | WAR MACHINE |
CHAOS, BEASTS OF CHAOS, BRAYHERD |
- 14 4+ - 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. | ||
Passive |
KEYWORDS | FACTION TERRAIN |
CHAOS, BEASTS OF CHAOS |
- 7 6+ 7+ Wrought from coalesced Chaos energies, the Doomblast Dirgehorn emits an unending, dolorous blast that drowns out all thought. The howling cacophony strips those in earshot of their sanity and reduces skilled warriors to fumbling fools. | ||
Passive |
Start of Battle Round |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
CHAOS, BEASTS OF CHAOS |
16" 6 6+ 7+ 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Murderous Beaks | |||||||
Murderous Beaks | 6 | 4+ | 5+ | 1 | 1 |
Passive |
Passive |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+) |
CHAOS, BEASTS OF CHAOS |
12" 10 6+ 8+ 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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Taurine Horns [Charge (+1 Damage)] | |||||||
Taurine Horns Charge (+1 Damage) | 6 | 4+ | 2+ | 2 | D3 |
Any Charge Phase |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+) |
CHAOS, BEASTS OF CHAOS |
Hargax once ruled the gladiatorial Pit of Shattered Spines with a fist of iron. Eventually overthrown by a younger rival, the ogroid was not slain. Determined to reclaim his position, Hargax roams the lands searching for fearsome monsters to break into submission and add to his growing war menagerie. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Reaction: You declared a FIGHT ability for a unit in this Regiment of Renown |
It does not matter to the Warstompers who is fighting or why; all they care about is finding a vicious scrap to lose themselves in. The charge of a Warstomper is akin to being hit by a roaring Chamonic steam-engine, and then the titan begins swinging their huge club, ploughing through enemy ranks with howls of battle‑joy.
One-eyed Grunnock is truly infamous. Gargants far and wide tell of how he terrorised Ghurish Necrosia, battling the Ossiarch Bonereapers. To the Warstomper, the undead are perfect enemies that constantly attract new foes. He has violently thwarted the Bonereapers’ negotiations with other races on several occasions, most notably interrupting the signing of a treaty with a duardin fleet. Being pitched off the side of a mountain and forever burdened with a splitting headache was, admittedly, not part of Grunnock’s plan, but the chance to ensure that the fighting between the two forces would never end was worth it.
For a time, Grunnock relentlessly hunted Kragnos, fearing that the Drogrukh deity would drive his undead prey from Ghur. Yet now Kragnos rampages in Ghyran, leaving Grunnock free to crush his favoured enemies once more. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Passive |
None know where Magister Thryx learned to bind the essence of Tzeentchian daemons into living spells. He weaves an unpredictable path across the realms, offering his expertise to any who will shelter him from Tzeentch’s vengeful servants and facilitate his experiments. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Battle (Army), Deployment Phase |
Your Hero Phase | 6 |
KEYWORDS | SUMMON, SPELL |
Once Per Turn (Army), End of Any Turn |
Your Hero Phase | 6 |
KEYWORDS | WYRDFLAME, SPELL, UNLIMITED |
Where despair and misery wax strong, there roams the Harbinger Phulgoth and his Shudderhood. Shrouded by droning flies and thick fogs of hopelessness, they spread their cyclical omens of disaster and bring down doom on the Plaguefather’s enemies. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
| ||
Passive |
Once Per Turn (Army), Any Hero Phase |
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The BEASTS OF CHAOS keyword is used in the following Beasts of Chaos warscrolls:
The non-HERO BRAYHERD and INFANTRY keywords are used in the following Beasts of Chaos warscrolls:
| ||
The HERO keyword is used in the following Beasts of Chaos warscrolls:
The INFANTRY keyword is used in the following Beasts of Chaos warscrolls:
The CHAOS keyword is used in the following Beasts of Chaos warscrolls:
The BEASTS OF CHAOS keyword is used in the following Beasts of Chaos warscrolls:
The BRAYHERD keyword is used in the following Beasts of Chaos warscrolls:
The WARHERD keyword is used in the following Beasts of Chaos warscrolls:
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
The WARHERD keyword is used in the following Beasts of Chaos warscrolls:
The BEAST keyword is used in the following Beasts of Chaos warscrolls:
The WIZARD keyword is used in the following Beasts of Chaos warscrolls:
The MONSTER keyword is used in the following Beasts of Chaos warscrolls:
The THUNDERSCORN keyword is used in the following Beasts of Chaos warscrolls:
Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control. | ||
The BEAST keyword is used in the following Beasts of Chaos warscrolls:
| ||
In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes. | ||
| ||
There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase. Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST. | ||
Passive |
When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
The FLY keyword is used in the following Beasts of Chaos warscrolls:
Passive |
The CAVALRY keyword is used in the following Beasts of Chaos warscrolls:
Passive |
The CHAMPION keyword is used in the following Beasts of Chaos warscrolls:
Any Hero Phase | 1 |
Passive |
The MUSICIAN keyword is used in the following Beasts of Chaos warscrolls:
Passive |
The STANDARD BEARER keyword is used in the following Beasts of Chaos warscrolls:
Your Movement Phase |
Your Movement Phase |
KEYWORDS | CORE, MOVE, RETREAT |
Passive |
The BEASTS OF CHAOS and HERO keywords are used in the following Beasts of Chaos warscrolls:
Your Hero Phase | 6 |
KEYWORDS | SPELL |
Reaction: Opponent declared a SPELL ability |
KEYWORDS | UNBIND |
Your Hero Phase |
KEYWORDS | BANISH |
The MANIFESTATION keyword is used in the following Beasts of Chaos warscrolls:
The ENDLESS SPELL keyword is used in the following Beasts of Chaos warscrolls:
The WARD keyword is used in the following Beasts of Chaos warscrolls:
| ||