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===6e=== In this edition, Gorthor lost his direct shamanic powers, but became more or less the Beastmen [[Archaon]]. He sports a statblock of M 5, WS 7, BS 3, S 5, T 4, W 3, I 6, A 4 and LD 9. He rides a custom chariot, which thusly has S 5, T 5, W 4 and a 4+ armor save. He costs 463 points and has the following special rules and equipment. ''Ambush & Raiders:'' These two special rules are the standard rules for 6e Beastmen, although ''Raiders'' only applies if Gorthor is on foot. ''Mark of the Gods:'' Gorthor can re-roll failed Break and Psychology tests, and if on foot, any unit he joins has this ability too. Marked and Daemonic units of any Chaos God may freely join an army led by Gorthor. ''Bagrar the Tamer:'' Gorthor's highly skilled charioteer allows Gorthor's chariot to reroll all Fleeing and Pursuit distance rolls. ''Beloved of the Gods:'' Gorthor adds +1 Dispel dice to the Dispel pool. Additionally, at the start of each Magic phase, roll a D6 and compare the result to the Lore of Death magic table; Gorthor can cast the resultant spell as a Bound Spell with a Power Level equal to its casting value. He cannot exchange these results. ''The Favored of Chaos:'' Gorthor's army has +1 Rare unit slot for its size. ''The Impaler:'' Magic Weapon and Spear. Additionally, any attack rolls that are doubles, triples or quadruples wound automatically, even if the roll would normally be a miss. ''Skull of Mugrar:'' So long as Gorthor is mounted on his Chariot, Hits against him have their Strenth capped at 5 (ie, any Hit with a Strength of 6 or higher is just treated as a S5 hit) and ignore the multiple wounds trait if they would normally benefit from it. ''Cloak of the Beastlord:'' Against attacks directed specifically against Gorthor, not his chariot, Gorthor always has a Ward Save equal to the Strength value of the attack against him, to a maximum value of Ward Save 6+ against S6 or higher attacks.
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