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Infantry 50%+ At least half the units in the army must be made up of infantry.
Cavalry/Chariots up to 25% No more than one quarter of the units in the army can be Cavalry/Chariots.
Specials up to 25% No more than one quarter of the units in the army can be specials.
Divisions Divisions must contain at least 4 units and be led by a commander. Except up to two Divisions that can contain
1+ units of Cavalry/Chariots and Specials. Typically these fought on the flanks.
Maximum number of Shaman = Number of Divisions /2 rounded up.
TROOP VALUES
Type/Stats Clash Susta Short Long Morale Stam Special Points
ined Save ina Value
Infantry
Ungor Raiders 5 4 3 3/12 0 6 SK, Move 7.5”, Small, Eager+1, MoraleSave0-1, Reinf+1 25
Ungor Herd 6 5 2/0 6+ 6 LI+2, Move 7.5”+1, Eager+1, Reinf+1 25
Gor Herd 7 6 3/0 6+ 8 LI+2, Move 7.5”+1, Eager+1, Reinf+1, Stamina8+6 36
Cavalry/Chariots
Chaos Hounds 7 5 3/0 0 6 LC+4, MoraleSave0-1, x1.5 36
Tuskgor Chariots 7 7 3/0 4+ 6 LCh, Eager+1, x1.5 50
Specials
Bestigor Herd 8 7 3/0 4+ 8 HI+1, Despoilers+1, Eager+1, Fear+1, Reinf+1, Stamina8+6, 51
Strong+5
Razorgor Herd pack 4 3 2/0 5+ 4 LI+1, Small, Fear+1, Frenzied Charge, Strong+3 22
Minotaurs 8 7 2/0 5+ 8 MI, Move 7.5”, Big+1, Bloodgreed+1, Fear+1, Stamina8+6, 43
Strong+5
Chaos Spawn 7 0 0 3+ 4 HSCh, small, Chaos Spawn 17
Centigors/ Dragon Ogres 8 5 3/0 5+ 8 MC, Fear+1, Stamina8+6, Strong+5,Wild Fighters4+2, x1.5 63
Razorgor Chariots 10 6 3/0 3+ 6 HCh, Eager+1, x1.25 53
Harpies 4 4 2 6+ 6 LF, Fly, Feigned Flight+3, x1.75 39
Cygor 4 4 2 2/36 5+ 4 MI, Small, Move 7.5”+1 , Huge x1.5 (like Med Artillery) 44
Ghorgon 6 6 3/0 5+ 6 MI, Small, Move 7.5”+1, Bloodgreed+1, Heal+3, Huge x1.5 45
Giant 8 7 3 5+ 8 MI, Small, Move 7.5”+1, Stamina8+6, Huge x1.5 60
Jabberslythe 6 5 3/2 4+ 5 HF, Small, Fly, Hugex1.5, x1.5 68
Commanders
General 0-3 0-3 LR:8 Tyrant General, Reinforcements+1, 1* 13
Hero 0-2 0-2 LR:8, Reinforcements+1 13
Champion 0-1 0-1 LR:7 Reinforcements+0, (free) 0
Great Brae Shaman 0-2 0-2 IC Mage 19
Brae Shaman 0-1 0-1 IC Wizard 12
Commander Mounts
Tuskgor Chariot mount +2 +1 move 27”, x1.5 +4
Razorgor Chariot mount +3 +2 move 18”, x1.25 +6
Although Gor Herd, Bestigor Herd, Minotaurs, Centigors/ Dragon Ogres have Stamina of 8 they are standard frontage units, this represents their
hardiness and difficultly to kill.
Despoilers
When a Bestigor Herd destroyers a unit in combat, from that point on that unit adds +1 to all Break Tests.
Heal+3 – Ghorgon have Strength from Flesh, each turn they have two or more wounds the unit can roll 2D6 in the orders phase and if they roll 8 or
less they recover one Stamina. Only one Stamina can be recovered per turn. (eg Heal or Rally)
Chaos Spawn (7+16+4)x(Hch 1.25) / 2 (Last one round of combat) is a Heavy Scythed Chariot. (HSCh)
For 28mm figures mount on 80mm Frontage (Elephant base) and 10/15mm figures mount on 60mm frontage.
Chaos Spawn have the following special rules.
1. Frenzied Charge – Must charge with 3 moves allowed.
2. Defeated enemy become disordered , before taking a Break Test.
3. Are removed at the end of one round of combat.
4. Cannot support or be supported.
5. Do not count as a Broken unit in a division when removed.
Brae Shaman - Beastmen Spells
BESTIAL SURGE 5+ to cast (Mage 4+), Radius 6”, no LoS to friendly unit
The Shaman inflames the Beastmen’s uncontrollable urge to rend the foe limb from limb, causing them to surge forward in a roaring bellowing
mass.
The spell is cast on all unengaged friendly units within range regardless of whether the Wizard can see them or not. The units must move towards
the nearest enemy, with their Commanders, just as if it had received an order in the Command phase.
CURSE OF CHAOS 5+ to cast (Mage 4+), Range 18”, LoS to enemy unit.
An arc of pure energy strikes the foe, wreaking monstrous changes, melting flesh and twisting bones into monstrous form.
This spell can be cast on an enemy unit. The Sorcerer must be able to see his target to use this spell. The spell cannot be directed at a unit engaged
in combat. The Curse of Chaos is treated like three ordinary shooting attacks except that Morale Save has no effect (all targets count as having no
Morale Save).
HUNTING FOR GORE (VOICE OF COMMAND) 4+ to hit, Range 18”, no LoS to friendly unit
The Shaman’s magic power arouses in the herd an uncontrollable desire to tear asunder any enemy and feast on their bloody remains. Rows of wild
warriors charge headlong into their foes.
The Wizard's voice booms out across the battlefield directing troops above the tumult of combat with the magical Voice of Command.
The spell can be cast on any unengaged friendly unit within range regardless of whether the Wizard can see it or not. The spell affects only a single
unit. The unit can be moved just as if it had received an order in the Command phase. Commanders that have joined the unit will move with it.
Steve