Beastmen Raiders
Beastmen Raiders
Beastmen Raiders
By Tuomas Pirenen,
as appeared in Empire in Flames
& Annual 2002 Errata.
Beastmen are brutish creatures, the Children of Chaos and Old Night. They roam the great forests of the Old World, and are
amongst the most bitter enemies of mankind. The raging power of Chaos has given them a ferocious vitality which makes
them shrug off ghastly wounds and carry on fighting regardless of the consequences. Even the Orcs are comparatively
vulnerable to damage compared to the awesome vitality of the Beastmen.
Beastmen are a crossbreed between men and animals, usually resulting in the horned head of a goat, though many other
variations are also known to exist. The Beastmen are divided into to two distinct breeds: Ungors, who are more numerous,
twisted creatures that combine the worst qualities of man and beast, and Gors, a giant breed of Beastmen, a mix between
some powerful animal and man.
The Ungor are smaller Beastmen, who cannot compete with Gors in strength and power. They may have one horn or many,
but these wont be recognized as those of goat. Shamans are very special Beastmen and are revered by all Beastmen, for
they are the prophets and servants of Chaos Powers.
Each warband of Beastmen includes a mix of some Bestigor, Gor warriors and Ungor who are the mainstay of the tribes.
Seven great Herdstones stand hidden in the forests surrounding the city of Mordheim. From there the Beastmen warbands
come to raid the city: Warherd of Thulak, Headtakers of Gorlord Zharak, the Horned Ones of Krazak Gore, and many
others.
The shards of the meteorite are seen as holy objects, which can be sold to the powerful Beastlords and revered Shamans in
exchange for new weapons and services of warriors. For the tribes of Beastmen the battles fought in Mordheim are part of a
great religious war, an effort to bring down the civilization of man which offends the Chaos Gods. After the taint of man
has been wiped from the face of the earth then the Beastmen shall inherit.
Appearance: Beastmen Gors stand some six-seven feet tall, and their heavily muscled bodies are covered with fur. Ungor
are lesser beastmen, no larger than humans, but their tough bodies and vicious tempers easily make them a match to any
human warrior.
Beastmen wear little clothing, but often dress in the fur of their defeated rivals. They usually carry the skulls of their
vanquished enemies as these are thought to bring good luck. While most Beastmen have dark brown skin and fur, blackfurred or even albino Beastmen are not unknown. Beastmen wear heavy armlets and necklaces which serve as armor as
well as decoration. Apart from the most primitive clubs and wooden shields, the Beastmen make few weapons. It is not the
nature of Chaos to create, but to destroy.
Choice of Warriors:
A Beastman Warband must include a minimum of 3 models. You have 500 Gold Crowns which you can use to recruit your
initial warband. The maximum number of warriors in the warband is 15, though some buildings in the warbands
encampment may increase this.
Beastman Chief: Each Beastman Warband must have one Chief: no more, no less!
Starting Experience:
Chief may choose from the Combat, Strength, Speed or Special Skills.
Shaggy Hide: The Beastmans massively shaggy hide acts as armor, deflecting sword strokes and protecting him
from harm. The model gains a 6+ Armor Save that can be combined with other armor as normal.
Mutant: The Beastman may buy one mutation. See mutants Section on special rules.
Horned One: The Beastman has mighty horns, and can make an additional Attack with its basic Strength on a turn
it charges.
Bellowing Roar: Only the Beastman Chief may have this skill. He may re-roll any failed Rout tests.
Manhater: Will be affected by the rules of Hatred when fighting any Human warbands.
6
9
6
5
6
7
6
7
6
6
5
6
4
4
5
4
4
5
5
5
3
4
5
5
7
6
6
6
4
4
5
4
Ld
7
9
9
9
*This includes all the non-Centigor Heroes and the Gor Henchmen.
Animals
Beastmen are fearsome creatures of Chaos that do not interact with other races other than in war. A Beastmen warband may
never hire any Hired Sword unless specifically stated with the Hired Sword.
Ungor
Hand to Hand Weapons
Dagger
Hammer/Mace
Battle Axe
Sword
Double Handed Weapon
Halberd
Dagger
Hammer/Mace
Battle Axe
Spear
1st free/ 2 gc
3 gc
5 gc
10 gc
15 gc
10 gc
Armour
1st free/ 2 gc
3 gc
5 gc
10 gc
Armour
Light Armour
20 gc
Heavy Armour
Shield
Helmet
50 gc
5 gc
10 gc
Shield
5 gc
Heroes
1 Beastman Chieftain; 65 gold crowns to hire
Beastman chieftains have gained their position through sheer brutality. He leads the Beastmen
to Mordheim to gather the Chaos Stones to his Herdstone.
M
W
S
B
S
L
d
Weapons/Armor: The Beastman Chieftain may be equipped with weapons and armor chosen from the Beastmen
Equipment list.
Special Rules:
Leader: Any Warrior within 6" of the Beastman Chieftain may use his Leadership when taking Ld tests.
W
S
B
S
L
d
Weapons/Armor: Beastman Shamans may be equipped with weapons chosen from the Beastmen Equipment list except
that they never wear armor.
Special Rules:
Wizard: A Beastman Shaman is a Wizard and may use Chaos Rituals as detailed in the Magic section.
W
S
B
S
L
d
Weapons/Armor: Beastmen Gors may be equipped with weapons chosen from the Beastmen Equipment list.
W
S
B
S
L
d
1(2)
Weapons/Armor: Beastmen Centigors may be equipped with weapons chosen from the Gor Equipment list.
Special Rules:
Drunken: Centigors are inclined to drink vast quantities of noxious beer and looted wine and spirits before battle,
working themselves up to a drunken frenzy. Roll 1D6 at the start of each turn. On a roll of 1, they must test for
stupidity that turn. On a 2-5 nothing happens and on the roll of a 6 they become subject to frenzy for that turn.
Whilst the subject to both stupidity or frenzy they are immune to all other forms of psychology.
Woodland Dwelling: Centigors are creatures of the deep, dark forests. They suffer no movement penalties for
moving through wooded areas.
Trample: As well as their weapons, Centigors use their hooves and sheer size to crush their enemies. This counts
as an additional attack, which does not benefits from weapon bonuses or penalties.
Henchmen
W
S
B
S
L
d
Weapons/Armor: Ungor may be armed with weapons and armor chosen from Ungor Equipment list.
Special Rules:
Lowest of the Low: Ungor are on the lowest rung of Beastmen society and regardless of how much Experience
they accrue they will never acquire a position of authority. If an Ungor rolls "That lad's got talent" skill, it must be
re-rolled.
W
S
B
S
L
d
Weapons/Armor: Ungor may be armed with weapons and armor chosen from Beastmen Equipment list.
W
S
B
S
L
d
Weapons/Armor: None! Apart from their fangs and nasty tempers the Chaos Hounds dont have weapons and can fight
without any penalties.
Special Rules:
W
S
B
S
L
d
Weapons/Armor: Minotaurs may be armed with weapons and armor chosen from Beastmen Equipment list.
Special Rules:
Fear: Minotaurs are huge, bellowing monsters and cause Fear. See Psychology section for details.
Large Target: Minotaurs are Large Targets as defined in the shooting rules.
Bloodgreed: If a Minotaur puts all of its enemies Out Of Action in Hand-To-Hand combat, it becomes Frenzied on
a D6 roll of 4+.
Animal: A Minotaur is far more bestial than its Beastmen brethren and although it may gain experience it may
never become a Hero.