Beasts of Chaos

(Entry)
Type: upgrade
EntryId: 1378-5154-1483-85b9
Hidden: false
Options (2)

Profiles:

Battle Trait
Beastherd Ambush

During deployment, instead of setting up a BEASTS OF CHAOS unit on the battlefield, you can place it to one side and say that it is set up in ambush as a reserve unit. At the end of your first and second movement phases, you can set up any friendly reserve units that are in ambush on the battlefield, wholly within 9" of the battlefield edge and more than 9" from all enemy units. At the start of the third battle round, BEASTS OF CHAOS units that are still in reserve are destroyed. Add 1 to charge rolls for friendly BEASTS OF CHAOS units that are set up on the battlefield in the same turn.

Creatures of the Storm

At the start of your hero phase, roll a dice. Each friendly THUNDERSCORN unit more than 3" from any enemy units can move a distance in inches equal to the roll, but cannot move within 3" of any enemy units.

Gor Battle Fury

You can re-roll charge rolls for friendly Gors units if they were reserve units in ambush and have been set up on the battlefield in the same turn.

Raging Storm

At the end of the combat phase, you can roll a dice for each friendly THUNDERSCORN unit that is on the battlefield. Add 2 to the roll if the THUNDERSCORN unit is a HERO or has more than 3 models. On a 4+, you can heal 1 wound allocated to that unit.

Then, roll a dice for each enemy unit within 1" of any friendly THUNDERSCORN units. Add 2 to the roll if any of those THUNDERSCORN units are HEROES or if there are more than 3 THUNDERSCORN models within 1" of that unit. On a 4+, that enemy unit suffers 1 mortal wound.

The Creatures of Chaos

When you carry out a monstrous rampage (core rules, 21.1) with a BEASTS OF CHAOS MONSTER, you can carry out 1 of the monstrous rampages that follow instead of any other monstrous rampage you can carry out with that monster.

The Herdstone

After territories have been chosen but before players begin to set up their armies, you can set up one HERDSTONE wholly within your territory, more than 12" from enemy territory and more than 1" from any other terrain features. If both players can set up a terrain feature in this manner, each player rolls a dice, rolling again in the case of a tie, and whoever rolls higher can choose the order in which the terrain features are set up.

Warherd Charge

After a friendly WARHERD unit makes a charge move, pick 1 enemy unit within 1" of that unit and roll a dice. Add 2 to the roll if that WARHERD unit is a HERO or has more than 3 models. On a 4+, that enemy unit suffers D3 mortal wounds at the end of the charge phase.

Monstrous Rampage
Devour Spell

Only a CYGOR can be picked to carry out this monstrous rampage. Pick 1 endless spell within 6" of this model and roll 2D6. If the roll exceeds the casting value of the spell that summoned that endless spell, that endless spell is dispelled and this model heals a number of wounds equal to the 2D6 roll.

Primal Roar

Roll a dice. On a 3+, you receive 1 primordial call point.