Gorebull

(Unit)
Type:

unit

Category:

Characters

Categories:

Faction: Beastmen Brayherds, Characters

LinkId:

dff7-85dd-338f-f83e

Hidden:

false

Options (1)

Profiles:

Unit Troop TypeUnit Size
Gorebull

Monstrous Infantry

1

Special Rule
Armour Bane:

If a model with this special rule rolls a natural 6 when making a roll To Wound, the Armour Piercing characteristic of its weapon is improved by the amount shown in brackets after the name of this special rule.

For example, if a natural 6 is rolled when rolling To Wound with a weapon that has an AP of "-" and the Armour Bane (1) special rule its AP counts as being -1 when making an Armour Save roll against that wound.

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.

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.

Bull-gors:

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

Fear:

Models with this special rule cause Fear:

• If a unit wishes to declare a charge against an enemy unit that both causes Fear and has a higher Unit Strength, 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.

• If a unit is engaged with an enemy unit that both causes Fear and has a higher Unit Strength when its combat is chosen during any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is failed, any models in the unit that direct their attacks against the Fear-causing enemy suffer a -1 modifier to their rolls To Hit.

A unit only needs to make one Fear test per turn. Models that cause Fear are immune to Fear. A unit that does not cause Fear does not become immune to Fear when joined by a character that does.

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:

  • 1: Damned by Chaos: The Champion is beset with visions of the Reals of Chaos. This model becomes subject to the Stupidity special rule for the reminder of the game. If they already have this special rule, they suffer a -1 modifier to their Leadership (to a maximum of 2).

  • 2: Unnatural Quickness: To the Champion, time itself seems to slow around them. Until your next Start of Turn sub-phase, this model gains +1 modifier to their Initiative characteristic (to a maximum of 10).

  • 3: Iron Skin: Beneath their baroque armour, the Champion's skin becomes like iron.

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

  • 4: Murderous Mutations: Long tentacles whip from beneath this Champion's armour to grasp at their enemies. For the reminder of the game, this model gains +1 modifier to their Weapon Skill characteristic (to a maximum of 10).

  • 5: Dark Fury: A terrible rage grips the Champion. For the reminder of the game, this model gains +1 modifier to their Attacks characteristic (to a maximum of 10).

  • 6: Apotheosis: The Champion is blessed with Daemonic vitality. For the reminder of the game, this model gains +1 modifier to both their Strength and Leadership chracteristics (to a maximum of 10).

Impact Hits:

The number of Impact Hits caused varies from model to model, and will be shown in brackets after the name of this special rile. Often, this is determined by the roll of a dice.

Resolving Impact Hits: Impact Hits can only be made by a charging model that moved 3" or more and that is in base contact with the enemy. Impact Hits are resolved against the charged unit when the combat is chosen during Step 1.1 of the Choose Combat & Fight sub-phase, before issuing challenges. They hit automatically and use the unmodified Strength of the model making them.

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.

Mark of Chaos Undivided:

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

Slaughterer´s Call:

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

Warband:

Unless it is fleeing, a Warband gains a positive (+) modifier to its Leadership characteristic equal to its current Rank Bonus, up to a maximum of Leadership 10.However, a Warband cannot use this modifier to its Leadership should it ever choose to make a Restraint test or, if it is Impetuous, when testing to see if it must declare a charge or may act as normal. In addition, if the majority of the models in a unit have this special rule, it may re-roll its Charge roll.

Note that unless a character also has this special rule, their Leadership cannot be modified by this special rule. A Warband can use either its own modified Leadership, the modified Leadership of a Warband character, or the unmodified Leadership of a non-Warband character, whichever is the higher.

Impetuous:

If during the Declare Charges & Charge Reactions sub-phase of its turn, a unit that includes one or more Impetuous models is able to declare a charge, it must make a Leadership test. If this test is failed, the unit must declare a charge. If this test is passed, the unit may act 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.

Modifiers:

increment max pts(self) 1
repeat for every 4 limit::points of any in roster (recursive)
increment max pts(self) 1
and
force is not 1. Open War
force is not 2. Combined Arms
force is not 3. Grand Melee
force is not 5. Battle March
repeat for every 4 pts of any in force (recursive)
increment max pts(self) 1
ancestor is 5. Battle March
repeat for every 4 limit::points of any in roster (recursive)
increment max pts(self) 1
ancestor is 5. Battle March
and
force is not 1. Open War
force is not 2. Combined Arms
force is not 3. Grand Melee
force is not 5. Battle March
repeat for every 4 pts of any in force (recursive)
increment max(roster) 1
2000+ limit::points of any in roster (recursive)
repeat for every 1000 limit::points of any in roster (recursive)
set max Unit Strength(self) 20
ancestor is 5. Battle March
set max pts(self) 0
set max pts(self) 0
ancestor is 5. Battle March
set max(roster) 1
2000+ limit::points of any in roster (recursive)
set max(roster) 3
1999- limit::points of any in roster (recursive)
Used By (3)
Beastmen Brayherds(Catalogue)

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