Beasts of Chaos – Warscrolls

Contents

Infantry Hero


BEASTS OF CHAOS WARSCROLL
Beastlord
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.
BEASTS OF CHAOS WARSCROLL
Beastlord
MELEE WEAPONS
AtkHitWndRndDmg
Paired Man-ripper Axes [Crit (2 Hits), Anti-HERO (+1 Rend)]
Paired Man-ripper Axes
Crit (2 Hits), Anti-HERO (+1 Rend)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 40mm
Can be reinforced: No
Regiment Options: Any BEASTS OF CHAOS
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
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.

Effect: While this unit is in combat with any enemy HEROES, add 1 to hit rolls and wound rolls for combat attacks made by friendly BEASTS OF CHAOS units wholly within 12" of this unit.

Reaction: You declared a FIGHT ability for 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.

Effect: Pick a friendly non-HERO BRAYHERD INFANTRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

KEYWORDS
HERO, INFANTRY
CHAOS, BEASTS OF CHAOS, BRAYHERD


BEASTS OF CHAOS WARSCROLL
Doombull
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.
BEASTS OF CHAOS WARSCROLL
Doombull
MELEE WEAPONS
AtkHitWndRndDmg
Slaughterer’s Axe
Slaughterer’s Axe44+2+13
Alphabeast Horns [Charge (+1 Damage)]
Alphabeast Horns
Charge (+1 Damage)
24+2+-2
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 50mm
Can be reinforced: No
Regiment Options: Any Beasts of Chaos
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Any Charge Phase
ALPHA CHARGE: A Doombull is a living, snorting siege engine, and their headlong charge can shatter entire enemy formations.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Once Per Turn (Army), Any Charge Phase
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.

Declare: Pick a friendly WARHERD unit that is not in combat and is wholly within 12" of this unit to be the target.

Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for the target, to a maximum of 3.

KEYWORDS
HERO, INFANTRY
CHAOS, BEASTS OF CHAOS, WARHERD


BEASTS OF CHAOS WARSCROLL
Great Bray-Shaman
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.
BEASTS OF CHAOS WARSCROLL
Great Bray-Shaman
MELEE WEAPONS
AtkHitWndRndDmg
Fetish Staff
Fetish Staff34+3+-D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 BEAST, Any BRAYHERD
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Once Per Turn (Army), Your Movement Phase
INFUSE WITH BESTIAL VIGOUR: Raw chaotic energy emanates from the Bray-Shaman, imbuing surrounding beastmen with unnatural speed.

Declare: Pick a friendly BEASTS OF CHAOS unit wholly within 12" of this unit to be the target.

Effect: For the rest of the turn, the target can use a RUN ability and still use CHARGE abilities later in the turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY
CHAOS, BEASTS OF CHAOS, BRAYHERD

Monster Hero


BEASTS OF CHAOS WARSCROLL
Dragon Ogor Shaggoth
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.
BEASTS OF CHAOS WARSCROLL
Dragon Ogor Shaggoth
RANGED WEAPONS
RngAtkHitWndRndDmg
Crackling Bolts [Crit (2 Hits), Shoot in Combat]
Crackling Bolts
Crit (2 Hits), Shoot in Combat
12"2D64+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Storm-forged Axe [Crit (Mortal)]
Storm-forged Axe
Crit (Mortal)
63+2+13
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: Any Beasts of Chaos
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Reaction: Opponent declared a SPELL ability
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.

Effect: If this unit or a friendly Dragon Ogors unit wholly within 12" of this unit was picked to be the target of that spell, roll a dice. On a 4+, ignore the effect of that spell on this unit or that friendly unit. This unit can use this ability more than once per phase but only once per SPELL ability.

Once Per Turn (Army), End of Any Turn
BENEATH THE TEMPEST: Dark clouds gather above the battlefield, threatening to unleash the fury of the tempest.

Declare: Pick each enemy unit in combat with this unit to be the targets.

Effect: Roll a dice. On a 2+, Heal (X) this unit, where X is an amount equal to the roll. Then, roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, WIZARD (1)
CHAOS, BEASTS OF CHAOS, THUNDERSCORN

Beast


BEASTS OF CHAOS WARSCROLL
Beasts of Chaos
Chaos Spawn
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.
BEASTS OF CHAOS WARSCROLL
Beasts of Chaos
Chaos Spawn
MELEE WEAPONS
AtkHitWndRndDmg
Freakish Mutations [Crit (2 Hits), Companion]
Freakish Mutations
Crit (2 Hits), Companion
2D65+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 70
Base size: 50mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

KEYWORDS
BEAST
CHAOS, BEASTS OF CHAOS


BEASTS OF CHAOS WARSCROLL
Chaos Warhounds
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.
BEASTS OF CHAOS WARSCROLL
Chaos Warhounds
MELEE WEAPONS
AtkHitWndRndDmg
Canine Jaws [Companion]
Canine Jaws
Companion
24+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 130
Base size: 60 × 35mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

Reaction: You declared a CHARGE ability for this unit
OUTRUNNERS OF CHAOS: Packs of Chaos Warhounds close upon their prey with unnatural quickness.

Effect: Change one of the dice in the charge roll to a 4.

KEYWORDS
BEAST
CHAOS, BEASTS OF CHAOS


BEASTS OF CHAOS WARSCROLL
Cockatrice
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.
BEASTS OF CHAOS WARSCROLL
Cockatrice
MELEE WEAPONS
AtkHitWndRndDmg
Stabbing Beak and Talons [Companion]
Stabbing Beak and Talons
Companion
54+2+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 60mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

Once Per Turn (Army,) Your Shooting Phase
PETRIFYING GAZE: As a Cockatrice surges forwards, its eyes begin to glow with warping energy, transfixing foes where they stand.

Declare: Pick a visible enemy unit within 12" of this unit to be the target.

Effect: Roll a dice for each model in the target unit. For each 6, inflict 1 mortal damage on the target. If any damage points are allocated to the target by this ability, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
BEAST, FLY
CHAOS, BEASTS OF CHAOS


BEASTS OF CHAOS WARSCROLL
Razorgor
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.
BEASTS OF CHAOS WARSCROLL
Razorgor
MELEE WEAPONS
AtkHitWndRndDmg
Large Tusks and Hooves [Charge (+1 Damage)]
Large Tusks and Hooves
Charge (+1 Damage)
54+2+-2
BATTLE PROFILE

Unit Size: 1      Points: 90
Base size: 75 × 42mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

Passive
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.

Effect: Each time this unit uses a FIGHT ability, after that FIGHT ability has been resolved, Heal (D3) this unit.

KEYWORDS
BEAST
CHAOS, BEASTS OF CHAOS

Cavalry


BEASTS OF CHAOS WARSCROLL
Centigors
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.
BEASTS OF CHAOS WARSCROLL
Centigors
RANGED WEAPONS
RngAtkHitWndRndDmg
Gutpiercer Spear
Gutpiercer Spear8"14+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Gutpiercer Spear [Anti-CAVALRY (+1 Rend), Charge (+1 Damage)]
Gutpiercer Spear
Anti-CAVALRY (+1 Rend), Charge (+1 Damage)
34+3+11
Clawed Forelimbs
Clawed Forelimbs25+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 160
Base size: 60 × 35mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Once Per Turn (Army), Your Movement Phase
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.

Effect: This unit can use this ability if it is not in combat. It has WARD (4+) for the rest of the turn.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5)
CHAOS, BEASTS OF CHAOS, BRAYHERD


BEASTS OF CHAOS WARSCROLL
Dragon Ogors
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.
BEASTS OF CHAOS WARSCROLL
Dragon Ogors
MELEE WEAPONS
AtkHitWndRndDmg
Storm-forged Weapons [Crit (Mortal)]
Storm-forged Weapons
Crit (Mortal)
44+2+12
Raking Foreclaws
Raking Foreclaws25+3+-1
BATTLE PROFILE

Unit Size: 3      Points: 220
Base size: 90 × 52mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Any Combat Phase
SPEED OF AN AVALANCHE: Despite their formidable size, Dragon Ogors can move as swift as an avalanche, often surprising enemies who foolishly charge them.

Effect: If this unit did not charge this turn and is in combat with an enemy unit that charged this turn, roll a dice. On a 4+, this unit has STRIKE-FIRST for the rest of the turn.

KEYWORDS
CAVALRY
CHAOS, BEASTS OF CHAOS, THUNDERSCORN

Infantry


BEASTS OF CHAOS WARSCROLL
Bestigors
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.
BEASTS OF CHAOS WARSCROLL
Bestigors
MELEE WEAPONS
AtkHitWndRndDmg
Despoiler Axe [Crit (2 Hits)]
Despoiler Axe
Crit (2 Hits)
34+3+11
BATTLE PROFILE

Unit Size: 10      Points: 200
Base size: 32mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
FEROCIOUS ADVANCE: Volleys of enemy fire do nothing to dissuade these bestial warriors from running down the enemy.

Effect: Subtract 1 from wound rolls for shooting attacks that target this unit.

Reaction: Opponent declared the ‘All-out Defence’ command for a unit within 6" of this unit
DESPOILERS: Bestigors reserve the greatest part of their hatred for those who rally under the banners of civilisation.

Effect: Add 1 to the Attacks characteristic of this unit’s Despoiler Axes for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
CHAOS, BEASTS OF CHAOS, BRAYHERD


BEASTS OF CHAOS WARSCROLL
Bullgors
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.
BEASTS OF CHAOS WARSCROLL
Bullgors
MELEE WEAPONS
AtkHitWndRndDmg
Man-splitter Axes
Man-splitter Axes44+2+12
Iron-capped Horns [Charge (+1 Damage)]
Iron-capped Horns
Charge (+1 Damage)
25+3+-2
BATTLE PROFILE

Unit Size: 3      Points: 180
Base size: 50mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Any Charge Phase
WARHERD CHARGE: When a warherd charges, the enemy is sent flying through the air by the force of the impact.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a dice for each model in this unit. For each 2+, inflict 1 mortal damage on the target.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3)
CHAOS, BEASTS OF CHAOS, WARHERD


BEASTS OF CHAOS WARSCROLL
Gors
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.
BEASTS OF CHAOS WARSCROLL
Gors
MELEE WEAPONS
AtkHitWndRndDmg
Hacking Blades [Crit (2 Hits)]
Hacking Blades
Crit (2 Hits)
24+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 110
Base size: 32mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Your Charge Phase
GOR STAMPEDE: Gors gather in massive droves before charging their enemies, seeking to overwhelm them with superior numbers and brutish aggression.

Declare: If this unit charged this phase, pick an enemy non-HERO INFANTRY unit that has fewer models than this unit and is within 1" of it to be the target.

Effect: Roll a dice. On a 3+, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
CHAOS, BEASTS OF CHAOS, BRAYHERD


BEASTS OF CHAOS WARSCROLL
Ungor Raiders
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.
BEASTS OF CHAOS WARSCROLL
Ungor Raiders
RANGED WEAPONS
RngAtkHitWndRndDmg
Raider Bow
Raider Bow18"24+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Jagged Shank [Crit (2 Hits)]
Jagged Shank
Crit (2 Hits)
14+5+-1
BATTLE PROFILE

Unit Size: 10      Points: 90
Base size: 25mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Once Per Turn (Army), Your Hero Phase
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 coming from, the Raiders have already moved on.

Declare: If this unit is in reserve in ambush, pick a non-HERO enemy unit within 12" of a battlefield edge to be the target.

Effect: Roll a number of dice equal to the number of models in this unit. For each 6, inflict 1 mortal damage on the target. Then, in your next movement phase, set up this unit on the battlefield using the ‘Beastherd Ambush’ ability. If it is not possible to do so, it is destroyed.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
CHAOS, BEASTS OF CHAOS, BRAYHERD


BEASTS OF CHAOS WARSCROLL
Ungors
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.
BEASTS OF CHAOS WARSCROLL
Ungors
MELEE WEAPONS
AtkHitWndRndDmg
Gnarled Weapon [Crit (2 Hits)]
Gnarled Weapon
Crit (2 Hits)
24+5+-1
BATTLE PROFILE

Unit Size: 10      Points: 80
Base size: 25mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Once Per Turn (Army), Any Combat Phase
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.

Effect: If this unit is in combat, roll a dice. On a 3+, this unit can immediately use the ‘Retreat’ ability as if it were your movement phase without any mortal damage being inflicted on it.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
CHAOS, BEASTS OF CHAOS, BRAYHERD


BEASTS OF CHAOS WARSCROLL
Grashrak’s Despoilers
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.
BEASTS OF CHAOS WARSCROLL
Grashrak’s Despoilers
RANGED WEAPONS
RngAtkHitWndRndDmg
Despoiler Shortbow
Despoiler Shortbow15"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Despoiler Weapons
Despoiler Weapons24+4+-1
BATTLE PROFILE

Unit Size: 6      Points: 100
MODELBASE SIZE
Draknar32mm
Murghoth Half-Horn, Khorsh ‘the Sneak’, Ushkor, Gnarl25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Despoiler Weapons. The models in this unit are:
  • Grashrak Fellhoof (champion)
  • Draknar
  • Murghoth Half-horn
  • Korsh ‘the Sneak’
  • Ushkor (also armed with a Despoiler Shortbow)
  • Gnarl (also armed with a Despoiler Shortbow)

Passive
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.

Effect: Add 1 to hit rolls for this unit’s attacks while it is wholly outside friendly territory.

Passive
GRASHRAK FELLHOOF: For Grashrak, it is not enough to despoil the land – the air itself must writhe with the power of anarchy.

Effect: While this unit’s Grashrak Fellhoof is on the battlefield, it has WIZARD (1).

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
CHAOS, BEASTS OF CHAOS, BRAYHERD

Monster


BEASTS OF CHAOS WARSCROLL
Chaos Gargant
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.
BEASTS OF CHAOS WARSCROLL
Chaos Gargant
RANGED WEAPONS
RngAtkHitWndRndDmg
Throwin’ Rocks
Throwin’ Rocks12"15+2+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Massive Club
Massive Club44+2+12
’Eadbutt
’Eadbutt14+2+24
Mighty Kick
Mighty Kick14+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 90 × 52mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Once Per Turn (Army), Any Combat Phase
WHIPPED INTO A FRENZY: The leaders of a beastherd often goad gargants so as to send them into a berserk rage.

Effect: 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 for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When this unit is destroyed, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of this unit. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than this unit.

KEYWORDS
MONSTER
CHAOS, BEASTS OF CHAOS


BEASTS OF CHAOS WARSCROLL
Chimera
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.
BEASTS OF CHAOS WARSCROLL
Chimera
RANGED WEAPONS
RngAtkHitWndRndDmg
Brimstone Breath [Shoot in Combat, Companion]
Brimstone Breath
Shoot in Combat, Companion
12"62+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Chimeric Heads [Companion]
Chimeric Heads
Companion
64+2+1D3
Mauling Claws [Crit (2 Hits), Companion]
Mauling Claws
Crit (2 Hits), Companion
64+2+-2
BATTLE PROFILE

Unit Size: 1      Points: 200
Base size: 120 × 92mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Once Per Turn (Army), Any Combat Phase
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.

Effect: Roll 3 dice. For each 4+, add 1 to the Attacks characteristic of this unit’s Chimeric Heads for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, FLY
CHAOS, BEASTS OF CHAOS


BEASTS OF CHAOS WARSCROLL
Cygor
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.
BEASTS OF CHAOS WARSCROLL
Cygor
RANGED WEAPONS
RngAtkHitWndRndDmg
Desecrated Boulder [Shoot in Combat]
Desecrated Boulder
Shoot in Combat
15"14+2+2D3+3
MELEE WEAPONS
AtkHitWndRndDmg
Massive Horns [Anti-MANIFESTATION (+1 Rend)]
Massive Horns
Anti-MANIFESTATION (+1 Rend)
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 210
Base size: 120 × 92mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Massive Horns is 4.

Passive
SOUL-EATER: Feeding off the swirling winds of magic, Cygors pose an incredible threat to spellcasters.

Effect: This unit can use UNBIND abilities as if it had WIZARD (1). Each time this unit unbinds a spell, inflict D3 mortal damage on the caster.

Once Per Turn (Army), Any Combat Phase
CONSUME ENDLESS SPELL: A Cygor perceives mystic evocations as they are being formed, swallowing manifested spells as easily as the wizards that summoned them.

Declare: Pick an ENDLESS SPELL within 9" of this unit to be the target.

Effect: Roll 2D6. If the roll exceeds the target’s Banishment characteristic:
  • The target is banished.
  • Heal (X) this unit, where X is an amount equal to the roll.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
CHAOS, BEASTS OF CHAOS, WARHERD


BEASTS OF CHAOS WARSCROLL
Ghorgon
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.
BEASTS OF CHAOS WARSCROLL
Ghorgon
MELEE WEAPONS
AtkHitWndRndDmg
Butchering Blades [Anti-INFANTRY (+1 Rend)]
Butchering Blades
Anti-INFANTRY (+1 Rend)
74+2+13
Huge Slavering Maw
Huge Slavering Maw24+2+1D6
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 120 × 92mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Butchering Blades is 4.

Once Per Turn (Army), Any Combat Phase
SWALLOW WHOLE: The huge, cavernous maw of a Ghorgon can swallow a man whole – a grisly fate for any warrior.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. If the roll exceeds the target’s Health characteristic:
  • 1 model in the target unit is slain.
  • Heal (X) this unit, where X is an amount equal to the roll.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
CHAOS, BEASTS OF CHAOS, WARHERD


BEASTS OF CHAOS WARSCROLL
Jabberslythe
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.
BEASTS OF CHAOS WARSCROLL
Jabberslythe
RANGED WEAPONS
RngAtkHitWndRndDmg
Slythey Tongue [Shoot in Combat, Companion]
Slythey Tongue
Shoot in Combat, Companion
8"34+2+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Vorpal Claws and Tail [Companion]
Vorpal Claws and Tail
Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 210
Base size: 120 × 92mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Once Per Turn (Army), Any Combat Phase
AURA OF MADNESS: Those who gaze upon a Jabberslythe are soon overcome by a babbling madness, rendering them easy prey for the creature.

Declare: Roll a D3. On a 2+, pick up to a number of enemy units equal to the roll that are within 9" of this unit to be the targets.

Effect: For the rest of the turn, each time the unmodified hit roll for a combat attack made by the target is 1, inflict 1 mortal damage on the target after the FIGHT ability has been resolved.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, FLY
CHAOS, BEASTS OF CHAOS

War Machine


BEASTS OF CHAOS WARSCROLL
Tuskgor Chariots
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.
BEASTS OF CHAOS WARSCROLL
Tuskgor Chariots
MELEE WEAPONS
AtkHitWndRndDmg
Despoiler Weapons [Crit (2 Hits)]
Despoiler Weapons
Crit (2 Hits)
44+3+11
Tuskgors’ Iron-hard Tusks [Companion]
Tuskgors’ Iron-hard Tusks
Companion
45+3+11
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 105 × 70mm
Can be reinforced: No
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Any Charge Phase
TUSKGOR CHARGE: Spurred on by merciless whipping, Tuskgor Chariots barrel headlong into their foes.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

KEYWORDS
WAR MACHINE
CHAOS, BEASTS OF CHAOS, BRAYHERD

Faction Terrain


BEASTS OF CHAOS WARSCROLL
Herdstone
-
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.
BEASTS OF CHAOS WARSCROLL
Herdstone
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Unstable

Passive
ENTROPIC LODESTONE: As the corrupting influence of the herdstone spreads, buildings, armour and other trappings of civilisation begin to crumble to dust, allowing even the crude weapons of the Beasts of Chaos to cut through their defences with ease.

Effect: From the second battle round onwards, add 1 to the Rend characteristic of melee weapons used by friendly BEASTS OF CHAOS units while they are wholly within 24" of this terrain feature.

If this terrain feature is wholly within 18" of the centre of the battlefield, this ability affects all friendly BEASTS OF CHAOS units on the battlefield instead of those wholly within 24" of it.

KEYWORDS
FACTION TERRAIN
CHAOS, BEASTS OF CHAOS

Endless Spell


BEASTS OF CHAOS WARSCROLL
Doomblast Dirgehorn
-
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.
BEASTS OF CHAOS WARSCROLL
Doomblast Dirgehorn
Passive
BOOMING CACOPHONY: In the terrible blasting of the Dirgehorn can be heard the bestial growls of a thousand beastherds.

Effect: When this MANIFESTATION is set up, the range of this ability is 6". Subtract 1 from wound rolls for attacks made by enemy units while they are within range of this MANIFESTATION’s ability.

Start of Battle Round
LOUDER AND LOUDER: The maddening blast of this foul magic grows ever more deafening until all within a dozen leagues can hear it.

Effect: Increase the range of this MANIFESTATION’s ‘Booming Cacophony’ ability by 6". This effect can be applied multiple times to this MANIFESTATION and is cumulative. If this MANIFESTATION is removed from play, this effect no longer applies.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
CHAOS, BEASTS OF CHAOS


BEASTS OF CHAOS WARSCROLL
Ravening Direflock
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.
BEASTS OF CHAOS WARSCROLL
Ravening Direflock
MELEE WEAPONS
AtkHitWndRndDmg
Murderous Beaks
Murderous Beaks64+5+11
Passive
MULTIPLE PARTS
Effect: When a number of damage points equal to this MANIFESTATION’s Health characteristic are allocated to it, this MANIFESTATION is destroyed and all of its parts are removed from play.

Each time this MANIFESTATION moves, each of its parts must end within 1" of at least 1 other part.

Each part of this MANIFESTATION is armed with Murderous Beaks.

Passive
HARBINGERS OF DARK OMENS: Those who hear the cawing of these fell creatures experience terrifying visions of their own impending doom.

Effect: Subtract 5 from the control scores of enemy units while they are within 12" of this unit.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
CHAOS, BEASTS OF CHAOS


BEASTS OF CHAOS WARSCROLL
Wildfire Taurus
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.
BEASTS OF CHAOS WARSCROLL
Wildfire Taurus
MELEE WEAPONS
AtkHitWndRndDmg
Taurine Horns [Charge (+1 Damage)]
Taurine Horns
Charge (+1 Damage)
64+2+2D3
Any Charge Phase
TRAIL OF DESTRUCTION: Warriors are sent sprawling, set aflame and trampled underhoof as the Wildfire Taurus charges headlong through their ranks.

Declare: If this unit charged this phase, pick an enemy unit within 1" of it to be the target.

Effect: Roll a number of dice equal to the unmodified charge roll. For each 4+, inflict 1 mortal damage on the target. If any damage points are allocated to the target by this ability, the target has STRIKE-LAST for the rest of the turn.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
CHAOS, BEASTS OF CHAOS

Regiment of Renown


REGIMENT OF RENOWN
Hargax’s Pit-Beasts
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.
REGIMENT OF RENOWN
Hargax’s Pit-Beasts
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 460

Reaction: You declared a FIGHT ability for a unit in this Regiment of Renown
BESTIAL DOMINATION: Their self-preserving instincts crushed by their master’s brute will, Hargax’s beasts attack without relent.

Effect: Pick a unit in this Regiment of Renown that has not used a FIGHT ability this turn to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.


REGIMENT OF RENOWN
One-eyed Grunnock
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.
REGIMENT OF RENOWN
One-eyed Grunnock

BATTLE PROFILE

Points: 440

Once Per Turn (Army), Any Combat Phase
SHAKE THE EARTH: Grunnock has learnt that the best way to break an enemy army is to send its soldiers flying. His signature move – leaping high before stomping down to cause a small earthquake – is feared for good reason.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll. If the target is INFANTRY, double the amount of mortal damage inflicted.
  • Subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
The Coven of Thryx
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.
REGIMENT OF RENOWN
The Coven of Thryx
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 280

Once Per Battle (Army), Deployment Phase
SPARKS OF PROFANE POTENTIAL: Thryx’s spells are powered by the stolen daemonic essences of the daemons bound to him.

Effect: If the Magister in the Regiment of Renown has been deployed, set up one of the following MANIFESTATIONS within 1" of them:

Your Hero Phase
6
SKILLED SUMMONER: Thryx is a master at manipulating the arcane manifestations of the Change God.

Declare: Pick the Magister in this Regiment of Renown to cast this spell, pick 1 of the MANIFESTATIONS from the list below that is not on the battlefield, then make a casting roll of 2D6:
Effect: If there is already a friendly MANIFESTATION from the list above on the battlefield, it is immediately banished. Then, set up the MANIFESTATION you picked within 1" of the caster and visible to them. If that MANIFESTATION is a Daemonic Simulacrum, it must also be set up more than 9" away from all enemy units.
KEYWORDSSUMMON, SPELL

Once Per Turn (Army), End of Any Turn
FLICKERING WYRDFLAME: These unnatural flames warp and mutate even as they burn and devour.

Declare: Pick an enemy unit that had any damage points inflicted on it this turn by WYRDFLAME SPELL abilities or attacks made with weapons that have the WYRDFLAME weapon ability to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

Your Hero Phase
6
BOLT OF TZEENTCH: This spell manifests as a prismatic beam of raw magic that tears its victims apart in a display of multispectral colour.

Declare: Pick the Magister in this Regiment of Renown to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target.
KEYWORDSWYRDFLAME, SPELL, UNLIMITED


REGIMENT OF RENOWN
Phulgoth’s Shudderhood
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.
REGIMENT OF RENOWN
Phulgoth’s Shudderhood
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
  • 1 Pusgoyle Blightlords
  • 1 Harbinger of Decay
  • 1 Putrid Blightkings

BATTLE PROFILE

Points: 540

Passive
FOG OF DESPAIR: The advance of Phulgoth’s entourage is shrouded by miasmas of concentrated misery.

Effect: Subtract 1 from hit rolls for attacks that target units in this Regiment of Renown while they are wholly within 9" of the Harbinger of Decay in this Regiment of Renown.

Once Per Turn (Army), Any Hero Phase
NAUSEATING CONVALESENCE: Phulgoth and his minions are empowered by the spread of hopelessness and woe.

Effect: Heal (1) each unit in this Regiment of Renown.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.

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

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

The non-HERO BRAYHERD and INFANTRY keywords are used in the following Beasts of Chaos warscrolls:

• Gors
• Ungors
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

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

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

• Gors
• Ungors

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:

• Gors
• Ungors
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).

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

• Cygor
• Ghorgon
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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

• Cygor
• Ghorgon

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

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

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

• Chimera
• Cygor
• Ghorgon

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

Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

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:

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

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.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


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:

• Chimera
Endless Spell
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

• Gors
• Ungors
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

• Gors
• Ungors
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

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

• Gors
• Ungors
Your Movement Phase
BEASTHERD AMBUSH: As the beasts close upon their foes, horn-blasts sound in every direction, signalling the launch of a deadly ambush.

Declare: Pick a friendly BEASTS OF CHAOS unit that is in ambush.

Effect: Set up that unit on the battlefield wholly within 9" of a battlefield edge and more than 9" from all enemy units.

For the rest of the turn, add 1 to charge rolls for that unit.
Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT
Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.

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

Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

4.0 Unbinding Spells
Each WIZARD can use the ‘Unbind’ reaction a number of times per phase equal to their power level. Th is is an exception to The Rules of One (Core Rules, 5.3).

Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
7.2 Banishing Manifestations
All WIZARDS and PRIESTS can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.

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

Endless Spell

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

Endless Spell

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

Endless Spell
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
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