Beastmen Brayherds

Named Characters
Characters
Core
Special
Rare
Models

Magic Weapons
Magic Armour
Magic Standards
Enchanted Items
Arcane Items
Talismans
Equipment

Special Rules

Named Characters

Ghorros Warhoof, Sire of a Thousand Young

MWSBSSTWIALdPoints
Ghorros Warhoof853543448155
Troop Type
Heavy cavalry (named character)
Base Size
30 x 60 mm
Unit Size
1

Command

Default Equipment

Special Rules

Kralmaw, The Prophet of Ruin

MWSBSSTWIALdPoints
Kralmaw, the Prophet of Ruin533454328245
Troop Type
Regular infantry (named character)
Base Size
30 x 30 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Characters

Beastlord

MWSBSSTWIALdPoints
Beastlord563553548115
Troop Type
Heavy Infantry
Base Size
25 x 25 mm
Unit Size
1

Armour [pick 0-1]

Command

Mount [pick 0-1]

Unit Options

Weapons [pick 0-1]

Other Options

Default Equipment

Special Rules

Bray-Shaman

MWSBSSTWIALdPoints
Bray-Shaman54334231765
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Mount [pick 0-1]

Unit Options

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Centigor Chieftain

MWSBSSTWIALdPoints
Warhoof85354334775
Troop Type
Light cavalry (character)
Base Size
30 x 60 mm
Unit Size
1

Armour [pick 0-1]

Command

Melee Weapons [pick 0-1]

Ranged Weapon [pick 0-1]

Unit Options

Other Options

Default Equipment

Special Rules

Doombull

MWSBSSTWIALdPoints
Doombull663655558210
Troop Type
Monstrous Infantry
Base Size
50 x 50 mm
Unit Size
1

Armour [pick 0-1]

Command

Weapons [pick 0-1]

Other Options

Default Equipment

Special Rules

Gorebull

MWSBSSTWIALdPoints
Gorebull653554447130
Troop Type
Monstrous Infantry
Base Size
50 x 50 mm
Unit Size
1

Armour [pick 0-1]

Command

Weapons [pick 0-1]

Other Options

Default Equipment

Special Rules

Great Bray-Shaman

MWSBSSTWIALdPoints
Great Bray-Shaman553453428150
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Mount [pick 0-1]

Unit Options

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Restrictions

Wargor

MWSBSSTWIALdPoints
Wargor55345243755
Troop Type
Heavy Infantry
Base Size
25 x 25 mm
Unit Size
1

Armour [pick 0-1]

Command [pick 0-1]

Mount [pick 0-1]

Unit Options

Weapons [pick 0-1]

Other Options

Default Equipment

Special Rules

Core

Bestigor Herds

MWSBSSTWIALdPoints
Bestigor54344141713
Gouge-horn543441428-
Troop Type
Heavy Infantry
Base Size
30 x 30 mm
Unit Size
5+

Command

Other Options

Default Equipment

Special Rules

Restrictions

Chaos Warhounds

MWSBSSTWIALdPoints
Chaos Warhound7403313166
Troop Type
War Beast
Base Size
25 x 50 mm
Unit Size
5+

Options

Default Equipment

Special Rules

Gor Herds

MWSBSSTWIALdPoints
Gor5423413167
True-horn542341327-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Equipment [pick 1, required]

Command

Equipment

Other Options

Default Equipment

Special Rules

Restrictions

Minotaur Herds

MWSBSSTWIALdPoints
Minotaur64354333744
Bloodkine643543347-
Troop Type
Monstrous Infantry
Base Size
50 x 50 mm
Unit Size
2+

Command [pick 0-1]

Weapons [pick 0-1]

Special Rules

Other Options

Default Equipment

Special Rules

Restrictions

Razorgor Herds

MWSBSSTWIALdPoints
Razorgor73055324652
Troop Type
War Beast
Base Size
50 x 75 mm
Unit Size
1+

Default Equipment

Special Rules

Tuskgor Chariots

MWSBSSTWIALdPoints
Tuskgor Chariot---544---85
Bestigor Crew-434--417-
Gor Crew-433--317-
Troop Type
Heavy Chariot
Base Size
50 x 100 mm

Other Options

Default Equipment

Ungor Herds

MWSBSSTWIALdPoints
Ungor5333313155
Half-horn533331326-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Equipment [pick 1-2, required]

Command

Other Options

Default Equipment

Special Rules

Restrictions

Special

Bestigor Herds

MWSBSSTWIALdPoints
Bestigor54344141713
Gouge-horn543441428-
Troop Type
Heavy Infantry
Base Size
30 x 30 mm
Unit Size
5+

Command

Other Options

Default Equipment

Special Rules

Restrictions

Centigor Herds

MWSBSSTWIALdPoints
Centigor84344121617
Gorehoof853441228-
Troop Type
Light Cavalry
Base Size
30 x 60 mm
Unit Size
5+

Equipment [pick 0-1]

Throwing Weapon [pick 0-1]

Command

Other Options

Default Equipment

Special Rules

Restrictions

Chaos Ogres

MWSBSSTWIALdPoints
Chaos Ogre63244323733
Champion632443247-
Troop Type
Monstrous Infantry
Base Size
40 x 40 mm
Unit Size
3-15

Equipment [pick 0-1]

Mark of Chaos [pick 1, required]

Command

Default Equipment

Special Rules

Cockatrice

MWSBSSTWIALdPoints
Cockatrice445454666170
Troop Type
Monstrous Creature
Base Size
50 x 50 mm
Unit Size
1

Other Options

Default Equipment

Special Rules

Cygor

MWSBSSTWIALdPoints
Cygor721656348215
Troop Type
Behemoth
Base Size
60 x 100 mm
Unit Size
1

Default Equipment

Special Rules

Dragon Ogres

MWSBSSTWIALdPoints
Dragon Ogres74254423859
Shartak742544248-
Troop Type
Monstrous Cavalry
Base Size
50 x 75 mm
Unit Size
1-9

Armour [pick 1, required]

Equipment [pick 0-1]

Command

Default Equipment

Special Rules

Ghorgon

MWSBSSTWIALdPoints
Ghorgon740666459245
Troop Type
Behemoth
Base Size
60 x 100 mm
Unit Size
1

Default Equipment

Special Rules

Restrictions

Harpies

MWSBSSTWIALdPoints
Harpy53033152611
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Default Equipment

Special Rules

Herdstone

MWSBSSTWIALdPoints
Herdstone---------100
Troop Type
Special Feature
Base Size
108 x 108 mm
Unit Size
1

Default Equipment

Special Rules

Restrictions

Jabberslythe

MWSBSSTWIALdPoints
Jabberslythe644555359195
Troop Type
Monstrous Creature
Base Size
60 x 100 mm
Unit Size
1

Default Equipment

Special Rules

Minotaur Herds

MWSBSSTWIALdPoints
Minotaur64354333744
Bloodkine643543347-
Troop Type
Monstrous Infantry
Base Size
50 x 50 mm
Unit Size
2+

Command [pick 0-1]

Weapons [pick 0-1]

Special Rules

Other Options

Default Equipment

Special Rules

Restrictions

Preyton

MWSBSSTWIALdPoints
Preyton650554546160
Troop Type
Monstrous Creature
Base Size
50 x 75 mm
Unit Size
1

Other Options

Default Equipment

Special Rules

Razorgor Chariots

MWSBSSTWIALdPoints
Razorgor Chariot---554---120
Bestigor Crew-434--417-
Gor Crew-433--317-
Razorgor73-5--24--
Troop Type
Heavy Chariot
Base Size
50 x 100 mm

Other Options

Default Equipment

Rare

Chaos Giants

MWSBSSTWIALdPoints
Chaos Giant6316662*10200
Troop Type
Behemoth
Base Size
50 x 50 mm
Unit Size
1

Other Options

Default Equipment

Special Rules

Chaos Spawn

MWSBSSTWIALdPoints
Chaos Spawn2D6+1304533D61050
Troop Type
Monstrous Infantry
Base Size
50 x 50 mm
Unit Size
1-4

Spawn of... [pick 0-1]

Default Equipment

Special Rules

Chaos Trolls

MWSBSSTWIALdPoints
Chaos Troll63154323441
Troop Type
Monstrous Infantry
Base Size
40 x 40 mm
Unit Size
1-9

Equipment [pick 0-1]

Default Equipment

Special Rules

Cygor

MWSBSSTWIALdPoints
Cygor721656348215
Troop Type
Behemoth
Base Size
60 x 100 mm
Unit Size
1

Default Equipment

Special Rules

Dragon Ogre Shaggoth

MWSBSSTWIALdPoints
Dragon Ogre Shaggoth762656459225
Troop Type
Monstrous Creature
Base Size
50 x 75 mm
Unit Size
1

Armour [pick 1, required]

Equipment [pick 0-1]

Default Equipment

Special Rules

Ghorgon

MWSBSSTWIALdPoints
Ghorgon740666459245
Troop Type
Behemoth
Base Size
60 x 100 mm
Unit Size
1

Default Equipment

Special Rules

Restrictions

Gigantic Spawn of Chaos

MWSBSSTWIALdPoints
Gigantic Spawn3D6306663D6+110145
Troop Type
Behemoth
Base Size
60 x 100 mm
Unit Size
1

Cursed by the Gods [pick 0-1]

Default Equipment

Special Rules

Jabberslythe

MWSBSSTWIALdPoints
Jabberslythe644555359195
Troop Type
Monstrous Creature
Base Size
60 x 100 mm
Unit Size
1

Default Equipment

Special Rules

Models

Razorgor Chariot

MWSBSSTWIALdPoints
Razorgor Chariot---554---+120
Troop Type
Heavy Chariot
Base Size
50 x 100 mm

Default Equipment

Special Rules

Tuskgor Chariot

MWSBSSTWIALdPoints
Tuskgor Chariot---544---+85
Troop Type
Heavy Chariot
Base Size
50 x 100 mm

Default Equipment

Special Rules


Magic Items

Magic Weapons

Axe of Men (50 pts)

RangeStrengthAPSpecial Rules
CombatS-1Killing Blow, Magical Attacks

Should the wielder of the Axe of Men kill an enemy character (including champions) in a challenge, they gain the Terror special rule for the remainder of the game.

Hunter's Spear (35 pts)

RangeStrengthAPSpecial Rules
24"6-3Cumbersome, Magical Attacks, Multiple Wounds (2), Through & Through

The Hunter’s Spear shoots like a bolt thrower, using the ‘Through & Through’ special rule.

Mangelder (40 pts)

RangeStrengthAPSpecial Rules
CombatS+1-1Magical Attacks, Terror

The wielder of the Mangelder causes Terror. Any enemy unit that suffers one or more unsaved wounds from the Mangelder suffers a -1 modifier to its Leadership characteristic (to a minimum of 2) until the end of the turn.

Primeval Club (60 pts)

RangeStrengthAPSpecial Rules
Combat*-3Hatred (Empire), Magical Attacks, Poisoned Attacks

The Strength characteristic of the Primeval Club is equal to the current Leadership characteristic of the model that wields it.

Scimitar of Skultar (25 pts)

RangeStrengthAPSpecial Rules
CombatS-1Armour Bane (1), Magical Attacks, Multiple Wounds (2)

No description available.

The Axes of Khorgor (40 pts)

RangeStrengthAPSpecial Rules
CombatS+1-2Extra Attacks (+1), Magical Attacks, Requires Two Hands

The wielder of the Axes of Khorgor may re-roll any rolls To Wound of a natural 1 made during the Combat phase.

The Black Maul (80 pts)

RangeStrengthAPSpecial Rules
CombatS+2-3Extra Attacks (+D6), Magical Attacks

Each time a natural 6 is rolled for the Extra Attacks (+D6) special rule, the wielder of the Black Maul suffers a -1 modifier to their Weapon Skill characteristic (to a minimum of 1, and for the remainder of the game).

The Brass Cleaver (30 pts)

RangeStrengthAPSpecial Rules
CombatS-2Magical Attacks

Enemy models are not permitted an armour, Ward or Regeneration save against an attack made with this weapon if the wielder rolls a natural 6 when making a roll To Wound.

Magic Armour

Full Plate Chaos Armour (40 pts)

Full Plate Chaos Armour is a suit of full plate armour. It may be purchased and worn by a Wizard, even if they do not have the option to be equipped with armour, a shield, or barding, without penalty. In addition, the wearer of Chaos Armour has a 5+ Ward save against any wounds suffered.

Heavy Chaos Armour (30 pts)

Heavy Chaos Armour is a suit of heavy armour. It may be purchased and worn by a Wizard, even if they do not have the option to be equipped with armour, a shield, or barding, without penalty. In addition, the wearer of Chaos Armour has a 5+ Ward save against any wounds suffered.

Pelt of the Dark Young (40 pts)

May de worn with other armour. The wearer if the Pelt of the Dark Young improves their armour save by 1 (to a maximum of 2+). In addition, its wearer (and any unit they have joined) has Magic Resistance (-2).

The Blackened Plate (25 pts)

The Blackened Plate is a suit of full plate armour. In addition, its wearer has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.

The Fur of Sharggu (20 pts)

May be worn with other armour. The wearer of the Fur of Sharggu improves their armour value by 2 (to a maximum of 2+) against non magical shooting attacks.

Magic Standards

A unit carrying the Banner of Outrage may re-roll its Leadership test when testing for Primal Fury.

Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of this banner may attempt to unleash its power by making a Leadership test (using their own unmodified leadership). If this test is passed, until your next Start of Turn sub-phase enemy units cannot use the Fly (X) special rule.

Manbane Standard (40 pts)

All enemy units within 6" of the model carrying the Manbane Standard suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).

The Beast Banner (40 pts)

A unit carrying the Beast Banner increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.

The Gore Banner (50 pts)

If a unit wishes to declare a charge against a unit carrying the Gore Banner, it must first make a Leadership test. If this test is failed, the unit cannot charge. It does not move and is considered to have made a failed charge. If this test is passed, the unit can charge as normal.

The Soiled Tapestry (15 pts)

A unit carrying the Soiled Tapestry gains the Hatred (all enemies) special rule. However, all enemy models Hate the unit carrying this banner.

Totem of Rust (50 pts)

Every model (friend or foe) within 6" of the model carrying the Totem of Rust suffers a -1 modifier to its Armour Save rolls.

Vitriolic Totem (30 pts)

A unit carrying the Vitriolic Totem gains the Poisoned Attacks special rule.

Enchanted Items

Cacophonous Dirge (15 pts)

Whilst their unit is within 18" of the bearer of the Cacophonous Dirge, enemy musicians cannot use their 'Onwards to Victory!,' Steadying Rhythm or Quick Time rules.

Horn of the First Beast (30 pts)

Unless the bearer of the Horn of the First Beast is fleeing, any friendly unit that is within 18" of this model may use its Leadership characteristic when testing for Primal Fury.

Horn of the Great Hunt (35 pts)

Once per turn, after rolling to determine if a unit with the Ambushers special rule that is currently held in reserve as reinforcements arrives, and if the bearer of the Horn of the Great Hunt is on the battlefield and is not fleeing, you may apply a +1 or -1 modifier to the result.

Scourge of the Burdened (25 pts)

The wielder of the Scourge of the Burdened can cast the Call of the Wild spell from the Lore of Primal Magic as a Bound Spell with a Power Level of 2.

Skin of Man (15 pts)

Beastman Chieftains and Beastman Shamans whose troop type is 'infantry' only. The wearer of the Skin of Men gains the Scouts and Vanguard special rules.

Stone of Spite (45 pts)

Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may use the Stone of Spite. Until your next Start of Turn sub-phase all Wizards (friend or foe) suffer a -2 modifier to their casting rolls.

Arcane Items

Blood of the Shadowgave (35 pts)

Single use. A Wizard may use this item instead of making a Wizardly dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. Note that a perfect invocation cannot be dispelled.

Daemon Heart (30 pts)

When attempted a Wizardly dispel, the bearer of the Daemon Heart counts their Level of Wizardry as being one higher than that of the Wizard whose spell they are dispelling or, in the case of Bound Spells, one higher than that spell's Power Level. Note this applies even if it would mean the bearer counts their Level of Wizardry as being lower than it actually is.

Goretooth (15 pts)

In addition to the Lores of Magic they may normally know spell from, the bearer of a Goretooth may know spells from the Lore of Primal Magic.

Hagtree Fetish (30 pts)

Whenever the bearer of the Hagtree Fetish successfully casts a Magic Missile, they may re-roll any failed rolls To Wound.

Jagged Dagger (15 pts)

The Jagged Dagger can only be used by a Wizard that has joined a unit. Before making a Casting roll, the bearer of the Jagged Dagger may make a sacrifice. On model belonging to the bearer's unit is immediately removed from play as a casualty. The bearer may then modify their Casting roll by adding the Wounds characteristic f the sacrificed model to the result. Note that this is a modifier to the result of a roll- it does not negate a roll of a natural double 1.

The Plague Chalice (40 pts)

If the bearer of the Plague Chalice rolls any natural double when making a Casting roll (not including rolls of a natural double 1), the spell is cast as a perfect invocation, regardless of its casting value or of any other modifiers. However, each time the bearer casts a perfect invocation they suffer a Strength 4 hit with no armour save permitted (Ward and Regeneration saves can be attempted as normal).

Talismans

Chalice of Dark Rain (50 pts)

Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of the Chalice of Dark Rain may drink from it. Until your next Start of Turn sub-phase, the range of all enemy missile weapons is halved (rounding fractions up) and enemy war machines cannot shoot.

Cornucopia of Corpulence (30 pts)

When the bearer's combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, enemy models in base contact with the bearer of the Cornucopia of Corpulence must make a Toughness test. If this test is failed, they lose a single Wound.

Dark Heart (25 pts)

Single use. During the Command sub-phase on their turn the bearer of the Dark Heart can consume it. The model immediately recovers one lost Wound.

Rune of the True Beast (30 pts)

Enemy models whose troop type is 'monster' suffer a -1 modifier to their Weapon Skill characteristic whilst within 6" of the bearer of the Rune of the True Beast.

Equipment

Magic Weapons

Mansmasher

RangeStrengthAPSpecial Rules
CombatS+1-1Armour Bane (1), Magical Attacks, Multiple Wounds (D3)

This weapon's Strength modifier applies only during a turn in which the wielder charged.

Weapon

Acidic Vomit

RangeStrengthAPSpecial Rules
N/A3-1Breath Weapon

Clearver-Limbs

RangeStrengthAPSpecial Rules
CombatS-2Killing Blow, Monster Slayer

Giant's Club

RangeStrengthAPSpecial Rules
Combat***

*A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.

Gnashing maws

RangeStrengthAPSpecial Rules
CombatS-2Strikes Last

In combat, this model may choose to make one of its attacks each turn with this weapon. For each Wound an enemy unit loses as a result of an attack made with this weapon, this model immediately recovers a single lost Wound.

Hurl Attacks

RangeStrengthAPSpecial Rules
12-36"4 (8)-1Bombardment, Cumbersome, Multiple Wounds (D3+1)

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.

Petrifying Gaze

RangeStrengthAPSpecial Rules
18"2N/AMagical Attacks, Multiple Wounds (D3)

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).

Slashing talons

RangeStrengthAPSpecial Rules
CombatS-1-

Slythey Tongue

RangeStrengthAPSpecial Rules
12"5-1Move & Shoot, Quick Shot

Twisted Antlers

RangeStrengthAPSpecial Rules
CombatS-2Armour Bane (1)

Special Rules

A Tingle in the Air

The air around a Herdstone tingles strangely, and those that stand too close report a funny taste in their mouths. The unit that controls the Herdstone gains Magic Resistance (-1).

Bestial 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.

Bestial Fury

Beneath the shadow of a Herdstone, Beastmen fight with terrible ferocity, shedding blood and gore in honour of the Ruinous Powers. If the Herdstone is controlled by a Beastmen Brayherds unit, friendly Beastmen Brayherds units that are within 12" of the Herdstone may re-roll any rolls To Wound of a natural 1 whilst it is engaged in combat.

Blessings of Chaos

When this unit's combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, roll on the table below to determine the effect of its warped blessings:

Blessings of Chaos Table

D6Result
1-2Stinging Barbs: The envenomed touch of the warped ones raises great weals of agony upon unarmoured flesh. Until the end of this Combat phase, models with this special rule gain the Poisoned Attacks special rule.
3-4Scything Talons: Insect limbs tipped with scythe-like blades erupt from the warped ones to lash at the foe. Until the end of this Combat phase, all attacks made by models with this special rule have an Armour Piercing characteristic of -2.
5-6Chitinous Hide: The flesh of the warped ones hardens beneath the swords of the foe. Until the end of this Combat phase, models with this special rule gain a +1 modifier to their Toughness characteristics.

Blood Greed

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).

Blood Rage

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.

Brayhorn

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.

Braystaff

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+.

Bull-gors

Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -1.

Controlling a Herdstone

A Herdstone can be controlled by a single unit that is within 6" of it, that has a Unit Strength of five or more and that is not fleeing. If two or more eligible units belonging to opposing armies are within 6", the unit closest to the Herdstone controls it. If two units belonging to opposing armies are equally close, a Herdstone is 'contested' and neither unit controls it.

Crown of Antlers

Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.

Dark Coven

Beastmen Shamans within a Wild Herd army may leach power from nearby Wizards when they attempt to cast a spell or when attempting a Wizardly Dispel. To do so, when a Bray-Shaman or Great Bray-Shaman makes a Casting or Dispel roll, they may apply a +1 modifier to the roll if one or more friendly Wizards that are not fleeing and have not succumbed to Stupidity are within their Command range. However, if they roll a natural double 1, something has gone horribly wrong. Roll immediately on the Miscast table as normal but apply the result to the Bray-Shaman or Great Bray-Shaman that made the attempt and to each friendly Wizard within their Command range.

Dark Sorcery

The Winds of Magic flow strangely around a Herdstone, as if warped by its malevolence. If the Herdstone is controlled by a Beastman Brayherds unit, friendly Beastmen Brayherds Wizards that are within 12" of the Herdstone gain a +1 modifier to their Casting rolls, and enemy Wizards within 12" of the Herdstone suffer a -1 modifier to their Casting rolls.

Drunken

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.

Endless Malice

If this model wins a round of combat and chooses to restrain and reform (and passes its Leadership test to do so), enemy units within 6" of it must make a Panic test as if a nearby friend had been destroyed.

Father of Beasts

Whilst within Ghorros Warhoof's Command range, friendly Centigor Herds may re-roll the D6 when rolling on the Drunken table.

Fearsome Edifice

Covered with strange sigils daubed in blood, an aura of evil surrounds a Herdstone. Whilst within 12" of a Herdstone that is controlled by a Beastmen Brayherds unit, enemy units suffer a -1 modifier to their Leadership characteristic when making a Leadership test due to Fear, Panic or Terror.

Foe render

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.

Future Sight

Kralmaw has a 4+ Ward save against any wounds suffered.

Gaze of the Gods

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:

Until your next Start of Turn sub-phase, this model gains +1 modifier to their Toughness characteristic (to a maximum of 10).

Ghostsight

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.

Grisly Totem

The Grisly Totem is a Braystaff. In addition, all enemy units within 6" of Kralmaw suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).

Leader of the Pack

Models with this special rule can be taken as part of a unit of Primal Warhounds. Models with this special rule must be positioned at the rear of their unit, making up its rear rank(s). Any Primal Warhounds the unit contains must always occupy the front rank(s) of the unit, pushing past any models with this special rule to get their if necessary (such as when the unit turns).

Leering Spirit

When Kralmaw is deployed, place a Leering Spirit marker anywhere on the battlefield that is not within 8" of an enemy unit. Once placed, a Leering Spirit marker does not move but has a 360° line of sight. The marker cannot be charged, targeted or attacked in any way. However, if Kralmaw is removed from play as a casualty, the Leering Spirit marker is also removed from play. During the Shooting phase of each of Kralmaw's turns, the Leering Spirit marker may cast the Devolve spell from the Lore of Beasts (see page 117 of the Ravening Hordes) as a Bound Spell with a Power Level of 3.

Note that the Leering Spirit marker is ignored for the purposes of movement, combat and line of sight, as if it was not there. Should the presence of it interfere with the position of units, simply make not of its position and move it aside, replacing it when convenient to do so.

Lore of Beasts

A Wizard with the 'Lore of Beasts' special rule may discard one of their randomly generated spells as normal.

When they do so, they may select instead the signature spell of their chose Lore of Magic, or one of the following spells:

Maddening Aura

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).

Magics of the Dark Gods

The General of a Minotaur Blood Herd must be a Doombull or Gorebull. For +35 points, this character may be a Level 1 Wizard, or for +65 points, this character may be a Level 2 Wizard. If so, this character knows spells from the Lore of Battle Magic or the Lore of Dark Magic. A Wizard with this special rule may wear armour without penalty.

Mark of Chaos Undivided

Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror tests.

Mixed Unit

Models within a Primal Warherd have different Weapon Skill and Toughness characteristics. Before rolling To Wound, hits caused by enemy shooting should be divided as evenly as possible between Gors and Ungors. In combat, enemy models must direct their attacks against models in the fighting rank of this unit, as described on page 147 of the Warhammer: the Old World* rulebook.

Placing a Herdstone

A Herdstone is an impassable terrain feature and must be fielded as presented here.

Alternatively, if the players agree, a special feature specified by a scenario can be replaced with a Herdstone.

Once the players have finished placing terrain and have rolled for deployment a Beastman Breyherds player whose muster list included a Herdstone may place it on the battlefield. The Herdstone may be placed anywhere on the battlefield that is not within their opponent's deployment zone and not within 6" of the centre of the battlefield.

Alternatively, if the Herdstone is replacing a special feature specified by a scenario, it must be placed as described by the scenario.

Primal Fury

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.

Razor Tusks

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.

Slaughterer´s Call

Whilist this model is Frenzied, any unit it has joined will also become Frenzied.

Soul-eater

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.

Spurting Bile Blood

For each Wound this model loses during the Combat phase, the attacking enemy unit suffers a Strength 4 hit, with an AP of -1.

Stony Stare

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).

Swallow Whole

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.

The Skull of the Unicorn Lord

Ghorros has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack and a 5+ Ward save against any wounds suffered that were caused by a Magical enemy attack.

The Sons of Ghorros

0-1 Centigor herd in the same muster list as Ghorros may be upgraded to Sons of Ghorros for +2 points per model. Sons of Ghorros have a +1 modifier to their Weapon Skill and Leadership characteristic (to a maximum of 10) and gain the Armour Bane (1) special rule.

Victory Points

As with all special features, a Herdstone is an important landmark and controlling one at the end of a battle is a significant achievement. To represent this, if either player controls a Herdstone at the end of the battle, that player is awarded a bonus of 200 Victory Points.