Acidic Vomit
R S AP Special Rules
Acidic vomit N/A 3 -1 Breath Weapon Monster
R S AP Special Rules
Acidic vomit N/A 3 -1 Breath Weapon Monster
The bloodlust of a Minotaur Champion is infectious. When blood is scented, all rational thought is driven from the minds of those around them, replaced with an unquenchable thirst for slaughter.
Whilst this model is Frenzied, any unit it has joined will also become Frenzied.
Many of the Chaos gods’ chosen champions brandish ensorcelled weapons, their heavy, black blades inscribed with dark runes that glow with infernal power.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
So ghastly and unnatural is a Jabberslythe, that a mere glance can drive all sanity and reason from the minds of those that behold it. Wherever such a beast passes, brave souls fall shrieking and babbling in its wake.
During the Command sub-phase of its turn, any enemy unit that is within 8" of this model, including units that are fleeing or that are engaged in combat, must make a Leadership test.
If this test is failed, the unit suffers D3 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
As the Ghorgon rampages through the enemy’s battle line, it feeds hungrily upon its foes. As it does so, its flesh flushes red and wounds re-knit.
During the Command sub-phase of its turn, a Ghorgon that is engaged in combat with one or more units of ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Swallow Whole’ attack. To make a Swallow Whole attack, nominate an enemy unit of regular or heavy infantry that the Ghorgon is engaged in combat with. The unit must immediately make an Initiative test:
• If this test is failed, the Ghorgon grabs a victim from the unit and stuffs them into its gullet. A single model belonging to the target unit is immediately removed from play as a casualty.
• If this test is passed, the warriors manage to avoid the grasping Ghorgon. No one is picked up and the attack has no effect.
Each time an enemy model is removed from play in this way, the Ghorgon recovers a single lost Wound.
Driven by their hatred of civilisation and order, Beastmen Gors fall upon the foe with terrible ferocity, their crude weapons and horned skulls granted strength by the fury of their charge.
During a turn in which it made a charge move of 3" or more, a model with this special rule gains a +1 modifier to its Strength characteristic.
At times, the blood-fuelled frenzy of the Beastmen is so great that they fall upon their foes in a butcherous rage, feeding upon the flesh of the fallen in the heat of battle.
Whilst Frenzied, this model has a +2 modifier to its Attacks characteristic (rather than the usual +1). However, such is this model’s desperate need to feed upon flesh that it rolls only a single D6 when making a Pursuit roll (rather than the usual 2D6).
In the tumult of battle, Beastmen are easily overcome by their primal urges, becoming frenzied with a bloodlust that can only be slaked with an excess of slaughter.
If, when testing to see if it becomes subject to Primal Fury (see page 116), this unit passes its Leadership test with any roll of a natural double, it will also become Frenzied. A unit with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
Carved from the horn of a slain rival, the clarion call of a brayhorn is a chieftain’s summons to any Beastmen who hear it.
From the beginning of round 2 onwards, if your General is on the battlefield during the Command sub-phase of their turn, they may attempt to sound the Brayhorn by making a Leadership test. If this test is passed, you may immediately roll again for each unit of Ambushers in the army that is held in reserve and that did not arrive during the Start of Turn sub-phase of this turn.
Note that this special rule may only be used by a Beastlord or Wargor that has been selected to be the General of the army.
As a crude badge of office, Bray-Shamans often carry a heavy staff hung with bones, shells and skulls, with pieces of stone and metal embedded into its length.
When this model’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must choose to use its Braystaff offensively or defensively. Used offensively, a Braystaff counts as a great weapon. Used defensively, a Braystaff counts as a hand weapon and gives its wielder an Armour Value of 5+.
The very ground itself trembles and shakes beneath the unstoppable thunder of a Minotaur’s charge.
Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -1.
R S AP Special Rules
Cleaver-limbs Combat S -2 Killing Blow, Monster Slayer Monster
A Beastman that sprouts an excessively sharp, large or twisted set of horns is supremely confident in their position at the pinnacle of the Warherd, so obvious are the Dark Gods’ blessings.
Characters only. This character and any unit they have joined gains the Stubborn special rule.
The crude weapons of Beastmen are empowered by their bearer’s primal hatred for the trappings of civilisation.
Whilst subject to Primal Fury, a hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -2.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
counts as hand weapon
Tuskgors and Razorgors bristle with viciously sharp tusks and spines which, when charged into the enemy, can wreak utter devastation.
During a turn in which it charged, the Armour Piercing characteristic of a Tuskgor’s or Razorgor’s tusks (hand weapon) is improved by 1.
Note that this special rule only applies to attacks made by a Tuskgor or Razorgor, not to a chariot or its crew.
This Beastman’s lower incisors have grown into sharp or excessively large tusks with which they gouge savage wounds into the flesh of their enemies.
During the Combat phase, the Armour Piercing characteristic of any weapon used by this model (but not its mount) is improved by 1.
Bray-Shamans are born into magic, and wield it with an instinctive ease. A palpable miasma of fell sorcery surrounds them and when their wrath is roused, reality itself is distorted and maimed. Tree roots twist and writhe at their passing, the undergrowth boils with unholy life and repugnant parasites scurry at their feet.
Centigors are inclined to drink vast quantities of noxious liquor before battle. While this sometimes turns them into berserk fighters, it can also severely incapacitate them.
During the Start of Turn sub-phase of each of your turns, roll on the Drunken table for each unit with this special rule that is not currently Frenzied, that is not engaged in combat and that is not fleeing:
Drunken Table
D6 Result
1 Unsteady: The unit has become somewhat unsteady. Until its next Start of Turn sub-phase, the unit is subject to the Random Movement special rule and its Movement characteristic becomes D6+2.
2-5 Sobering Up: The alcohol has no discernible effect upon the unit.
6 Belligerent Drunks: The unit has turned quite belligerent. Until its next Start of Turn sub-phase, the unit is subject to the Frenzy special rule. A unit with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
The Beastman’s pelt exudes clouds of smokey darkness, hiding them from the eyes of the enemy.
Characters only. Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
Goaded on by their chieftains and shamans, and enraged by the presence of intruders on their bloodgrounds, Beastmen become consumed by a savage fury, tearing apart the hated foe.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is passed, the unit becomes subject to ‘Primal Fury’ until the end of this Combat phase. A unit subject to Primal Fury may re-roll any rolls To Hit of a natural 1.
Beastmen strive to become Champions of Chaos and earn the favour of the Ruinous Powers. But the gods are fickle, and their blessing can be a curse.
During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table:
Gaze of the Gods Table
D6 Result
1 Damned by Chaos: The Champion is beset with visions of the Realm of Chaos. This model becomes subject to the Stupidity special rule for the remainder of the game. If they already have this special rule, they suffer a -1 modifier to their Leadership (to a minimum of 2).
2 Unnatural Quickness: To the Champion, time itself seems to slow around them. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Initiative characteristic (to a maximum of 10).
3 Iron Skin: Beneath their baroque armour, the Champion’s skin becomes like iron. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Toughness characteristic (to a maximum of 10).
4 Murderous Mutation: Long tentacles whip from beneath the Champion’s armour to grasp at their enemies. For the remainder of the game, this model gains a +1 modifier to their Weapon Skill characteristic (to a maximum of 10).
5 Dark Fury: A terrible rage grips the Champion. For the remainder of the game, this model gains a +1 modifier to their Attacks characteristic (to a maximum of 10).
6 Apotheosis: The Champion is blessed with daemonic vitality. For the remainder of the game, this model gains a +1 modifier to both their Strength and Leadership characteristics (to a maximum of 10).
Note that any benefits granted by the Gaze of the Gods apply only to the Champion, not to their mount (should they have one).
The swirling melee of combat is an indistinct blur to the Cygor, confusing and disorientating. Enemies imbued with magic, however, it can see with unearthly clarity.
During the Combat phase, a Cygor may re-roll any failed rolls To Hit made against enemy Wizards, enemy models or units equipped with any magic items, or enemy models or units with a Ward or Regeneration save.
When harmed, a Jabberslythe’s boiling, acidic blood sprays its enemies, burning through their armour and into their flesh.
For each Wound this model loses during the Combat phase, the attacking enemy unit suffers a Strength 4 hit, with an AP of -1.
The Beastman’s skin has encysted, forming a dense layer of crusty natural armour as tough as chainmail.
Models whose troop type is ‘infantry’ only. This model gains the Armoured Hide (1) special rule.
R S AP Special Rules
Hurl attack 12-36" 4 (8) -1 (-3) Bombardment, Cumbersome, Multiple Wounds (D3+1)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule and a 3" blast template. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table). The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
R S AP Special Rules
Slythey tongue 12" 5 -1 Move & Shoot, Quick Shot Monster
The presence of a Cygor is intensely unsettling to any nearby Wizards, for they know Cygors crave their souls above all else.
Any enemy Wizard that wishes to cast a spell whilst within 12" of one or more Cygors must first make a Leadership test. If this test is failed, the Wizard has lost their nerve and, should they fail to cast the spell (i.e., should their casting result be less than the casting value of the spell), the spell has been miscast and the active player immediately rolls on the Miscast table to see what fate befalls the unfortunate Wizard. If this test is passed, the Wizard can continue with their casting attempt as normal.
Some Beastman grow additional arms, allowing them to unleash even more carnage upon the battlefield.
This model (but not its mount) has a +1 modifier to its Attacks characteristic. However, this bonus attack must be made using an ordinary hand weapon.
Beastmen are truly the children of Chaos and, as such, they worship the Gods of Chaos as a pantheon, rarely favouring any one deity above the others.
Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror test.
The Beastman has been blessed by the Gods of Chaos, and its torso bulges with huge muscles.
This model (but not its mount) has a +1 modifier to its Strength characteristic.
Bathed in invigorating lightning, Dragon Ogres are warded against the effects of hostile magic.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile or a Magical Vortex spell. In addition, if a model with this special rule, or the unit it belongs to, suffers one or more hits from Storm Call (see page 104), it becomes ‘Quickened’. A Quickened model has a +1 modifier to both its Initiative and Attacks characteristics. This Quickening lasts until your next Start of Turn sub-phase.
This grotesque gift of the Chaos gods causes the recipient’s skin to constantly ooze with a vile, foul smelling slime.
Any enemy model that directs its attacks against this model or any unit it has joined during the Combat phase suffers a -1 modifier to its rolls To Hit.
The Dark Gods gift some Beastman with acute senses, additional eyes or even extra heads, granting them unnaturally fast reactions.
This model (but not its mount) has a +1 modifier to its Initiative characteristic.
R S AP Special Rules
Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3)
Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Where the creature’s gaze falls, its enemies turn painfully to stone.
At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal)
The Beastman’s horns have twisted into the semblance of a potent daemonic rune. This promise of ascendency to the ranks of Daemonhood fills its followers with courage.
Beastman Chieftains only. Unless this character is fleeing, friendly Bestigor, Gor and Ungor Herds gain a +1 modifier to their Leadership characteristic whilst within this character’s Command range (to a maximum of 10).
Where the creature’s gaze falls, its enemies turn painfully to stone.
At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
The oldest Dragon Ogres are able to summon storms and call lightning down from the heavens.
This model can cast the following Bound spell, with a Power Level of 1.
This model can cast this Bound spell even if it is engaged in combat:
Type: Magic Missile
Casting Value: 7+
Range: Self
Effect: If this Bound spell is cast, all units within 6" of this model (friend or foe), including units engaged in combat and this model, suffer D3 Strength 4 hits, each with an AP of -1.
R S AP Special Rules
Troll vomit Combat 3 -2 -
Notes: A Chaos Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.