Ghurr & Ahl’Ghurr


Ghurr belongs to a bygone race that used to inhabit the mountainous regions of the world before the dwarves came to their lands and forced them to retreat to the secluded areas where their clans still thrive today, raiding and pillaging secluded outposts of civilization for food and goods.

There are many different sub-species of Ghurr, which makes them easily identifiable to which clan they belong. Regardless of their outward differences, they are still the same race. The basic form of the Ghurr is that of a bipedal hooved animals – with a stooped posture, massive shoulders and lots of hair. The face of the Ghurr is a strange parody of a human and a beast, with a massive rack of curved, straight or antlered horns. These horns are a sign of status, with the Ghurr with the largest set of horns leading the clan. They often decorate their horns with trinkets found on raids, and adorn them with chains, studs, and shods.

Ghurr are incredibly powerful creatures, with large hands that can crack a man’s skull with a single strike, and black hooves that can punch through full plate armour. They are formidable on the field of battle, and possess little or no fear of creatures smaller than themselves. The typical Ghurr is seven feet tall, and weighs a considerable three-hundred pounds.

Regular 5 4 2 3 4 3 3 3 5 35
Veteran 5 4 2 3 4 4 3 4 5 42
Hero 5 5 3 4 5 4 4 5 6 62

Special Abilities

Rage of the True Beast – Attacks from a model with this ability are so brutal that they give pause to even the most ferocious of foes. Models that are incapacitated by an attack from a model with this ability are permanently removed from the table, and are not replaced with an Incapacitated Token.


Living alongside the Ghurr are hulking beasts of unknown origin. Standing roughly a dozen feet tall, and shaped like a powerful bipedal beast, they stalk the woods alongside their ghurr brethren, taking part in their debauchery and slaughter.

Though thankfully rare, they tend to take up a role of leadership within the herd when they are present. There is much debate among scholars whether these creatures are simply Ghurr that have somehow achieved a massive size, or if they are an entirely different species all together – one thing is certain: the Ahl’Ghurr bring the cunning of a predatory beast and raw animal strength into one horrifying visage.

Regular 6 4 2 2 3 3 4 5 6 74
Hero 6 5 3 3 4 4 5 7 7 101

Special Abilities

Bloodthirsty – A model with this ability is incredibly unpredictable. When this model is activated within 12” of an enemy model, this model must make a Willpower (WP) test (TN 5) or immediately make a free Charge towards the closest enemy model. This test can be voluntarily failed.

Large – A model with this ability takes up more room on the battlefield than a normal sized model. A Large model may not be mounted on a base less than 40mm in diameter and no larger than a 60mm base. This model has a reach of 3”, and inflicts 2 wounds on a successful hit, rather than the 1 Wound that Medium models inflict.

Fear (4) – Some creatures are so horrific that they cause veteran soldiers to second guess their actions. A model possessing the Fear ability forces enemy models to make Bravery checks when acting against them. The Target Number (TN) for this Bravery test is in brackets beside the ability where listed.

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