0% found this document useful (0 votes)
190 views13 pages

Hombres Bestia

Servants of Chaos take many forms in the Gnarlwood, from daemonic horrors and fur-clad barbarians to towering Ogroid Myrmidons that delight in tearing their foes to shreds. Allies such as the single-minded Fomoroid Crusher, a living siege engine, prove useful for tearing paths through the dense forest. Worshippers include diverse tribes and cults seeking to earn favor with the Dark Gods through violence and depravity within the wilderness of the Ravening Ruin.

Uploaded by

elver galinda
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
190 views13 pages

Hombres Bestia

Servants of Chaos take many forms in the Gnarlwood, from daemonic horrors and fur-clad barbarians to towering Ogroid Myrmidons that delight in tearing their foes to shreds. Allies such as the single-minded Fomoroid Crusher, a living siege engine, prove useful for tearing paths through the dense forest. Worshippers include diverse tribes and cults seeking to earn favor with the Dark Gods through violence and depravity within the wilderness of the Ravening Ruin.

Uploaded by

elver galinda
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 13

AGENTS

OF CHAOS
From nightmarish daemons to twisted mutants and hulking champions of ruin, many servants of the Dark
Gods have journeyed to the Gnarlwood, determined to dominate and despoil this savage land in the name of
their dreadful masters. Woe betide those who stand in their way.

Worshippers of the Ruinous Powers have been sighted The Bloodbound of Khorne exult in the violent surges
within the sweltering depths of the Gnarlwood, of the Gnarlwood, where there are plenty of worthy
carving a bloody path through the forest towards skulls – of monsters and men alike – to be reaped.
Talaxis itself. The majority of these agents are Worshippers of Tzeentch cast an avaricious eye upon
mortals who, having damned their souls for eternity the eldritch treasures and magical secrets contained
by entering into dark pacts with the Chaos Gods, within the vaults of Talaxis, while the putrid servants
now seek to earn unnatural power by pleasing of Nurgle see the sweltering Gnarlwood as the perfect
their merciless patrons with acts of unrestrained incubator for their holy plagues. The Maggotkin
brutality. From savage beastmen to armour-clad take a cultivator’s joy in seeding foulness into the
Chaos warriors, depraved hedonists to devious skaven rampant flora of the Gnarlwood, watching in delight
assassins, all manner of ambitious and ruthless killers as hideous, pus-dribbling forms emerge from
can be found in the service of the Ruinous Powers. glistening pods. Somewhat rarer are the Hedonites of
None have a shred of mercy left in their rotten souls. Slaanesh, for many of these pleasure-seekers find this
In their wake, they leave the butchered corpses of their environment terribly base and ugly for their tastes. Yet
foes and blasphemous totems erected in the honour of there are always those Hedonites that seek to indulge
whatever dread deity they choose to worship. their bestial side to excess.

CHAOS FACTION RUNEMARKS

Chaos

Beasts of Blades of Blades of Disciples of Disciples of Maggotkin Maggotkin Hedonites


Chaos Khorne: Khorne: Tzeentch: Tzeentch: of Nurgle: of Nurgle: of Slaanesh:
Daemons Bloodbound Daemons Arcanites Daemons Rotbringers Daemons

Hedonites Skaven Slaves to Iron Untamed Corvus Tarantulos Darkoath


of Slaanesh: Darkness Golem Beasts Cabal Brood Savagers
Sybarites

Cypher The Splintered Scions of Spire


Lords Unmade Fang the Flame Tyrants

All must burn, for the Dark Gods demand it to be so!


The Beasts of Chaos have long thrived in the primordial wicked edges of their grandaxes gleaming in the
wilderness of Thondia, erecting their towering darkness, marching alongside fur-clad barbarians and
herdstones and surging forth across the plains to raid mutated monsters.
and maraud. It is not uncommon to see them abroad
in the Gnarlwood, nor to hear their demented braying Worshippers of the Chaos Gods are diverse in
in the depths of the great forest. All signs of civilised appearance and culture. Within the Eightpoints – the
life are despised by the beastmen, though they reserve heart of Archaon the Everchosen’s dominion of Chaos
a particular hatred for the temples of the Seraphon, – there exist thousands of tribes, warbands and cults.
which radiate an aura of purity and order that is Names such as the Iron Golem, the Tarantulos Brood
entirely anathema to these manifestations of anarchy. and the Spire Tyrants are known and feared across
this hellish land. Each of these warbands worships
Nowhere in the Mortal Realms is entirely free of the a different master, sometimes an aspect of one of
presence of skaven, for these malevolent and cunning the Dark Gods, other times a lesser daemonic entity
ratmen can find a way into any bastion, no matter the offering power in exchange for servitude. Some have
quality of its defences. Swarming, scab-furred bodies found their way to the Gnarlwood and seek to earn
pour through hidden tunnels into the Gnarlwood, the favour of their dark patrons by ransacking the
led by warlords that have caught wind of the Legend Ravening Ruin.
of Talaxis and whose whiskers quiver at the prospect
of plunder. More terrible than even the most black-hearted
mortal worshippers of the Ruinous Pantheon are
Savage tribes of Chaos worshippers can be found the daemons. These infernal creatures are formed
across the continent of Thondia, raiding and from the pure essence of a Chaos God, now loosed
slaughtering any who deny the primacy of the Dark upon reality to kill and despoil. Though they cannot
Gods. Many have ventured into the Gnarlwood, endure in the Mortal Realms indefinitely, slaughter
seeking either to deface the monuments of the and suffering empowers these beings, strengthening
Seraphon or else capture some of their hated cold- their connection to the physical world – and there
blooded foes to torture and sacrifice. Stomping is no shortage of torment and despair to be found
through the forest come armoured brutes, the in the Gnarlwood.

Th e s e r va n ts o f C h a o s ta k e m a n y fo r m s , f r o m w i n g e d h o r r o r s a n d f u r - c la d
b a r b a r ia n s to to we r i n g O g r o id M y r m ido n s t h a t de l ig h t i n te a r i n g t h e i r fo e s to s h r e ds .

2
ALLIES OF CHAOS
Many monstrous creatures of Chaos are blessed with a cruel sentience, a predatory cunning that renders them
particularly dangerous. Ambitious champions may bargain with such creatures in an attempt to make use of their
formidable might – a risk worth taking, despite the potential for gruesome injury or death.

FOMOROID CRUSHER FOMOROID CRUSHER ABILITIES


Fomoroid Crushers are living siege engines filled with
a single-minded desire to demolish and destroy. Once, [Reaction] Unthinking Destruction: A fighter can
make this reaction after an enemy fighter finishes
the fomoroids were masons and artisans possessed of
a move action on an open platform and within 3"
great skill, until they were conquered and leashed to the horizontally and 5" vertically of this fighter. The
service of Archaon the Everchosen. Branded with runes controlling player for each fighter within 1/2" of the
of domination that rob them of any sensation beyond the edge of that platform must take a falling test, and on
need to pulverise all in their path, they are now used as a roll of 1 or 2 that fighter falls.
tools of unthinking destruction, loosed upon those of the
Everchosen’s foes who think to hide behind fortifications. [Double] Bloody Trophy: A fighter can only use this
ability if an enemy fighter has been taken down by an
Swinging chunks of stone or crude masonry tools,
attack action made by them this activation. Add one
they crush and splatter their foes to paste. Sometimes, wild dice to your saved wild dice.
these creatures are granted to promising warbands or
aspiring champions, and they have proven especially [Double] Hurl Masonry: A fighter can only use this
useful for tearing a path through the thick undergrowth ability if they are within 1" of an obstacle. Pick a
of the Gnarlwood. visible enemy fighter within 8" of this fighter and roll
a dice. On a roll of 2-4, allocate 1 damage point to that
fighter. On a roll of 5+, allocate a number of damage
FO M OROID points to that fighter equal to the value of this ability.
C RUS HE R 260
[Triple] Rampaging Charge: Until the end of this
fighter’s activation, the next time this fighter finishes
1 3 6 4/8 a move action within 1" of an enemy fighter, pick
a visible enemy fighter within 1" of this fighter.
Allocate a number of damage points to that fighter
5 6 35
equal to the value of this ability.

OGROID MYRMIDON OGROID MYRMIDON ABILITIES


Ogroid Myrmidons are hulking monsters that have
[Reaction] Test of Skill: A fighter can make this
devoted themselves utterly to mastering the martial
reaction after they are targeted by a melee attack
disciplines. Despite their size, they wield their weapons action but before the hit rolls are made. If each hit
with tremendous skill, striking out with spiked shields roll from that attack action results in a miss, allocate
to send enemies stumbling backwards before delivering 10 damage points to the attacking fighter.
mighty, impaling thrusts with their spears. Should they be
wounded, they become even more ferocious as the runes [Double] Berserk: A fighter can only use this ability
across their bodies glow with hellish power. Myrmidons if 20 or more damage points have been allocated
to them. Add 3 to the Attacks characteristic of the
are often prized as pit-fighters or overseers by Chaos next melee attack action made by this fighter in
warlords and can be sighted in many war-torn regions this activation.
of the Mortal Realms, accompanying heathen raiders on
missions of slaughter or destruction.
[Triple] Arcane Fury: Until the end of this fighter’s
activation, add the value of this ability to the damage
O G ROID points allocated to enemy fighters by each critical hit
MYRM ID ON 265 from melee attack actions made by this fighter.

2 3 5 4/8 [Triple] Blood Marshal: Pick a visible friendly


fighter within 4" of this fighter. Allocate 1 damage
point to that fighter. If that fighter is not taken down,
5 6 30 they can make a bonus melee attack action.

3
MINDSTEALER SPHIRANX MINDSTEALER SPHIRANX ABILITIES
The Eightpoints are stalked by all manner of unsettling
[Reaction] Spiteful Reprisal: A fighter can make this
beasts, but few are as sinister as the Mindstealer
reaction after they are targeted by an attack action
Sphiranxes. Once denizens of Hysh who served the but before the hit rolls are made. For each hit roll
Archmage Teclis, avarice and bitterness proved their from that attack action that misses, reduce the value
undoing, and they struck a terrible bargain that saw of one of the attacker’s controlling player’s [doubles],
them banished from the Ten Paradises and forced to ally [triples] or [quads] to 1.
with the Dark Powers of Chaos. Though a Mindstealer’s
claws are sharp and its leonine body swift, its true power [Double] Telepathic Threatening: Pick an enemy
comes from the third eye upon its forehead. With this fighter within a number of inches of this fighter equal
mystic orb, a Sphiranx can stare into the minds of its to the value of this ability and roll a dice. On a roll
foes, plundering knowledge – over which it obsesses – or of 3+, until the end of the battle round, that fighter
cannot make move actions or disengage actions.
crushing the enemy’s will to fight, leaving them easy prey
for the spiteful beast.
[Triple] Dominate Mind: Pick a visible enemy
fighter within 6" of this fighter and roll a number of
MIND STE ALE R dice equal to the value of this ability. For each roll of
SPHIR ANX 260 2-5, allocate 1 damage point to that fighter. For each
roll of 6, allocate 3 damage points to that fighter.

1 4 5 2/5 [Quad] Charm: Pick a visible enemy fighter within


a number of inches of this fighter equal to the value
of this ability. That fighter cannot activate or make
8 5 30 reactions in this battle round.

E ve n t h e m ig h t ie s t wa r r io r s s h o u ld b e wa r e a Mi n ds te a le r S p h i r a n x , fo r t h is a r c a n e
b e a s t c a n do m i n a te t h e m i n ds o f le s s e r m o r ta ls a n d m a k e t h e m i ts w il li n g t h r a l ls .

4
MONSTERS OF CHAOS
The raw, mutating power of Chaos has given rise to an endless and horrific variety of monsters and fearsome
creatures. Though these beasts can be dominated and controlled, any champion wishing to do so must beware, for
their souls are as black as any daemon’s and they should never be underestimated.

CHIMERA CHIMERA ABILITIES


A particularly grotesque and deadly example of Chaos
mutation is the Chimera, a three-headed amalgamation of
bestial body parts known for its unrelenting aggression. [Double] Tail Whip: Pick a visible
enemy fighter within 3" of this fighter
and roll a dice. On a roll of 4+, allocate 3
CHIMER A 390 damage points to that fighter.

2 6 6 ✹/✹
[Triple] Leonine Roar: Until the end
of the battle round, subtract 1 from the
✹ 4 45 Attacks characteristic (to a minimum
of 1) of attack actions made by enemy
fighters while they are within 6" of
DAMAGE TABLE this fighter.

D a m a g e P o i n t s A l l o c at e d Mov e Da m ag e
0 -10 12 5/10 [Quad] Draconic Head’s Fiery Breath:
11- 2 0 10 4 /8 Allocate a number of damage points
equal to the value of this ability to
21-30 8 3 /6
all visible enemy fighters within 4" of
31-4 0 6 2 /4 this fighter.
41-4 4 4 1 /2

SLAUGHTERBRUTE SLAUGHTERBRUTE ABILITIES


To witness a Slaughterbrute in battle is to see wrath given
form. These raging beasts can only be controlled by ritual
[Double] Mighty Jaws: Pick a visible
blades plunged into their spine – and should this leash enemy fighter within 1" of this fighter
slip, the violence that follows must be seen to be believed. and roll a number of dice equal to the
value of this ability. For each roll of 3+,
allocate 1 damage point to that fighter.
S LAU GH TE R BR UTE 370

[Double] Rampaging Charge: Until the


2 5 4 ✹/✹ end of this fighter’s activation, the next
time this fighter finishes a move action
within 1" of an enemy fighter, pick a
✹ 4 50 visible enemy fighter within 1" of this
fighter. Allocate a number of damage
points to that fighter equal to the value of
DAMAGE TABLE this ability.
D a m a g e P o i n t s A l l o c at e d Mov e Da m ag e
0 -10 8 4 /8
11- 2 0 7 4 /6 [Triple] Beast Unbound: This fighter
21-30 6 3 /6
makes a bonus attack action or a bonus
move action.
31-4 0 5 3 /4
41-49 4 2 /4

5
CHAOS GARGANT CHAOS GARGANT ABILITIES
Many gargants stray into lands redolent with Chaos
energies and are slowly corrupted in mind and body. [Double] Drunken Stagger: Roll
Descending into a state of mindless savagery, these Chaos a number of dice equal to the value
Gargants rampage across the realms, trampling and of this ability. Until the end of this
fighter’s activation, for each roll of 1,
devouring anything unfortunate enough to lie in their
subtract 1 from this fighter’s Move
path. It is a brave warlord indeed who attempts to bind
characteristic (to a minimum of 1), then
such a living engine of destruction into their service. for each roll of 2+, add 1 to this fighter’s
Move characteristic.
CHAO S GAR GANT 315 [Triple] Mighty Kick: Until the end
of this fighter’s activation, the next
time this fighter finishes a move action
2 4 5 ✹/✹ within 1" of an enemy fighter, pick a
visible enemy fighter within 1" of this
✹ 4 45 fighter. Allocate a number of damage
points to that fighter equal to the value
of this ability.
DAMAGE TABLE
D a m a g e P o i n t s A l l o c at e d Mov e Da m ag e [Quad] Vicious ’Eadbutt: Pick a visible
enemy fighter within 1" of this fighter
0 -10 6 4 /8
and roll a number of dice equal to the
11- 2 0 5 4 /6 value of this ability. For each roll of 3+,
21-30 4 3 /6 allocate a number of damage points
to that fighter equal to the value of
31-4 0 3 3 /4
this ability.
41-4 4 2 2 /4

GHORGON GHORGON ABILITIES


Swollen with the cursed bloodgreed, Ghorgons eviscerate
the foe with swings of their huge bladed limbs. These
towering titans are said to be descended from ancient
tribes of beastmen whose unending hunger drove them to [Double] Roaring Charge: Add 3 to this
cannibalism, causing them to grow ever larger and more fighter’s Move characteristic for their
terrifying. Even in combat, Ghorgons are filled with an next move action in this activation.
insatiable urge to feed, gulping down those warriors who
present the tastiest morsels.

G H O RGON 330
[Triple] Slavering Maw: Pick a visible
enemy fighter within 1" of this fighter
2 5 6 ✹/✹ and roll a number of dice equal to the
value of this ability. For each roll of 4+,
✹ 4 50 allocate 3 damage points to that fighter.

DAMAGE TABLE
D a m a g e P o i n t s A l l o c at e d Mov e Da m ag e
[Quad] Ravenous Bloodgreed: This
0 -10 6 4 /10 fighter can make a bonus move action up
11- 2 0 5 4 /8 to a number of inches equal to the value
of this ability. Then, this fighter can
21-30 4 3 /8
make a bonus attack action.
31-4 0 3 3 /6
41-49 2 2 /6

6
CYGOR CYGOR ABILITIES
Cygors are malformed giants that hunger for raw magic
and whose eyes have congealed into a single orb in the
centre of their skull. So attuned are they to eldritch [Double] Rip and Tear Masonry: This
energies that they can sense the magic-soaked souls fighter can only use this ability if they
of wizards, swiftly snatching up and devouring the are within 1" of an obstacle. If this fighter
is empty-handed (see below), they are no
unfortunate mages along with any spells they manage
longer empty-handed.
to cast. Cygors often carry chunks of enchanted, rune-
marked stone, which they hurl with devastating accuracy.
[Triple] Hurl Boulder: This fighter
CYG O R can only use this ability if they are not
310 empty-handed (see below). At the start
of the battle, this fighter is not empty-
handed. Pick a visible enemy fighter
2 4 4 ✹/✹ within 15" of this fighter and roll a
number of dice equal to the value of
✹ 4 50 this ability. For each roll of 4+, allocate
5 damage points to that fighter. After
using this ability, this fighter is said to
be empty-handed.
DAMAGE TABLE
D a m a g e P o i n t s A l l o c at e d Mov e Da m ag e
0 -10 6 4 /8 [Quad] Soul-eater: Roll a dice for each
enemy fighter within 6" of this fighter.
11- 2 0 5 4 /6
On a roll of 4+, allocate 3 damage points
21-30 4 3 /6 to the fighter being rolled for and remove
31-4 0 3 3 /4 3 damage points allocated to this fighter.
41-49 2 2 /4

MUTALITH VORTEX BEAST MUTALITH VORTEX BEAST ABILITIES


Few creatures are more bizarre or terrifying than a
Mutalith Vortex Beast. These tentacled abominations [Double] Maw Tentacles: Pick a visible
are capable of opening a gateway directly to the Realm enemy fighter within 6" of this fighter.
of Chaos, subjecting those nearby to waves of mutative That enemy fighter makes a bonus move
power. These luckless souls find their flesh running action directly towards this fighter, as if
like wax, transforming them into twisted, nightmarish they were jumping, a number of inches
mockeries of their former selves. equal to the value of this ability. When
doing so, they can move away from
MUTALITH VORTE X enemy fighters within 1" at the start of
B EAST 320 that move action.

1 4 4 ✹/✹ [Triple] Mutant Regeneration: Roll a


number of dice equal to the value of this
ability. For each roll of 4+, remove up to
✹ 4 50
3 damage points allocated to this fighter.

DAMAGE TABLE
[Quad] Aura of Mutation: Allocate
D a m a g e P o i n t s A l l o c at e d Mov e Da m ag e
3 damage points to all visible enemy
0 -10 8 4 /8 fighters within 3" of this fighter. In
11- 2 0 7 4 /6 addition, roll a dice for each visible
enemy fighter within 3" of this fighter.
21-30 6 3 /6 On a roll of 6, that fighter cannot
31-4 0 5 3 /4 activate this battle round.
41-49 4 2 /4

7
HELL PIT ABOMINATION HELL PIT ABOMINATION ABILITIES
Seen by the fleshcrafters of the Clans Moulder as the
pinnacle of their repulsive craft, a Hell Pit Abomination is
a living mountain of misshapen flesh and rusted sutures.
[Double] Regenerating Monstrosity:
It lollops and rolls across the battlefield, crushing and Roll a number of dice equal to the value
tearing in a deranged frenzy. Even when this horrendous of this ability. For each roll of 4+, remove
monster is cut down, the horror is not over as swarms of up to 3 damage points allocated to
flesh-eating rats spill from its innards, falling upon those this fighter.
warriors who slew their host.

HELL P IT
AB O M INATION 350 [Triple] Avalanche of Flesh: Until the
end of this fighter’s activation, the next
time this fighter finishes a move action
2 5 4 ✹/✹ within 1" of an enemy fighter, pick a
visible enemy fighter within 1" of this
fighter. Allocate a number of damage
✹ 4 55 points to that fighter equal to the value of
this ability.

DAMAGE TABLE
D a m a g e P o i n t s A l l o c at e d Mov e Da m ag e [Quad] Too Horrible to Die: Until the
0 -10 6 4 /10 end of the battle round, after each melee
attack action that targets this fighter,
11- 2 0 5 4 /8
roll 3 dice. For each roll of 5+, allocate 3
21-30 4 3 /8 damage points to the fighter that made
31-4 0 3 3 /6 the attack action.

41- 54 2 2 /6

He l l P i t A b o m i n a t io n s c r a s h t h e i r wa y t h r o u g h t h e G n a r l wo o d , s q u a s h i n g a n y t h i n g
u n fo r t u n a te e n o u g h to l ie i n t h e i r p a t h i n to b lo o d y p a s te .

8
THRALLS OF CHAOS
Warped and twisted by the energies of Chaos, many lesser predators and scavengers can be found across the Mortal
Realms, picking over carrion or preying upon the weak. Though individually such creatures are no more than a
minor threat, when they group together, they can overwhelm even the most formidable warrior.

CHAOS THRALLS ABILITIES


FU RY 95
[Reaction] The Master’s Voice: A fighter
can make this reaction after an enemy
fighter finishes a move action within 3"
1 3 3 1/2
of a friendly fighter with the Hero ( )
runemark. This fighter makes a bonus 8 3 8
move action. After that move action that
fighter must be within 1" of the enemy
fighter that made the move action. Then,
this fighter makes a bonus attack action. CHAO S WARH O U N D 85

[Double] Outrunner of Chaos: Add 3 1 3 3 1/3


to this fighter’s Move characteristic for
their next move action in this activation. 8 3 10

[Triple] Cower: Until the end of the


battle round, count each critical hit from RAPTORY X 85
attack actions that target this fighter as a
hit instead.
1 3 4 1/4
[Triple] Crazed Flock: Until the end of
this fighter’s activation, for each other
5 4 12
friendly fighter within 3" of this fighter
that has the same runemarks as this
fighter, add 1 to the Attacks and Strength
characteristics of melee attack actions
CHAO S S PAW N 170
made by this fighter.

[Triple] Writhing Tentacles: Add


1 4 4 2/4
the value of this ability to the Attacks
characteristic of the next melee
attack action made by this fighter in 5 4 30
this activation.

[Triple] Uncontrollable Stampede:


Until the end of this fighter’s activation, RAZORGOR 205
the next time this fighter finishes a move
action within 1" of an enemy fighter, pick
a visible enemy fighter within 1" of this 1 4 4 2/5
fighter. Allocate a number of damage
points to that fighter equal to the value of
this ability. 8 4 25

9
BEASTS OF CHAOS
The Beasts of Chaos are savage, malevolent beings that dwell in the wild places of the realms and believe themselves
to be the purest embodiment of anarchy and ruin. When roused to a killing frenzy, they sweep across the land in
vast, despoiling hordes, tearing down cities and indulging their bestial bloodlust through acts of terrible slaughter.

BEASTS OF CHAOS FIGHTER ABILITIES BEASTS OF CHAOS HERO ABILITIES

[Reaction] Brute Resilience: A fighter can [Double] Rip, Gore and Tear!: A fighter
make this reaction when they are targeted can only use this ability if an enemy fighter
by a melee attack action but before the has been taken down by an attack action
hit rolls are made. Subtract 1 from the made by them this activation. This fighter
damage points allocated to this fighter makes a bonus move action or a bonus
by each hit from that attack action (to a attack action.
minimum of 1).
[Double] Devolve: Pick a visible enemy
fighter within 6" of this fighter. That
[Double] Brayherd Ambush: A fighter can enemy fighter makes a bonus move action
only use this ability if it is the first battle directly towards this fighter, as if they were
round. This fighter can make a bonus move jumping, a number of inches equal to the
action up to a number of inches equal to value of this ability. When doing so, they
the value of this ability. can move away from enemy fighters within
1" at the start of that move action.

[Double] Bloodgorge: A fighter can only [Triple] Grisly Trophy: A fighter can only
use this ability if an enemy fighter has been use this ability if an enemy fighter has
taken down by an attack action made by been taken down by an attack action made
them this activation. Remove a number of by them this activation. Until the end
damage points allocated to this fighter up of the battle round, add 1 to the Attacks
to the value of this ability. characteristic of melee attack actions made
by visible friendly fighters while they are
within 9" of this fighter.
[Triple] Petrifying Gaze: Pick a visible
enemy fighter within 8" of this fighter [Quad] Empowering Lightning: Remove
and roll a dice. On a roll of 2+, allocate a a number of damage points up to the value
number of damage points to that fighter of this ability allocated to each friendly
equal to the roll. In addition, until the end fighter with both the Beasts of Chaos ( )
of the battle round, subtract 1 from the faction runemark and the Destroyer ( )
Move characteristic of that fighter (to a runemark within 9" of this fighter.
minimum of 1).

[Triple] Bestial Charge: Until the end of


this fighter’s activation, the next time this
fighter finishes a move action within 1"
of an enemy fighter, pick a visible enemy
fighter within 1" of this fighter. Allocate a
number of damage points to that fighter
equal to the value of this ability.

[Triple] Volley of Arrows: Add half the


value of this ability (rounding up) to the
Attacks characteristic of the next missile
attack action made by this fighter in
this activation.

[Triple] Bring Down the Storm: Pick a


visible enemy fighter within 20" of this
fighter and roll a dice. On a roll of 2+,
allocate a number of damage points to that
fighter equal to the value of this ability.
B e a s t lo r d G o u ge- h o r n

11
BEASTS OF CHAOS WILD STALKERS
G REAT U N GOR RAI D ER
B RAY- S H AM AN 145 HAL FH ORN 120

3-7 2 3 3/6 3-15 2 3 1/3

2 3 3 1/4 5 4 20 1 3 3 2/4 5 3 12

B EASTLORD 180 GO U GE-H ORN 155

1 5 4 2/4 1 4 4 2/5

5 4 22 5 4 16

BLO OD KI NE WITH
D O O M BU LL 280 PAI RE D BU LLGOR AX E S 245

1 4 5 3/8 1 5 5 2/5

5 4 38 5 4 35

DRAGON O GOR BLO OD KI NE WITH


S HAGGOTH 260 BU LLGOR GRE AT AX E 235

2 3 5 3/6 1 3 5 3/8

6 4 35 5 4 35

B L O O D K I N E W ITH
FO E-R E NDE R 140
BULLGOR AXE AND
215
B U L L S HI E L D

1 4 4 2/4 1 3 5 2/5

5 4 15 5 5 35

UNG OR H ALFH OR N 95 GOREH O OF 185

1 3 3 2/4 2 3 4 2/4

5 4 12 10 4 22

12
G O R W IT H G O R BL AD E UN G O R W ITH UN G O R
A ND B E AST S H I E L D 65 B L A D E A N D HA L F- S HI E L D 60

1 2 3 1/3 1 2 3 1/3

5 4 10 5 4 8

G O R WITH PA IR OF
G O R BLADE S 60 U N GOR RAI D ER 90

1 3 3 1/3 3-15 2 3 1/3

5 3 10 1 2 3 1/3 5 3 8

UNGO R W IT H G N ARL ED
S H O RTS P EAR AN D
60 B ESTI GOR 100
HALF‑S HI EL D

2 2 3 1/4 1 3 4 2/4

5 4 8 5 4 12

U n g o r w i t h G n a r le d B e s t ig o r G o r w i t h Pa i r o f
S h o r ts p e a r a n d Ha l f-s h ie ld G o r B la de s

13
DRAGO N O G OR W IT H BU LLGO R WITH
PAIRE D AN C I EN T
WE AP O N S 210 BU LLGO R GRE AT AX E 195

1 5 4 2/4 1 3 5 3/6

6 4 30 5 4 30

DRAG O N O G O R W IT H B U L L G O R W ITH B U L L G O R
DRAC O N I C WAR- G L AI V E 205 A XE A N D B U L L S HI E L D 175

2 4 4 2/5 1 3 5 2/4

6 4 30 5 5 30

DRAG O N O G O R W IT H
DRAC O N I C C R U S H E R 200 CEN TI GOR 120

1 3 4 3/6 2 2 4 1/4

6 4 30 10 4 18

B U LLG O R W IT H
PA IRE D BU L L G O R AX E S 185 C O CK ATRI CE 250

1 4 5 2/4 1 4 4 2/5

5 4 30 10 4 30

B u l lg o r w i t h B u l lg o r G r e a t A x e

14

You might also like