| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Ghorros Warhoof | 8 | 5 | 3 | 5 | 4 | 3 | 4 | 4 | 8 | 155 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Kralmaw, the Prophet of Ruin | 5 | 3 | 3 | 4 | 5 | 4 | 3 | 2 | 8 | 245 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Beastlord | 5 | 6 | 3 | 5 | 5 | 3 | 5 | 4 | 8 | 115 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bray-Shaman | 5 | 4 | 3 | 3 | 4 | 2 | 3 | 1 | 7 | 65 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Warhoof | 8 | 5 | 3 | 5 | 4 | 3 | 3 | 4 | 7 | 75 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Doombull | 6 | 6 | 3 | 6 | 5 | 5 | 5 | 5 | 8 | 210 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Gorebull | 6 | 5 | 3 | 5 | 5 | 4 | 4 | 4 | 7 | 130 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Great Bray-Shaman | 5 | 5 | 3 | 4 | 5 | 3 | 4 | 2 | 8 | 150 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Wargor | 5 | 5 | 3 | 4 | 5 | 2 | 4 | 3 | 7 | 55 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bestigor | 5 | 4 | 3 | 4 | 4 | 1 | 4 | 1 | 7 | 13 |
| Gouge-horn | 5 | 4 | 3 | 4 | 4 | 1 | 4 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Warhound | 7 | 4 | 0 | 3 | 3 | 1 | 3 | 1 | 6 | 6 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Gor | 5 | 4 | 2 | 3 | 4 | 1 | 3 | 1 | 6 | 7 |
| True-horn | 5 | 4 | 2 | 3 | 4 | 1 | 3 | 2 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Minotaur | 6 | 4 | 3 | 5 | 4 | 3 | 3 | 3 | 7 | 44 |
| Bloodkine | 6 | 4 | 3 | 5 | 4 | 3 | 3 | 4 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Razorgor | 7 | 3 | 0 | 5 | 5 | 3 | 2 | 4 | 6 | 52 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Tuskgor Chariot | - | - | - | 5 | 4 | 4 | - | - | - | 85 |
| Bestigor Crew | - | 4 | 3 | 4 | - | - | 4 | 1 | 7 | - |
| Gor Crew | - | 4 | 3 | 3 | - | - | 3 | 1 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Ungor | 5 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 5 | 5 |
| Half-horn | 5 | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 6 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bestigor | 5 | 4 | 3 | 4 | 4 | 1 | 4 | 1 | 7 | 13 |
| Gouge-horn | 5 | 4 | 3 | 4 | 4 | 1 | 4 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Centigor | 8 | 4 | 3 | 4 | 4 | 1 | 2 | 1 | 6 | 17 |
| Gorehoof | 8 | 5 | 3 | 4 | 4 | 1 | 2 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Ogre | 6 | 3 | 2 | 4 | 4 | 3 | 2 | 3 | 7 | 33 |
| Champion | 6 | 3 | 2 | 4 | 4 | 3 | 2 | 4 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Cockatrice | 4 | 4 | 5 | 4 | 5 | 4 | 6 | 6 | 6 | 170 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Cygor | 7 | 2 | 1 | 6 | 5 | 6 | 3 | 4 | 8 | 215 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Dragon Ogres | 7 | 4 | 2 | 5 | 4 | 4 | 2 | 3 | 8 | 59 |
| Shartak | 7 | 4 | 2 | 5 | 4 | 4 | 2 | 4 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Ghorgon | 7 | 4 | 0 | 6 | 6 | 6 | 4 | 5 | 9 | 245 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Harpy | 5 | 3 | 0 | 3 | 3 | 1 | 5 | 2 | 6 | 11 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Herdstone | - | - | - | - | - | - | - | - | - | 100 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Jabberslythe | 6 | 4 | 4 | 5 | 5 | 5 | 3 | 5 | 9 | 195 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Minotaur | 6 | 4 | 3 | 5 | 4 | 3 | 3 | 3 | 7 | 44 |
| Bloodkine | 6 | 4 | 3 | 5 | 4 | 3 | 3 | 4 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Preyton | 6 | 5 | 0 | 5 | 5 | 4 | 5 | 4 | 6 | 160 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Razorgor Chariot | - | - | - | 5 | 5 | 4 | - | - | - | 120 |
| Bestigor Crew | - | 4 | 3 | 4 | - | - | 4 | 1 | 7 | - |
| Gor Crew | - | 4 | 3 | 3 | - | - | 3 | 1 | 7 | - |
| Razorgor | 7 | 3 | - | 5 | - | - | 2 | 4 | - | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Giant | 6 | 3 | 1 | 6 | 6 | 6 | 2 | * | 10 | 200 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Spawn | 2D6+1 | 3 | 0 | 4 | 5 | 3 | 3 | D6 | 10 | 50 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Troll | 6 | 3 | 1 | 5 | 4 | 3 | 2 | 3 | 4 | 41 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Cygor | 7 | 2 | 1 | 6 | 5 | 6 | 3 | 4 | 8 | 215 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Dragon Ogre Shaggoth | 7 | 6 | 2 | 6 | 5 | 6 | 4 | 5 | 9 | 225 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Ghorgon | 7 | 4 | 0 | 6 | 6 | 6 | 4 | 5 | 9 | 245 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Gigantic Spawn | 3D6 | 3 | 0 | 6 | 6 | 6 | 3 | D6+1 | 10 | 145 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Jabberslythe | 6 | 4 | 4 | 5 | 5 | 5 | 3 | 5 | 9 | 195 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Razorgor Chariot | - | - | - | 5 | 5 | 4 | - | - | - | +120 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Tuskgor Chariot | - | - | - | 5 | 4 | 4 | - | - | - | +85 |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Killing 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.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 24" | 6 | -3 | Cumbersome, Magical Attacks, Multiple Wounds (2), Through & Through |
The Hunter’s Spear shoots like a bolt thrower, using the ‘Through & Through’ special rule.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Magical 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.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | * | -3 | Hatred (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.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Armour Bane (1), Magical Attacks, Multiple Wounds (2) |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -2 | Extra 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.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -3 | Extra 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).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Magical 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.
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 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.
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 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.
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.
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.
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).
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.
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.
A unit carrying the Soiled Tapestry gains the Hatred (all enemies) special rule. However, all enemy models Hate the unit carrying this banner.
Every model (friend or foe) within 6" of the model carrying the Totem of Rust suffers a -1 modifier to its Armour Save rolls.
A unit carrying the Vitriolic Totem gains the Poisoned Attacks special rule.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Whenever the bearer of the Hagtree Fetish successfully casts a Magic Missile, they may re-roll any failed rolls To Wound.
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.
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).
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.
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.
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.
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.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Armour Bane (1), Magical Attacks, Multiple Wounds (D3) |
This weapon's Strength modifier applies only during a turn in which the wielder charged.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 3 | -1 | Breath Weapon |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Killing Blow, Monster Slayer |
| Range | Strength | AP | Special 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.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Strikes 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.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12-36" | 4 (8) | -1 | Bombardment, 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.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 18" | 2 | N/A | Magical 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).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | - |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12" | 5 | -1 | Move & Shoot, Quick Shot |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Armour Bane (1) |
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).
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.
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.
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
| D6 | Result |
|---|---|
| 1-2 | Stinging 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. |
| 3-4 | Scything 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. |
| 5-6 | Chitinous 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. |
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).
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.
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.
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+.
Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -1.
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.
Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
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.
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.
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.
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.
Whilst within Ghorros Warhoof's Command range, friendly Centigor Herds may re-roll the D6 when rolling on the Drunken table.
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.
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.
Kralmaw has a 4+ Ward save against any wounds suffered.
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).
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.
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).
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).
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.
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:
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).
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.
Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror tests.
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.
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.
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.
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.
Whilist this model is Frenzied, any unit it has joined will also become Frenzied.
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.
For each Wound this model loses during the Combat phase, the attacking enemy unit suffers a Strength 4 hit, with an AP of -1.
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).
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.
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.
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.
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.