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Beast Axe

Beast Axe

Close Combat Weapon
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0.
The wielder gains +2 Defensive Skill unless wielding another weapon.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.

Totems

Black Wing Totem

Blooded Horn Totem

Clouded Eye Totem

Gnarled Hide Totem

Totem Bearer

Global

Hunting Call

If the Army includes a model with Hunting Call, the owner may:
- Choose to roll for Ambush for units with one or more models with Pack Tactics starting from the owner’s Player Turn 1 (but still at the end of step 2 of the Movement Phase Sequence), unless the owner has the first Player Turn.
- Reroll Ambush rolls of 1-2 for units with one or more models with Pack Tactics.
Hunting Call is in effect even if the bearer is Ambushing and has not arrived on the Battlefield yet.

Aura of Madness

Universal Rule.
Enemy units within 6" of one or more models with Aura of Madness suffer -1 Discipline.

Drunkard

The unit may gain one of two different sets of effects depending on whether it shows up Sober or Drunk on the Battlefield. At step 8 of the Pre-Game Sequence (after Spell Selection) the player must choose whether a Drunkard unit is Sober or Drunk. Drunk Characters cannot join units containing any Sober models and vice versa (models without Drunkard are considered neither Drunk nor Sober).

Sober
The model gains Light Troops and Vanguard. A unit that has been Sober once loses Scoring for the rest of the game. If playing Capture the Flags, Scoring is not lost.

Drunk
The model gains Devastating Charge (+1 Str, +1 AP) and Fearless. Drunk units cannot Ambush.

Big Brother

Universal Rule.
The model's HealthPoints are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from
its Stomp Attacks is subject to Maximised Roll.

Blood Offering

Universal Rule.
A unit that includes at least one Character with Blood Offering may reroll failed Panic Tests at the cost of inflicting one wound with no saves of any kind allowed to a Character with Blood Offering in the unit.

Looted Booze

One use only.
May be activated at the start of any Player Turn. All models with Drunkard in the bearer’s unit change from Sober to Drunk.

Strength from Flesh

Attack Attribute – Close Combat.
Whenever a Gortach inflicts an unsaved wound with Lethal Strike (rolling a natural ‘6’ to wound with a Close Combat Attack with Lethal Strike), the attack gains Multiple Wounds (D3), and the Gortach Recovers 1 Health Point at the end of the Initiative Step (unless the Gortach was removed as a casualty in this Initiative Step).
No more than 1 Health Point may be Recovered by each Gortach per phase in this manner.

Hunting Horn

Universal Rule.
All friendly units within 6″ of one or more models with Hunting Horn gain +1″ to their Charge Range rolls.

Sleeper

Universal Rule.
The model follows the rules for Ambush with the following exceptions:
• Immediatly after step 2 of the owner’s Movement Phase Sequence (including the owner’s Player Turn 1), the owner may decide for each of their Briar Beasts if they will enter the Battlefield or not (no dice rolls are required).
• When the model enters the Battlefield, it must be placed completely within any Forest Terrain Feature instead of having its Rear Facing touch the Board Edge. If the model cannot be placed, it cannot enter the Battlefield this turn.

Fame

Universal Rule.
The Beast Giant model part gains Harnessed and the model gains an additional model part:
Offensive Att Off Str AP Agi Model Rules
Mongrel Herald 1 3 3 0 3 Musician, Primal Instinct
Friendly units within 6′′ of one or more models with Fame gain a +2 Discipline modifier for Discipline Tests for Primal Instinct. The model’s range of Fame is increased to:
• 9′′ the first time an enemy Large Height model is removed as a casualty due to the model’s attacks.
• 12′′ the first time an enemy Gigantic Height model is removed as a casualty due to the model’s attacks.

Giant See, Giant Do

Universal Rule.
The model gains Drunkard and Strider (Forest).
At the end of a friendly Movement Phase, if the model is in contact with a Forest Terrain Feature it may lose its current Weapon (if applicable) and gain Uprooted Tree.

Greater Totem Bearers

Greater Totems borne by Characters contain all four Bound Spells from the list above and have the Types: Augment and Range 18″.
Totems are upgrades that certain Beast Herds Characters and Champions may take. Each Totem contains one or more Totemic Bound Spells with Power Level (4/8) and Duration: Lasts One Turn

Primal Instinct

Attack Attribute – Close Combat
At the start of each Round of Combat, each unit with one or more model parts with this Attack Attribute must take a Discipline Test.
If the test is passed, all model parts with Primal Instinct in the unit must reroll failed to-hit rolls during this Round of Combat.

Pack Tactics

Units fully composed of models with Pack Tactics gain Swiftstride for the Charge Range roll if they are Located in the Charged unit’s Flank or Rear Facing when rolling their Charge Range in the Charge Phase.

Totem Bearers

Totems borne by Champions contain a single Bound Spell chosen from the list above,which must be noted on the Army List, and have the Type: Caster’s Unit.
Totems are upgrades that certain Beast Herds Characters and Champions may take. Each Totem contains one or more Totemic Bound Spells with Power Level (4/8) and Duration: Lasts One Turn