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| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Gorthor, the Beastlord | 5 | 7 | 4+ | 5(6) | 5 | 3 | 5(6) | 5 | 9 | |
| Bagrar | 5 | 4 | 4+ | 4(5) | 0 | 0 | 4(5) | 2 | 7 | |
| Tuskgor Chariot | 6 | 0 | 0 | 5(6) | 5 | 4 | 0(-2) | 0 | 0 | Impact Hits (D6), Mixed Unit, Natural Armour (6+), Primal Fury |
| Gor (Chariot Crew) | 0 | 4 | 4+ | 3 | 0 | 0 | 3 | 1 | 7 | |
| Tuskgors (Tuskgor Chariot) | 0 | 3 | 0 | 4 | 0 | 0 | 2 | 1 | 0 | |
| Razorgor Chariot | 6 | 0 | 0 | 5(6) | 5 | 4 | 0(-2) | 0 | 0 | Fear, Impact Hits (D6), Mixed Unit, Natural Armour (6+), Primal Fury, Thunderous Charge |
| Gor (Chariot Crew) | 0 | 4 | 4+ | 3 | 0 | 0 | 3 | 1 | 7 | |
| Razorgor (Razorgor Chariot) | 0 | 3 | 0 | 5 | 0 | 0 | 2 | 3 | 0 |
Spear. If Gorthor rolls any doubles or triples of successful rolls To Hit, those attacks automatically Wound.
Chariot only. When rolling for the chariot's impact hits, the Skull of Mugrar allows an extra dice to be rolled, and the highest result chosen.
The Cloak gives Gorthor a Ward save equal to the Strength of the attack that hit him (e.g. a Strength 3 hit grants a Ward save (3+), a Strength 5 hit grants a Ward save (5+)). Against attacks with no… Show moreThe Cloak gives Gorthor a Ward save equal to the Strength of the attack that hit him (e.g. a Strength 3 hit grants a Ward save (3+), a Strength 5 hit grants a Ward save (5+)). Against attacks with no Strength value, it provides a Ward save (6+) instead. In addition, Gorthor's Inspiring Presence rule has its range increased to 18". Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Tuskgor Chariot | 6 | 0 | 0 | 5(6) | 5 | 4 | 0(-2) | 0 | 0 | |
| Champion | 0 | 4 | 4+ | 4(5) | 0 | 0 | 3(1) | 1 | 7 | |
| Gor (Chariot Crew) | 0 | 4 | 4+ | 3 | 0 | 0 | 3 | 1 | 7 | |
| Tuskgors (Tuskgor Chariot) | 0 | 3 | 0 | 4 | 0 | 0 | 2 | 1 | 0 |
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Razorgor Chariot | 6 | 0 | 0 | 5(6) | 5 | 4 | 0(-2) | 0 | 0 | |
| Champion | 0 | 4 | 4+ | 4(5) | 0 | 0 | 3(1) | 1 | 7 | |
| Gor (Chariot Crew) | 0 | 4 | 4+ | 3 | 0 | 0 | 3 | 1 | 7 | |
| Razorgor (Razorgor Chariot) | 0 | 3 | 0 | 5 | 0 | 0 | 2 | 3 | 0 |
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Khazrak One-Eye | 5 | 7 | 6+ | 5 | 5 | 3 | 5 | 4 | 9 | |
| Redmaw the Chaos Warhound | 7 | 4 | 0 | 4 | 4 | 2 | 4 | 2 | 6 |
Two hand weapons. Each enemy model in base contact with Khazrak gives him an additional Attack. This has no effect in a challenge.
It negates the power of any magic or runic weapons carried by models in base contact -- treat them as ordinary non-magical weapons of their type.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Morghur | 5 | 6 | 4+ | 4 | 5 | 3 | 4 | 3 | 8 |
If any Wizard (friend or foe) within 12" of Morghur rolls a 6 when rolling on the Miscast table, the unfortunate Wizard is instantly turned into a Chaos Spawn under the control of the Beastmen… Show moreIf any Wizard (friend or foe) within 12" of Morghur rolls a 6 when rolling on the Miscast table, the unfortunate Wizard is instantly turned into a Chaos Spawn under the control of the Beastmen player, and the rolled result on the Miscast table is ignored. The Spawn has as many wounds as the Wizard did when he Miscast; if you do not have a Spawn model to replace him, he simply counts as slain. If the Wizard is within an enemy unit, follow the same rules described under the Spirit-Essence of Chaos. This newly created unit does not award Victory points. In addition, Morghur generates two Dispel dice to be added to the Beastmen player's Dispel dice pool. Show less
Morghur causes Terror. Any model attempting to attack Morghur in close combat suffers -1 To Hit.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Malagor, the Dark Omen | 5 | 5 | 4+ | 4 | 5 | 3 | 4 | 2 | 8 |
All friendly units within 6" of Malagor may re-roll failed Primal Fury tests.
Wizard Level 4
May choose from:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Taurox, the Brass Bull | 6 | 6 | 4+ | 6 | 6 | 5 | 5 | 5 | 8 |
Two hand weapons.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Beastlord | 5 | 6 | 4+ | 5 | 5 | 3 | 5 | 4 | 9 | |
| Tuskgor Chariot | 6 | 0 | 0 | 5(6) | 5 | 4 | 0(-2) | 0 | 0 | Impact Hits (D6), Mixed Unit, Natural Armour (6+), Primal Fury |
| Gor (Chariot Crew) | 0 | 4 | 4+ | 3 | 0 | 0 | 3 | 1 | 7 | |
| Tuskgors (Tuskgor Chariot) | 0 | 3 | 0 | 4 | 0 | 0 | 2 | 1 | 0 | |
| Razorgor Chariot | 6 | 0 | 0 | 5(6) | 5 | 4 | 0(-2) | 0 | 0 | Fear, Impact Hits (D6), Mixed Unit, Natural Armour (6+), Primal Fury, Thunderous Charge |
| Gor (Chariot Crew) | 0 | 4 | 4+ | 3 | 0 | 0 | 3 | 1 | 7 | |
| Razorgor (Razorgor Chariot) | 0 | 3 | 0 | 5 | 0 | 0 | 2 | 3 | 0 | |
| Ramhorn | 8 | 3 | 0 | 6 | 6 | 6 | 1 | 5 | 6 | Frenzy, Impact Hits (D6+2), Mixed Unit, Natural Armour (4+), Stubborn, Primal Fury, Thunderous Charge, Stomp, Terror |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
6" Strength as User +1, Quick to Fire
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Ramhorn | 8 | 3 | 0 | 6 | 6 | 6 | 1 | 5 | 6 | |
| Champion | 0 | 4 | 4+ | 4 | 0 | 0 | 3 | 1 | 7 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Great Bray-Shaman | 5 | 5 | 4+ | 4 | 5 | 3 | 4 | 2 | 8 | |
| Tuskgor Chariot | 6 | 0 | 0 | 5(6) | 5 | 4 | 0(-2) | 0 | 0 | Impact Hits (D6), Mixed Unit, Natural Armour (6+), Primal Fury |
| Gor (Chariot Crew) | 0 | 4 | 4+ | 3 | 0 | 0 | 3 | 1 | 7 | |
| Tuskgors (Tuskgor Chariot) | 0 | 3 | 0 | 4 | 0 | 0 | 2 | 1 | 0 | |
| Razorgor Chariot | 6 | 0 | 0 | 5(6) | 5 | 4 | 0(-2) | 0 | 0 | Fear, Impact Hits (D6), Mixed Unit, Natural Armour (6+), Primal Fury, Thunderous Charge |
| Gor (Chariot Crew) | 0 | 4 | 4+ | 3 | 0 | 0 | 3 | 1 | 7 | |
| Razorgor (Razorgor Chariot) | 0 | 3 | 0 | 5 | 0 | 0 | 2 | 3 | 0 | |
| Ramhorn | 8 | 3 | 0 | 6 | 6 | 6 | 1 | 5 | 6 | Frenzy, Impact Hits (D6+2), Mixed Unit, Natural Armour (4+), Stubborn, Primal Fury, Thunderous Charge, Stomp, Terror |
Wizard Level 3 (may be upgraded to Level 4 for +35 pts)
May choose from:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Doombull | 6 | 6 | 4+ | 6 | 5 | 5 | 5 | 5 | 8 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Ghorros Warhoof | 8 | 5 | 4+ | 5 | 4 | 2 | 3 | 4 | 8 |
Such is their desire to avenge the Unicorn Lord that all units in Warhammer: Wood Elves have the Hatred special rule against Ghorros and his unit.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Molokh Slugtongue | 5 | 4 | 4+ | 3 | 4 | 2 | 3 | 1 | 7 |
Wizard Level 2
May choose from:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Moonclaw, Son of Morrslieb | 5 | 3 | 4+ | 4 | 4 | 2 | 3 | 3 | 7 | |
| Umbralok | 7 | 3 | 0 | 4 | 4 | 1 | 3 | 3 | 6 | Vanguard |
Wizard Level 1
May choose from:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Ungrol Four-Horn | 5 | 4 | 3+ | 4 | 4 | 2 | 4 | 2(3) | 7 |
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Take a Leadership test for Ungrol at the beginning of each of his turns. If passed, he gains +2 Weapon Skill and +1 Strength until the start of his next turn. If failed, he is instead treated as a… Show moreTake a Leadership test for Ungrol at the beginning of each of his turns. If passed, he gains +2 Weapon Skill and +1 Strength until the start of his next turn. If failed, he is instead treated as a Level 1 Wizard, randomly generating a spell from the Lore of the Wild each time. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Wargor | 5 | 5 | 4+ | 4 | 5 | 2 | 4 | 3 | 8 | |
| Tuskgor Chariot | 6 | 0 | 0 | 5(6) | 5 | 4 | 0(-2) | 0 | 0 | Impact Hits (D6), Mixed Unit, Natural Armour (6+), Primal Fury |
| Gor (Chariot Crew) | 0 | 4 | 4+ | 3 | 0 | 0 | 3 | 1 | 7 | |
| Tuskgors (Tuskgor Chariot) | 0 | 3 | 0 | 4 | 0 | 0 | 2 | 1 | 0 | |
| Razorgor Chariot | 6 | 0 | 0 | 5(6) | 5 | 4 | 0(-2) | 0 | 0 | Fear, Impact Hits (D6), Mixed Unit, Natural Armour (6+), Primal Fury, Thunderous Charge |
| Gor (Chariot Crew) | 0 | 4 | 4+ | 3 | 0 | 0 | 3 | 1 | 7 | |
| Razorgor (Razorgor Chariot) | 0 | 3 | 0 | 5 | 0 | 0 | 2 | 3 | 0 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
6" Strength as User +1, Quick to Fire
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Bray-Shaman | 5 | 4 | 4+ | 3 | 4 | 2 | 3 | 1 | 7 | |
| Tuskgor Chariot | 6 | 0 | 0 | 5(6) | 5 | 4 | 0(-2) | 0 | 0 | Impact Hits (D6), Mixed Unit, Natural Armour (6+), Primal Fury |
| Gor (Chariot Crew) | 0 | 4 | 4+ | 3 | 0 | 0 | 3 | 1 | 7 | |
| Tuskgors (Tuskgor Chariot) | 0 | 3 | 0 | 4 | 0 | 0 | 2 | 1 | 0 | |
| Razorgor Chariot | 6 | 0 | 0 | 5(6) | 5 | 4 | 0(-2) | 0 | 0 | Fear, Impact Hits (D6), Mixed Unit, Natural Armour (6+), Primal Fury, Thunderous Charge |
| Gor (Chariot Crew) | 0 | 4 | 4+ | 3 | 0 | 0 | 3 | 1 | 7 | |
| Razorgor (Razorgor Chariot) | 0 | 3 | 0 | 5 | 0 | 0 | 2 | 3 | 0 |
Wizard Level 1 (may be upgraded to Level 2 for +35 pts)
May choose from:
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Gorebull | 6 | 5 | 4+ | 5 | 5 | 4 | 4 | 4 | 7 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Gors | 5 | 4 | 4+ | 3 | 4 | 1 | 3 | 1 | 7 | |
| Foe-render | 5 | 4 | 4+ | 3 | 4 | 1 | 3 | 2 | 7 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
6" Strength as User +1, Quick to Fire
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Ungors | 5 | 3 | 4+ | 3 | 3 | 1 | 3 | 1 | 6 | |
| Halfhorn | 5 | 3 | 4+ | 3 | 3 | 1 | 3 | 2 | 6 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Ungor Raiders | 5 | 3 | 4+ | 3 | 3 | 1 | 3 | 1 | 6 | |
| Raider Halfhorn | 5 | 3 | 3+ | 3 | 3 | 1 | 3 | 1 | 6 |
18" Strength 3, Multiple Shots (2) only applies in turns the model has not moved. Cannot be used as a charge reaction. All ranks can fire.
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Mutants | 4 | 3 | 4+ | 3 | 3 | 1 | 3 | 1 | 6 | |
| Mutant Leader | 4 | 3 | 4+ | 3 | 3 | 1 | 3 | 2 | 6 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Warhounds | 7 | 4 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Bestigors | 5 | 4 | 4+ | 4 | 4 | 1 | 3 | 1 | 7 | |
| Gouge-horn | 5 | 4 | 4+ | 4 | 4 | 1 | 3 | 2 | 7 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Replaces shields. Whole unit, 1 point per model.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Minotaurs | 6 | 4 | 4+ | 5 | 4 | 3 | 3 | 3 | 7 | |
| Bloodkine | 6 | 4 | 4+ | 5 | 4 | 3 | 3 | 4 | 7 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Centigors | 8 | 4 | 4+ | 4(5) | 4 | 1 | 2(3) | 2 | 7 | |
| Gorehoof | 8 | 4 | 4+ | 4(5) | 4 | 1 | 2(3) | 3 | 7 |
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Infantry: +1 Initiative, +1 Extra Rank, +1 Strength when charged. Cavalry: +1 Initiative, +1 Strength on Charge
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
6" Strength as User +1, Quick to Fire
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Razorgors | 7 | 3 | 0 | 5 | 5 | 3 | 2 | 3 | 6 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Harpies | 5 | 3 | 0 | 3 | 3 | 1 | 5 | 2 | 6 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Trolls | 6 | 3 | 6+ | 5 | 4 | 3 | 1 | 3 | 6 |
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Spawn | 0 | 3 | 0 | 4 | 5 | 3 | 2 | D6+1 | 10 |
The Chaos Spawn gains +1 Strength.
The Chaos Spawn gains +2 Initiative.
The Chaos Spawn gains a Strength 3 Breath Weapon (see the core Breath Weapons rule) with the Flaming Attacks special rule.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Preyton | 6 | 4 | 0 | 5 | 4 | 3 | 5 | 3 | 6 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Cockatrice | 4 | 4 | 2+ | 4 | 4 | 3 | 6 | 4 | 6 |
Magical shooting attack. When rolling To Wound with this attack, substitute the target's Toughness with its Initiative value.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Dragon Ogres | 7 | 4 | 5+ | 5 | 5 | 4 | 2 | 3 | 8 | |
| Dragon Ogre Shartak | 7 | 4 | 5+ | 5 | 5 | 4 | 2 | 4 | 8 |
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Replaces shields. Whole unit, 1 point per model.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Dragon Ogre Shaggoth | 7 | 6 | 4+ | 6 | 6 | 6 | 4 | 5 | 9 |
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Ghorgon | 7 | 4 | 0 | 6 | 6 | 6 | 3 | 6 | 10 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Cygor | 7 | 2 | 6+ | 6 | 6 | 6 | 3 | 3 | 8 |
May only be used in the Shooting phase if the model did not charge or march that turn. Works like a Stone Thrower with a range of 24" (resolved at the model's own Strength). On a misfire, the model… Show moreMay only be used in the Shooting phase if the model did not charge or march that turn. Works like a Stone Thrower with a range of 24" (resolved at the model's own Strength). On a misfire, the model suffers 1 Wound as it drops the rock on itself by mistake. Show less
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Manticore | 6 | 5 | 0 | 5 | 5 | 4 | 5 | 4 | 5 |
The Manticore gains an additional Attack that has the Poisoned Attacks special rule.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Jabberslythe | 8 | 4 | 3+ | 5 | 5 | 5 | 3 | 5 | 9 |
Shooting attack.
The Jabberslythe gains +1 Attack.
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Giant | 6 | 3 | 4+ | 6 | 6 | 6 | 3 | 0 | 10 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Hag Tree | 5 | 3 | 0 | 5 | 6 | 5 | 2 | D6+2 | 7 |
| M | WS | BS | S | T | W | I | A | Ld | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Dragon Ogre Shaggoth Lord | 7 | 6 | 4+ | 6 | 6 | 6 | 4 | 5 | 10 |
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
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